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CREATIVE INDUSTRIES

               CREATIVE INDUSTRIES


               The creative industries are those that take traditional creative talents in
               design, performance, production and writing, and combine these with
               media production and distribution techniques (for scale) and new
               interactive technologies (for customisation) in order to create and
               distribute creative content throughout the service sector of the new
               economy. The mode of production is ‘Hollywood’ not ‘Detroit’ –
               project-based and innovative, rather than industrial and standardised. It
               is characterised by networks and partnerships. Consumers have given
               way to users – interactive partners in further development of the
               creative product.
                  The creative industries provide content products for the new
               knowledge economy. It is here that the major social and consumer
               impact of newinteractive media technologies is felt, since people are
               much more interested in content than in technologies as such. The
               appeal lies in the story, sight, song or speech, not in the carrier
               mechanism. This is increasingly true where the potential for
               distribution of creative content via the Internet and other new
               interactive communication forms is being realised. In addition,
               audiences increasingly expect high-tech content, interactivity and
               customisation in traditional arts, media and entertainment industries.
                  In this context, creative content is not confined to leisure and
               entertainment products, but extends to commercial enterprises in
               general. As the newinteractive media technologies evolve from b2b to
               b2c applications, creative content will be the central requirement,
               whether the application is for a bank, an educational institution or an
               entertainment provider, or whether the user is in ‘sit up’ or ‘sit back’
               mode.
                  Previously distinct industries have rapidly integrated. Advances in
               technology and increases in network performance have created a
               fertile environment for the incubation and growth of new sectors and
               the opportunity for existing disciplines to find newcommercial
               applications. For instance, animation and creative writing both found
               newapplication in the development of computer games, which
               themselves have evolved from one-person to interactive games, with
               multiple players, via the Internet.
                  The stimulation of the ‘intangible’ sector relies more than ever on
               creativity, flair and risk-taking imagination – on creative enterprises
               feeding constantly updated newcontent into technologically advanced
               knowledge-based industries. But content providers no longer need to



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