Cultural industry
From The Art and Popular Culture Encyclopedia
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A cultural industry (sometimes used synonymously with creative industries) is an economic field concerned with producing, reproducing, storing, and distributing cultural goods and services on industrial and commercial terms. In other words, this industry is one that engages, on a large scale, with goods and services that are cultural in nature—and usually protected by intellectual property rights—along economic considerations rather than for the purpose of cultural development.
The term was first introduced by Theodor W. Adorno and Max Horkheimer in the Dialectic of Enlightenment (1972), who chose this term in place of mass culture, which implies that such phenomenon "arises spontaneously from the masses themselves," like a culture; cultural industry excludes this notion and instead emphasizes that the phenomenon is manufactured.
Concept
The notion of cultural industries generally includes textual, music, television, and film production and publishing, as well as crafts and design. For some countries, such fields as architecture, the visual and performing arts, sport, advertising, and cultural tourism may be included as adding value to the content and generating values for individuals and societies. They are knowledge-based and labour-intensive, creating employment and wealth. By nurturing creativity and fostering innovation, societies will maintain cultural diversity and enhance economic performance.
Cultural industries worldwide have adapted to the new digital technologies and the introduction of national, regional and international (de)regulatory policies. These factors have radically altered the context in which cultural goods, services, and investments flow between countries and, consequently, these industries have undergone a process of internationalization and progressive concentration, resulting in the formation of a few big conglomerates: a new global oligopoly.
Creative industries
The creative industries refers to a range of economic activities which are concerned with the generation or exploitation of knowledge and information. They may variously also be referred to as the cultural industries (especially in Europe).
Howkins' creative economy comprises advertising, architecture, art, crafts, design, fashion, film, music, performing arts, publishing, R&D, software, toys and games, TV and radio, and video games.
- Advertising and marketing
- Architecture
- Crafts
- Design: product, graphic and fashion design
- Film, TV productions, TV, video, radio and photography
- IT, software computer services
- Publishing
- Museums, galleries and libraries
- Music, performing and visual arts
See also
- Entertainment industry
- Music industry
- Film industry
- Television industry
- Sport industry
- Publishing industry
- Tourism industry
- Cognitive-cultural economy
- Video game industry