Technological Forecasting & Social Change: Vincent Mangematin, Jonathan Sapsed, Elke Schüßler

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Technological Forecasting & Social Change

Disassembly and reassembly: An introduction to the Special Issue on digital


technology and creative industries☆
Vincent Mangematin a, Jonathan Sapsed b,⁎, Elke Schüßler c
Grenoble Ecole de Management, Grenoble, France
University of Brighton, Brighton, UK
Freie Universität Berlin, Berlin, Germany

a r t i c l e i n f o a b s t r a c t

Article history: This Special Issue analyzes the dynamics of disassembly and reassembly unfolding in selected
Received 18 December 2013 creative industries through the advent of digital technology. It argues that a full understanding
Received in revised form 30 December 2013 of the much-observed organizational or sectoral lock-in effects on the one hand, and the
Accepted 4 January 2014 possibilities for transformation and innovation on the other is only gained by analyzing jointly
Available online xxxx
how institutional logics, business models and creative processes are affected by digital
technology and how they interrelate in producing stability or change. These three dimensions
Keywords: provide a framework for reviewing the findings of the papers comprised in the Special Issue
Digital technology and for integrating their insights towards a research agenda. This introduction starts with a
Creative industries
reflection on creative industries classification systems and related possibilities for generali-
Innovation
zation and discusses how digital technology acts as a driver for disassembly and reassembly. It
Business models
Institutional change concludes by highlighting three avenues for further research.
Institutional logics © 2014 Elsevier Inc. All rights reserved.
Creative processes

1. Introduction ‘laboratory’ for studying the transformations of modern econo-


mies and societies. Accordingly, the changes they are currently
Digitization is everywhere in discussions on industrial and, undergoing through digital technology are becoming increasingly
more broadly, societal change. The way we get our news, the urgent in broader debates on cultural production, entrepreneurial
choice of work places and the design of work environments, how activity and the nature of creativity [2–4].
we connect with customers and stakeholders in developing Creative industries research in the past has tried to under-
products and how these products are consumed: our lives, both stand the paradoxes or tensions inherent in creative work [5–7],
private and professional, are fundamentally affected by digital the role of places or networks in supporting creative production
technology. No set of industries has felt this impact more than the [8,9] or innovation dynamics [10,11]. These studies stress specific
creative industries: that set of sectors bound together through a forms of organization, managerial practices and policies and
reliance on the value of symbols and aesthetics [1]. Previously social ties as fundamental for spurring creative dynamics and
thought of as frivolous and an expensive luxury, the creative enabling value creation from creativity. However, the role of
industries are now considered an industrial priority and a digital technology as a mediator of these variables and in
particular its disruptive effects on established forms of creative
☆ All three authors have contributed equally to the compilation of this Special production and consumption is rarely explicitly addressed in
Issue and the introductory text. Author names are therefore in alphabetical these debates.
order.
⁎ Corresponding author.
Although digital technology is commonly considered as a
E-mail addresses: Vincent.mangematin@grenoble-em.com (V. Mangematin), driver of growth and innovation [12], we also know that
J.D.Sapsed@bton.ac.uk (J. Sapsed), elke.schuessler@fu-berlin.de (E. Schüßler). it has fundamentally shaken industries such as music, film

0040-1625/$ – see front matter © 2014 Elsevier Inc. All rights reserved.
http://dx.doi.org/10.1016/j.techfore.2014.01.002

Please cite this article as: V. Mangematin, et al., Disassembly and reassembly: An introduction to the Special Issue on digital
technology and creative industries, Technol. Forecast. Soc. Change (2014), http://dx.doi.org/10.1016/j.techfore.2014.01.002
2 V. Mangematin et al. / Technological Forecasting & Social Change xxx (2014) xxx–xxx

production or publishing [13–15]. Old business models are often measurement exercise undertaken by the UK New Labour
held onto, whereas new opportunities depend on firms' willing- government of Tony Blair in 1998, researchers, policy makers
ness and ability to apply new tools of production, recognize and and practitioners often consider sectors such as advertising,
address changed consumption patterns and mobilize institutional architecture, art and antiques, computer games, crafts, design,
voids to change broader rules of the game [16–18]. The same designer fashion, film and video, music, performing arts,
holds for other sectors beyond the confines of the creative publishing, software, TV and radio as identified creative
industries such as photography or telecommunications, where industries. These are defined as “those (…) which have their
incumbent firms are often slow in adapting their business models origin in individual creativity, skill and talent and which have a
to technological change because they are trapped in old cognitive potential for wealth and job creation through generation and
representations and adhere to existing institutional logics [19,20]. exploitation of intellectual property.” [21] (p. 4). The main
The contribution of this Special Issue is to focus explicitly on policy motivation driving this classification was to account for
both processes of disassembly – the shaking of existing business and encourage economic growth, employment and social
models of transaction and distribution, for instance – and cohesion in advanced countries, recognizing unsung sources
reassembly — for example, new tools and architectures to interact of value creation where cities, regions, and nations faced the
with audiences and communities in selected creative industries. decline of traditional manufacturing industries. This reasoning
It hereby addresses three levels of analysis that are clearly considers creativity not only as individual originality, imagina-
interlinked in producing stability or change but rarely examined tion or inspiration, but as an economic factor contributing to
jointly: the macrolevel of institutional logics, the mesolevel of entrepreneurship, innovation, growth and social peace.
business models and the microlevel of creative processes. Critics of these policy-driven developments have pointed
This introductory article provides a synthesis of each out the highly eclectic and arbitrary compilation of tradition-
paper's arguments and findings. It also derives theoretical al arts and cultural fields as well as digital new economy
implications for research on creativity and creative industries sectors under the creative industries label [22]. Some more
and highlights blind spots in our understanding as well as fundamentally questioned the neoliberal stance behind
avenues for further research. First, it reviews briefly the applying the norms of industrial production to the produc-
rationales for classifying the creative industries and the tion of cultural goods through the coining of the term
boundaries around them, which is a contested and fluid field. ‘creative industries’ [23], a view that is said to be largely
These boundaries are important for understanding how the detached from artists' self-perceptions [24]. From this latter
contributions of this Special Issue can be generalized to other perspective, Horkheimer and Adorno's [25] original usage of
settings. Second, it characterizes the process of disassembly the term ‘cultural industry’ as an overt critique of popular
and reassembly brought about by digital technology. Third, it mass culture has been subtly and perversely converted into a
summarizes the role of institutions in constraining and normative agenda for 21st century economic policy.
enabling creative processes and forms of value capture and Several alternative classificatory systems have been
appropriation in creative industries. Introducing the first set of developed in the light of these criticisms. Throsby's [26]
papers in the Special Issue, this section highlights the role of concentric circles model, for instance, proposed to differen-
discourse, actors and institutional work in maintaining or tiate between the ‘core creative arts’ such as literature, music
challenging dominant institutional logics and regulatory or performing arts, other ‘core cultural industries’ such as
regimes. Fourth, it looks at the opportunities for and challenges film, museums or photography, ‘wider cultural industries’
in business model transformation arising through the shift such as publishing, television or video/computer games and,
from material to digital content. This section introduces the finally, ‘related industries’ such as advertising, architecture or
second set of papers seeking to understand how the traditional design. This system gradually distinguishes sectors with high
value chain of creation, production, distribution and sales has cultural value from sectors with high economic value.
collapsed and how it is being reconfigured. Fifth, it turns Hesmondhalgh [23] (p. 12–14), in contrast, suggested that
attention to how technologies more generally and digital only those industries that create texts or cultural artifacts and
technologies in particular affect the thinking and activity of which engage in some form of industrial reproduction should
creative workers. By introducing the final set of papers which be considered as ‘core cultural industries’, including adver-
analyze the ‘digital native’ sectors of video games development tising, broadcasting, film, internet, music, publishing and
and post-production of computer-generated animated film video/computer games. Yet an alternative approach, which is
we find new methods of coordination that nevertheless best represented by the classification system of the World
perform some of the same creative functions as those Intellectual Property Organization (WIPO), is to focus on the
enshrined in the early Italian Renaissance. The sixth and role of copyright in mediating value creation and appropri-
final section emphasizes the transformation of other sectors ation. According to this logic, sectors such as advertising,
that may derive value from creativity regarding ways to collecting societies, film and video, music or publishing
create, produce and deliver goods and services and to constitute the ‘core copyright industries’, whereas sectors
interact with users and consumers. It also offers thoughts such as design, architecture and fashion are considered as
on the ongoing research agenda. ‘partial copyright industries’ because copyright plays a more
peripheral role to their business models. The broadest
2. Classifying creative industries and moving perspective was developed by Howkins [27] who writes of a
beyond classification ‘creative economy’ embracing toys and games production as
well as research and development in science and technology.
The classification of what constitutes a ‘creative’ industry is The role of digital technology has played an important
highly contested. Building on the influential mapping and part in these debates over creative industries classifications.

Please cite this article as: V. Mangematin, et al., Disassembly and reassembly: An introduction to the Special Issue on digital
technology and creative industries, Technol. Forecast. Soc. Change (2014), http://dx.doi.org/10.1016/j.techfore.2014.01.002
V. Mangematin et al. / Technological Forecasting & Social Change xxx (2014) xxx–xxx 3

The 1998 DCMS classification included the software sector, has pointed to the complex, enduring and gradual shifts
which formed a large part of the economic value of the triggered by new technologies [33].
creative industries' overall contribution, even though this In the context of creative industries, these shifts involve,
sector was not considered among cultural industries previ- for instance, concerns over the supply and demand for
ously. More recent iterations have dropped IT sectors, but systems engineers and software programmers in the digital
they may be reinstated with the new ‘creative intensity’ era [30]. They clearly also involve new user practices such as
method [28], which depends upon a threshold of creative streaming or even new cultural techniques such as sampling,
occupations. Arguments in favor of inclusion point to the sharing or mashing-up contents. These practices, often based
increasing convergence of creativity and digital technology in on what is termed Internet piracy, have undermined the
high growth sectors [29,30]. ability of corporations to extract value from the rights to use
Our specific focus on digital technology has clearly and sell creative and cultural material and have largely
attracted submissions around a narrow set of sectors more destroyed their core business model of commercializing
in line with the alternative classification systems. Specifically, creativity by performing marketing, distribution and business
the core cultural industries in Throsby's concentric circles functions [34]. At the same time, piracy is recognized by
model and the core copyright industries seem to be most some as a driver for innovation [35,36]. The shifts exerted by
urgently affected by digital technology. These industries are digital technology thus also involve broader regulatory
engaged in content production and have traditionally gained structures and touch widespread beliefs or cultural norms,
revenue by restricting access to using and copying this much like the change of production regimes away from mass
content. Digital technology has changed not only the means production in the 1970s and 1980s [37].
of content production (from analogue to digital cameras, for Historically, Walter Benjamin [38] examined the implica-
instance), but also the means of content distribution and tions of the reproduction of cultural objects in his famous
consumption (from CD to MP3, from newspaper to blogs, 1936 (reprinted 2007) essay ‘The Work of Art in the Age of
etc.). Thus, we suggest that the findings compiled in this Mechanical Reproduction’. The mass printing of paintings,
Special Issue cannot necessarily be generalized to all creative photographs and the growing supremacy of film entailed a
industries (as in the DCMS classification), but first and ‘liquidation’ of traditional value and ritual in these objects.
foremost they are relevant for all industries engaged in But even as artworks lost their ‘aura’ and their authority,
content production. Additionally, there are few industries Benjamin referred to a ‘reactivation’ of art objects as they
that are not also users of digital content for marketing and were brought closer to masses of consumers. Today's digital
communications and are increasingly aware of the power of technologies accelerate and intensify the trends observed by
digital connectivity to users and customers. The papers in our Benjamin in the 1930s. The reproduction costs of digital
Special Issue also speak to them. Finally, our findings yield content tend towards zero, and the distribution of works is
insights on organizational fields whose boundaries and no longer mediated even by the businesses that replaced the
practices are changing as a result of new technologies or graduated and hierarchical mediation of religion and educa-
other disruptive events. tional institutions. The Internet surrounds and absorbs the
audience, rather like the built environment and, unsurpris-
ingly, shares the same design language of architecture.
3. Digital technology as a driver for disassembly Importantly, digital artifacts are now designed not only for
and reassembly reproducibility, which Benjamin observed, but also for
interaction. Digital video, web copywriting and, at the
The advent of digital technology represents a classic case extreme, video games are all designed with the expectation
of the dual effect of creative destruction described by of the user engaging and entering the work and commenting
Schumpeter [31], where the adoption of a new set of on the experience. The digital format enables the extension of
innovations will profoundly affect industry dynamics. In this this interaction to the collective, without making it a mass
reasoning, incumbent firms are undermined through new broadcast as in the mid-Twentieth century, but allowing
entrants' abilities to better exploit new technologies that may more segmented diffusion and search.
have technical, organizational or cost advantages over the In sum, digital technologies affect creative industries
current technologies or processes. This causes a rapid decline through their distinctive properties as outlined by Castells
in both firms and skills and labor force associated with the [39,40]: their self-expanding processing and communicating
old order. Simultaneously, innovations rise as new firms capacity in terms of volume, complexity and speed; their ability
foster the development of new skills and a rearrangement of to recombine on the basis of digitization and recurrent
the rules of engagement. Neo-Schumpeterians have nuanced communication; and their distributing flexibility through
this theory, pointing out that the new ‘common sense’ of interactive, digitized networking. This results in a fundamental
structural and institutional arrangements does not arise reconfiguration of value chains in multiple directions (see also
spontaneously and can take decades to become established. Bilton [41] and Lange [42]). First, digital technology affects
Freeman and Perez [32] have shown that there is a consider- creation mechanisms and the relationship between artists and
able socio-institutional lag behind the technical change before users by involving users or consumers actively in the process of
a new techno-economic paradigm is established, accepted creation. This involvement can be mediated across geograph-
and understood. This adjustment is painful, as older job roles ical distances and reach out to anonymous crowds [42], or it can
are outmoded, unemployment rises, and the skills required take place in spatially bounded local areas such as clubs [42].
for the new forms of work are in too scarce supply. Similarly, Second, it also changes transactions and distribution as
sociological research on sectoral and societal transformation consumers can be addressed in a different way by offering

Please cite this article as: V. Mangematin, et al., Disassembly and reassembly: An introduction to the Special Issue on digital
technology and creative industries, Technol. Forecast. Soc. Change (2014), http://dx.doi.org/10.1016/j.techfore.2014.01.002
4 V. Mangematin et al. / Technological Forecasting & Social Change xxx (2014) xxx–xxx

service rather than product or pay per view rather than disrupting them [55]. Institutional multiplicity is thus not a
subscription. These developments blur the boundaries and transitory state that is eventually resolved by a reconciliation or
roles between different actors and break up the existing suppression of interests, but a state that is actively and
partition of value creation and appropriation. These opportu- dynamically constructed [56,57].
nities for disassembly and reassembly trigger as of yet largely From such a perspective, the emergence of a new
unpredictable dynamics of transformation in the creative technology can be seen as a trigger for delegitimizing
industries and beyond, touching fundamental institutions as existing institutional arrangements and the development
well as business models and creative processes. of competing institutional work projects. Some of these
may coalesce into new institutions, whereas others are
4. Disassembly and reassembly: the role of institutions discredited [58]. Such developments have been observed in
the music industry, where incumbents and challengers
From an institutional perspective, creative industries can struggle for discursive legitimacy regarding new practices
be understood as organizational fields that comprise “(…) such as file-sharing [17]. These struggles may involve the
key suppliers, resource and product consumers, regulatory organization of field-configuring events to experiment with
agencies, and other organizations that produce similar new field boundaries and practices and to gain support from
services or products.” [43]. More broadly, an organizational regional scenes [59]. Cycles of boundary work and practice
field is an established set of organizations engaged in a work – attempts to create, shape, and disrupt field boundaries
similar purpose or in related activities which together shape and to create, maintain or disrupt legitimate practices – have
activity and meaning in that field [44]. Creative fields, thus, been shown to underpin the transformation of organizational
are organizational fields in which actors interact around a fields [60].
creative activity [45]. They include not only suppliers and Two papers in this Special Issue address these themes.
buyers of creative goods but also actors such as critics, juries, Focusing on the French recorded music industry, Blanc and
professional bodies and patrons who together constitute a Huault [61] study the attempts of major labels to maintain
recognized area of creativity [46]. Central questions are how the institution of intellectual property rights. They pay
such fields come into being, how their constituting bound- particular attention to the way artifacts – specifically, CDs
aries and practices are maintained and how they change. and digital files – are used in discourse and find that powerful
New technologies provide opportunities for field (re-) actors try to infuse new artifacts with the values inscribed in
structuration in that they facilitate the formation of new existing institutional arrangements. They can then serve as a
actor constellations and can introduce new practices that powerful instrument for institutional maintenance.
challenge institutionalized conventions [47]. Dobusch and Schüßler [62] analyze a similar issue –
Early neoinstitutionalist approaches held that the organiza- discursive struggles regarding copyright or intellectual prop-
tions comprising an organizational field become more and more erty regimes in the popular music industry – but focus on the
similar through coercive, mimetic, and normative isomorphism. German case. Studying the regulatory debate unfolding at
Coercive pressure is exerted by other organizations holding industry events between 2001 and 2010 they identify two
critical resources or by cultural expectations in society; mimetic discourse coalitions: major labels, industry representatives,
processes occur as a response to perceived uncertainty when artists and collecting societies defend old business models,
organizations model each other to increase their legitimacy; whereas startup companies, small online-only music distribu-
normative pressures stem from professionalization through tors, avant-garde artists or the newly founded pirate political
formal education and professional networks. This strand of parties challenge the existing regulatory regime. Interestingly,
institutional theory can thus be used to explain why creative these discourse coalitions are not engaging in a debate, but
industries such as music or publishing may find it difficult to rather try to mobilize the public and policy makers particularly
change and adapt to new technologies. With cognitive, norma- in times of high regulatory uncertainty.
tive and regulatory institutions converging towards one domi- Together, both papers contribute to the neo-institutional
nant ‘logic’ in the broader creative fields guiding organizations research agenda by articulating how business model reconfig-
on how to interpret the world, behave and succeed [48,49], the uration is closely intertwined with both cognitive and regulatory
necessary diversity and flexibility needed to explore alternative institutions. At least in public, incumbent actors hold on to
paths may be missing. traditional business models and values by actively engaging in
More recent approaches suggest that organizational fields discursive maintenance work. Both papers show that here there
do change, however, and are in fact, continuously in flux [50]. actually is little interaction and active contestation between
Individual actors can act as institutional entrepreneurs who opposing groups. Instead, each side mobilizes coalitions, artifacts
leverage resources to change institutions according to their or other resources to manipulate institutions in line with their
interests [51,52]. Furthermore, organizational fields may not respective ideologies. In reality, of course, incumbent actors may
necessarily be dominated by one institutional logic, but rather already experiment with new practices and reach out to actors
comprise multiple logics that are at least partly incompatible at the fringes of organizational fields, but the extent to which
[53]. Such institutional plurality or multiplicity may be a source they actively embrace these in parallel to institutional mainte-
of change since actors at the interstices of such conflicting nance work needs to be assessed by further empirical research.
logics can reflexively detach themselves from their normative
prescriptions [54]. The institutional work perspective suggests 5. Disassembling and reassembling business models
that institutions are always enacted in everyday practice with
some actors aiming to create new institutions, others trying to Business models are at the core of disassembly and
maintain existing institutions, and yet others strategically reassembly dynamics. The term ‘business model’ explains

Please cite this article as: V. Mangematin, et al., Disassembly and reassembly: An introduction to the Special Issue on digital
technology and creative industries, Technol. Forecast. Soc. Change (2014), http://dx.doi.org/10.1016/j.techfore.2014.01.002
V. Mangematin et al. / Technological Forecasting & Social Change xxx (2014) xxx–xxx 5

how users and customers are chosen [63], how value is consumers are identified and how, as products are online,
created [64] and how value is captured or monetized [65]. the interactions with the community become more impor-
Technological innovation does not define the business model, tant than the product itself, which changes in the process of
but rather the business model mediates technology and the user interaction.
market. In other words, it connects technology on the one Øiestad and Bugge [67] study the opposite situation. High
side with consumer satisfaction and the firm's need for prices and limited offer in Norwegian language publishing
revenues and profits on the other. Business models mobilize characterize a situation where the reinvention of users and
technology to create new devices or services, to address the modification of customer engagement have not been
existing consumers in a different way or to meet with new done. The result is that the whole value chain remains stable
ones. and the opportunities for increasing value are poor. They
Creative industries like music, film and video, publishing, describe stable business models where gains in efficiency are
video games and television have been transformed through the only sources of profit.
digitization. Digital technology not only affected the diffusion Similarly, Rothman and Koch [68] analyze the reason why
and circulation of content, but it also changed the ways in the key players in the quality-newspaper sector in Germany
which content is selected. Musicians and artists are identified have tried to benefit from digitization and why they have
based on the number of views in YouTube or other video failed so far. They report that organizations tend to use up all
channels, users are highly involved in the development of their creative potential in order to maintain problematic
video games and texts are tested on websites before being strategies rather than explore new ones, a classical cognitive
published. Creative industries are thus a favorable environ- lock-in situation.
ment to explore the formation of new business models and to Hadida and Paris [69] specifically explore the cognitive
better define the concept. frameworks of entrepreneurs who are promoting new
Within the standard definition of business model, the businesses. At industry level, the cognitive frameworks of
identification of new customers, the differentiation between digital music entrepreneurs challenge all the industry recipes
users and customers and ways of customer engagement and dominant logics of the traditional music industry.
remain in shadow, as the value chain defines the business However, the managerial cognition of digital music entre-
model. However, in a recent definition [65], the concept of preneurs is constrained by the mental model of the value
business model underlines the identification of new cus- chain. The value chain framework is so embedded in
tomers and customer engagement as key elements. Theoriz- entrepreneurs' representations of the digital music industry
ing business models Baden-Fuller and Mangematin [63] that it prevents them from acknowledging the diversity and
consider four elements: identifying the customers (the plurality of its value propositions, its actors' collective
number of separate customer groups), customer engagement involvement in value co-construction and the new, expanded
(or the customer proposition/value creation), monetization role of its intermediaries as prescribers.
(value capture) and value chain and linkages (governance These three papers thus describe stable business models
typically concerning the firm internally). Each of these where incumbents in different industries are trapped into
dimensions relates to the business model definition of either mindsets that annihilate the capacity to identify new cus-
value creation or value capture, or both. The first two aspects, tomers and to engage with customers in different ways. In all
identifying customers and customer engagement, are cur- cases, cognitive lock-ins appear to be stronger than technolog-
rently the main knowledge gaps in the business model ical ones. Thus, the articles in this Special Issue reveal the role of
approach. Customer identification can involve the creation of managerial mental representations as a key element of the
new customers (customer invention), such has been done in business model. The mindset of managers for a given industry
the case of ‘Facebook’, the social networking platform. limits business model evolution and therefore reconfiguration
Customer identification also specifies if the business model usually comes from outside the industry. The four papers open
is one sided or multisided, that is if the users pay for the new research avenues on business model innovation or
services received, or if there is another group of customers reconfiguration as new ways to overcome business mental
who pay for additional services when the core offering is representation. Models and representation come hand in hand,
provided for free. The choice of one sided or multisided and thinking in terms of models may help to challenge existing
markets is a key element of digitization of creative activities. representations within the industry.
Papers in this Special Issue explore both the reinvention
of users and customers and the broader reconfiguration of
value chains within creative industries. Parmentier and 6. Disassembly and reassembly of creative processes
Mangematin [66] emphasize that online games are redefining
the boundaries between the firms and user communities, Digitization directly affects creative processes and prac-
i.e. the developers and the players of the game. User tices. While the previous two sections have pointed to the
communities are highly involved in game development, potentiality of technology to challenge dominant logics in
bringing new ideas, developing tools to play or designing organizational fields and to reconfigure firms' business
new game environments. They are also involved in service models, the characteristics of digital technology outlined in
development and transform the product identity to incor- Section 2 also affect the core human instincts of conceptu-
porate the user community identity. Firms may orchestrate alizing and generating novelty. While new tools and
the community in order to appropriate the creativity and technologies have always appeared throughout history, the
motivation of users and increase their innovativeness. question here is the extent to which the pervasive nature of
Parmentier and Mangematin [66] especially analyze how this epoch changes how creators think and make their work.

Please cite this article as: V. Mangematin, et al., Disassembly and reassembly: An introduction to the Special Issue on digital
technology and creative industries, Technol. Forecast. Soc. Change (2014), http://dx.doi.org/10.1016/j.techfore.2014.01.002
6 V. Mangematin et al. / Technological Forecasting & Social Change xxx (2014) xxx–xxx

Creative processes in organizations have typically been ‘the space of possibles’. Ideas constantly bump up against
characterized as stage models. These involve the initial limitations of technology, but rather than an ongoing
framing or identification of an opportunity or problem, the opposition of forces, the development plays out in the
generation of multiple heuristics or options to pursue, the sociomaterial reality so that in the longer term these ideas
filtering and selection of the most promising options and suggest desiderata of future game engine development. This
finally their communication or implementation (see Shalley co-development has implications for the perceptions of
and Zhou [70] for a review). Digital technology is a resource creatives and technologists as distinctive actors, and more
that may play a role in each of these stages through the broadly for the creative industries and their relationship with
connectivity to people and information that it allows. IT sectors, returning to our discussion of sectorial classifica-
Digitization can also stretch and accelerate the process of tions in Section 2. Technology development, especially in a
generating novelty on the cognitive level of individuals. content sector, cannot be detached from the heuristics of
Scholars of creativity and artificial intelligence have catego- creativity, it is the intersection of the reasoning and skillsets
rized three forms of creativity to understand how computing of both that generate innovation.
technology may simulate or connect with the creativity of These articles are of course presenting research on ‘digital
human cognition [71]. These are combinative creativity, native’ sectors and so digital technology will naturally be
explorative creativity and transformational creativity. Digital integral to the creative process. We might expect to gain
technology scales up possibilities of combination because of insights from the adoption of digital technology in the
the shared digital format and expansion of access to new creative process of older industries in comparison with
resources [39,72]. The same may be said of exploration of contemporary emergent sectors. Along these lines, in our
conceptual spaces, because domains of thought and activity final paper, Sapsed and Tschang [77] compare the effects of
are deepened by the availability of new tools and techniques technology on creative effort in two historical periods
such as design visualization and prototyping [73]. Conceptual separated by five hundred years: the early Italian Renais-
spaces may be transformed by processing power, for example sance and the contemporary Internet age with the produc-
with modeling or data analytics. tion of art for digital products such as video games and
The third group of papers explores the micro-level animation. They underline the commonalities of creation in
evolution of the creative process with digital technologies. the two epochs: combination and iteration in process, based
All of the papers question the specificities of digital creation, on imagination, bounded by the contemporaneous set of
specify the extent to which digital creation differs from possible motifs and their social acceptance. While these
non-digital creation and discuss which actors actually engage activities remain constant, new technologies mediate how
differently when the creation process involves digitized the organizational practices and activities of creators are
content. configured. The greater availability of sketching and paper
Rüling and Duymedjian [74] study how creators do their materials in the early Renaissance stimulated design and
work and coordinate in the digital age. They depict the prototyping in the creative process. Digital technology by
production of digital visual effects as a process of ‘digital contrast affects the sequencing of the creative process by
bricolage’. All artists are bricoleurs, i.e. they are combining compressing the linear stage-based model established in the
materials in original ways based on the use of a stock of Renaissance so that design and execution are now simulta-
devices. This combination relies on the physical closeness of neous, even while the core practices of creative work remain
actors and resources as well as their heterogeneity. In digital the same. Sapsed and Tschang [77] paraphrase the Latin
bricolage, in contrast, work can be geographically dispersed, motto, Art is Long, Life is Short, with Art is Long, Innovation is
which has increased the level of specialization in project Short to denote the persistence of creative practice and the
teams. Digital resources furthermore allow easy access, more temporal influences of techniques and technologies.
assemblage and recombination. These conditions call for The three papers emphasize three specificities on digital
new ways of coordinating work. Rüling and Duymedjian [74] creative processes. First of all, digital creation remains highly
find that the coordination across teams mainly revolved material, and this materiality is a mechanism of coordination
around two mechanisms: ‘narrative alignment’, i.e. the ability because it provides necessary anchors or pre-constraints for
of a specific scene or effect to contribute to the development creativity. The creative process is hereby coordinated by
of the overall storyline of a movie, and ‘verisimilitude’, i.e. an fundamental processes of combination and iteration, yet
effect or scene's perceptual realism. Recorded instances of turned towards heuristics like verisimilitude and narrative
motion capture and references to material reality are alignment. A second specificity is the ability to rework the
constant resources used by skilled professionals to anchor creation instantly, to transform it and to make it more fluid
digital creative processes and to develop a shared language than non-digital creation. This brings associated manage-
across specialized teams. ment challenges. The third difference is the scale impact
Panourgias and Nandhakumar [75] analyze how novel through the shared digital format and the interconnected-
gameplay experiences in computer games are shaped ness of the Internet and therefore the ability to engage with a
through entanglement between the creative agency of larger envelope of motifs and resources.
developers and the digital technologies of game engines,
the core software code that enables the mechanics and 7. Conclusions and avenues for further research
dynamics of games. Constraints here are also important, since
the engines, although they are enabling, also present clear Our Special Issue shows that digital technologies affect
parameters around the creative ideas and imagination of the the creative industries profoundly at the level of institutions,
developers and thus define, as the authors cite Bourdieu [76], business models and the creative process itself. The two

Please cite this article as: V. Mangematin, et al., Disassembly and reassembly: An introduction to the Special Issue on digital
technology and creative industries, Technol. Forecast. Soc. Change (2014), http://dx.doi.org/10.1016/j.techfore.2014.01.002
V. Mangematin et al. / Technological Forecasting & Social Change xxx (2014) xxx–xxx 7

institutional articles stress the difficulties organizations in small and medium enterprises and networks of individual
established sectors face in apprehending technological trends artists or entrepreneurs. These often co-locate spatially in
in and the instinctive adoption of defensive strategies cities or regions, so that the level of national institutions
through the manipulation of discourse and existing regula- may simply be less relevant than other context factors for
tory arrangements. These tendencies are also critical in the creative industries research. However, the papers in our
papers on business models, where preservation and stability Special Issue point to the relevance of both national
of the old order are desired but opportunities for monetiza- regulatory regimes [61,62] as well as overarching man-
tion decline. Meanwhile, those firms active in the new digital agement fashions such as the value chain model that
content and web-oriented sectors embrace new sources of transgress national boundaries [69]. Furthermore, the
innovation and growth such as online user engagement. The relevance and contested dynamics of emerging layers of
papers on the creative process show that in these digital transnational regulation regarding, for instance, copyright
sectors, technology is already reconfiguring the sequencing and the Creative Commons have been highlighted by
and organization of creative work, even if these are recent studies [80]. Thus, there is promising potential for
co-ordinating changes to fundamental human impulses that comparative research on dynamics of disassembly and
remain such as combination, iteration, and bricolage [78]. reassembly not only across sectors, but also across
Digital creative production is clearly advancing at differing countries at the intersection of national and transnational
rates across sectors. While ‘digital native’ ones are accelerat- institutions.
ing in the utilization of digital properties, traditional
industries are not only lagging, but also locked into existing
Acknowledgements
business models and broader institutional logics.
At the same time, several gaps remain. First, the papers we
Jonathan Sapsed's work on this Special Issue was partly
have compiled actually derive from few sectors — essentially
funded by the Arts and Humanities Research Council
music, games, film and publishing. We have reasoned above
(AHRC)'s ‘Brighton Fuse’ project.
that the business models of these content-producing industries
We thank the following reviewers for their contribution to
are most fundamentally affected by digital technology and that
our Special Issue: Nicolas Battard, Isabel Bodas-Freitas, Amelie
broader questions about the production, consumption and
Boutinot, Mike Chaisson, Jordi Comas, Mark Cowling, Scott
value of culture in the contemporary age are at stake through
Cunningham, Charles Davis, Benoit Demil, Beatrice Dippolito,
these transformations. However, this focus forces us to think
Leonhard Dobusch, Martin Gersch, Gary Graham, Brian Hracs,
about the limitations of our argument. One way to go about this
Stefan Kirchner, Peter Kjaer, Christopher Lettl, Nick Marshall,
is to reflect about which insights could be gained from studying
Bozena Mierzejewska, Jordi Molas-Gallart, Emilien Moyon,
other creative industries such as design, architecture or
Gordon Müller-Seitz, Marco Paiola, Savvas Papagiannidis,
advertising. Clearly, creative processes in these sectors have
Daniel Paré, Andrew Parker, Thomas Petzold, Jackie O'Reilly,
also changed through digital technology, mostly the use of
Valerie Sabatier, Pamela Sharkey-Scott, Patrick Stacey, Jörg
computers. However, since industries such as the fashion
Sydow, Esther Tippman, Jean-Phillipe Vergne, Lorraine Warren,
industry rely much less on revenues derived from the
George Watts, and Peter Zackariasson.
protection of copyright, processes of disassembly and reas-
sembly may be much less pronounced, even if digital
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Please cite this article as: V. Mangematin, et al., Disassembly and reassembly: An introduction to the Special Issue on digital
technology and creative industries, Technol. Forecast. Soc. Change (2014), http://dx.doi.org/10.1016/j.techfore.2014.01.002
V. Mangematin et al. / Technological Forecasting & Social Change xxx (2014) xxx–xxx 9

[70] C.E. Shalley, J. Zhou, Organizational creativity research: a historical Vincent Mangematin is Professor of Strategic Management and scientific
overview, Handbook of Organizational Creativity2008. 3–31. director at Grenoble Ecole de Management (France). His research stands at
[71] M.A. Boden, The Creative Mind: Myths and Mechanisms, 2nd ed. the intersection of Strategic Management and Innovation. He focuses on
Routledge, Abingdon, 2005. emergent phenomena and on the transformative influence of digital
[72] Y. Yoo, R.J. Boland, K. Lyytinen, Majchrzak, Organizing for innovation in technologies in the society. In the recent years, he has been focusing on
the digitized world, Organ. Sci. 23 (5) (2012) 1398–1408. business models as an approach to renew strategy. He is recognized as a
[73] M. Dodgson, D. Gann, A. Salter, Think, Play, Do: Technology, Innovation, stimulating scholar on topics related to innovation and emergence. He is
and Organization, Oxford University Press, Oxford, 2005. serving in the editorial board of Organization Studies, Technovation and
[74] Charles-Clemens Rüling, Raffi Duymedjian, Digital bricolage: resources Long Range Planning. His work is widely cited in the field of management.
and coordination in the production of digital visual effects, Technol.
Forecast. Soc. Chang. (2014)(in this issue). Dr Jonathan Sapsed is a Principal Research Fellow at the Centre for Research
[75] Panourgias Nikiforos, Joe Nandhakumar, Harry Scarbrough, Entangle- in Innovation Management (CENTRIM) at the University of Brighton, where
ments of creative agency and digital technology: a sociomaterial study he is academic director of the Brighton Fuse project (www.brightonfuse.
of computer game development, Technol. Forecast. Soc. Chang. com). His research interests are innovation management and policy,
(2014)(in this issue). especially in the creative and digital industries. His research is published in
[76] P. Bourdieu, R. Johnson, The Field of Cultural Production: Essays on Art journals such as Research Policy and Organization Studies. He is on the
and Literature, Columbia University Press, New York, 1993. editorial boards of Journal of Management, Technovation and International
[77] Jonathan Sapsed, FeichinTed Tschang, Art is long, innovation is short: Journal of Innovation Management and he is co-editor of the Oxford
lessons from the Renaissance and the digital age, Technol. Forecast. Handbook of the Creative Industries from Oxford University Press.
Soc. Change (2014)(in this issue).
[78] R. Duymedjian, C.-C. Ruling, Towards a foundation of bricolage in Dr Elke Schüßler is an assistant professor of Organization Theory at the
organization and management theory, Organ. Stud. 31 (2) (2010) Management Department at Freie Universität Berlin. She is currently leading a
133–151. scientific network on “field-configuring events” and has previously managed a
[79] R. Whitley, Divergent Capitalisms: The Social Structuring and Change number of research projects in German creative industry clusters. Her research
of Business Systems, Oxford University Press, 1999.. focuses on institutional change, creativity, and path dependence in the context
[80] L. Dobusch, S. Quack, Framing standards, mobilizing users: copyright of different industries and policy fields. Her research is published in journals
versus fair use in transnational regulation, Rev. Int. Polit. Econ. 20 (1) such as Academy of Management Journal, Economic and Industrial Democracy,
(2013) 52–88. Industry & Innovation or Industrial and Corporate Change.

Please cite this article as: V. Mangematin, et al., Disassembly and reassembly: An introduction to the Special Issue on digital
technology and creative industries, Technol. Forecast. Soc. Change (2014), http://dx.doi.org/10.1016/j.techfore.2014.01.002

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