Creative industries - a summary of international research and comparisons Abstract The creative industries have been growing rapidly after the late of 1980s. Nowadays, the world economy is in recession. The creative industries are seen as an important factor to promote the recovery of economy. Many countries in the world especially in the Europe emphasize the importance of creative industries and take some measures to drive the research and study on the creative industries. There is no coherent definition about creative industries in the world now. Many kinds of definitions on what are creative industries and which activities should be included in the creative industries have been put forward by many countries and international agencies. In the paper, we select four kinds of classic creative industries model which have profound influences in the world as cases to analyze. These four kinds of model include: UK DCMS Model; WIPO Copyright Model; UNCTAD Economy Model; China Model. The paper made review about them and analyzed the creative industries from four aspects: the development of the creative industries; the introduction of four classic definitions of creative industries; the comparisons about the four classic creative industries models; and the analysis of development trend. At last we get conclusion about .creative industries. Keyword: Creative Industry; DCMS Model;WIPO Copyright Model;UNCTAD Economy Model;China Model; 1 Content Creative industries - a summary of international research and comparisons .................................... 1 Abstract ..................................................................................................................................... 1 Content ...................................................................................................................................... 2 1 Introduction ............................................................................................................................... 4 1.1 Background ................................................................................................................... 4 1.1.1 The origin of creative industries ................................................................... 4 1.1.2 The development of creative industries ...................................................... 6 1.2 Definition of Creative Industries ................................................................................. 10 1.2.1 DCMS Model definition ................................................................................ 10 1.2.2 WIPO Copyright Model ................................................................................ 11 1.2.3 UNCTAD Model ............................................................................................ 12 1.2.4 Definition of Creative Industry in china...................................................... 12 1.2.5 Definition of the creative industries in Singapore .................................... 13 1.2.6 Definition of the creative industry in Norway ............................................ 13 1.2.7 Definition of the creative industry in Austria ............................................. 14 1.2.8 Concentric circles (Throsby, 1998 & 2001) .............................................. 15 1.2.9 Symbolic texts model ................................................................................... 16 1.2.10 Americans for the Arts model ..................................................................... 17 2 The introduction and assessment about the classic creative industry model ........................... 18 2.1 Why choose the DCMS Model, WIPO Model, UNCTAD Model and China Model as cases to analyze. ...................................................................................................................... 18 2.2 DCMS Model .............................................................................................................. 20 2.2.1 The introduction to the DCMS Model ........................................................ 20 2.2.2 The Analysis to the UK creative industry with the DCMS MODEL ....... 28 2.2.3 The Limitation of the DCMS Model ............................................................ 29 2.3 WIPO Copyright model .............................................................................................. 32 2.3.1 The introduction to the WIPO Copyright MODEL .................................... 32 2.3.2 The Analysis to JAMAICA creative industries with the WIPO Copyright MODEL 37 2.3.3 The limitation on the WIPO Copyright Model ........................................... 38 2.4 UNCTAD MODEL ..................................................................................................... 41 2.4.1 The introduction to the UNCTAD MODEL ................................................... 41 2.4.2 The Analysis to the creative industry with the UNCTAD Model ............ 44 2.4.3 The limitation ................................................................................................. 46 2.5 China creative Industries Model ................................................................................. 48 2.5.1 The introduction to the China Creative Industries Model ....................... 48 2.5.2 The Analysis to China Creative Industries with the China MODEL ...... 56 2.5.3 The limitation ................................................................................................. 57 3 The comparison about the four kinds of models ..................................................................... 62 3.1 Make comparisons about the content of these models ................................................ 62 3.2 The means of measuring creative industries ............................................................... 66 3.3 The common questions all the models faced .............................................................. 68 2 4 Looking into the Future of the Creative Industries ................................................................. 69 4.1 Convergence of classification ..................................................................................... 69 4.2 Internationalization ..................................................................................................... 69 4.3 Refining the Methodology for Measuring Intangible Assets ...................................... 70 5 conclusion ............................................................................................................................... 72 References ....................................................................................................................................... 74 Appendix ......................................................................................................................................... 81 Table1 LIKUSkreativ©-domains and categories...................................................... 81 Table 2 the content of America creative industries ................................................. 82 Table 3: Gross Value Added (GVA) of the Creative Industries, UK 2008 Data .. 83 Table 4: Creative Employment, Great Britain 2010 Data (July - September) ..... 84 Table 5: Number of business in the Creative Industries, UK 2010 Data ............. 85 Table 6 the content of America creative industries ................................................. 86 Table 7 the contribution to the GDP of creative industries in Jamaica in 2005 .. 87 Table 8 the contribution to the employment of creative industries in Jamaica in 2005................................................................................................................................ 88 3 1 Introduction 1.1 Background Creative industries are the product of knowledge economy. After the 1980s, creative industries developed rapidly and are becoming an important part of knowledge-based modern economy. All the reports about the creative industries released in the world showed that the creative industries are very important to the development of economy. They not only have higher economic growth rate than the GDP (Gross domestic product) growth rate and also can create more job positions than other industries. They also can fully utilize the cultural characters that play important roles to cultivate the cultural diversity. Especially in some developing countries, there are no enough capital to protect scenic spots and historical site. It can supply some money to protect the scenic spots and historical sites through developing the creative industries, such as tourism, travel and so on. The world economy entered into recession since 2008. More workers are unemployed and more protests occurred in the world. In terms of the function of Creative Industries to promote the development of economy, many governments pay more attention to develop the creative industries to recover the economy and the confidence of society. They support it and provide consistent policies to the investors to promote the development of creative industries. Compared to the developing countries, the creative industries developed better and are treated as county strategies to recover and develop the social economy in the most developed countries. With the increase of international exchanges, the developing countries also realize the importance of the creative industries. They learned the sophisticated experience from developed countries to boost their creative industries. Many countries have invested a lot of material and human resources to study the creative industries. More and more countries and scholars are studying the creative industries. The study on creative industries entered into a new stage. 1.1.1 The origin of creative industries We can often see the “creative industries” in our daily life. They are referring to many kinds of activities of our life, such as fashion, movie, design, art and so 4 on. And they are seen as an indispensable part in our life. It is the product of knowledge economy and is related to the development of knowledge economy. So in many countries, the creative industries also are called as the cultural industries (especially in Europe) or the creative economy (such as the UNACTAD Model).1 ‘Creative industries’ is a relatively new term in the government policies and academe. It firstly emerged in Australia in 1994 in the report ’Creative Nation’.2 The report is the first cultural policy in the history of Austria and it emphasized the importance of the creative work and its contribution to the economy in Austria, and thought the new technologies are very important to develop the knowledge economy and enhance the competitiveness of Austria in the international.3 Then the concept was adopted and developed further in UK. The UK is the first country in the world beginning to study the creative industries and it gave a deeper implication of the creative industry. The Britain government thought the creative industries can boost the economy of UK and increased their National strength. They emphasized the development of creative industries in the UK. After many years of development, now the UK maybe has the largest creative industries in the national economy in the EU, and the contribution to the GDP maybe also is the largest in the world.4 The UK put forward the first formal concept about ‘creative industries’ in the world. The formal definition of creative industries can be traced back to the establishment of DCMS (Department of Culture, Media and Sport) in 1997.The department was built to promote the development of creative industries through setting down some policies. The earliest definition of creative industries was put forward by the DCMS in the ‘Creative Industries Mapping Document’ in 1998. They tried to reconstruct the cultural sector into a new and broader industrial classification and unit all industries having creativity as a key 1 Wikipedia,URL:http://en.wikipedia.org/wiki/Creative_industry (reading date: 06.03.2011) 2 UNCTAD, Creative Economy Report 2008(2009). URL:http://www.unctad.org/en/docs/ditc20082cer_en.pdf. ( reading date:08.03.2011) 3 Ana Carla Fonseca Reis(2008). Creative Economy as a development strategy: a view of developing countries. URL: http://www.garimpodesolucoes.com.br/downloads/ebook_en.pdf. ( reading date:08.03.2011) 4 The Work foundation (UK) staying ahead: the economic performance of the UK’s creative industries. URL:http://www.theworkfoundation.com/assets/docs/publications/176_staying ahead.pdf ( reading date:09.03.2011) 5 element of their activities.5 In2002, the DCMS updates its definition of creative industries according to the development of economy and the deeper reorganization. Under the demonstration effect in the UK, the study on creative industries becomes more and more popular. 1.1.2 The development of creative industries The creative industries boost the Britain’s economy. On the influence of UK, a number of governments and the international agencies around the world have realized the importance of creative industries and started to study what is the creative industries and what activities should be included. And they also explore how to promote the development of creative industries and the influence of policies to the creative industries. Most of them draw lessons from the UK and put forward the definitions of creative industries of their own according to their national industries layout and industry structure. The national conditions are different in the different countries and face the different problems, and the national culture is different. So the usage and understanding to the term ‘creative industries’ is different in the different countries. Creative industries have different names in different countries. I did some research and found some different names in different countries.6We can see it from the table 1.1: Table 1.1 different names of ‘creative industries’ Countries Name of the creative industries England & Australia & Iceland creative industries USA Entertainment & Media industries or copyright industries UNESCO, EU, OECD Culture industries or culture sectors China Cultural and creative industry or creative industry Sweden uppleveleseindustrin (experience industry) Denmark Kultur-og oplevelesesøkonomien (culture and experience economy) Norway kulturbasert Næring eller kultur og oplevelsesnæringer (culture based 5 A. Solidoro (2009), THE EVOLUTION OF THE CREATIVE INDUSTRIESAS A MODEL OF INNOVATION. URL: http://www.woa2009.it/papers/Solidoro.pdf. ( reading date:15.03.2011) 6 Nordic innovation center(2007). Creative Industries Education in the Nordic Countries.URL:http://www.nordicinnovation.net/_img/creative_industries_educ ation_in_the_nordic_countries.pdf ( reading date:18.03.2011) 6 industries or culture and experience industries) kulttuuriteollisuus ,luovat toimialat Finland: (creative culture or creative industry) Since the late of the 1990s, many countries carried out the study on the creative industries, especially in some developed countries. The study about the creative industries developed rapidly at international, national and regional levels these three levels.7 The Finland has carried out the study of culture industry yet since 1970s. After the ‘Creative Industries Mapping Document 1998’ was released by UK government, Finland began to study their creative industries. The first political discussions on creative industry took place in the late 1990s in the influence of the report of the UK. The first two Finish reports described the “luovat toimialat” in Finnish (Creative Industries). Now the "creative industries" has not been a central concept in Finnish creative policies. The term of ‘creative industries’ in Finland mainly focused on arts, heritage issues, cultural services, cultural participation and consumption of culture.8 But the term “kulttuuriteollisuus” (Culture Industries) also be used in Finland. The definition approach shows a considerable accordance to the DCMS Model, whereas the fields of design and the public sector are left out more or less.9 The other Nordic countries, such as Sweden, Denmark and Norway, their interest in the creative industries were growing gradually. And they paid considerable attention to the creative industries and thought the DCMS Model is “archetype of definition” and learned much lessons from it. To increase the cooperation in the study of the creative industries and share of the knowledge and experience about the creative industries in the Nordic countries, the Nordic governments established the Jenka network in 2002, Jenka project is a new field about the creative industries. They tried to analyze the advantages and disadvantages and threats they faced related to the creative industries in the Nordic countries. They also tried to create a coherent definition of Creative 7 Simone Kimpeler,Peter Georgieff(2010). The roles of creative industries in regional innovation and knowledge transfer-The Case of Austria. URL:http://ec.europa.eu/education/lifelong-learning-policy/doc/creativity/report /austria.pdf ( reading date:20.03.2011) 8 Cultural policies and trends in Europe. URL:http://www.culturalpolicies.net/web/finland.php?aid=423. ( reading date:21.03.2011) 9 Kerstin Hölz(2006)l. Creative Industries in Europe and Austria Definition and potential. URL:http://onlinefb.kmuforschung.ac.at/joomlaaa/images/stories/vortraege/20 06/Creative_Industries.pdf ( reading date:22.03.2011) 7 Industries, but up to now the network has not yet created.10 In Germany, some reports about Cultural Industries have been published for individual; however, there is no any report about the analysis of the creative industries in the whole Germany. And the term Cultural Industries in the Germany is more popular than creative industries. So the approach to study creative industries also is different from the approach taken by the DCMS Model. The definition of creative industries in Germany is different from other countries’ definition. It not only contains all businesses, but also contains ‘self employed persons that render services or produce or sell products for preparation, creation and protection of artistic production, procurement of culture and/or medial promulgation’. At a more detailed level, a further distinction can be made into five sub-markets: the audio-visual market, the book, literature and press market, the art and design market (including architecture and advertising), audio-visual-media, and performing arts and entertainment.”11 In Spain, the creative industries are also called creative industries. The Cultural Industries are also emphasized in Spain. The Spanish government also pays attention to developing the Cultural Industries. The culture industries were seen as ‘generator of wealth’. The report about the cultural industries was released in Spain in 2004. And in the report they gave the definition of their own. They thought the following parts should be included in the Cultural Industries: “public libraries and archives, artistic and architectural cultural properties, publishing, plastic arts, performing arts, music and audiovisual arts.”12 The France has a long history and its culture is very famous in the world and it is very important to French. Every year many tourists go to Paris to enjoy French culture and it brings a lot of profit for France. So in France, the term “Cultural Industries” prevails. There is a narrow definition in France for “culture industries”; “only the audiovisual field, publishing, multimedia and the photo market” are included.13 10 Nordic innovation center.(2011) URL:http://www.nordicinnovation.net/prosjekt.cfm?Id=3-4415-42 ( reading date:25.03.2011) 11 Cultural policies and trends in Europe. URL:http://www.culturalpolicies.net/web/germany.php?aid=423. ( reading date:25.03.2011) 12 Cultural policies and trends in Europe. URL:http://www.culturalpolicies.net/web/spain.php?aid=423 ( reading date:25.03.2011) 13 Cultural policies and trends in Europe. URL:http://www.culturalpolicies.net/web/france.php?aid=423 ( reading date:25.03.2011) 8 In Switzerland, the terms “Creative Industries “and “Cultural Industries” is the same. Both of them are used. The definition in the Switzerland is quite narrow and does not include the “modern” fields of multimedia, software and fashion. The focus of study is “artistic production and cultural services from artists (music, literature, art, film and performing arts)”.14 The Switzerland sets down some laws to develop the creative industries. In 2009, the Swiss Parliament has passed a Law on the Promotion of Culture; they will define the strategic aims for the first time in Switzerland the creative industries from 2012 to 2016. The recognition and emphasis to the creative industries is different in Eastern Europe from the Western Europe. Study on the creative industries in the Western Europe leads in the world. But the recognition and study on the creative industries in Eastern Europe is in the primary stage. The reason caused the difference is that the many countries in Eastern countries is Socialist countries and their economy is planned economy. Everything was arranged by the state. There is no strong demand for “cultural goods”. Such as Hungary, there is a comprehensive strategy or policy in Hungary directed towards the cultural industries as a whole. But they published the analysis of the economic contribution of copyright-based industries in Hungary in 2002 and published in 2005. They made another survey in 2006 and published it in 2010. The two surveys adopted the broadest definition of copyright industry; all the activities relating to the creation, distribution, communication to the public, etc. of works protected under Copyright Law, or which constitute the technical background necessary for the "consumption" of copyrighted creations, as well as which serve them in any other manner were included.15 Some international agencies summarized the practical experience of countries, released some reports about the creative industry and offer more creative industries models to their member states. . In 2004, United Nations Conference on Trade and Development (UNCTAD) set up the Multi-Agency Informal Dialogue Group on Creative Industries in the context to prepare for the High-level Panel on Creative Industries and Development. The mission of the Group is to drive the cooperation of international to research and study on the creative industries so as to boost the 14 Cultural policies and trends in Europe, URL: http://www.culturalpolicies.net/web/switzerland.php?aid=423. ( reading date:25.03.2011) 15 Cultural policies and trends in Europe, URL: http://www.culturalpolicies.net/web/hungary.php?aid=423. ( reading date:27.03.2011) 9 contribution of the creative economy to development.16 UNCTAD released separately the reports “Creative Economy Report” in 2008 and 2010. The two reports put forward many constructive methods and concept about the creative industry. It motivates the development of creative industry in the world. The Creative Industries Division of the WIPO (World Intellectual Property Organization) was set up in 2005. Its mission is to study the impact of the intellectual property policies and practices on the creative industries. The Division engages with creative industry stakeholders and carries out studies on the creative potential of nations, quantifying the economic contribution of creative activities, as well as developing practical tools for creative enterprises and entrepreneurs, and assisting creators in benefiting from their intellectual property assets.17 They gave the concept of creative industry at the basis of the copyright. So in the WIPO Model, the creative industry also be called as “the copyright based industry” 1.2 Definition of Creative Industries A number of different definitions have been put forward over recent years to provide a comprehensive understanding to the creative industries and reach coherence to reduce the disputes on the creative industries. Many countries gave their definition of creative industry, but there are many debates about the definition and very difficulty to reach the consensus. The following paragraphs review some definitions that have profound influence in the international. The purpose of studying and the history and the national condition is different. Each definition has a special rationale and everyone depends on underlying assumptions. Those definitions of creative industry are listed as follows: 1.2.1 DCMS Model definition The DCMS (Department for Culture, Media and Sport) is a department of the UK government. One of aspect of its responsibilities is for the tourism, leisure and creative industries. Its role in the creative industries is to assist the 16 The Creative Economy Report 2008:A Summary of Creativity, Culture and Economic Development. URL:http://www.cacci.org.tw/Journal/2010Volume1/page28-50.pdf. ( reading date:28.03.2011) 17 Jamaika intellectual property office. Wipo Commissioned Study on the Contribution of the Copyright –Based Industries to the Economy of Jamaica. URL:http://www.jipo.gov.jm/?q=node/116 ( reading date:29.03.2011) 10 creative industries to raise their profile and help them to explore their potential to develop the creative industries.18 The definition gave by the DCMS was the first formal concept about the creative industries. Those industries which have their origin in individual creativity, skill and talent and which have a potential for wealth and job creation through the generation and exploitation of intellectual property.19 The current DCMS definition includes thirteen creative sectors. They are: Advertising;Architecture; Arts; Crafts;Design; Fashion; Film & video;interactive leisure Software;Music;performing arts;Publishing;Television;Radio.20 1.2.2 WIPO Copyright Model The WIPO guide (WIPO, 2003) gave the definition of creative industries. It aims to provide a systematic way to isolate the effects produced by copyright in the approximately sixty categories identified. 21 In the WIPO Model, the creative industry also be called as “the copyright based industry” Creative industries – industries that include the cultural industries plus all cultural or artistic production whether live or produced as an individual unit. The creative industries are those in which the product or service contains a substantial element of artistic or creative endeavor.22 18 Wikipedia. URL:http://en.wikipedia.org/wiki/Department_for_Culture,_Media_and_Sport ( reading date:30.03.2011) 19 DCMS (1998).Creative Industries Mapping Document1998. URL: http://webarchive.nationalarchives.gov.uk/+/http://www.culture.gov.uk/referenc e_library/publications/4740.aspx (reading date:01.04.2011) 20 DCMS(2002).Creative Industries Mapping Document2001.UK. URL: http://webarchive.nationalarchives.gov.uk/+/http://www.culture.gov.uk/global/p ublications/archive_2001/ci_mapping_doc_2001.htm (reading date:05.04.2011) 21British council (2008), GAUTENG’S CREATIVE INDUSTRIES: AN ANALYSIS.URL:http://www.britishcouncil.org/files/Low%20resolution%20pdfs/ Methodology%20with%20all%20sectors/Methodology%20low%20all%20sect ors%20spreads.pdf. (reading date:07.04.2011) 22 WIPO (2011), URL:http://www.wipo.int/ip-development/en/creative_industry/ (reading date:09.04.2011) 11 The current WIPO definition recognizes eight creative sectors. They are: Press and Literature; Music, Theatrical Productions and Opera; Motion Picture, Video and Sound; Radio and Television; Photography, Visual and Graphic Arts, Related Professional and Technical Services; Software, Databases and New Media; Advertising Services; Copyright Collective Management Societies 1.2.3 UNCTAD Model The UNCTAD XI Ministerial Conference was held in 2004, one of the important landmarks was to put forward the concept of the “creative industries”. At the Conference, the topic of creative industries was introduced into the international economic and development agenda, drawing upon recommendations made by a High-level Panel on Creative Industries and Development.23 The creative industries: ■ are the cycles of creation, production and distribution of goods and services that use creativity and intellectual capital as primary inputs; ■ constitute a set of knowledge-based activities, focused on but not limited to arts, potentially generating revenues from trade and intellectual property rights; ■ comprise tangible products and intangible intellectual or artistic services with creative content, economic value and market objectives; ■ are at the cross-road among the artisan, services and industrial sectors; And constitute a new dynamic sector in world trade24 The current UNCTAD definition recognizes four creative sectors. They are: Art; heritage; media; functional creations. 1.2.4 Definition of Creative Industry in china In China, the study on creative industries develops not well. Many experts just recognized the importance of the creative industries and introduced the term” creative industries” to china and began to study creative industries in china through drawing on the experience of other countries. So it has great significance to study the “creative industries” from the international angel and it can offer much experience to china to promote the study of creative industries 23 United Nations Conference on Trade and Development(2008). Secretary-General’s high-level panel on the creative economy and industries for development.URL:http://www.unctad.org/en/docs/tdxiibpd4_en.pdf. (reading date:12.04.2011) 24 UNCTAD(2008), Creative Economy Report 2008, URL: http://www.unctad.org/en/docs/ditc20082cer_en.pdf, retrieved 2009-11-28. (reading date:14.04.2011) 12 and boost the economy of China. In china, the creative industries are also called as Cultural and creative industries. It is defined as “to rely on the wisdom, skills and talents of creative people, by means of high technology to create and promote cultural resources through the development and use of intellectual property to produce high value-added products and create the industries with the wealth and potential employment.”25 The current China model definition recognizes nine creative sectors.26They are: Culture and Arts; Press and Publication; Radio, television, film; software, network and computer services; advertising exhibition; art trade; Design Services; Travel and entertainment; and other support services. 1.2.5 Definition of the creative industries in Singapore In Singapore, the definition of creative industries is from the UK DCMS Model. They learned the lessons from “the Creative Industries Mapping Document “released by the DCMS. The Creative Industries are defined as “industries which are inspired by cultural and artistic creativity and have the potential to create economic value through the generation and exploitation of intellectual property”.27For the purpose of study, Singapore has categorized the creative industries into three broad groups: Arts and Culture Include: Performing arts, visual arts, literary arts, photography, crafts, libraries, museums, galleries, archives, auctions, impresarios, heritage sites, performing arts sites, festivals and arts supporting enterprises Design Include: Advertising, architecture, web and software, graphics, industrial product, fashion, communications, interior and environmental Media Include: Broadcast (radio, television and cable), digital media (software and computer services), film and video, recorded music and publishing 1.2.6 Definition of the creative industry in Norway In Norway, definitions of creative and industries are still improving. Generally 25 Baidu. URL:http://baike.baidu.com/view/70810.htm. (reading date:15.04.2011) 26 Beijing statistical information net (2011) URL:http://www.bjstats.gov.cn/(reading date:18.04.2011) 27 Lam Yen Sze Elizabeth.(2010). Creative industries or cultural industries, URL:http://rpe.nl.sg/Business/f263ae1e-1ad5-41ac-a452-7ff20486ab94.aspx (reading date:20.04.2011) 13 speaking, the term “cultural industries” prevails in Norway. Norway has a long history and its diverse culture attract many tourists to come to Norway to visit. So the definition in the Norway emphasizes the culture and the scope is narrow compared to the DCMS Model. In Norway, the following sectors are defined as part of the cultural industries: Computer-games; Design and fashion; Film and video; Publishing; Arts and crafts; the Music industry; Sales of antiques and arts; Software and data services; TV and radio; and Performing arts. The creative industries have a great development in Norway. In 2002, the output of creative industries is above 33 billion NOK, and crate many jobs for the works. And it account for 3.4 per cent of all employees.28 1.2.7 Definition of the creative industry in Austria The Austria is a country which emphasizes the study on the creative industries. It is the first country to put forward the concept of “creative nation” and promote the emergency of the concept of “creative industries”. To promote the development of creative industries in Austria, The Austrian Institute for SME Research tried to create a definition for Austria that oriented itself according to their national conditions. Before we talked about the definition of creative industries in Austria, we should see the “tri-sector model’ first. The model about creative industries called “tri-sector model” prevails in Europe. In the model, the creative industries were divided into three parts. Different countries choose the different parts as their creative industries. We can see the figure 1.1 as list. Creative Industries Private sector (market) =Culture industries Intermediate sector = non-profit-organization Public sector (state) Figure 1.1 Tri-sectors model of creative industries 28.Norway cultural profile(2011). URL:http://www.culturalprofiles.net/norway/Directories/Norway_Cultural_Profil e/-2361.html (reading date:21.04.2011) 14 Austria modified the “tri-sector model” and adopt a content-oriented definition in accordance with the so-called LIKUSkreativ©scheme. In this respect, the following fields have been classified as appertaining to Austrian Creative Industries, each with various sub-categories:29 The public sector covers public cultural businesses like operas, museums or theatres. The intermediate sector consists of non-profit organizations (e. g. associations, foundations). The private sector covers private entities active in the production (and distribution) of creative goods and services. There is a subcategory in detail in the LIKUSkreativ©scheme. We can see it in the appendix table 1. 1.2.8 Concentric circles (Throsby, 1998 & 2001) The model was put forward at the basis that the character of “culture goods” makes the “creative industries have the value”. Thus the more pronounced the cultural content of a particular good or service, the stronger is the claim to inclusion of the industry producing it (Throsby, 2001). The model divided all the activities of creative industries into four parts: the core creative fields, cultural industries, creative industries and activities and the rest of economy. They think the core creative field is most important and all the creative ideas originate in the core creative arts in the form of sound, text and image and that these ideas and influences diffuse outwards through a series of layers or ‘concentric circles’, with the proportion of cultural to commercial content decreasing as one moves further outwards from the centre. This model has been the basis for classifying the creative industries in Europe in the recent study prepared for the European Commission (KEA European Affairs, 2006:53‐ 57).30 The Work Foundation of UK created a stylized typology of model of the creative industries; see Figure 1.231, which was borrowed from ‘The Economy 29 Rafael Boix Domenech, Luciana Lazzeretti, Francesco Capone(2010). URL:http://www.uv.es/raboixdo/references/2010/10009.pdf (reading date:21.04.2011) 30 EACEA(2008). Study on the Entrepreneurial dimension of cultural and creative industries . URL:http://cci.hku.nl/docs/Interim_Report_Final.pdf(reading date:22.04.2011) 31.Tom Fleming (2010),Learning the Language - Creative Industries & the Arts URL:http://theatreforumconference2010.files.wordpress.com/2010/05/tfcc-the atre-forum2.pdf (reading date:24.04.2011) 15 of Culture’ (EU, 2006). The creative industries are mapped as a series of concentric circles radiating out from the ‘bulls-eye’ of core expressive value creation. Figure 1.2 the content of creative industries of concentric circles 1.2.9 Symbolic texts model Symbolic texts model originate from the critical-cultural-studies tradition in Europe and the UK. It is different from other definitions of creative industries. It focuses attention on popular culture rather than the ‘high’ or ’serious’ arts typically the concern of social and political establishments. This approach sees the ’high’ or ’serious’ arts as the province of the social and political establishment and therefore focuses attention instead on popular culture. The processes by which the culture of a society is formed and transmitted are portrayed in this model via the industrial production, dissemination and consumption of symbolic texts or messages. They are transmitted by means of various media such as film, music and the publication.32 32 European Affairs (2006), the Economy of Culture in Europe. URL:http://www.keanet.eu/ecoculture/executive_summary_en.pdf. 16 1.2.10 Americans for the Arts model In the US, the creative industries were also called as “Americans for the Arts”. It adopted a very narrow approach to define the creative industries and only include those industries which are related to the creation and distribution of the arts. The creative industries were divided into seven parts in America. They are: Museums & Collections, Performing Arts, Visual Arts & Photography, Film, Radio, & TV, Design & Publishing, Arts Schools & Services. The subcategory we can see it in the appendix table 2 in detail. In the Americans for the Arts model, they try to avoid the overestimate of the creative industries compared to other models of creative industries .So they excluded those industries such as software, computer game and scientific research. They think although the development of those industries requires creativity, they are not arts-centric and don’t meet the U.S. understanding of the creative industries. 33 34 The content of Americans for the Arts is showed in detail in the appendix table 2. There still have many other definitions of creative industries defined by a number of countries and international agencies. But here we only list a series of definitions which have significant affect. There is no “right” or “wrong” definitions of the creative industries. It is only the difference to the understanding of the characteristics of creative industries. The attractiveness of the various models may therefore be different, depending on the analytical purpose and the history of the country. However, a standardized set of definitions and a common classification system are needed as a basis for designing a workable framework for dealing with the creative industries within the larger standard industrial classification systems that apply across the whole economy. (reading date:25.04.2011) 33 America for arts creative industries 2008 the state report. URL: http://www.americansforthearts.org/pdf/information_services/creative_industri es/creative_industries2008_no_appendix_state_report.pdf. (reading date:26.04.2011) 17 2 The introduction and assessment about the classic creative industry model 2.1 Why choose the DCMS Model, WIPO Model, UNCTAD Model and China Model as cases to analyze. As we talked in the chapter 1, there are many kinds of definitions about the creative industry in the world from government or academe. We can’t and have no the necessary to list all the definitions to make comparisons. For the purpose of study in the paper, we choose the UK DCMS Model, WIPO Copyright Model, UNCTAD Model and China Model as cases to research. Why we choose these four kinds of model to analyze? The reasons are as follows: Firstly, The DCMS model is from the “Creative Industries Mapping Document “released by DCMS in UK. It’s the first document about Creative Industries published in November 1998 and gave the definition about the creative industries. It was the first ever attempt to measure the economic contribution of creative industries to the UK, and try to identify the opportunities and threats they faced.35The Mapping Document also tries to set a guideline for action for both Government and the industries. In the guide of the DCMS model, the UK government set down many policies to support the development of creative industries. They also often update the model according to the change of economics. Now, the result of the attention placed on the creative industries by the UK government can be seen in the development of the creative industry. The UK maybe has the largest creative industries in the national economy in the EU, and the contribution to the GDP maybe also is the largest in the world now. The Creative Industries, excluding Crafts, accounted for 5.6% of Gross Value Added (GVA) in 2008. In the summer quarter of 2010 (July – September), creative employment totaled just under 2.3 million jobs. In 2010, there were an estimated 182,100 enterprises in the Creative Industries; Exports of services from the Creative Industries totaled £17.3 billion in 2008, equating to 4.1% of all goods and services exported.36 35. Gottfried Wagner(2008). The Art of Difference From Europe as a cultural project to EU policies for culture. URL:http://www.artsmanagement.net/index.php?module=News&func=display &sid=174(reading date:28.04.2011) 36 DCMS (2010).Creative Industries Economic Estimates. URL: http://www.culture.gov.uk/images/research/CIEE_Full_Release_Dec2010.pdf. 18 The model has become mature in UK through the development of many years despite there are still many disputes. In the influence of the DCMS model, more and more countries began to study the creative industry and set down the development strategy of creative industries. And many countries adopted the definition from the DCMS model, such as Australia and Singapore. It has been seen an archetype of creative industry in the world. Secondly, the WIPO model and UNCTAD model is put forward by the international agencies. They summarized the practical experience of other countries and tried to design the creative industry model to guide member states to develop the creative industry. They set down the guideline respectively and get recognized in some Member States and also help some developing countries to measure the development of creative industries. They also renew the model according to the practice in their member states and help them to study their creative industries. Such as WIPO guide the JAMAICA to study on the contribution to the GDP of the copyright in 2005. Through the study, they got the conclusion: the copyright sector contributed J$29 billion in producer’s values at constant (1996) prices (US$464.7 million), or 4.8 % of GDP. The sector also accounted for 3.03 % of employment. Of the total 4.8 %, the core copyright industries accounted for J$10,363.8 million or 35.6 % of the total.37 Thirdly, as we said, compared to the developed countries, creative industries developed better than the developing countries. Most of developing countries just began to study creative industries. They learned the experience of the developed countries from UK and WIPO and UNCTAD and other countries and put forward the definitions of creative industries to guide the development of them. They make some changes according to the situation of their country. China is the largest developing countries and is leading Asia in the development of a creative economy. Its cultural sector records € 50.32 billion of value added, contributes 2.45% of Chinese GDP, and accounts for 1.48% of the total employed workforce.38 Following the reforms and opening up of China, the cultural sector has gained weight in the Chinese GDP with a growing rate of 6.4 points above the already impressive growth rates of the other sectors of the economy. Its study about the creative is in the initiative stage.39It has some 37 WIPO(2007), WIPO Commisioned Study On The Contribution Of The Copyright–Based Industries To The Economy Of JAMAICA URL:http://www.jipo.gov.jm/sites/default/files/PDF_Files/wipo_study.pdf (reading date:29.04.2011) 38 Chinese National Bureau of Statistics (2008), URL: http://www.stats.gov.cn/. (reading date:30.04.2011) 39.Mapping the Cultural and Creative Sectorsin the EU and China, URL:http://www.keanet.eu/report/china%20eu%20creative%20industries%20 19 characteristics of creative industries in developing countries. So we make comparisons to the DCMS model and WIPO model and UNCTAD model. We can know the gap between them and gave some suggestions to develop the developing countries’ creative industries. 2.2 DCMS Model 2.2.1 The introduction to the DCMS Model The United Kingdom was the first country to explore the concept of creative industries. In the late 1980s, “The Economic Importance of the Arts in Great Britain” was published, which refers to some characteristics of creative industries. The UK borrowed from the Austria report “creative nation” and put forward the concept of creative industries. The document “Mapping the Creative Industries” was released by the DCMS in 1998. It was the first document in the world to define the “creative industries “and choose the indicators to measure the creative industries’ contribution to the social economy and analyzed the opportunities and challenges faced to develop the creative industries. The 1998 report was updated again in 2001.40 London government takes many measures to develop the creative industries. Now maybe the creative industries developed best in the London. To develop the regional creative industries in the UK, the Regional Issues Working Group was set up by the DCMS in the early of 1999. The group released some reports through many years study. They highlight that creative industries not only can be developed well and do enormous contribution to the economy in the big cities such as London, but they also can be developed in the town or village according to the actual situation. Since then many studies about ‘how to develop the creative industries in the regional, sub-regional and local levels’ have been carried out. The DCMS model is from the Creative Industries Mapping Document. The first edition was published in November 1998. It gave the definition of creative industries. The current DCMS definition includes thirteen sectors. They are: Advertising;Architecture; Arts; Crafts;Design; Fashion; Film & video;interactive mapping%20full.pdf (reading date:01.05.2011) 40. British council, mapping the creative industries: a toolkit. URL:http://www.britishcouncil.org/mapping_the_creative_industries_a_toolkit_ 2-2.pdf, (reading date:03.05.2011) 20 leisure Software;Music;performing arts;Publishing;Television;Radio. For the DCMS definition consists of 13 sectors, so it also was called “DCMS 13”. The DCMS 13 consists of 13 sectors. It lists all the activities that are related to every sector from three aspects (core activities, related activities and related industries). We can see it from the table 2.1 in detail. They made a detailed classification, so the researchers can easily separate the creative industries from the traditional industries and can find the data to measure the contrition of the creative industries. they also can measure” the management of creativity and innovation in complex knowledge flows; a cycle from the generation of original ideas to their realization and consumption, whether as performances, products or services”.41 The Mapping Document offered some indicators about how to measure the contribution to the economy of the creative industries. Employment: the full time employment within the creative industries according to the classifications; Firm activity: the number of firms and their turnover and the degree of concentration of the creative industries. The contribution to the GDP. It was measured according to the national input/output tables or specialist surveys; The value of Exports: The value of exports from the creative industries and the data can be got from official product and service export statistics.42 Table 2.1 The Creative activities included in the DCMS MODEL43 Sector Core activities Related activities Related industries Advertising Consumer research and insights; Management of client Creative studios and freelancers; Editing facilities; Public Relations; Promotions; 41 Jeffcutt, P. (2000) 'Management and the Creative Industries', Studies in Cultures, Organizations & Societies, 6, No.2, 123 42 Peter Higgs, Stuart Cunningham and Hasan Bakhshi(2008). Beyond the creative industries: Mapping the creative economy in the United Kingdom. URL:http://www.nesta.org.uk/library/documents/beyond-creative-industries-rep ort.pdf. (reading date:05.05.2011) 43 DCMS(2002).Creative Industries Mapping Document2001.UK. URL: http://webarchive.nationalarchives.gov.uk/+/http://www.culture.gov.uk/global/p ublications/archive_2001/ci_mapping_doc_2001.htm (reading date:05.05.2011) 21 marketing; activity/communication plans; Identifying consumer tastes and responses; Creation of advertisements, promotions; PR campaigns; Media planning, buying and evaluation; Production of advertising materials Architecture Building design, planning approval; production information Brochures/publications; Photography; filming and digital recording; Digital content generation; Multimedia and internet production; marketing consultancy ; exhibitions Structural environmental landscape and other ; Specialist and design; Urban planning; Construction cost planning and control; Heritage building conservation ; Brief writing ; Feasibility studies; Project management ; Appraisal of tender; Direct Marketing; design-Television & Radio_ Film; Market Research Construction; Structural engineering; Quantity surveying; Building services Documentation; Construction monitoring; Internet/e-commerce Arts Trade in art and antiques, including Paintings; sculpture; works on paper; other fine art(ex: tapestries) collectibles (e.g._._ mass produced ceramics and glassware, dolls and dollhouses Fairs& exhibitions; shipping; restoration; printing; photography; insurance; banking; law; tourism 22 advertising/packaging etc.) couture, textiles antiquities; arms and armor; metalwork; books, bindings, signatures and maps Retailing via auctions, galleries, specialist fairs, shops, warehouses, department stores and the Internet Creation, production & exhibition of crafts Craft Textiles, ceramics; jeweler/silver; metal; glass Design Design consultancies (services include: e.g. brand identity, corporate identity, information design, new product development) ; Design components of industry ; Interior and environment design Supply of materials; Distribution; Retail; Online retail; Packaging and display; Craft fairs; Craft magazines and books; Tools and machinery. Fine art ; Graphic design; Fashion design; Crafts (e.g. small-scale furniture markers); Multimedia, web site and digital media design; Television graphics; Interactive and digital TV design; Manufacturing industry design ; Research and development with industry ; Modeling and prototype making; 23 Design Fashion Art &antiques market Merchandise Tourism Public relations and management consultancy; Architecture; Packaging; Designer fashion; Advertising; Furniture and furnishings; Personal care product; Transportation; Medicine; Electronics; Fashion/luxury goods; Finance; Telecommunications; Pharmaceuticals; Public sector; Food and drink; Consumer goods; Retail; Fashion Film & Video Interactive Leisure Software Clothing design; Manufacture of clothes for exhibition; Consultancy and diffusion lines; Screenwriting; Production; Distribution; Exhibition ; Games development; Publishing; Distribution; Retail; Magazine publishing; Design education; Graphic design; Product design; Fashion photography; Hair care and cosmetics; Accessories design; Perfumes design; Modeling Textiles Clothing; manufacture; High Street clothes retailing; Music soundtracks; Promotion; Set design building; Catering; Equipment manufacture; Photography; Lighting; Sound recording; Costume design; Selling film and video distribution rights; Film and tape delivery and storage; Videos on demand; Digital film distribution ; Film web sites; Post-production/special effects; Computer games ; Multimedia and digital media; Television; TV film production; Music; Publishing; Advertising; Digital media ; Performing arts; Merchandising; Training; Video sequences (using actors, directors, crew); Music soundtracks; Digital TV gaming; On-line gaming; Gaming for mobile phones; Television; Software; Internet; Film & video; Music; Retail; Publishing; Sports; 24 Computer manufacture, distribution and retail Games console manufacture distribution and retail; Merchandise, e.g. clothes Music Performing Arts Production, distribution and retailing of sound recordings; Administration of copyright in composition and recordings; Live performance (non-classical); Management, representation and promotion; Songwriting and composition Music press; Multimedia content; Digital media; Retailing and distribution of digital music via internet; Music for computer games; Art and creative studios; Production, distribution and retailing of printed music; Production, retailing and distribution of musical instruments; Jingle production; Photography; Education and training; Internet/e-commerce; Publishing; Television & radio; Film & video; Advertising; Performance arts Interactive leisure software; Software & computer services Content origination; Performance production; Live performance of ballet; Contemporary dance, drama, Music Theater, and opera; Touring; Costume design and making; Lighting Tourism; Pubs and restaurants; Business sponsorship; Festivals management; Management of venues–theatres, halls, places of public entertainment; Education, community music; Merchandising; Catering; Sound tracks; Program publishing Music; Television & radio; Design; Film & video; Publishing; Special effects; 25 Publishing Software & Computer Services Television & Radio Origination Book publishing Learned journal publishing Newspaper publishing Magazine Digital content publishing Internet and digital media; Disc based media production; Electronic storage; Libraries and education; Market research; Management consulting; Academic research; Distribution Printing Paper and ink manufacture Exhibitions and Conferences Masthead programming Software development Systems integration; Systems analysis and design; Software architecture and design; Project Management; Infrastructure design; Facilities management; Consulting and training; Supply of contract staff; Office software and equipment; Software maintenance; Hardware design, manufacture and maintenance; Information supply and distribution; Communications services; Research and development; Production; Program and packaging (library, sales, and channels); Broadcasting (scheduling and media sales); Internet and digital radio; Digital media broadcasting; Digital and interactive television; Computer games; 26 Television & radio; Music; Interactive leisure software; Software & computer services; Film & video; Internet and digital media; Management consultancy; Telecommunications; Internet and digital media; Interactive leisure software; Publishing; Television & radio; Music; Film & video; Design; Advertising; Architecture; Advertising Film & video Performing arts Software & computer services Publishing (including music press) Transmission; Multimedia and digital media; Personal video recorders ( PVRs, e.g. TIVO); Video on demand Art and creative studios PR companies TV commercials production Photography Manufacture of hardware Interactive leisure software Merchandising Tourism From the table 2.1, we can know that the DCMS model offers a detailed classification to the creative industries and easily know which activities belong to the creative industries and which activities are very important. And it also offered some indicators to measure the development of creative industries in a country or a region. Its method to measure the development of the creative industries was adopted and learned by many countries and international agencies to study the creative industries. But there are many debates. It was now widely accepted within economic policy analysis. It needs a long time to improve it and gets more wide welcome. Some critics think it emphasize the economic value of art and culture at the expense of its social potential, and some others saw it as a sleight of hand to boost the “unjustified claim of the cultural sector as a key economic growth sector within the global economy”.44 The model highlights the importance and difficulties of measuring diverse creative industries and develops rapidly evolving sector of the social economy, but the innovation and importance of the model to the study of creative industries should not be underestimated. It established a platform for the creative industries to have a voice to governments at all levels. Their impact was not confined to the UK as shown by the rapid undertaking of similar studies in many countries.45 44 Garnham, N. (2005) 'From cultural to creative industries', URL: http://eprints.qut.edu.au/588/1/cunningham_from.pdf (reading date:07.05.2011) 45 Peter Higgs, Stuart Cunningham. Creative Industries Mapping: Where have we come from and where are we going? URL:http://portal2.ntua.edu.tw/~dc/files/F04_3.pdf (reading date:09.05.2011) 27 2.2.2 The Analysis to the UK creative industry with the DCMS MODEL According to the DCMS Model, we study the contrition to the economy of creative industries in UK through calculating Employment, Firm activity, the contribution to the GDP and The value of Exports. The case cited in the paper is from the report “Creative Industries Economic Estimates HEADLINE FINDING. 9 December, 2010.” 46 A. Contribution to the economy – Gross Value Added( see the appendix table 3) The Creative Industries, excluding Crafts, accounted for 5.6% of Gross Value Added (GVA) in 2008. Software & Electronic Publishing accounts for the most GVA out of all the Creative Industries (2.5% in 2008). B. Employment (see the appendix table 4) In the summer quarter of 2010 (July – September), creative employment totaled just under 2.3 million jobs. The Software & Electronic Publishing sector had the highest number of employees out of all the Creative Industries, with over 600,000. The Music and Visual & Performing Arts sector had the highest numbers of self-employed people, with over 200,000. C. Numbers of businesses (see the appendix table 5) In 2010, there were an estimated 182,100 enterprises in the Creative Industries on the Inter-Departmental Business Register (IDBR), meaning they make up 8.7% of all enterprises. Don’t include the Crafts enterprise. Nearly two-thirds of the businesses in the Creative Industries are contained within two sectors; Software and Electronic Publishing (81,700 companies) and Music and the Visual & Performing Arts (30,800 companies). D. Exports Exports of services from the Creative Industries totaled £17.3 billion in 2008, equating to 4.1% of all goods and services exported. 46 DCMS (2010).Creative Industries Economic Estimates. URL:http://www.culture.gov.uk/images/research/CIEE_Full_Release_Dec2010 .pdf (reading date:10.05.2011) 28 2.2.3 The Limitation of the DCMS Model As we said before, the DCMS Model built a platform to study the creative industries. But some limitations of itself hampered the development of DCMS Model. There are three main limitations which makes the DCMS Model full of disputes. The limitations include definition, comparability and the data available These three key limitations concerned segment definition (leading to overreach, overlaps and gaps), data source and classification (inconsistencies in measures, frequency and time periods). The three key limitations reduce the use of the DCMS Model and were criticized by many academes. And reduce the possibility to compare the performance of creative industries in a different time as well as between different regions and countries.47 A. Definition limitations As we analyzed in the chapter 2, we can see that the definition offered by the DCMS has an obvious character which is the definition was given according to the industry activity-based segment. It is an innovation in the studying of the creative industries. But there are some disputes. Firstly, it is not consistent with respect to the definition of creative industries; secondly, it is not consistent with respect to the stage of the value chain. The reasons that those inconsistencies appeared are the limitations in industrial classification systems. Consistency is very important in the process of definition and value chain, because it is the basis that makes comparisons for the Cross-sectoral and cross economy. It is a difficulty question on how to select the industries as creative industries. The DCMS Model offers a method to select the industries. It depends on the sectors which were covered by the SNA (System of National Accounts). They try to find the industries from the SNA as sectors of creative industries, other than depending on a comprehensive approach to measure the creative industries. This method is helpful to make compares with the traditional industries, such as agriculture and industry. If we want to measure the creative industries with the approach, we need a consistent framework to classify the primary activities independent to measure the size of every sector and the contribution to the economy of them. Beside, it can avoid the double counting in this method. “The Creative Industries Mapping Document 2002”48 tried their 47 Peter Higgs, Stuart Cunningham. Creative Industries Mapping: Where have we come from and where are we going? URL:http://portal2.ntua.edu.tw/~dc/files/F04_3.pdf. (reading date:10.05.2011) 48 Creative London Commission (2002), Creativity: London’s Core Business, 29 best to design a Framework and addressed the need for consistency in the model and details the industry activities and occupations for each stage of a value chain for each segment: 1. Creation→2. Marking→3. Dissemination→ 4. Exhibition/Reception →5.Archiving/Preservation → education/understanding In this framework, they design a value chain in the creative industries and fix the primary activities which are very important to the development of creative industries. But there are some shortcomings. Such as pointed out by those who developed the ‘Creative Chain’ from the Canadian Framework for Canada Culture Statistics developed a creative chain in 2002, they pointed out that the shortcomings existed in “The Creative Industries Mapping Document 2002”. They thought some important activities, such as training, education should be a part of the core value chain. But in fact, they are eliminated from the core activities and they are only thought as some ordinary support activities. We can see the following the figure 2.1. Creation Production Manufacturing Distribution Culture goods and service Support activities (such as training and education) Figure 2.1 the core value chain in the DCMS Model In fact, we should try to design a framework to add those “support activities” into the core value chain. If they are not included in the value chain, the policy-maker may neglect them. They are very important to develop the creative industries. We should design the value chain and included it to cause the emphasis of people on it and promote the development of creative industries. B. Comparability limitations If we want to make comparison with the different objects, they should meet the following conditions: firstly, the industry sectors that included should be the same. If the sectors that they included are different, we can’t get the right City of London, London, URL: http://www.london.gov.uk/mayor/economic_unit/docs/create_inds_rep02.pdf (reading date:11.05.2011) 30 conclusion even though we make comparisons to them; secondly, we should get the available data and make the data believable. The DCMS Model includes 13 sectors and many activities. Many government departments are responsible for the different data and we should try to collect the data we will use. In some situation, we want to measure some indicators in a year, we can add the data together that we get from the different sources and get the conclusions. It is the ideal situation. But sometime it is not so easy. The different departments investigate the data to realize different target. They survey the data according to the different principles. In this situation, they will try to find some information which is useful to them but miss some information. The information that they missed may be useful to the study of the creative industries. How to avoid the loss is very important. For the different purpose of survey, the different departments maybe get the different data even though they investigate the same creative industry. such as we said, some department maybe think the training and education as a core activities in the creative industries and they will calculate the data ,but some other department maybe think it is not an important part of the creative industries and neglect them. It is a question which data we should adopt if we calculate the creative industries. We should solve the questions and then we can design the next step tasks. We face another difficulty when we make comparisons. As the technology developed and society changes. The environment will change. The new industry will appear. The new framework should be designed for the new environment and serve for the new situation. Such as “The UK Mapping documents 1998” and “The UK Mapping documents 2001”. Following the time changes, the “Document 2001” adds some new content into the mapping document and make some changes compared to the “Document 1998”. In this situation, if we make comparison with the different methodologies, maybe we will get the wrong conclusions. The UK’s Annual Business Inquiry (ABI) is responsible for collecting data from enterprises with employees and codes the number of employees with the standard industry code. Unfortunately the ABI does not survey non-employing enterprises so the significant number of sole-practitioner creative’s is not counted. Also, the UK Labor Force Survey, according to the DCMS Evidence Toolkit, needs to be used with caution when looking at sectors within the creative industries as it is conducted as a survey of UK households with a sample size of approximately one in 400 to provide the weighted results. As a consequence it could be hard to determine reliably the detailed patterns of employment within sub-segments. Data from a population census would be much more suited for this but can quickly go out of date. C. Classification limitations affecting data availability 31 The first iteration of the DCMS Model focused on the classification of the creative industries and caused the problems that how to collect the data from some specific firms which runs in specific segment. However Pratt (2004) and Roodhouse (2006) have noted “that standard industrial classifications are poorly suited to creative industries especially in the Design and Interactive Media segments. This means that the direct economic impact of creative industries has been substantially under estimated.”49 For instance, the approach used by most analysts to measure the employment impact of the Design segment is to count the people employed within firms in the specialist design industries of Architectural Services and Photographic Services. The analysis in the Britain instance has shown this leads to under-counting by approximately 50 percent because of the high number of designers embedded in other industries and poor statistical industry definition coverage. Many specialist design consulting activities are lost within broad classifications such as the Britain category of ‘Business Services’ or ‘Consultant Engineering Services’ or even the several classifications related to clothing manufacturing. Simon Roodhouse’s report on Fashion Design pointed to the special difficulties of meaningfully defining sub-sectors in this sector: ‘The need to define the sector is central to any attempt at collecting data and the importance of being precise about the descriptors for sub-sectors. This is where judgments are needed to reflect the extent of a sub-sector within the accepted national norms such as SIC and SOC and avoids some of the problems of overlap or double counting’ (Roodhouse 2003:4). As we have noted, the DCMS Mapping studies used proportional estimates to address this problem. The UK Design sector has no UK Standard Industrial Classification (SIC) code and therefore data for it could not be sourced from national surveys. The Design Mapping Report therefore had to rely on industry surveys and other estimates which create potential inconsistencies with the data of other segments. 2.3 WIPO Copyright model 2.3.1 The introduction to the WIPO Copyright MODEL In the WIPO Copyright Model, the creative industries included all the industries 49 Cultural and Creative Industry Promotion Team (2004), The Development of the Cultural and Creative Industries in Taiwan and Its Significance for SMEs, Ministry of Economic Affairs, Taipei, URL:http://eweb.moeasmea.gov.tw/public/ Attachment/65161430571.pdf. (reading date:14.05.2011) 32 involved in the creation, manufacture, production, broadcast and distribution and consumption of copyrighted works.50 The WIPO Guide on Surveying the Economic Contribution of the Copyright-based Industries was published in 2003. Its mission is to provide a new method to analyze the impacts that generated by copyright. Dimiter Gantchev, who worked in the WIPO, thought that the industry structure and copyright markets may vary; the copyright protection is different in the different countries. And it maybe cause the industries structure and copyright markets changed. The new approach being recommended is ‘focus on quantifiable and measurable direct and indirect impact. It is not suggested to study multiplier affects, tertiary or quaternary economic impact which are not tangible and often non-quantifiable’ (Gantchev, 2004:8).51 In the WIPO Model, the main research object is the related to the copyright. So the creative industries also were called as copyright-based industries. The reason that the WIPO Model emphasized on the copyright is that creative industries usually referred to the art, movie works, software, performance, music and so on. These activities are closely related with people's lives and it can generate the economy profit for the producer and can create more jobs positions. To study the economic contribution of copyright-based industries, the WIPO organize its member states to publish “WIPO Guide on Surveying the Economic Contribution of the Copyright-based Industries “the expressed by Member States. In the guide , it recommend a method to try to get the data which was related to the copyright and impact of the implement of the creative industries to do positive analysis. “The findings of study are also to serve as important inputs to promoting growth and development of the creative industries in the country.”52 The purpose of the Guide is three aspects; first is to summarize experience that the other countries develop the creative industries such as UK and Austria and referred to copyright of the creative industries; second is to provide a guidelines, recommendations and survey methods to the member states to 50 CREATIVE METROPOLES- Concepts and methodological approach, URL:http://www.creativemetropoles.eu/uploads/files/cm_directory_of_ci_conc epts.pdf (reading date:15.05.2011) 51 British council (2008), GAUTENG’S CREATIVE INDUSTRIES: AN ANALYSIS.URL:http://www.britishcouncil.org/files/Low%20resolution%20pdfs/ Methodology%20with%20all%20sectors/Methodology%20low%20all%20sect ors%20spreads.pdf. (reading date:15.05.2011) 52 WIPO. URL:http://www.wipo.int/ip-development/en/creative_industry/ (reading date:16.05.2011) 33 direct them to measure the development of their creative industries and know how to promote the development of their creative industries; and third is to offer a platform to study the creative industries and collect data to make comparisons in the different countries.53 Creative enterprises, those engaged in the commercial exploitation of intellectual property-based goods and services imbued with symbolic meaning (i.e., books, software, movie), contribute significantly to the economic, social and cultural development of nations. These enterprises form complex networks in content-driven sectors, which in turn make up the creative industries.54 Up to now, there are three edition of “National Studies on Assessing the Economic Contribution of the Copyright-Based Industries” was released. It presents the results of the first five national studies on assessing the economic contribution of copyright-based industries. The first volume of national studies was issued in 2004. Canada, Hungary, Latvia, Singapore and the United States carry out the study on the creative industries on the basis of the methodology contained in the WIPO Guide. A second volume of National Studies was issued in the summer of 2008 and included surveys conducted in the Philippines, Mexico, Jamaica, Bulgaria and Lebanon.A third volume of National Studies was published in January 2010 and included surveys in Colombia, Romania , Croatia , Russia and Ukraine.55 Economic Contribution of the Copyright-Based Industries in Selected Countries-Table of General Comparisons56 53 WIPO.GUIDE ON SURVEYING THE ECONOMIC CONTRIBUTION OF THE COPYRIGHT-BASED INDUSTRIES. URL:http://www.wipo.int/copyright/en/publications/pdf/copyright_pub_893.pdf. (reading date:16.05.2011) 54 WIPO. URL:http://www.wipo.int/ip-development/en/creative_industry/ (reading date:17.05.2011) 55 WIPO.WIPO Guide on Surveying the Economic Contribution of the Copyright-Based Industries URL:http://www.wipo.int/sme/en/documents/guides/copyright_industries.htm(r eading date:18.05.2011) 56 WIPO. URL:http://www.wipo.int/ip-development/en/creative_industry/economic_contri bution.html(reading date:18.05.2011) 34 Table 2.1: Economic Contribution of Copyright-Based Industries Using WIPO Methodology Source:http://www.wipo.int/export/sites/www/ip-development/en/creative_industry/pdf/eco _table.pdf The scope of the Guide is to survey the economic contribution of the copyright-based industries and provide quantifiable characteristics of this contribution. They address three main indicators to measure the creative industries-the value generated by them, their share in employment and their contributions to foreign trade.57 It outlines the methodology of the survey, justifies the choice of indicators, describes their characteristics and elaborates on existing approaches to their measurement. At the same time the Guide does not discuss fields where more research is needed on the national and international levels, such as the economic impact of copyright law itself, measuring the social effects of copyright, the valuation of copyright assets of enterprises or the assessment of the effects of copyright piracy. These topics would form the subject of possible future publications. According to WIPO (2003), creative industries are classified into four kinds of broad groups of copyright activities: A. The core copyright industries. they are the industries that are wholly 57 WIPO.GUIDE ON SURVEYING THE ECONOMIC CONTRIBUTION OF THE COPYRIGHT-BASED INDUSTRIES. URL:http://www.wipo.int/copyright/en/publications/pdf/copyright_pub_893.pdf. (reading date:16.05.2011) 35 engaged in creation, production and manufacturing, performance, broadcast, communication and exhibition, or distribution and sales of works and other protected subject matter it include the sectors as following(see table 2.2) Table 2.2 the content of the core copyright industries Sector Press and literature the various activities included authors, writers, translators; newspapers; news and feature agencies; magazines/periodicals; book publishing, cards and maps; directories and other published materials; pre-press, printing, and post-press of books, magazines, newspapers, advertising materials; wholesale and retail of press and literature (book stores, news stands); and library Composers, lyricists, arrangers, choreographers, directors, performers and other personnel; Music, theatrical productions, operas Printing and publishing of music; Production/manufacturing of recorded music; Wholesale and retail of recorded music (sale and rental); Artistic and literary creation and interpretation; and Performances and allied agencies (booking agencies, ticket agencies). Motion picture and video Radio and television Photography Writers, directors, actors etc.; Motion picture and video production and distribution; Motion picture exhibition Video rentals and sales including video on demand; and Allied services. National radio and television broadcasting companies; Other radio and television broadcasters; Independent producers; Cable television (systems and channels); Satellite television; and Allied services. Studios and commercial photography; and Photo agencies and libraries (photo-finishing labs should not be included). Software and databases Programming, development and design; 36 manufacturing, wholesale and retail prepackaged software (business programs, video games, educational programs etc.); and Visual and graphic arts Advertising services Database processing and publishing. Artists; Art galleries and other wholesale and retail; Picture framing and other allied services; and Graphic design. Agencies, buying services (the price of advertising should not be included). Copyright Collective Management Societies (turnover should not be included) B. Interdependent Copyright Industries, which are engaged in the production, manufacture and sale of equipment that facilitate copyright activity (WIPO, 2003: 33). Such equipment includes TV sets, radios, DVD players, electronic game consoles, computers, musical instruments, photographic instruments, blank recording material, and paper. C. Partial Copyright Industries, whose main activities may not be copyright but include a significant component of products and services that are based on copyright. These include museums, jewelry, coins, architecture, engineering, surveying, interior design, and furniture design. D. Non-Dedicated Support Industries, which are the distribution industries that facilitate broadcasting, communication, and distribution or sales of copyright-based activities that are not classified as core copyright activities. These industries serve to measure spillover effects of the core, interdependent and partial copyright industries but are in themselves not normally thought of as copyright activities. The industries include general wholesale and retail, general transportation, and telephony and the Internet. 2.3.2 The Analysis to JAMAICA creative industries with the WIPO Copyright MODEL According to the WIPO model, we calculate the value generated by them, their 37 share in employment and their contributions to foreign trade.58 The case we cited is from the “The Economic Contribution of Copyright-Based Industries in Jamaica final report”. A. The contribution of copyright-based industries to GDP In general, it is estimated that the copyright sector contributes about 4.8 percent to the GDP of Jamaica (J$605,030 million). The main contributions come from the core copyright sector, with about 1.7 percent, and the non-dedicated copyright support sectors, with a share of 1.9 percent. The interdependent and partial copyright sector jointly contributes about 1.2 percent. A general lesson from the evidence is that the segments supported by government tend to do substantially better than those that are neglected. In terms of the internal structure of the copyright sector GDP, core copyright contributes 35.7 percent, no dedicated support contributes 39.0 percent, and interdependent and partial jointly contribute 25.3 percent. The contribution to the GDP of creative industries in Jamaica in detail we can see the table 6 in the appendix. B. The Contribution of Copyright-Based Industries to Employment The estimates of employment are based on the adjusted wage reported, along with the relevant details of the factor that adjusts for deviation of the average of the STATIN large establishment and supplementary case data from the overall average as indicated by Census 2001 data. The estimates indicate that the creative industries account for 3.03 percent of all employment in Jamaica, which are approximately 32,032 persons. The employment share is based on STATIN’s reported total economy-wide employment of 1,056,000 for 2005. The detail of “The contribution to the employment of creative industries in Jamaica in 2005” we can see the table 7 in the appendix. 2.3.3 The limitation on the WIPO Copyright Model The WIPO Copyright Model tries to build a systematic structure to measure the contrition to the economics of the creative industries and guide its member states to carry out the study and promote the development of creative industries. But there are three key limitations (limitations on rights, scope and the data available) hamper the development of the model and cause many disputes. 58 Vanus James. The Economic Contribution of Copyright-Based Industries in Jamaica. 28 August, 2007. 38 A. The limitations on Rights The understanding is different in the different countries. So the protection to the copyright is different in different countries. There are some limitations on the copyrights. The first one is some categories of works were excluded from the protection if they are not fixed in tangible form in some countries. Such as the some dance. If the dance is not written down or recorded on videotape. They will not be protected by the law. In some countries, such as china, the texts of laws are treated as” public goods” and everyone can free use it. The second category of limitations on the rights of is the “authorization”. Generally speaking, if we use some particular research or knowledge, we need get the authorization of the author or some organization. But now the speed of the knowledge diffusion becomes faster and faster, especially the use of the internet. People living in the world can share the knowledge. Some time we can use the other people or organizations’ research freely and needn’t to compensate the owner of rights. B. Limitations of Scope We can analyze the limitation from three aspects: the limitation of the value added approach; missing categories and Conceptual limitations Firstly, we analyze the limitations of the value added approach (a) We don’t know the value added approach of illegal activities to the creative industries. The illegal activities are the underground economy and every country has illegal activities. They take huge negative impacts to the copyright-based industries. In some countries, especially in the developing countries, the illegal activities such as pirated copies prevail and the value of goods and services can’t be realized. We can’t gather the data of pirated copies, so the reported value added by the core copyright-based industries generally would not include the value or economic size of illegal activities. Those report can’t really reflects the value of the creative industries. Some demands of customers were met by the pirated copies for they are very cheap and it will affect the sale of the “production”. In this situation, people maybe get wrong conclusions and underestimate the creative industries. It also will hit the enthusiasm for innovation of business and personal. (b) Analyzed the value added approach from the market aspect For some reasons, some copyright-based industries don’t enter into market or even they enter into market, but we can’t get the data about them. So we can’t 39 measure the value added of them, such as craft. The craft is very important to a country in defense and technology. The data about it was not released and not included in the national account. Most of them don’t enter into market, so it is difficulty to compile the data on such activities as crafts. So we can’t fully measure the contribution of the copyright-based industries to the economics. Secondly, there are some categories missed. Compared to the DCMS Model, there is a significant difference from the DCMS Model; the DCMS model is the ’industry-based model’ and the WIPO Model is the ‘copyright-based ‘model. The copyright is the principle to classification. So there is a notable problem appeared is that some activities is blanks in national statistics. Now most of the countries adopt the System of National Accounts. All the industries were classified according to the SNA system. So some activities can’t be found in the SNA system. How to solve the problems? There are two method maybe can be adopted: one is the sample analysis, the other one is estimation. We can use one of the methods according to the different conditions. Or we can use both of them to make comparisons to improve the accuracy rate. But all of them need to collect a lot of data to get a conclusion. Even we get a lot of data, there will also generate error. How to reduce the error is an important issue. C. Limitations of the Organization of Statistics (a) Management of data In many cases, data is available but is not published or may be available on searchable databases. Data gathering in national statistics offices tends to be organized around types of businesses and industries. As copyright crosses industries, not all data is available from single departments in statistics bureaus. In a number of cases separate divisions in the statistical office may not be fully aware of the information being gathered at other units in the office and multiple contacts in the agencies entrusted with the collection and processing of statistical data may be very helpful. (b) Accounting rules and practices Specific problems stem from accounting rules and practices. Often the import and export figures are based on the actual physical tracking of goods through customs and make sense mostly when you deal with physical goods. But if an export is not physical then it would be entered in the country where the financial transfer occurred and national accounting statistics would capture it in the country where it becomes taxable. Accounting rules and practices must be studied for the purpose of correct interpretation of statistical data. Specific industry sources are often differently organized as compared to official statistics. For example in some countries, the reported book export statistics 40 would not capture a book export if it is not organized as a shipment of 2000 books or more. So if there is a shipment of less than 2000 books this shipment will not necessarily be recorded as a book shipment. This would require the establishment of an appropriate factor. (c) Industry organization The copyright industry in some countries is going through a high phase of vertical and horizontal integration and mergers and acquisitions. That may result in major difficulties establishing the proportions between the contributions of different copyright-based industries, for example between book publishing and printing, video clips and film making etc., especially if carried out within the same establishment. Another related effect comes from the mobility of the copyright-based industries. Industries may gradually move from one group to another as they evolve or as the statistical treatment becomes more refined. This will affect the results of the surveys for the different groups, but is not likely to affect the overall copyright-based contribution. (d) Double counting A specific case where adjustments are crucial is the avoidance of double counting. As mentioned, some of the copyright-based activities may be accounted for only in employment statistics and should not be double counted with industry statistics. For example, if the salary of a director is accounted for in the employment statistics but it is actually paid by the film industry, it would appear under the film industry and it should not be added to the value added elsewhere. A general point that could be made here is that revenues are accounted for in the country where they have been received and entered in the national accounts. That has to be borne in mind at a stage when international comparisons are made. 2.4 UNCTAD MODEL 2.4.1 The introduction to the UNCTAD MODEL The UNCTAD Model learned experiences and cooperate them into together from five international organizations: UNCTAD, UNDP, UNESCO, WIPO and ITC. They are endeavor to work to design a framework to build a comprehensive system of creative industries and promote the development of the creative industries in the world and drive the cooperation in the different countries and learn the sophisticated experience from each other. But the 41 UNCTAD Model emphasizes the impact of the creative economy. And think the “creative economy is producing new opportunities for both developed and developing countries, but the challenges ahead should not be underestimated.”59,but the creative industries is the basis of the creative economy. In the UNCTAD Model, the ‘Creative industries’ were treated as the product of knowledge-based economy. They invest the materials which have the characters with creativity and intellectual as input and produce the tangible goods or intangible goods with intellectual. And then the flow of the product forms a circle with creation, production and distribution of goods and services. They will analyze impact to the economics of all the product of creative industries produced. Now, as the development of creative industries, more and more countries began to study the creative industries and found that the structure of creative industries is very complicated. In many developed countries, the creative industries are treated as a strategic choice to promote the growth of economy and improve the employment and accelerate the society stable. In the UNCTAD Model, the creative industries comprise many fields and there are complex relationships among them. The scope of creative activities is wide in the UNCTAD Model and they refer to traditional arts and crafts, publishing, music, and visual and performing arts to more technology-intensive and services-oriented groups of activities such as film, television and radio broadcasting, new media and design. The UNCTAD approach to the creative industries relies on enlarging the concept of “creativity” from activities having a strong artistic component to “any economic activity producing symbolic products with a heavy reliance on intellectual property and for as wide a market as possible”60 (UNCTAD, 2004). There are many innovations about the creative industries in the creative industries. firstly, they see all the creative industries as two parts: one is the upstream activities, which including the traditional cultural activities such as performing arts , the other one is ’downstream activities’, which is closer to the market compared to the “upstream activities”, such as movie, software and so on. And they think the downstream activities can realize reproduction at a low coast and is more valuable. From the point, the UNCTAD thinks the cultural industries are subsets of the creative industries. The UNCTAD 59 UNCTAD, Creative Economy Report 2008, UNCTAD, URL:http://www.unctad.org/en/docs/ditc20082cer_en.pdf, retrieved 2009-11-28.(reading date 19.05.2011) 60 UNCATAD. Creative Industries and Development. URL: http://www.unctad.org/en/docs/tdxibpd13_en.pdf. (reading date 19.05.2011) 42 classification of creative industries is divided into four broad groups: heritage, arts, media and functional creations. These groups are in turn divided into nine subgroups, as presented in figure 2.2 Figure 2.2 the content of the UNCTAD Model The reason that the UNCATAD adopts this kind of Model is to facilitate understanding to the interactions of different industries. It is an innovation. Now in the world, many countries define their creative industries and there are many industries belong to the creative industries. But there are not many countries or agencies try to divided all the industries into domains, groups and sub-sectors. And this kind of classification could also be used to provide consistency in quantitative and qualitative analysis. The UNCTAD Model takes into account of the distinct characteristics of creative industries and classifies the creative industries into four groups. These groups include heritage, arts, media and functional creations and they were divided into nine domains. As showed in the figure 2.1. We can see the content of ‘creative industries’ of UNCTAD Model in detail. A. Heritage. Cultural heritage is identified as the origin of all forms of arts and the soul of cultural and creative industries. It is the starting point of this classification. It is heritage that brings together cultural aspects from the historical, anthropological, ethnic, aesthetic and societal viewpoints, influences creativity and is the origin of a number of heritage goods and services as well as cultural activities. Associated with heritage is the concept of ”traditional knowledge and cultural expressions” embedded in the creation of arts and crafts as well as in folklore and traditional 43 cultural festivities. This group is therefore divided into two subgroups: – Traditional cultural expressions: Arts and crafts, festivals and celebrations; and – Cultural sites: Archaeological sites, museums, libraries, exhibitions, etc. B. Arts. This group includes creative industries based purely on art and culture. Artwork is inspired by heritage, identity values and symbolic meaning. This group is divided into two large subgroups: – Visual arts: Painting, sculpture, photography and antiques; and – Performing arts: Live music, theatre, dance, opera, circus, puppetry, etc. C. Media. This group covers two subgroups of media that produce creative content with the purpose of communicating with large audiences (“new media” is classified separately): – Publishing and printed media: Books, press and other publications; and – Audiovisuals: film, television, radio and other broadcasting. D. Functional creations. This group comprises more demand-driven and services-oriented industries creating goods and services with functional purposes. It is divided into the following subgroups: – Design: Interior, graphic, fashion, jeweler, toys; – New media: Software, video games, and digitalized creative content; and – Creative services: Architectural, advertising, cultural and recreational, creative research and development (R&D), digital and other related creative services. In the UNCTAD model, there are four potential indicators to measure the development of creative industries. They are employment, time use, trade and value added and copyright and IPR (Intellectual Property Rights), public and invest. In some extent, the indicators are different from other definitions. But these indicators are not adequate to measures development of the creative industries in either the developed or developing countries. We should explore the more indicators. 2.4.2 The Analysis to the creative industry with the UNCTAD Model According to the UNCTAD Model, we calculate the value generated by them, their share in employment and their contributions to foreign trade. The case we 44 cited is from the “creativity economy report 2008”. In the report, the UNCTAD choose or cite some countries’ data as cases to analyze. A. The employment In 2003, the creative industries accounted for about 2.5 percent of total employment in the United States, with numbers being spread across the whole range of industries. The largest concentration of creative workers occurred among independent artists, writers and performers and in the publishing industry. Details are given in table 2.3: Table 2.3: Workers in creative industries in the United States, 2003 Creative industries Number of workers Proportion of workforce (thousand) (%) 0.3 Advertising 429 Applied design 428 0.3 Architecture 296 0.2 Broadcasting 320 0.2 Film and video 142 0.1 Music production 41 0.0 Performing arts 159 0.1 Publishing 700 0.5 Visual arts 122 0.1 Other (a) 611 0.5 Total-creative industries 3,250 2.5 Total-all industries 132,047 100.0 B. Trade Now, creative industries are the most dynamic sectors in world trade. Over the period 2000-2005, international trade in creative goods and services experienced an unprecedented average annual growth rate of 8.7 per cent. The value of world exports of creative goods and services reached $424.4 billion in 2005, representing 3.4 per cent of total world trade, according to UNCTAD. C. The contribution of creative industries to the GDP The UNCTAD use this kind method to measure the contribution of creative industries to the GDP in France. We can see table 2.4. 45 Table 2.4 estimates of the contribution of creative industries to GDP France 2003 Creative industries Advertising Architecture Video, film and photography Music & the visual & performing arts Publishing/written media of which: printing Radio and TV (broadcasting) Art and antiques trade Design (including designer fashion) Crafts Total Total economy( GDP) Millions(€) 11,858* 2,524* 5,155* GDP 100%) 0.80 0.20 0.40 3,425* 0.20 11,283* 0.80 4,851* 0.30 4,878* 413* 363* na 39,899* 1,434,812 0.30 0.00 0.00 na 2.80 100.0 NOTE: France: Data are OECD estimates. They were derived from National Institute for Statistics and Economic Studies (INSEE) turnover data, supplied by the French Ministry of Culture and Communications, by applying value added to turnover ratios taken from INSEE and OECD data. Total GVA has been taken from INSEE national accounts data. The UNCTAD maybe can’t get the other indicators’ data and so they don’t calculate the other indicators. I also can’t get the data. So we don’t discuss it here. 2.4.3 The limitation As we analyzed before, there are four potential means of measuring creative industry activity. We will analyze the limitations about them. A. Employment We can analyze the limitation of employment from three aspects: occupation; industry; cluster. (a), Occupation The department of statistics maybe can measure which creative industry is most popular according to the occupations. Using classifications of occupation, people are categorized as creative workers. There is a problem with this method to measure how many workers are working in the creative industries, because some workers will do some part time jobs. They are not counted by 46 the statistical agency. So the function of creative industry to create job positions will be underestimated. It maybe leads some wrong policy. (b). Co-location/cluster The topic of co-location or cluster is a very important question and caused many discussions about it. In some extent, it has relationship with the local and regional economic development and regional competition. The industries cluster can form scale economy and be full use resources. How to judge that where there is a co-location or cluster or not? One of the methods is to measures the employment .More workers were employed, it indicates that the degree of concentration is higher. However, an important question with respect to all forms of clustering, especially that of the creative economy, is the degree of interaction between the various firms and activities in the cluster. In traditional analyses of industrial agglomeration, a measure of inter-firm trade is sought. B. Time use How to judge which creative industries activities is more important to people’s life? One of the methods is to survey the time that the people spend on them. In some extent, the activities are more important to people’s life, they will spend more time on it. So through the time-use survey, we can know which creative industries are very important and should emphasize to develop. In some countries, they have tried to do some survey like this. Such as in Austria, they investigate how much time people spend their time on some particular activities to measure the development of creative industries. However, the drawback is that such surveys are very labor intensive and exist in few locations. A related set of measures is of participation or attendance data. Traditionally, such data have been used to monitor attendance at events organized or managed by the public sector where entry is either free or heavily subsidized. In some cases, they are used as a measure of public service performance. In most cases, these data are not collected since public expenditure is not evaluated in this manner. Moreover, participation is not measured for many informal events. Finally, commercial ventures may be more interested in the takings/box office than in attendance numbers and they may also be commercially sensitive. In recent years as services are increasingly delivered by digital means, such monitoring has become easier, but it is still at a very early stage. A more sophisticated sort of survey will not only collect such data but also relate them to more general demographic data. C. Trade and value added The measurement of trade in relation to the creative economy is problematic in 47 practice. The existing information sources have been developed to capture the transfer of physical goods. The ‘dematerialization’ of trade-most well documented in relation to financial services-has had a particularly strong impact on the creative economy. For historic reasons, parallel tools have been developed to capture both physical and financial trade flows; while far from perfect, they provide a significant insight into transfers. The case of the creative economy is not so clear; much of the value in the creative economy has been as a result of trade in physical products that are of relatively low value as materials but those contain their real value in intellectual property. Conventional trade measures focus on the flow of material goods, either registering their (free-onboard) price or weight. It is impossible to disentangle the IPR value from such data or even to recognize it. Moreover, digitization is increasingly facilitating the transfer and trade in IPRs online, a means not monitored. It is for these reasons that trade in the creative economy is relatively invisible; we are left looking for traces or shadows of IPRs. Moreover, with rapid technological change, the relationships between goods and value shift week by week. A traditional measure that is used in the evaluation of economic activity is output, or turnover, usually represented as gross value added (GVA). This is an important measure when one examines the performance of regional and local economies and when one seeks to evaluate the performance of particular linkages in a production or value chain. Constructing such an account requires a great deal of data. Moreover, there is some doubt as to whether such an account is reliable for the creative economy. 2.5 China creative Industries Model 2.5.1 The introduction to the China Creative Industries Model In Jan, 2011, the “Mapping the Cultural and Creative Sectors in the EU and China: A Working Paper in support to the development of an EU-China Cultural and Creative Industries' (CCIs) platform” was released by EU and Chinese government. This publication”takes the form of a Working Paper aimed at mapping the cultural and creative sectors (CCIs) in China and Europe, as a first step in a process to help increase transactions in IP rights as a main tool for commercial exchanges in these sectors. It is undertaken in the framework of the ’EU-China Project on the Protection of Intellectual Property Rights’ (IPR2), as part of its work on supporting the development and 48 enforcement of intellectual property rights of creative industries in China.”61 And this report adopts the definition of EU. In some extent, it is the DCMS Model and is the industries-based model. They tried to promote the study of creative industries and the protection of copyrights in china. China is largest countries in the world and leading Asia in the development of a creative economy. The report exhibits some research about china. it shows that Its cultural sector records € 50.32 billion of value added, contributes 2.45% of Chinese GDP, and accounts for 1.48% of the total employed workforce62. After the reforms and opening up of China, the culture and creative industries developed rapidly. And from 1992, the cultural sector has gained weight in the Chinese GDP with a growing rate of 6.4 points above the already impressive growth rates of the other sectors of the economy63. China’s top 500 creative industries’ companies64 generate an aggregate turnover (revenue) of € 1.87 billion in Beijing and € 3.24 billion in Shanghai65. Cultural employment has reached impressive levels in a few years. In the art sector employment has increased by approximately 25% since 2006 (about 15,000 employees in total between public and private museums)66. The capital’s top 500 architectural firms now employ almost 120,000 people and around 173,000 are employed just in Shanghai67. Following privatization reforms, although State-owned companies remain key stakeholders, the private culture and creative industries develop rapidly. There are so many people surf on the internet. And it makes the china's games industries have the fastest growing in the world “China’s economic transformation has had a profound impact on China itself – its social structure, urban environments and creative pioneers, from designers 61 Philippe Kern,Yolanda Smits, Dana Wang. The Mapping the Cultural and Creative Sectors in the EU and China: A Working Paper in support to the development of an EU-China Cultural and Creative Industries' (CCIs) platform. URL:www.ipr2.org. (reading date 19.05.2011) 62 Chinese National Bureau of Statistics (2008).URL: http://www.stats.gov.cn/ (reading date 19.05.2011) 64 Michael Keane, Created in China: The Great New Leap Forward, Routledge, 2007. 65 Design, Architecture and the Creative Industries, Embassy of the Kingdom of the Netherlands to China, 2009. URL: http://www.artsfoundation.nl/archive/091105_Update_designarchitectuur_sep2 009.pdf (reading date 19.05.2011) 66 China Statistical Yearbook, 2008. URL: http://www.stats.gov.cn/ (reading date 20.05.2011) 67 Chinese National Bureau of Statistics (2008). URL: http://www.stats.gov.cn/ (reading date 20.05.2011) 49 and architects, to artists and film makers who are charting a course through China’s cultural landscape. Chinese creative people are responding with vigor to this moment of intense transformation” .Many of China’s creative industries are experiencing rapid growth, fuelled by a combination of state-driven and private sector investment in infrastructure and technology, a rise in the digitization of information, a significant increase in personal communications and a marked rise in consumer spending on media, culture and infotainment. The past decade has seen dramatic development for creative industries in China. It was in 2000 during a central committee conference, that the Chinese central Government first declared cultural industries as a key strategic development area. at that time, the concept of” creative industries” did not exist in China. In 2003, the “cultural and creative industries” have started booming. As evidenced by the trade figures presented in the annex, China became the leading player in the world market for creative goods. This development reflects a clear determination of the Government to fully explore the potential of the creative industries as a development strategy, as emphasized in the 11th Five-Year Plan. Moreover, the impressive economic performance of China over the past several decades has made its development experience rather distinct from those of many other economies. China had the fastest economic growth in the world for more than 25 years and recently has been attracting FDI (Foreigner Direct Investment) on the order of $60 billion per year. As a result, in a relatively short period starting in 1990, its exports of services increased eightfold, amounting to $70 billion in 2005. Furthermore, technology has been paramount in the “catching-up” strategy of China.68 Obviously, these conditions –particularly the combination of investment, technology and creativity – have been conducive to harnessing the creative economy in the country. Design, publishing and arts and crafts are among its most competitive creative products. Another important feature of China’s modernization, drive and the success of its creative industries results from the multidisciplinary policies in place where ministers of commerce, culture, science and technology, information and education have been working in a concerted manner. The creative industries were identified as one of the pillars of China’s future economic development.69Structural reforms recognizing the growing role of culture and creativity for economic development have been articulated with a view to 68 Keynote address by E. Dos Santos (UNCTAD) on the interface between technology and culture at the Tenth China International High-Tech Expo (CHITEC), Beijing, May 2007. 69 See opening speech by the Minister of Culture of China, First China Beijing International Cultural and Creative Industry Forum & Expo, Beijing, December 2006 (see UNCTAD,Creative Economy and Industries Newsletter, No. 6, 2007). 50 enhancing creative industries, particularly those generating high-growth, value added goods and services. In this respect, China is a concrete example of how cross-cutting policies should be integrated in order to enhance the overall impact of the creative economy for development gains. Recently, innovative financing arrangements, including new private partnership, have been an engine for the dynamism of its technology-intensive creative industries.70An important shift in policy orientation from “made in China” towards “created in China” is already noticeable. With the efforts from different departments of Private, Corporation and Government, the development of creative industry in China has entered into a new era among different cities. Dozens of clusters are becoming the economic growth stars of their own field. But there are still many questions in the development of creative industries in china. There is no uniform definition for “creative industries” in China. In the Mainland China, two kinds of definitions are popular One is the ‘Beijing Model”, the other one is “Shanghai Model”. The main differences are as list: The name is different. In Beijing model, the creative industry was called “cultural and creative industry”, but it was called “creative industry” in Shanghai Model. The differences between them are the different of classification to the creative industry. Because the Beijing is the capital of china, its policies can affect the decision of the Central government. So we adopt the Beijing model as a basis structure to analyze in the paper. According to the “Beijing Model’, the “culture creative industries” were divided into nine categories: Culture and Arts, Press and Publication, Radio, television, film, software, network and computer services, advertising exhibition, art trade, Design Services, Travel and entertainment, other support services. Every category includes many kinds of activities. We can see it in the table2.5 in detail. Table 2.5The subcategory of culture and creative industries Category the culture and the arts 71 the various activities included 1. Literary creation, performance, and performance venues Creative and Performing Arts - Art Creation Services - Performing Arts Services - Other Art Services 70 Technology and Creativity, address by E. Dos Santos, Chief, Creative Economy and Industries Programme, UNCTAD, at the Creative Industry Development Forum, Beijing, May 2007. 71 Beijing Cultural and Creative Industry Classification Standard. 30 June, 2008. URL:http://www.bjci.gov.cn/292/2007/06/26/41@1942.htm (reading date: 21.05.2011) 51 the press and publication Performing arts venues 2. Cultural preservation and cultural facilities and services Protection of Heritage and Culture - Conservation Services - National Folk Heritage Protection Services Museum Memorial Library Archives 3. Mass culture services Public cultural services - The mass cultural venues - Other mass cultural activities Other arts and culture 4. Cultural research and cultural community service Social and human science research and experimental development Professional bodies * - Cultural and social groups 5. Cultural and arts agency services Cultural brokerage 1. News Service Journalism 2. Books, reports, publications published (1) books, newspapers, publications published Book Publishing Newspaper publishing Journal Publishing Other published (2) books, newspapers, TV production Books, newspapers, publications printing And other printed packaging and decoration * (3) books, newspapers, publications issued Wholesale Books Book retail Newspapers, wholesale Newspaper Retail 3. Audiovisual and electronic publications published (1) publication and production of audio-visual products Publishing audio and video products Video Production (2) publication and production of electronic 52 Radio, television, film, software, network and computer services publications Publication of electronic publications - Publishing of Electronic Publications - Production of electronic publications (3) copy audio and video and electronic publications Recording Media * - Copy audio and video products - Copy of electronic publications (4) distribution of audiovisual and electronic publications Wholesale audio and video products and electronic publications Retail audio-visual products and electronic publications 4. Rental of books and audio-visual products Rental of books and audio-visual products 1. Radio and television services Radio - Radio - Other broadcasting services TV - TV - Other TV 2. Radio and television transmission Cable radio and television transmission services - Cable Radio and TV transmission network service - Cable Radio, TV reception Wireless radio and television transmission services - Radio, television transmitters, relay stations - Radio, TV receiver Satellite Transmission Services 3. Film Services Film production and distribution - Film Studio Services - Film Production - Cinema release - Other movies released Film Screenings - Cinemas, theaters - Other film screening 1. Software Services Based software services Application Service 53 advertising exhibition art trade design services tourism, leisure and entertainment other support services Other software services 2. Network Services Other telecommunications services Internet Information Services - Internet News Services - Internet publishing services - Internet electronic bulletin service - Other Internet Information Services 3. Computer Services Computer System Services Other computer services 1. Advertising Advertising 2. Exhibition Services Convention and exhibition services 1. Art Auction Trade Broker and Agent * - Art, collectibles auction service 2. Handicraft sales Jewelry, crafts and collectibles, wholesale Retail arts and crafts and collectibles 1. Architectural Design Engineering survey and design * 2. Urban Planning Planning and Management 3. Other design Other professional and technical services 1. Tourism Services Travel Scenic Area Management Park Management Other tour scenic spot management Urban Landscape Management Wildlife * - Animal Watch Service - Plant Watch Service 2. Recreation Services Photography processing services Indoor entertainment Amusement Park Leisure and fitness and recreation activities Other entertainment activities 1. Cultural goods, equipment and related cultural products (1) production of cultural goods 54 Stationery Manufacturing Instrument Manufacturing Toys Recreation and entertainment goods manufacturing equipment Paperboard manufacturing * Handmade paper manufacturing * Information Chemical Products * Camera and equipment manufacturing (2) cultural equipment Manufacture of printing equipment Radio and television equipment manufacturing Film Machinery Home audio-visual equipment Photocopying and offset printing equipment Other cultural and office machinery manufacturing * (3) related cultural products Arts and crafts manufacturers 2. Cultural goods, equipment and related sales of cultural products (1) Stationery sales Stationery wholesale Stationery Retail Wholesale of other cultures Other cultural goods, retail (2) Culture Equipment Sales Communications and radio and television equipment, wholesale * Retail photographic equipment Electrical Equipments * Household Appliances Retail * 3. Cultural Business Services IP Services Other business services not listed * - Model Services - Actors, artists, brokerage services -Cultural activities, organization, planning services In fact, the model of “cultural and creative industries” in china takes lessons from the other countries, especially the UK CDMS model. The cultural and creative industries also were classified as the industries-based. And many researches are from the other model. They use the same indicators as the other model to measure the development of “cultural and creative industries”. The main indicators include: The contribution to the GDP, employment, and 55 the trade. 2.5.2 The Analysis to China Creative Industries with the China MODEL A. The value of the creative industry China's cultural and creative industry was rising dramatically year by year. The growth rate was significantly higher than the rate of growth in some emerging industries. The value-added of cultural and creative industries in Beijing, Shanghai, Guangdong, Hunan, Yunnan and some other provinces accounted share of GDP has been above 5%. The cultural and creative industries have become the economic strategic pillar industry and new growth of economy in some region. Recent years, the average growth rate of the creative industries is as much as 17% or more and it is more than about 10 percentage compared to the GDP growth rate. China's cultural and creative industries developed rapidly and the value scale become bigger and bigger. We can see it from the following figures. 30000 26471 25000 20000 21.30% 16210 25.30% 22911 20313 30.00% 25.00% 20.00% 15.50% 15.00% 15000 12.80% 10000 10.00% 5000 5.00% 0 系列2 系列1 0.00% 2006 2007 2008 2009 Figure 2.3 the value added and growth rate of creative industries in china from 2006 to 2009 Note: the value added was 100 million CNY as a unit. Source: CCID Consulting. 02.010. B. The employment The development of cultural and creative industries promotes employment growth and tax revenues. In 2001, there are only about 1.45 million people engaged in the creative industries and related industries. The figure has increased to 12 million by 2008. Cultural and creative industries have also contributed to the revenue. In 2005 , the revenue contributed by cultural industry has already reached more than ¥50 billion. 56 C. Exports The trade condition for creative industries improved and the quantity of export has been growing. According to the “Creative Economy Report 2008 ", which was issued by UNCTAD, the report shows that in 2005 the export value of creative goods in china reaches $ 61.36 billion and become the first global creative products Producer and exporter. In recent years, the growth rate of exports of core cultural products are also much higher than the United States, Britain, France, Japan, Korea and other States. The copyright trade deficit situation has been gradually improved. According to the Frankfurt Book Fair 2009, the output copyright of China is up to 2417 in 2008. 2.5.3 The limitation A. The copyright limitation In the China Model, the government sets nine categories about the cultural and creative industries. Most of them are related to the copyright. The copyright law developed rapidly in china. The first Chinese copyright law was set down in 1990 and came into effect in 1991 in the whole country. As the development of economy and the need of society, the copyright law was revised in 2001. In the new copyright law, much new content was added, such as the protection to the works in the internet.72. Especially, after the accession to WTO (2001), Chinese government increased their effort to protect the copyright to achieve their commitment to the world. china has made efforts to implement the IPR(Intellectual Property Rights)legislation and to improve the IPR law enforcement system. Copyright protection in china is very similar to what is in force in most of EU Member States. It protects written, oral, musical, dramatic and choreographic works; works of fine arts and photographic works; cinematographic; television and video graphic works; engineering designs and product designs; graphic works; Computer software and internet content. The effective period for copyright protection is the life of the author plus 50 years (cinematographic, audiovisual and photographic works being protected 50 years after being public); moral rights are in perpetuity. However, the terms depend on the type of work. For film, photographic, television and audiovisual works- or if the author is a corporation-the term is 50 years from the first publication. Works of foreigners first published in china enjoy copyright protection in accordance with this law. On 10 June 2008, China officially presented the National Strategic Plan73 to 72 Chinese Government. Copyright Law of the People's Republic of China URL:http://en.cnci.gov.cn/Law/LawDetails.aspx?ID=6999&p=1(reading date: 21.05.2011) 73 National IP Strategy issue by the State Council of China on June 5, 2008: 57 improve IPR protection and increase penalties, notably criminal sanctions. These laws are deemed essential to the functioning of the cultural industries. Each of them safeguards rights holders’ abilities to exploit cultural content and enables further investment. The Chinese government pays attention to protecting the copyright, but the phenomenon of pirate copies still is very serious and it has hampered the development of creative industries. Customers only pay little money or even don’t need to pay any money to get pirate books or software. The profit was got by the illegal producer. They don’t put the money into the study and research process and don’t take the risk of failure, but they can enjoy the profit that the other firms invest a lot of money and human resource to develop the new product. The company who invest much money to study the new product and take a lot of risk can’t get the profit they should get. Gradually, they will lose the interest to develop the new product. Then the cultural and creative industry will recess. It can’t realize its function to create wealth and job positions. Such as in the software industry, the phenomenon of piracy is very serious. Most of the software (include property software) can be downloaded from internet. It has taken a great loss to the china software industry. A “China’s software piracy rate in 2010 survey” result was released on 12 May, 2011. The report showed that the piracy software caused the loss more than 100.99 billion CNY to the China software industry.74 The pirate software was one of cases. In the film and music industries, the pirate phenomenon also is serious. People don’t go to cinema or buy the CD or DVD to enjoy the movie or music. They just download them from internet and needn’t to pay to the author. All of them cause a lot of loss to the cultural and creative industries of china. In this situation, the pirate industry is an underground economy and statistical agencies can’t get the data about them. They only can gather the data from the company who sell it and gather the output value of the film through the box office returns. They don’t know how many people free download the software or movie or music and don’t know how many jobs that the creative industries can offer. In this situation, they maybe underestimate the impact of cultural and creative industries. It will offer some wrong suggestions to the policymaking and hinder the development of cultural and creative industries in china. B. The conception misunderstanding http://www.law-now.com/lawnow/sys/getpdf.htm?pdf=outlineofthenationalintell ectualpropertystrategy1.pdf. (reading date: 23.05.2011) 74 URL:http://n1.81813.com/chanye/05122011/223539051.shtml (reading date: 24.05.2011) 58 The concept of the “cultural and creative industries” was introduced into china from abroad. The scholars leaned their experience and do some changes according to the actual situation of china. They can avoid some wrongs through learning from other countries and promote the study on the creative industries in china. As we know, China is very large and very different in different region, so there is no an agreed concept in the whole countries. In different region, the concept is different. Such as in Beijing, it was called “cultural and creative industry”, but it was called “creative industry” in Shanghai. The different understanding to the concept causes many questions. In Beijing model, the “cultural and creative industry” was classified nine categories and the creative industry in Shanghai was classified five categories and they included different industries. So it is very difficulty to make comparisons among the different regions in china. We don’t know the development of “creative industry in different cities. So I think the government should organize all the experts from all over the country to study the “creative industry” to get an agreed concept. Through it we can make comparisons among the different regions. There are not many scholars study the “creative industry”. Now we can’t search many papers about “creative industries” from CNKI(http://www.cnki.net/), which is the largest database about every kinds of paper and journal. Most of the papers we found are the introduction about the “creative industries” and there is not much practical function. The reason that the phenomenon generated was that the government doesn’t pay attention to it at the beginning. After it was introduced from abroad, some scholars began to study it and write some article to introduce the development of “creative industry in developed countries. In this stage, they emphasize the function that the “creative industry to add the GDP and create the jobs position and promote the trade or they try to use the methodology from abroad to study how to evaluate the “creative industry in china. Not many scholars deeply study the exact concept and how to develop the “creative industry. In 1999, then President Jiang Zemin pointed out that innovation in science and technology was a decisive factor in a country's progress. In January 2006, President Hu Jintao officially put forward the target of constructing China into an innovative country by 2020.75 In this situation, most of local government began to develop the “creative industry”. For there is no cohesive concept, most of them don’t know how to develop the creative industry. They don’t study the actual situation of their region, but they see other regions. They look for the industries which seems add the value of GDP quickly and then they will develop the industries. In this situation, most of the regions in china have the same industries in the different region. And the government only wants to develop the industries can get more profit and be not willing to develop some industries 75 URL:http://www.en8848.com.cn/yingyu/04/n-98504.html. (reading date: 25.05.2011) 59 that can’t get so much money. It makes the industries development unbalance. It caused a much of loss for some regions those have no the situation to develop some industries. The misunderstanding about the creative industries in China University makes that they can’t offer the graduate needed by the creative industry. In most of universities in china have no the creative professional. They don’t know the implication of creative industries. So they don’t pay attention to it. They don’t cultivate the students how to learn and how to make them have the quality to prepare for the creative industries. In this situation, the creative industry lack the talents that they need to promote the development of the creative industries. C. The limitation: data In the China creative industry model, the creative industries were classified into 9 categories and include 88 groups. All of them include most of the creative industries. It faces the problems that how can they get the data to analyze. (a) As we analyzed before, in china, the copyright was not protected well. There are many people are working on the pirate copies and do the illegal activities. The pirate was an important part of the underground economy. The government can’t get the data about it. They only can get the data that the company who was registered in the industrial and commercial bureau. So they will underestimate the value of cultural and creative industries if they analyze the creative industries according to the data they get. So it is very important to protect the copyright and encourage the innovation. (b)The Statistics Department is very hard to get the exact data about the creative industries. We should know the structure of the Statistics Department first. We can see the following the figure 2.4 as list: The county Department Central statistics Statistics bureau of Municipal Bureau Statistics The province Statistics Department Figure 2.4: The working process of collecting data in china From the figure, we can know that the county Statistics Department is the basic unit of statistics. They collect the data and then gather it to send them to the higher statistics bureau. So the basic statistics bureau is the most 60 important. It is concerning the data whether it is right. But in fact, the basic statistics department in china faces serious problems. For in the basic statistics department, there are not many statisticians and have no enough money to survey. Most of them only have few employees. The number of employees is from 5 to 10. It is impossible to send them go to companies or factories to survey to get the exact data. But they should finish the tasks that the higher government asked. So they deliverer the questionnaire to the object of survey and asked them to fill the it. It is very hard to get the true data from the questionnaire. One hand is that the person who fills the questionnaire may don’t understand how to fill it. On the other hand, they maybe offer the wrong data and hide some information to escape the tax or get some loan from the government. So it is very important to fix how to assure the reliability of data. 61 3 The comparison about the four kinds of models In the chapter 2, we introduced these four classic models from the background and their contents and the limitations existed in detail. Now in this chapter, we will make comparison among them and try to find some useful information for developing the creative industries further. 3.1 Make comparisons about the content of these models Different definitions of creative industries have a different understanding on what is creative industry and what content should be included. Now we list the contents of those four classic models. We can see it from the table 3.1 Table3.1 classification systems for the creative industries derived from different models UK DCMS model Advertising Architecture Art and antiques market Crafts Design Fashion Film and video Music Performing arts Publishing Software Television and radio Video and computer games WIPO copyright model Core copyright industries Advertising Collecting societies Film and video Music Performing arts Publishing Software Television and radio Visual and graphic art Interdependent copyright industries Blank recording material Consumer electronics Musical instruments Paper Photocopiers, 62 UNCTAD CHINA MODEL ■Heritage – Traditional cultural expressions: Arts and crafts, festivals and celebrations; and – Cultural sites: Archaeological sites, museums, libraries, exhibitions, etc. ■ Arts. – Visual arts: Painting, sculpture, photography and antiques; and – Performing arts: Live music, theatre, dance, opera, circus, puppetry, etc. ■ Media. – Publishing and The culture and the arts The press and publication Radio, television, film, Software, network and computer services Advertising exhibition Art trade Design services Tourism, leisure and entertainment Other support services photographic equipment Partial copyright industries Architecture Clothing, footwear Design Fashion Household goods printed media: Books, press and other publications; and – Audiovisuals: film, television, radio and other broadcasting. ■ Functional creations. – Design: Interior, graphic, fashion, jeweler, toys; – New media: Software, video games, and digitalized creative content; and Toys – Creative services: architectural, advertising, cultural and recreational, creative research and development (R&D), digital and other related creative services. The Table summarizes the industries included in the four models. It seems that the contents of the four models are different. As we analyzed in the chapter 2, the definition is different. (a) From the table3.1 and table 2.4 in chapter 2, we can know that contents of 63 DCMS Model are the most compared to other three models. In fact, the DCMS Model is “industries-based” Model. It wants to design a model include all the activities which referred to the “creativity” and “innovation” and comprehensive with the System of National Accounts. So they divided all the activities as three groups according to the relationship with the 13 sectors. All of the activities were divided into core activities and related activities and list the related industries. It is good to tell the people which activities are should be emphasized. It also lists all the industries which are related to the every sector of creative industries. It is useful for the government and scholar to collect data to study the creative industries for they have the clear objectives. But there are some questions existed. They want to design a framework that includes all the activities and industries that are related to the creative industries and don’t want to miss anyone from the beginning. Although the contents are comprehensive, it is difficulty to collect the data that need. And the data was responsible for collecting by many departments. It is difficult to guarantee the reliability of the data. Some people suggest the DCMS can set up a group to collect the data about the creative industries to solve those problems. We know that the job to collect data is an intensive work. It needs a lot of people and costs a lot of money. We should compare the cost and the benefit we can get. (b)The WIPO copyright model is “copyright-based” model and has the distinct characters compared with other models. Like its name, the definition and classification surround the “copyright”. Copyright was the core of all the content. And in the WIPO guide 2003, they classified all the activities surrounded into four broad groups of copyright activities according to the relationship to the copyright. They are core copyright industries and independent industries and partial industries and non-dedicated support Industries. The core copyright is the core activities in them. For the copyright is protected, they want to design a framework to study the development of creative industries. It is a breaking thought and innovation. It was accepted by many countries. But they also face serious questions. They can’t calculate the loss the pirate copies. Compared to the developing countries, the work for protecting copyright is better in development countries. Every year, there is a great loss caused by piracy. No any people or organization has ever collected the data for the loss of piracy. But we can think it is an enormous number. We take the film in the America as an example. In 2006, U.S. movie studios are losing about $6.1 billion annually in global wholesale revenue to piracy, about 75% more than previous estimated losses of $3.5 billion in hard goods. On top of that, losses are coming not only from lost ticket sales, but from DVD sales that have been Hollywood's cash cow in recent years."76 And the software industries, the rate of global software piracy climbed to 43 percent in 2009, and 76 New Piracy Loss Estimate URL:http://slashdot.org/story/06/05/03/2245248/New-Piracy-Loss-Estimate 64 the data is about 41 percent in 2008. In some developing countries, the software piracy rate is up to 70%77. So in this situation, the WIPO copyright Model will miss a large part of creative industries. That means it will underestimate the function of the creative industries. I think the method will be accepted by more countries and less disputes if it the copyright can be protected well in the world. (c)The UNCTAD Model is the product of fuse of “industries-based” model and “copyright-based” model. It realizes the important of the creative industries. There are many kinds definition of the definitions of creative industries. And many dispute existed. To promote the development of the creative industries, The UNCTAD summarizes the research result from UNCTAD, UNDP, UNESCO, WIPO and ITC and absorbs the advantages to design a framework about creative activities. The UNCTAD enlarges the concept of creative industries from activities having a strong artistic component to” any economic activity producing symbolic products with a heavy reliance on intellectual property and for as wide a market as possible”78.There are many innovations about the creative industries in the creative industries. firstly, they see all the creative industries as two parts: one is the upstream activities, which including the traditional cultural activities such as performing arts , the other one is“downstream activities”,which is closer to the market compared to the “upstream activities”, such as movie, software and so on. And they think the downstream activities can realize reproduction at a low coast and is more valuable. The UNCTAD model emphasizes to study the impact of creative industries. So the classification of creative industries serves for the purpose. They divided all the activities into four categories. We can see it from the chapter 2. From the definition of the creative industries, it focuses on the creativity and knowledge economy and constitutes a new dynamic sector in world trade. Almost all the activities included in the UNCTAD Model are related to the copyright. It is affected by the WIPO Copyright Model. But there are some disputes about its content. It maybe misses some important activities. As we talked before in the chapter 2, for example, they don’t include sports. Many scholars thought the sports should be included. For sports such as football has become a part of culture and it offers the recreation to people. And also it offer training and it is related t o the creative. As time went on, the understanding to the creative industries will deep. 77 Software Piracy Rates by country. URL:http://chartsbin.com/view/1186 78 UNCATAD, Creative Industries and Development. URL:http://www.unctad.org/en/docs//tdxibpd13_en.pdf 65 (d)To some extent, China creative model looks similar with the DCMS model and also is the “industries-based” model. China learned experience from the DCMS model and made some changes according to the situation of the china. First we can find that there are some classic characters of the definition in china model. We know in china the creative industries were called “cultural and creative industries”. Compared to other models, China model is not so serious with them. It includes two parts: one is culture, and the other one is creative industry. And it should have the copyright or can be consumed by the people. For the different understanding to the cultural and creative industries, the china Model includes some industries which seems not belongs to the creative industries, such as toys, Stationery Retail, and urban planning. Some part of them, such toy, may include some contents of creative industries, but most of them don’t belong to the creative industries. In this situation, it will overvalue the creative industries and offer some wrong information to the policy-maker. And we need notice important information. “Culture” is an important part in the china model, but as we know, the culture was developed under the government. So its development may violate the law of market economy. It can’t reflect the true value of the culture. So it is difficulty to make comparisons with other countries. So I think the china model should be modified and further subdivide the “cultural and creative industries” and remove the part that can’t reflect the “innovation and culture” and protect the copyright and make the culture industries walk to the truly market economy. At that time, the cultural and creative industries will reflect the “culture and innovation” of “cultural and creative industries”. 3.2 The means of measuring creative industries The aim that we study the creative industries is to promote the development of economy and improve the people’s life. How to measure the contribution to the economy of creative industries and which parameters should be adopted? Different models gave the different parameters. Here we will list all the key indicators from the four models. Table 3.2 the key indicators of the four models UK DCMS model WIPO copyright model Employment; The levels of employment; Firm activity; characteristics of the firms in the The contribution identified creative to the GDP; industries (including their UNCTAD CHINA MODEL Employment; value added, employment, Time use The trade. Trade and value added Copyright and 66 The value Exports of number, their IPR size, turnover and profit margins); and outputs, the value of exports; estimates of Gross Value Added From the table, we can know that UK DCMS Model, WIPO Copyright Model AND China Model use the same means to measure the means to contribution to the economy of creative industries. Compared to them, the UNCTAD Model adopts more means to measure the contribution of the creative industries. The UNCATAD MODEL also has the Employment; Firm activity; the contribution to the GDP; The value of Exports these four parameters. Through those four means, what conclusions what should we get? (a) Employment is a contract between two parties, one being the employer and the other being the employee.79 We can know that capacity that some creative industry created job positions. It is helpful the policy-makers to do some decisions which industries should be developed to create jobs when the economy recess. (b) Firm activity. In this part, we should know the number of firms, their turnover. The government can hold the information about development of creative industries and the degree of concentration of the industry and induct the capital flow through the information. (c)Gross value adds to the economy that also means the contribution to the GDP. Gross domestic product (GDP) refers to the market value of all final goods and services produced within a country in a given period. It is often considered an indicator of a country's standard of living.80 To some extent, it can reflect the standing of living. The aim to develop the economy is to improve the people’s life. So the indicator is most important. It can directly reflect the contribution to the GDP. (d) Exports. It measures the capacity to sell the product to abroad. It can reflect its competitive capacity in the international market. It can help improve a country’s status in the international. 79 Wikipedia. URL: http://en.wikipedia.org/wiki/Employment 80 Wikipedia. URL:http://en.wikipedia.org/wiki/Gross_domestic_product 67 Besides these four indictors, the UNCTAD Model has some other indictors. We can see it as the future study on the creative industries. It began to study the value chain and the spillover. “Time use” is a method originated from the Austria to measure the creative industries. It survey the time that the people spend time on some special activities to know which activities are important to people’s life. But there is a drawback. It is hard to get the time that every people spend on some special time. It is a labor intensive work and need a long time. After we get the data, the data maybe have outdated. “Copyright and IPR” is learned from the WIPO and measure the impact of copyright-based creative industries on national economies. They pay more attention to the copyright and the intellect protect right and study how to protect the “copyright and IPR” to promote the creativity and innovation. 3.3 The common questions all the models faced We have analyzed all the models and the limitations they had. Which common questions all the models faced? We will list of them in detail. Firstly, each definition has many disputes and can’t agree with each other. So How to define the creative industries are the most important question. For the definition determine the classification and it specifies which industries belong to creative industries. Now, there are so many definitions of creative industries. Different creative industries include different sectors. So it is hard to make comparisons in different countries. Secondly, how can they assure the data is reliable? They can get a right conclusion only the data be used to analyze is reliable. If they can’t assure the reliability of the data, they maybe get the wrong conclusion. Such as in a society, the pirate movie is popular. In this situation, we may underestimate the value of the movie industry, music industry and software industry and so on. And they maybe also overestimate the function of some value. Such as in china, the toys Urban Planning, Stationery Manufacturing, Instrument Manufacturing were divided into culture and creative industries. In this paper, we don’t think these industries belong to the creative industries or only some jobs in these industries belong to the creative industries. If we think all of them as creative industries, we will overestimate the value of creative industries. 68 4 Looking into the Future of the Creative Industries The development of creative industries is a trend. It is the demand of time and the product of knowledge economy. It is a new studying field and has a short history. So there are many problems awaiting solution. According to the study of the paper, we think the four key longer-terms trends will change the shape and approach of the creative industries: 4.1 Convergence of classification As we know, there are many kinds of definitions about creative industries in the world and the classification is different. The different of classification makes it is difficult to make comparisons among the different countries. But the creative industries are very important to the development of a country. And only can be compared, we can know the gap between the different countries. So how to reach an agreement and reduce the difference on the definitions and classification is an important question need to be solved. More countries want to know the gap from other countries. To realize the trend, it needs more corporations between different countries and international agencies. Especially the international agencies, they can organize the member states to meet and all the experts about creative industries to talk about it and reach an agreement on the creative industry and realize the convergence of classification. 4.2 Internationalization More and more countries realize the important of the creative industries. The countries study the creative industries from UK extent to Austria and other countries, from the developed countries to the developing countries, and from some countries’ behaviors become international behavior. The UK creative industries boost the economy. It set up an example for other countries, so more and more countries study the creative industries. Many other countries are implementing explicit strategies for developing their creative industries, and these may be considerably more serious competition by 2020. For example, Taiwan recently announced a strategy to generate more than 20 percent growth in their creative industries, backed by a US$840M venture capital fund dispersed by private venture capital firms to creative businesses over the next four years.81 It has become the internalization. 81 A Creative Block? The Future of the UK Creative Industries 69 4.3 Refining the Methodology for Measuring Intangible Assets82 The methods how to measurements of intangible assets are not sufficiently developed at national and international levels. Many Works are going on in the field by many international agencies such as the UN Statistical Commission. In 2001 at its annual meeting, the Inter-Secretariat Working Group on National Accounts (ISWGNA) began to investigate the issue of intangible assets .The group draws a distinction between: produced assets – outputs from production processes, used in production (as fixed assets or inventories) or as stores of value (valuables); and non-produced assets – natural resources or legal (or accounting) constructs such as patented entities. The Group considers issues related to fixed assets (tangible and non-tangible) and non-produced assets (tangible and non-tangible) as indicated in Table Table4.1 financial and non-financial assets83 Non-financial assets Produced assets Fixed assets Tangible fixed assets Intangible fixed assets Inventories Valuables Non-produced assets Tangible non-produced assets Intangible non-produced assets Financial assets Although there is no uniform definition on creative industries, most of creative industries has relationship with copyright. A number of activities that comprise the subject of a survey could be classified among the indicated categories and in particular within the intangible non-produced and intangible fixed assets. (a) Intangible non-produced assets In SNA93, the Intangible non-produced assets were identified the four categories identified-patented entities, leases and other transferable contracts, purchased goodwill, other intangible non-produced assets. With regard to some of the issues considered, it is worth noting that the starting point is the recognition of the existing limitations of statistical methodology. For example URL:http://www.theworkfoundation.com/assets/docs/publications/277_A%20c reative%20block.pdf. 82 WIPO. GUIDE ON SURVEYING THE ECONOMIC CONTRIBUTION OF THE COPYRIGHT-BASED INDUSTRIES. URL: http://www.wipo.int/copyright/en/publications/pdf/copyright_pub_893.pdf 83 STD/NA (2002)35, OECD Meeting of National Accounts Experts, Paris, October, 2002, p. 3. 70 within the category “purchased goodwill,” national accounts do not recognize currently such important assets as brand names, trademarks, knowledge capital and goodwill. But the accumulation of these important assets is not cost free to business – a proportion of expenses relating to advertising, training and customer service are related to the building up of these assets and could be considered as partly capital in nature.200 (b) Intangible fixed assets SNA 1993 has introduced three new items to the set of statistics known as produced assets: mineral exploitation, computer software and entertainment, literary or artistic originals. Licenses and legal constructs are often used in conjunction with intangible assets. It is not clear whether licenses themselves can not constitute an intangible asset or whether they can be dissociated from the underlying asset. For software, a recommendation is being discussed that software be broken down into originals and reproductions, the latter to include licenses. The intangible assets are important parts of creative industries. How to measure the value of the intangible assets is very important. it is helpful to assess the development of creative industry. so in future, more and more experts will endeavor to study it. 71 5 conclusion In the paper, we have analyzed the creative industries from four parts: the development of the creative industries; the introduction for four classic definitions of creative industries; the comparisons among the four classic creative industries models; and the analysis of development trend. As we analyzed in the paper, the creative industry is a new term and the product of knowledge economy. More and more countries are interested in it and devote much materials and human resource to study it. Many research reports are published. Some international agencies learned the lessons from the countries that study the creative industries and released some reports to guide its member states. They promote the study of creative industries in the developing countries. But there is no an agreed definition was reached for the different national history and culture, the classification on creative industries is different. So now there are many reports were released in the world by the different countries, but most of them can’t make comparisons directly. Those reports only are the basis to make policies for some countries. It is difficult to reach an agreement in a short time in the international. Their guideline is different from each other. The DCMS Model is with the “industries-based” as the guideline; The WIPO Model is with the “copyright-based” as the guideline; The DCMS model is with the fuse of “industries-based” and “copyright-based” as the guideline; The China model learned from UK and with the “industries-based” as the guideline; The development of creative industries is unbalanced in the different countries. Generally speaking, the research of creative industries is better in developed countries than in developing countries. They study the creative industries earlier. To know the different develop level in the developed countries and developing countries and the research in the international, we choose four classic creative industries models as examples to analyze: the UK DCMS Model, WIPO Copyright Model;UNCTAD Model;China Model; The UK DCMS Model is the first creative industries model in the world. The WIPO Copyright mode and UNCTAD model are designed by international agencies and have profound influence in the world. And the china is the largest developing country and it can represent the level of development of developing countries in some extent. In the paper, we introduced these four kinds of models from their history, definition, classification and application and appraisal. And we also make comparisons among them and found that there are many aspects are different between them. And we get different conclusions if we use the different model to analyze the same country. There are many disputes existed. 72 However, the times are developing. And globalization is an irreversible trend. Convergence, internationalization and the measure method development is the trend of creative industries. 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URL: http://www.wipo.int/copyright/en/publications/pdf/copyright_pub_893.pdf [83]STD/NA (2002)35, OECD Meeting of National Accounts Experts, Paris, October, 2002, p. 3. 80 Appendix Table1 LIKUSkreativ©-domains and categories LIKUSkreativ©-domain Cultural heritage LIKUSkreativ©-category Museums, archives, science Historical monuments and sites Folk arts, local history and customs Libraries Music Theatre, opera, musicals, dance Film, cinema, video Radio, television New media Fine arts, photography Architecture Applied arts, graphic arts, design Literature Newspaper, periodicals Initiatives, cultural centres Training, further education Adult education International exchange Large-scale events Administration Performing arts Audio and audiovisual Visual arts Books and press Interdisciplinary Source: Mandl et al. 2006, 34 81 Table 2 the content of America creative industries The category Museums & Collection Subcategory of the creative industries Museums Zoos and Botanical Gardens Historical Societies Planetariums Music Theater Dance Opera Services & Facilities Performers (not elsewhere classified) Crafts Visual Arts Photography Supplies & Services − Retail stores − Art dealers − Antique art stores − Services & supplies Motion Pictures Television Radio Architecture Design Publishing Advertising Arts Councils School & Instruction Agents Performing Arts Visual Arts & Photography Visual Arts & Photography Film, Radio, & TV Design & Publishing Arts Schools & Services 82 Table 3: Gross Value Added (GVA) of the Creative Industries, UK 2008 Data Source: Annual Business Survey (ABS), Office for National Statistics Notes 1. The data available did not allow us to measure GVA for the Crafts Industry 2. This figure is taken from the National Accounts Blue Book, and adjusted for the fact that the ABS does not have complete coverage of the economy. For further details please see the technical note. 83 Table 4: Creative Employment, Great Britain 2010 Data (July - September) Source: Labor Force Survey (LFS), Office for National Statistics Notes 1. Taken from Labor Market Statistics Bulletin, November 2010. 2. The coverage of this data is broader than that of the other bulletin tables, since it is possible to count not only jobs in the Creative Industries, but also creative occupations in businesses which are classed as being outside these industries, e.g. graphic designers working in a manufacturing firm. 3. The data available did not allow us to measure employment for certain categories. These have been left blank in the table above. 84 Table 5: Number of business in the Creative Industries, UK 2010 Data Source: Inter-Departmental Business Register (IDBR), Office for National Statistics Notes: The data available did not allow us to measure the number of enterprises in the Crafts Industry 85 Table 6 the content of America creative industries 86 Table 7 the contribution to the GDP of creative industries in Jamaica in 2005 87 Table 8 the contribution to the employment of creative industries in Jamaica in 2005 88