|
January 22, 2008
I have often wondered what the creative industries refer to. I have presumed that they are less the new media (blogs, Facebook, Flickr) or digital photography (craft) and more in the way of design, fashion film, or computer games in the form of entertainment, such as Fury.

Though computer games are commonly seen as dragon slaying entertainment for teenage male geeks and nerds, they are more than mass entertainment of the culture industry. New media are still distrusted media, and if computer games are the contemporary currency, or the cutting edge, in new media, then I presume that the cultural critique of the computer/video games of the global media/entertainment companies is that are are seen to be too trivial to be discussed seriously.
If we pick up on an ongoing discussion on the Fibreculture List, starting from this Malcolm King article, we can see that have the global games industry ( World of Warcraft and Guild Wars) and the difficulties the games industry faces as it attempts to develop an Australian share of that global industry. In what way though? As outsourcing of the global entertainment firms? Or as an expression of Australian culture?
If it is the latter, then we have the link between creative innovation, the growth of knowledge new media literacy, a new and emerging market, and the “innovation frontier”. However, these creative industries have tended to be at the fringes of national discussions about science and innovation policy, and of related funding and industry programmes. Therein lies a problem.
The lack of an effective innovation system for the Australian creative industries producing digital content and applications is surprising, since the growth rates for the creative industries have consistently been more than twice that of the economy at large.
This translates directly into jobs and economic growth, fuels creative capital, results in enrolled students in game-related courses in academia, and nurtures creative workers who are increasingly being recognized as key drivers within national innovation systems. So why don't we see Australia as a creative nation?
Contrary to the view of the old economy--the old extraction-based, manufacturing economy--- Australia's creative industries should be seen as increasingly mainstream rather than marginal element of our economy . From an innovation/emerging markets perspective the creative industries are seen to comprise 13 sectors: advertising; architecture; the art and antiques market; crafts; design; designer fashion; film and video; interactive leisure software (such as computer games); music; the performing arts; publishing; software and computer services; and television and radio. That's a big swag of cultural activity.
The underlying assumption of the creative industries is that businesses in these sectors share a common foundation, despite their differences: they rely on individual creativity and imagination allied with skill produce wealth and jobs through the generation and exploitation of new intellectual property and content. However, to get anywhere in a global market dominated by big entertainment firms, these creative people are going to need to be both entrepreneurial and innovative.
|
Gary,
there is a good quote from Stuart Cunningham in this post on Propagating Media
Cunningham is referring to Auran Games (a Brisbane based games company).The digital economy is not seen as real. Only old style blue collar manufacturing is real. It's the old global/national stuff again.