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Jones Lorenzen Sapsed Change in Creative Industries 14oct14 FINAL Submitted
Jones Lorenzen Sapsed Change in Creative Industries 14oct14 FINAL Submitted
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Abstract
semiotic codes; the signifiers of symbolic value that consumers derive from products,
and material base; the formats, fabrics, and physical human activities underpinning
these products. We characterize four types of change, based on high and low change
combinations with semiotic codes and material base: Preserve, Ideate, Transform and
sectors like museums, architecture and fashion, through the many transitions of film
how each of the change types appear to have different drivers related to public policy,
Even if there are elements of creativity in most human endeavor, not all
industries are organized principally to take advantage of and capture the market value
combining elements that already exist (Boden, 1990; Romer, 1990; Runco and
Pritzerk., 1999; Sternberg, 1999) and hinges upon individuals’ and organizations’
within teams (Gilson, 2013) and within networks (Cattani, Ferriani, and Colucci,
2013). Such individuals, teams and networks, as well as the business firms that profit
from them, are typically attracted to those geographic locations that offer the best
milieus for them to co-exist and interact, and as a result, particular cities tend to be
more characterized by human creativity than others (Lorenzen and Andersen, 2009;
Florida, Mellander and Adler, 2013). Thus, creative industries engage not only
individuals, firms, and cities, but also national and international governmental policies
to support and protect national cultures and economic sectors (Bakhshi, Cunningham
generate new business models (Svejenova, Slavich and AbdelGawad, 2013) and also
translate various forms of capitals such as symbolic and economic (Townley and
Gullege, 2013). They also organize creative products, performances and services
around projects, develop roles and routines that enable them to successful complete
their products and enhance learning (DeFillippi, 2013), particularly since creative
industries are permeated by paradoxes and managerial challenges that can undermine
value creation and value capture (DeFillippi, Gernot and Jones, 2007). The desire to
2
capture value from creative individuals and products generates dynamics of stardom
for individuals (Currid-Haskett, 2013), labor market inequalities for most talent
(Menger, 2013), sunk costs for firms (Bakker, 2013) and laws and international
The creation and pursuit of value alters cultural landscapes and generates
creatives play with semiotic codes—the structure and relations among symbolic
elements—to infuse new ideas and meanings into creative products (Barthes, 1977,
1990). For example, bebop jazz in the 1940s, miniskirts in the 1960s, or the waves of
Modernist architecture throughout the 20th century not only changed how creative
artifacts were produced and consumed, but also importantly cultural meaning. Jazz
was no longer only music to dance to, but was to be listened to and taken seriously,
miniskirts symbolized the new freedoms of the Sixties, while Modernist buildings
celebrated technical scale and challenged implicitly the primacy of the Church. These
product offerings and turnover, and new business models (see for example, DCMS,
(Christopherson, 2004, 2008; Hesmondhalgh and Pratt, 2005; Ye, 2008; Economist,
2013a). Although definitions differ, it is clear that the economics of creative industries
generate spillover effects across the wider economy (Cunningham and Potts, 2013).
The combination of changes in semiotic code and material usage reflect and drive
3
cultural change and economic value, encompassing both the tangible and the
role in how both the social and economic life of nation states develop and change
(Pratt, 2013).
industries, they change at different paces, ranging from minor ripples to a “gale of
creative products (Hirsch, 2000). By ‘products’ we mean the artifacts and offerings of
to clients (we use the term product to denote all these). We identify two key
dimensions of creative products that may undergo change: semiotic codes and
material base. Next, we identify four primary drivers of change: demand, public
the chapter, we provide examples of how particular creative products and industries
are characterized by these different change types, and how this has differential effects
economic growth.
4
There are numerous studies that attempt to define which industries should be
seen as principally creative, varying in whether they include fine arts, cultural heritage
and information technology as part of creative industries. There has been significant
debate about the shift in language from cultural to creative industries (e.g., Garnham,
2005; Galloway and Dunlop, 2007). We suggest that research on the arts (Frey, 2000;
Ginsburgh and Throsby, 2006) and the cultural industries (Horkheimer and Adorno,
1944; Hirsch, 2000; Throsby, 2001; Hesmondhalgh, 2013) can be seen as subsets of
creative industries because they depend on creativity and derive value from this
creativity. The best-known lists are UNESCO (1986), DCMS (2001, updated 2013,
2014), WIPO (2003), Americans for the Arts (2005), KEA European Affairs (2007)
and UNCTAD (2008). From these lists, it is not easy to identify the underlying
for identifying and classifying creative products and industries. This enables scholars
Measuring the exact size of the creative industries has proven to be a point of
contention (for discussions, see Howkins [2001] and Throsby [2010]). Most scholars
focus on creative products, which enable scholars and policymakers to trace creative
processes (Hirsch, 1972). It is products by which artists generate new meanings and
experiences and are judged as creative; it is the product which peers, critics and
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We highlight two key dimensions of creative products—semiotic codes and
material base—that underpin art worlds and define institutions (Becker, 1982;
Friedland and Alford, 1991); the symbolic and material shape our aesthetic
Importantly, these two dimensions can accommodate and capture diverse creative
products.
product’s symbolic nature and by such codes artists give meaning to their work and
shape how audiences interpret it (Barthes, 1977, 1990; Caves, 2001; Granham, 2005;
Hirsch, 1972, 2000; Lampel, Lant and Shamsie, 2000). The pattern among symbolic
elements comprises a semiotic code that is called a style in the visual arts or genre in
music and literary art worlds; these patterns are the basis for classifying creative
products (DiMaggio, 1987; Lena and Peterson, 2008). Semiotic codes vary in their
stability and change: in some creative products there are established conventions that
are refined such as classical music whereas in other creative products semiotic codes
experience dynamic change such as in fashion. When semiotic codes change, this
creates high uncertainty about which products will be selected and their success
(Caves, 2000). Artists mitigate this uncertainty by working within a genre or style:
(Hsu, Hannan and Koçak, 2009). When artists or firms marry or move across many
genres, they may attract multiple audiences but they risk confusing these audiences
and lowering the perceived integrity of their creative product (Hsu, 2005). By
working within a genre, the artist or producer is selecting tried and tested concepts
and constraints from the infinite variety available. Semiotic codes and the degree of
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change in their symbols and structural patterns are at the heart of how we classify
creative products.
The second dimension, material base, includes not only materials that give form to
creative products, but also technologies and socio-technical systems that enable the
Bijker, Hughes and Pinch, 1984; Pinch, 2008; Miller, 2010). Material base in creative
products is quite diverse, ranging from the body in dance and music, to mediums such
as molten glass and paint, to tools such as musical instruments or paint brushes, to
increasingly important: the digital format. The material base of creative products
as types of suppliers, artists and consumers. The degree of change in the material base
that substitutes materials such as the shift from analog materials and printed paper
hardcopy to digital softcopy in film, music and publishing that has dramatically
changed products, business models, and industry structures. When radical innovation
former suppliers and distributors based on those material systems are rendered
obsolete and new firms, organizational forms and industry structures arise to replace
them (Schumpeter, 1942). The material base of creative products is central to cost
structures such as vertical integration versus networks (Jones, Hesterly and Borgatti,
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1997; Djelic and Ainamo, 1999). Thus, material base and changes in the material base
The combination of semiotic code and material base elicits aesthetic responses
from audiences (e.g., peers, gatekeepers and consumers) that drive choices about what
creative products to purchase or showcase and how much to value them (Charters,
2006; Hagveldt and Patrick, 2008; Hoyer and Stokburger-Sauer, 2012). These
judgments can be quite contested and fraught with competing demands such as to
screen for “excellence” or facilitate access (Granham, 2005). Semiotic codes and
material base are used to classify creative products that populate creative industries,
creating distinct niches, which vary on their conformity to conventions and the degree
semiotic codes and the material base, we can better categorize creative products and
better discern appropriate business models, supplier networks and industry structures.
By understanding the changes in semiotic codes and the material base, we can
understand the different types of change in the creative industries. But before we can
Demand exerts an exogenous pull for change when consumers have purchasing
(de Vany, 2004; Lampel, Lant and Shamsie, 2000). Exogenous demand, or audience
constrains change when audiences and critics reward established genres such as in
8
film (Hsu, 2006; Hsu, Hannan and Kocak, 2009). In music, creative products “usually
have their distinguished genres purposely obscured or muted in the interest of gaining
wider appeal” (Lena and Peterson, 2008: 699). In contrast, audiences for haute
couture and haute cuisine expect novelty in creative products (Aspers and Godart,
2013; Svejenova, Mazza and Planellas, 2007), which drives fads and fashions
(Simmel, 1957). Endogenous demand occurs when artists seek novel forms of
expression; they are “mavericks” that reside at the periphery of the creative industry
(Becker, 1982), such as in music (Lena and Peterson, 2008) and painting (Crane,
connected to the periphery and core who translate new expressions into the
mainstream (Cattani, Ferriani and Colucci, 2013; Sapsed, Grantham and DeFillippi,
2007). Endogenous demand is the basis for long term predictable change (Martindale,
1990). Fads and fashions in clothing and fabrics may appear spontaneous, but are
planned typically two seasons in advance. When exogenous and endogenous demand
combine, it alters industry structures such as the rise of art dealers in impressionism to
connect new consumers who desired new kinds of paintings with painters who sought
to alter existing semiotic codes of representation and form (White and White,
industries that depend on continuous feedback and design and is increasingly seen in
seen in architecture with the rise of skyscrapers, whose development required new
9
materials (e.g., steel, reinforced concrete) and knowledge (e.g., statics), altering our
experience of cities and living patterns across the globe (Jones, Maoret, Massa and
Svejenova, 2012). Internal technological change may arise from user innovations that
drive advances in music production by lowering costs and creating value through
enhanced technological products; users are both distributed and focused around
particular communities where firms coordinate input to create new products (di Maria,
Finotto and Ruliani, 2013; Flowers and Voss, 2013). Technological change may be
which enabled creative content to be stored on chips and transferred via electronic
signals on the worldwide web, bypassing brokers who controlled the industry.
Creative industries involve extensive production networks (Coe, 2013); thus, the
and the network. When technological changes prompt substitution such as digital
softcopy for analog hardcopy, then we see industry disruption and the rise of
(Schumpeter, 1942). These changes in material base vastly expanded who has access
to music and film products, connecting producers and consumers in new ways and
altering industry economics and structures (Hirsch and Gruber, 2013). For example,
films are increasingly distributed and produced, by Netflix rather than movie studios
and music is distributed through Apple’s iTunes rather than record labels.
contrast, when material base and knowledge that underpins an industry are not easily
substitutable, it creates a form of uniqueness that protects these products from market
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technology more likely supports and extends current practices, companies and
Public policy, such as copyright law and public subsidy, shifts over time and
(MacMillan, 2013) and influences the pattern of creative production, such as the role
of sampling in hip-hop music following case law that found sampled recordings to be
consumption has diffused so widely that the enforcement of the extant copyright
system seems infeasible, yet industry and government interests have been intimately
linked in supporting it (Blanc and Huault, 2014; Dobusch and Schuessler, 2014;
Mangematin, Sapsed and Schuessler, 2014). Public policy affects the rate of change in
creative products such as classical music, ballet and opera, which rely on established
conventions that convey membership and status; as such, there is great focus on
processes that preserve and refine semiotic codes. Many Western economies have a
tradition for providing public support for creative industries with low scale markets,
and many depend on such subsidies for survival. The rationale for such government
support includes market failure and the idea of cultural and creative products as ‘merit
goods’. Objectives of policy have shifted from traditional goals like exports and job
growth to knowledge exchange and the spillovers from creative industries to the wider
across the creative industries, but there has been a general agenda to promote
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Globalization is the liberalization of trade and investment that moves money,
people, products, technologies and ideas across regions (IMF 2000), creating new
market opportunities, but also intensifying competition, for the creative industries. For
example, the last three decades’ migration from India to Western countries has
created export markets for Indian culture, while changes in Indian trade policies
during the same period has enabled hybridization of semiotic codes—a blending of
modern western and traditional Indian themes. This has paved the way for an
international discourse and demand for Modern Indian Art (Khaire and Wadwani,
2010) as well as a Bollywood export boom (Lorenzen and Mudambi, 2013). The
combination of global exposure and export revenues from the Indian creative
at home, such as fashion and film schools, fashion shows and film festivals, critics
and review systems, and retail outlets and multiplex cinemas. At the same time,
falling trade barriers and the opportunity for cross-border investments also brought
traditional Indian clothes tailors by modern fashion companies (Khaire, 2013a) and
Next, we use the relations between changes in semiotic codes and material base to
We argue that the two dimensions of creative products—semiotic codes and material
base—are subject to different paces of and processes for change, ranging from slow-
paced change, dominated by artists and firms seeking to preserve semiotic codes and
12
material base, to fast-paced change, where artists and firms ideate semiotic codes
and/or transform material base. Figure 1 below illustrates four different stylized types
of change in the creative industries, which we, for the sake of simplicity, will refer to
as Preserve (slow change in semiotic codes and material base), Ideate (fast change in
semiotic codes but slow change in material base), Transform (fast change in material
base but slow change in semiotic codes), and Recreate (fast change in semiotic codes
and material base). As paces of change are, of course, continua rather than discrete
clusters, in between our types are a mix of continuity and change in either semiotic
codes or material base. Figures 2 and 3 provide some examples of how our change
typology may be applied to prototypical creative products and industries. These are
illustrative examples, showing how different types of change occur even within the
same industry, for instance between mainstream and niche products, or at varying
historical points. We observe that a few drivers of change tend to be associated with a
type of change: State policy with Preserve, demand and globalization with Ideate,
Recreate. We discuss different drivers and types of change in the next four sections,
and stable type. It combines a semiotic code based on aesthetic conventions and
codes and material base tend to rely more heavily on State policy, including
performing arts such as classical music, ballet, opera and those that collect, conserve
and/or house creative products such as museums, galleries, antique arts dealers,
13
auction houses, collectors and heritage parks, Indeed, heritage appears on four of the
six definitions of creative industries (e.g., UNESCO, Americans for the Arts, KEA
antiquities markets, which have globalized, expanding to the Middle East and to
Organizations and creative products characterized by this type of change are valued
for the extensiveness and quality of their performances and collections; museums are
heralded for the number of items by an iconic painter or within an art movement; the
composers, even if it mixes popular tunes into its repertoire. The number and nature
Although the prototypical organizations that represent this change type are
listed above, other creative industries can form niche specialties in processes that
preserve creative products and techniques. These specialty organizations desire not
only to focus on and preserve aesthetic conventions, but also deepen the quality of
extant material base, and the knowledge to maintain that material base. For example,
artisans and craftspeople specifically work within semiotic and material traditions and
historical styles, focus on learning and retaining traditional techniques. For instance,
Cram and Goodhue in 1914 built St. Thomas church with traditional stone and
construction methods, even when modern materials and methods were available
which delayed construction time and increased costs (Jones and Massa, 2013).
have complemented rather than disrupted or supplanted the industries, and changes in
14
material base have been modest. For example, digital banners enable operas to be
understood more widely, but alter neither the aesthetic conventions nor traditional
To explore the change type depicted in this quadrant of the figure, let us
consider museums, as exemplified in Figure 3. The purpose of museums has been and
preserve cultural treasures and evidence of ideas; these distinct purposes have been
present since their founding (DiMaggio, 1982). Today many museums are thriving
with average attendance numbers across museums doubling from two decades ago—
contemporary art such as Tate Modern in London, Pompidou Center in Paris and
Museum of Modern Art in New York (Economist, Dec 21st, 2013b, p. 3, 7). The
reasons for this resurgence are several. First, museums are primarily located in cities
Reports 2011 2012 April, and 2012 June). Cities are the centers of creativity and
(Florida, 2002; Florida, Mellander and Adler, 2013) and, largely educated and
new museums, a city or state seeks to generate tourism and spark urban renewal,
called the ‘Bilbao effect’ after Frank Gehry’s design for the Guggenheim museum in
Bilbao, Spain. Third, museums in Western countries expanded their services and
accessibility such as the British Museum hosting sleep-overs for children and working
economies desire to showcase their culture; iconic new buildings are powerful
15
material and symbol to do so. In fact, China in 2009 upgraded culture to a strategic
industry, and is building museums rapidly to enact this strategy, often with a lack of
appropriate artifacts to populate museums and with unclear purposes (Economist, Dec
21st, 2013b).
industry organizations depend heavily on State support, patrons and paying visitors.
Given the recent economic challenges of many states, nations and cities, museums
had to increase their visitors to attract revenues. For example, even though museums
focus on traditions in semiotic codes and maintaining the material base of creative
performances and products, the most successful museums have embraced some
offering 3-D models of popular artifacts on the web so that they can be experienced
remotely and extend the access of the museum beyond its physical walls (which is a
material change and extends into the next type of change). Museums are proliferating
their brands, for example the Louvre opening satellite museums in Lens and Abu
Dhabi with the plan to rotate the collection among the sites. Critics argue that such
York Times, 9.1.07); yet, it illustrates how Preserving is not a static activity even if
semiotic codes and material base are largely untouched. Preserving is still a source of
industrial change. Hence, the ability to attract visitors to museums or heritage sites is
a key indication of their health and revenue, and the ability to generate identification
accessibility and engages visitor interest through using technology to support unique
16
experiences and providing special exhibits by partnering with other museums will be
Ideate: Fast change in semiotic codes and slow change in material base
The upper left quadrant in Figures 1, 2 and 3 represents a type with fast-paced
changes in semiotic codes (Barthes, 1977, 1990) while maintaining the material form
expressing creative products. Examples of creative products that represent this change
type are haute couture/fashion, haute cuisine, wine, theater, advertising and fine art.
Processes of hybridizing semiotic codes are at the core of Ideation and driven by the
demand for novelty that underpins creativity: new combinations and recombinations
of existing semiotic elements. While combination is present across the framework and
(Arthur, 2009), the arts (Sapsed and Tschang, 2014), and innovation (Schumpeter,
by semiotic shifts that may trigger disputes over the appropriateness of labels given
the stability of the material product such as in wine (Anand and Croidieu, 2013). The
ingredients and menus, a new fashion season or ad campaign or a new blend of grapes
and labeling of wine. Given this dynamism in the semiotic codes, order depends on
established materials for expressing creative products, such as the texture, color and
fall line of cloth in fashion or the ingredients and their combinations to create tastes
and menus in haute cuisine, which remain relatively stable over time, even if the
knowledge needed to perform that role has been dynamic. With hybridizing and the
rapid change in semiotic codes, a challenge is being perceived as authentic rather than
17
imitative in one’s aesthetic expression (Jones, Anand and Alvarez, 2005; Peterson,
1997).
semiotic codes to meet the desire for novelty and opportunities offered by
globalization. Electronic music artists have exploited sampling and synthesized sound
rhythms with new forms. Dubstep, for example, combined UK Garage music with
elements of Jamaican reggae and Jungle to create an underground South London style
that was ultimately adopted by mainstream artists like Britney Spears, Rihanna and
Snoop Dogg, a typical sequence for new music genres (Lena and Peterson, 2008). In
fashion, styles may be recycled but also given new names to highlight their novelty
(Godart and Galunic, 2014). Fashion seasons offer systematic opportunities and a
stable order to combine and recombine semiotic elements (e.g., new design motifs, as
well as combinations of pants, vests, skirts, blouses, Barthes, 1990). Indeed, the
fashion becoming a creative industry rather than only a craft of tailors (Djelic and
Ainamo, 1999). Fashion shows also organize the industry through providing
collective events that draw together designers, critics and firms from around the world
to make sense of new trends and opportunities (Schüßler and Sydow, 2013).
Globalization also drives change in semiotic codes within fashion. For example, in
and taste married with traditional motifs and materials—as well as roles, where the
primary role of the tailor for customized clothes has been substantially reduced by the
2013b). Fashion, which has resisted digital technologies, now has a digital fashion
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week, uses Facebook, Twitter and blogging sites to position and supplement brand
images and is analyzing tweets and re-tweets to spot fashion trends (Sedghi, 2013).
Although the critic, as an intermediary, still plays a role in assessing the industry and
more instantaneous and democratic feedback via twitter feeds. These trends are
imitated by others, both other fashion houses and also diffused to the firm’s ready to
wear operations, prompting the search for new semiotic combinations for the elite
class and creating cycles of fads and fashions (Crane, 1990; Godart and Galunic,
on entrepreneurs. The entrepreneur’s identity and passion drives product creation and
their names are often attached to their products such as the early Coco Chanel, Liz
Claibourne and Ferran Adrià. Entrepreneurial producers rely on a small set of clients
and patrons to support new creative products. The products tend to be small batch or
limited season, and since they are aimed at a relatively small set of elite customers,
they are expensive. These businesses enact distinct but complementary business
models: restricted access and diversification. With restricted access, producers tend to
engage in creative exploration. For example, in haute cuisine, Adrià limited servings
at E-bulli to six months and used the other six months to experiment and create new
dishes (Svejenova, Mazza and Planellas, 2007). In fashion, industry conventions such
as Spring and Fall seasons limit product life, but also offer complementary products
creatives build their brand such as TV cooking shows and cookbooks for chefs
for fashion houses. Although there are commonalities for business models, these are
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enacted in distinct ways depending on the historical and institutional legacies in which
these companies were founded. For example, haute couture is organized as a “the
“umbrella holding” company in France, the “flexible embedded network” in Italy, and
the “virtual organization” in the United States” (Djelic and Ainamo, 1999: 622).
Transform: Slow change in semiotic codes and fast change in material base
The lower right quadrant of Figures 1, 2 and 3 highlights a change type with
often disrupts existing industries (Tushman and Anderson, 1990; Christensen, 1997)
and once a new technology is established, older technologies become obsolete and
tend to disappear whereas with semiotic codes, old codes can be reimported and re-
used as classic designs. For example, the shift in the material base from analog to
digital technology has dramatically altered the landscape previously occupied by film,
music and publishing. The digital format not only allows for easy replication and
information; they have become the new intermediaries between artists and consumers.
For example, download services like Apple’s i-Tunes now dominate music CD sales.
Google provides access to music (google play), video (youtube) and publishing
(google books). Spotify shares music. Netflix not only distributes but produces
content-first episodes, and now movies, that can be rented, streamed and even
conglomerates—exemplify this change type and provide insight into how and why
mass markets tend to have slow changes in semiotic codes, but experience dramatic
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changes in material base. First, audience expectations constrain work within accepted
genres (Hsu, 2005; Hsu, Hannan and Ocak, 2009). Thus, entertainment firms
reproduce their past products and offset their risks of lowered revenues by sticking
franchises (Christopherson, 2008), which entail enormous sunk costs (Bakker, 2013).
New genres or novel combinations, such as Country and Western music, were ignored
stream (Anand and Watson, 2004). Second, entertainment companies focus on smaller
budget, lower quality product to fill media pipeline and pressure more peripheral
members of the industry to work faster and cheaper to contain costs (Christopherson,
2008). Ironically, their actions lower the quality and diversity of product offered to
Their actions also exacerbate stratification and inequality, where a few artists are
stars, gaining most of the work and monetary rewards (Currid-Hackett, 2013; Menger,
2013). Third, the hybridizing benefits of globalization are quite challenging in mass
markets and semiotic codes do not travel well between various countries. For
example, USA, China and India are the largest film markets, and their film industries
have built such distinctive semiotic codes that foreign films find it notoriously
difficult to penetrate these markets (Lorenzen, 2009). Further, semiotic codes are
culturally based, which means that “Too many films are both too foreign and too
familiar for audiences abroad” (Economist, Dec 21, 2013 p. 107). Fourth, government
bureaucratic hurdles restrict access to which and how many foreign films can enter
and importantly, less creative license because China wants to use films to “inculcate
Chinese values and culture” (Economist, Dec 21, 2013, 107). In an attempt to work
21
out these globalization challenges, Hollywood filmmakers are co-financing or co-
producing Chinese films to gain a foothold in the burgeoning market, but cultural and
the other hand, addresses similar challenges by “springboarding” its way into the US
Mudambi, 2013) similar to what the United States did in Europe during the 1940s and
film, music and publishing, they also offer ‘digital native’ creative products such as
videogames, developing content based on accepted genres from film such as action,
sci-fi, war and fantasy. For some thirty years these genres have been serving the
These gamers value innovations that are tightly linked to the material base in the
processing power of consoles and their speed and ability to run video and graphics
animation (Sapsed, Grantham and DeFillippi, 2007). Each new console generation
requires ever more complex and large scale games to be produced, which means ever
greater projects and sunk costs for the developers (Bakker, 2013), leading to
concentration in this segment of the industry. Similar dynamics can be seen in the
workshops and now require hundreds of artists and developers, each working on a
tiny slice of Computer Generated Imagery (CGI) on blockbusters like Avatar or The
Avengers. The work process to achieve the desired effects is described as a “digital
creative workers (Rüling and Duymedjian, 2014). The change in material base from
22
traditional animation drawing to digital tools and format has had profound
and technology companies tend to locate in or near large cities, such as New York
City, Los Angeles, and San Francisco in the United States, and London in the United
Kingdom. These large cities have strong higher educational institutions, amenities and
life styles that attract workers in the creative industries (Florida et al, 2013), and
Traditional business models for film, music and publishing are no longer
they did in the past. Audiences pirate and share content or access it from technology
companies. Recent reports by industry experts reveal that few movies are profitable,
only 7% of British movies made a profit (Economist, Dec 21, 2013, p. 105) and the
record industry has seen revenues decline, some estimates say by $10 billion (Spotify,
2014). Media companies threaten lawsuits for piracy and sharing (e.g., Napster) and
these practices dampen individual creativity and cultural diversity because current law
the digital revolution, artists in principle can produce and directly distribute their
music to consumers, bypassing mega media companies traditional brokerage role and
increasing the diversity of music available (Foster and Ocejo, 2013; Hirsch and
Gruber, 2013), although they still require marketing and promotion and there is no
models. Third, new media industries’ business models have shifted from company
23
selling products to consumers to ad revenues and membership fees. Netflix and
Spotify gain revenue from membership fees rather than purchase or rental of creative
products. The average person spends $55 on music in a year whereas Spotify’s
premium members spend an average of $120 per year (Spotify, 2014). However, the
increasingly raising concerns about privacy. Nevertheless the massive data generated
by online activity has given rise to the high growth online segment of the advertising
industry, which is displacing the familiar media of TV, radio and print. Advertising no
longer depends on clever combinations the drive Ideation, but is now fused with data
both semiotic codes and in material base. These creative industries are extremely
dynamic and their artistic and material properties are tightly coupled such that
expressing new semiotic codes drives new material innovations and vice-versa,
resulting in a total recreation of products and industries. Industries that represent this
change type include parts of architecture where new materials enable the expression
electronics to produce ‘Smart fabrics’. These are a step beyond fashion’s use of new
materials, from rayon through to lycra, but used in largely established categories of
clothing such as sporting and athletic. Within design and consumer goods, the
introduction of plastics altered the type of chair forms and launched new furniture
styles. The semiotic code changes associated with this material base change have been
varied, on the one hand plastic furniture was first designed for high end consumers by
24
renowned practitioners such as the Bauhaus school, yet other classic designs—like the
‘stacking’ chair—were adopted by public sector institutions like schools for their
affordability. This duality of cultural meaning persists today. However in many cases,
Recreate—changes in both semiotic codes and material base—may occur more easily
because many of the innovations depend on a limited set of people to experiment. For
example, in architecture, this set includes persuading the client and collaborations
with engineers to assuage building regulators rather than satisfying a mass market.
Thus, audience expectations, such as those in film, music and publishing, which dilute
innovations to appeal widely, are not so present in this context given the different
client base and revenue models. Indeed the final ‘audiences’ for buildings, their actual
occupants, often disagree with the aesthetics and symbolism of their procurers. This
type of conservatism can lead to revivalist styles, such as New Classical and Mock
Tudor, which hide contemporary structures behind traditional façades (and belong
intimate relation among semiotic codes and material base. For instance, in order for
bent steel and metal shells, he had to find a new design tool which he imported from
plane design, generating "wakes of innovation" through the supply chain as others
innovated when they adopted and adapted to the new digital technology and new
material constructions (Boland, Lyytinen, and Yoo, 2007). With new materials, new
semiotic codes were created that contravened extant semiotic codes such as Frank
Lloyd Wright’s Unity Temple: a church made from reinforced concrete, had a flat
topped roof with no window openings and no spire (Jones and Massa, 2013) and Le
Corbusier’s placing large buildings on pilotis (stilts) to rise above rather than sit on
25
the ground (Jones, Maoret, Massa and Svejenova, 2012). Clearly, reinforced concrete,
a new material, was needed to sustain the weight of tall buildings. Architects’
regulations. For instance, Wright’s Johnson Wax building had nine inch diameter
reinforced concrete pillars to carry 12 ton roof which “flagrantly violated” the 30 inch
diameter requirement (Anonymous, 1937). Wright poured the column, used wire
mesh instead of the prevalent steel rods and tested it with 60 tons of weight; the
column stood and building officials issued his permit. Johnson Wax became on icon
and exemplar of new building style and material construction. Although changes in
semiotic codes and material base may take decades to fully assimilate and to alter the
built landscape, such as Modernist architecture, which took close to 70 years, these
engineers, professional associations, schools and journals (Jones, Maoret, Massa and
Svejenova, 2012).
The revenue models of architecture and other forms of design are based on
client relations and diversification of client sectors, particularly given the volatility of
construction and related areas. For example, architecture firms routinely use
some stable areas of the construction industry that has continued growth such as
public schools, corporate offices, aging facilities or healthcare. Thus, one client sector
can compensate for another whereas boutique firms that specialize are more likely to
whither in poor economic climate (Blau, 1984). Architectural and design firms use
network forms of governance that engender both collaborative stability and flexibility
26
Lichtenstein, 2008); project-based organizing and project ecologies facilitate this
Discussion
and industries. By contrast, as we also include the dimension of semiotic codes, our
industries, disruptions of business models and industry organization arise not just
from technological change, but also from changes in semiotic codes. To distinguish it
We offer two important caveats on our framework. The first caveat is that we
have not traced historical shifts and dynamics such as the relation between peripheral
and core actors that hybridize to create new semiotic codes. For example, avant garde
movements often percolate in the periphery of a creative industry, which may later be
styles and reinvigorating the industry such as painting (Crane, 1987; Sgourev, 2013)
The second caveat is that because the change drivers policy, demand,
technology and globalization are dynamic, creative products and industries often
move between change types over time. We have shown this with the examples in
Figures 2 and 3. For instance, the film industry was characterized by Ideate, seen in
the development of semiotic codes (e.g., narrative forms and genres), when it shifted
27
from a focus on technology to content (Jones, 2001). Then, from 1920 through 1948,
it was characterized by Recreate with the introduction of sound and color as new
technologies and developed new genres that capitalized on sound (e.g., Hollywood
musicals) or grainy films shot in black and white (e.g., film noir). This period
(Balio, 1985). When exogenous demand dropped, government policy arose (e.g., anti-
1950s onward, these re-organized the industry into production and distribution
During the last decades, the growth and economic promise of the creative
industries has spurred a range of public policies across Western economies, Asia, and
latterly South America, with different flavors but aimed at promoting this category of
development potential. Depending on how they are categorized and measured creative
industries constitute a high-growth sector that faces the future and in some countries
and regions form a substantial proportion of value-added in the economy (e.g. DCMS,
2014). There is of course a lock-in effect in many of these established centres that
bestows advantages on them. The most obvious example being Hollywood as the
center of the film industry (Storper, 1989), and yet Bollywood emerges as a contender
in the scale of its activity (Lorenzen and Mudambi 2013). Local film production
clusters are also appearing elsewhere across the globe (Lorenzen, 2009; Coe, 2013).
Because of the creative advantages of the periphery (Cattani, Ferriani and Colucci,
28
2013), developing countries and emerging economies may have advantages as the
center of creative industry networks become saturated and in need of fresh ideas.
Compared to other celebrated high-value added industries, such as biotech and large
scale ICTs, some creative industries have relatively low entry barriers. Those creative
industries with low finance and capital requirements offer a cheap and alluring path
for new individuals, firms, and economies to enter into the global marketplace.
remember that many creative industries have the capacity for cultural transformation,
but not necessarily for being economic engines. Given the high levels of creativity in
production and the nature of their demand, creative products that typify Preserve,
such as symphonies and museums are likely not to be scalable, cannot guarantee mass
audiences in spite of some notable successes, and the majority will continue to depend
on public subsidies to be viable. Many creative industries are also mature and are
disarray in the search for new business models that properly reward creative work and
edged in how it affects creative industries; whereas some traditional content providers
struggle to make old rules work, those industries and firms that embrace the
fundamentally linked in the industrial dynamics (DCMS, 2013; Sapsed et al., 2013).
We have suggested that the key to stimulating this potential through public policy is
by understanding how changes differ across industries. Creative industries are diverse
29
and span a range of products. Not all countries and regions can be manufacture
exporters, and similarly not all countries and regional governments can make generic
creative industry policies work; however, by understanding nuance and the local
cultural advantages, there are surely profound opportunities for prosperity that
Conclusion
codes and material base—and used these to classify creative products and develop a
typology of change in the creative industries. This framework warns against making
generalizations across all creative industries because the differences in their semiotic
codes and material base generate distinct change dynamics. For instance, film, music
and publishing are quite similar: they focus on mass markets, make money from their
blockbuster products, enlist brokers to spot and filter talent, and their synergies have
rise of digitization changes their material base, and in a similar way. In contrast,
fashion, haute cuisine and architecture have distinctly different dynamics and a
different material base. Our framework captures and compares these differences,
along with identifying the primary drivers for each type of change. By juxtaposing
these four change types, we hope to demonstrate, on the one hand, the value of
analyzing both the semiotic and material dimensions of change, and, on the other, that
creativity does not always involve similar paces and types of change. We need to
understand when and how it does, in order to profit from such change.
30
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45
Figure 1 A Typology of Change in the Creative Industries
Fast change
Ideate Recreate
Semiotic Codes
Preserve Transform
Slow
change
Material Base
46
Figure 2: Examples of Change in Advertising, Architecture and Videogames
Semio c
Codes
Ideate Recreate
Brutalism,
Adver sing e.g. Le Deconstruc vism,
For TV, radio, print Corbusier e.g.Gehry
Casual/Social
New Classical games for iOS
Low architecture High
Change Change
Blockbuster
Games shooter games
Workshop for consoles
Online search
adver sing
Transform
Preserve
Material
Base
47
Figure 3: Examples of Change in Fashion and Textiles, Museums and
Performance Arts
Semio c
Codes
Ideate Recreate
Smart
Haute Couture
fabrics
Low High
Change Change
Museums Online Access
and galleries
Online streamed
performances
Classical Music
48
Appendix 1. The most common definitions of Creative Industries
Americans
UNESCO WIPO KEA UNCTAD DCMS
for the Arts
(1986) (2003) (2007) (2008) (2013)
(2005)
Socio-
cultural
activities
Environmen
t and nature
Sports and
games
Museums
Cultural
and Heritage Heritage
heritage
collections
Printed Publishing
Press and Books and
matter and Publishing and printing Publishing
literature press
literature media
Performing
Performing arts and
Music, arts entertainmen
Music and t
theatrical Performing Performing
performing
productions, arts arts Sound
arts
operas recording
Music
and music
publishing
Visual arts
(including Visual and
arts and graphic arts Visual arts/
crafts) photograph Visual arts Visual arts
y
Photograph Photograph
Photography
y y
Motion
Motion pictures,
Film and Audiovisual
Cinema picture and Film video and
video media
video television
programmes
Programmin
Radio and Radio and Radio and Television
g and
television television television and radio
broadcasting
49
Advertising
Advertising PR and
Advertising Functional
services communicati
creations:
Design, new on
media such Translation
as software, and
digital interpretation
content and
games,
creative Specialised
Design Design
services design
such as
Architecture Architecture
architecture
Video and Software
games advertising, publishing
Software digital Computer
and services and programmin
databases recreational g
services
Computer
consultancy
Copyright
collective Art schools Cultural
managemen and services education
t societies
Note: The terminologies are the original used in the various sources. Based on
copyrights, WIPO’s (2003) definition is the most narrow, excluding a range of event-,
education-, and heritage-based industries. By contrast, UNESCO (1986) is very broad
and includes cultural heritage, environment/nature and socio-cultural activities (such
as association and community work). However, neither this definition nor the one
proposed by Americans for the Arts (2005) incorporates recent boom industries such
as IT, software and specialized design services, which have been included in the
definitions by DCMS (2013) and UNCTAD (2008). The latter definition also includes
heritage and traditional arts and crafts (but is more operational than UNESCO (1986)
in that it focuses on industrial activities, omitting socio-cultural activities).
50
51