Professional Documents
Culture Documents
Anulación de Fuerzas
Anulación de Fuerzas
Anulación de Fuerzas
in Cali, Colombia
Julio César Alonso C.
Universidad ICESI, Cali, Colombia
Abstract
The term “popular culture” has not yet been clearly defined; however, there
are already efforts to quantify its impact on the economy. Cusic and Faulk
(2009) computed the gross domestic product of popular culture, which is
divided into several economic activities in the information sector and in the
arts, entertainment, and recreation sector. This article follows Cusic and
Faulk’s definition to make explicit the contribution of each activity to Cali’s
economy. Our results imply that the main components of popular culture in
Cali are gambling and sporting activities; however, recreation also plays an
important role. The gambling activities are mainly constituted by the sales
of a small-bets game played on a daily basis by more than half of adults in
Cali. A limitation of our approach to calculating the gross domestic product
of popular culture is that we do not adopt an explicit social sciences defini-
tion. This article presents a detailed description of the industries included in
the calculation of the gross domestic product of popular culture. The data
presented here can be organized to present the economic impact of popu-
lar culture.
Between 1940 and 1980 more than one hundred neighborhoods were
created, built by those same people from the suburbs, on common
land or over old haciendas divided into lots for housing. Thousands of
men, women and children were part of that construction, and in the
process the music from the Antilles and salsa were present in band-
stands, terraces and community meetings, as a symbol of a collective
achievement. (Our translation)
However, Alonso et al. (2010, 42) assert that, according to the Department
of Taxes and National Customs (DIAN, by its Spanish acronym), between
2005 and 2007, 7.8 percent of Cali’s cultural gross domestic product (GDP)
corresponded to dramatic arts, music, and other arts activities. On the ba-
sis of registered sales from the System of Municipal Accounts (SCM, by its
Spanish acronym), Alonso et al. (2013a) found that these same activities are
part of the less dynamic economic sectors of cultural industry. This group of
activities exhibits low market concentration indexes, which means that there
is strong competition among many small firms with a small market share
(Alonso and Ríos 2011, 115). Alonso and Rios (2013b) found that average
life expectancy for small firms in this group is not more than five years.
Local cultures and traditions are known today as an important trend of
consumption, a priority to individuals (Kasriel-Alexander 2013, 8). Mean-
while, institutions such as the World Bank and UNESCO give particular
attention to the cultural sector as a development vehicle (Aoyama 2007,
104). Cali is no exception. Public and private institutions such as the Inter-
American Development Bank invested $1.87 million in subsidies for the
cultural industry in unprecedented projects in Latin America (Aldaz et al.
2009, 1).
common form of criticism of the media: that each new media tech-
nology threatens other, more traditional, forms of popular culture.
(Grossberg et al. 2006, 10)
that those activities are engrained in the cultural aspects of the society, and
so they are cultural.
We follow the definition of Cusic and Faulk (2009), which makes ex-
plicit the contribution of each activity to the economy, so that the size of
the economic impact can be adjusted according to the definition of popu-
lar culture.
Characterization
In Cali, according to the last available economic census, from August 2005,
there were 1,395 commercial establishments of popular culture. However,
Table 1: Comparison of cultural industries and popular culture sectors of the economy
Popular Industry
Cultural Industry (Alonso, (Cusic and Faulk,
Gallego, and Ríos, 2010) 2009) Comments
Publishing of books, Book publishers
brochures, musical books,
and other publications
Publishing of newspapers, Newspaper publishers
journals, and periodicals Periodical publishers
Publishing of recorded media Sound recording Absent in Cali as
(absent) industries main activity
Other publishing
Printing and service activities
related to printing
Manufacture of games
and toys
Retail of books, newspapers,
and office supplies in special-
ized stores
Research and experimental
development on social sciences
and humanities (SSH)
Architectural and engineering
activities and related technical
consultancy (partial)
Advertisement
Photographic activities
Other business activities Promoters of Partial—promoters
(partial) performing arts of performing arts
and sports and agents and sports absent in
for public figures Cali as main activity
Motion picture and video Motion picture and
production and distribution video industries
Motion picture projection Motion picture and
video industries
Radio and television activi Radio and televi-
ties/broadcasting or radio, sion broadcasting
TV, and cable programs Cable networks and
program distribution
Dramatic arts, music, and Performing arts
other arts activities companies
Independent
artists, writers, and
performers
Julio César Alonso C. and Ana Isabel Gallego 109
Table 1: (continued)
Popular Industry
Cultural Industry (Alonso, (Cusic and Faulk,
Gallego, and Ríos, 2010) 2009) Comments
Other entertainment activities Other amusement,
n.e.c. gambling, and
recreation industries
News agency activities
Library and archives activities Other amusement,
gambling, and
recreation industries
Museum activities and Museums, historical
preservation of historical sites sites, zoos, and parks
and buildings
Botanical and zoological Museums, historical
gardens and nature reserves sites, zoos, and parks
activities
Higher education (partial)
Other recreational activities Other amusement, Cultural content
(absent) gambling, and absent in Cali as
recreation industries main activity. New
methodology.
New methodology:
gambling activities
Fitness and recre- New methodology:
ational sports centers, sporting activities
bowling centers,
spectator sports
industries with more formal employment are book publishing and publish-
ing periodicals and newspapers.
Of the establishments in the sector, 93 percent have fewer than ten em-
ployees (microenterprises), but 40 percent of establishments in book pub-
lishing, newspapers, and periodicals have between eleven and two hundred
employees. The economic activities with the largest proportion of big (more
than two hundred employees) establishments are TV and radio activities
(7.7 percent), followed by entertainment activities (2.2 percent) and sporting
activities (2.2 percent).
On average, in 2005 there were 6,354 employees in the popular culture
sector, 58.9 percent of whom were men. The economic activities that em-
ployed mostly women were libraries, zoos and parks, and movie projection.
Results
The popular culture sector’s share of Cali’s GDP has oscillated between
1.37 percent and 1.88 percent from 2005 to 2008. Unlike the United States,
in Cali, the most important sector of popular culture is the arts, entertain-
ment, and recreation sector (fig. 1; table 2).
In its best year (2006), the information sector accounted for less than
15 percent of per capita GDP. The most important economic activity in the
information sector is radio, television, and cable broadcasting. The second is
newspaper and periodical publishing, composed mainly of two enterprises:
112 Studies in Latin American Popular Culture
Chance is the name of a small-bets game that plays against lotteries; the
player chooses four numbers, the amount to bet, and a lottery or regional
draw. If a person asserts the numbers of that particular lottery or regional
draw, he or she receives five hundred times the bet. A notable characteristic
of the game is that the amount a gambler can bet is very low, approximately
US$0.25. In fact, Alonso asserts in the local Diario El País Cali that chance
sells sixteen times more than the lotteries do.
According to a 2006 study by the Centro de Investigación en Economía
y Finanzas (Universidad Icesi), 57.3 percent of adults in Cali play chance;
the main reasons they bet are to solve an immediate necessity with the prize
money (25.5 percent) and because it is a habit (19 percent). The players are
mostly women (54.1 percent), housewives (30.1 percent), and people in low
(44.4 percent) and medium-low income (36.9 percent) neighborhoods.
Most players (76.4 percent) have only primary or secondary education;
the average chance player is forty-four years old and started playing when
he or she was twenty-three. Of the players, 65.1 percent play at least once a
week and 22.5 percent every day.
Chance is very important throughout Colombia, not only because its sales
account for approximately 0.5 percent of GDP, but also because for every
hundred pesos sold in chance (or any other gaming), the health sector of the
department (like a state) receives twelve pesos.
Conclusions
The term “popular culture” has not yet been clearly defined; however, there
are efforts to quantify its impact in the economy. Cusic and Faulk (2009)
computed the gross domestic product of popular culture, which included
several economic activities grouped into the information sector and into the
arts, entertainment, and recreation sector.
This study is similar to Cusic and Faulk’s; however, it was adapted accord-
ing to the availability of information in Cali. Most of the economic activities
considered popular culture have also been included in previous work on cul-
tural industries in Cali. The economic impact of popular culture in Cali is
greater than the impact of cultural industries.
The main components of popular culture in Cali are gambling and sport-
ing activities, but recreation activities also play an important role. The gam-
bling activities mostly involve chance. Unlike in the United States, the
information sector plays a secondary role in the creation of the added value
of popular culture in Cali. However, on the national level, the results could
be different, since most film and television activities are located in Bogotá.
114 Studies in Latin American Popular Culture
Note
1. Percentage of enterprises that in the previous month did not pay the parafis-
cal taxes.
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