ENTREPRENEURIAL VENTURES IN THE CREATIVE INDUSTRIES: A CASE STUDY APPROACH Αιμιλία Πρωτόγερου Εργαστήριο Ενεργειακής και Βιομηχανικής Οικονομίας, ΕΜΠ ΟΠΑ, 21/10/2015 Research funded by the EU FP7 under grant agreement CRE8TV.EU–320203 WHAT ARE THE CREATIVE AND CULTURAL INDUSTRIES (CCIS) Creative and Cultural Industries (CCIs) are at the crossroads of arts, culture, business and technology and can be defined as those economic activities that strongly rely on individual creativity, skills and talent and in principal produce intellectual property in contrast to material goods or immediately consumable services (UNCTAD, 2008). 2 TWO MAJOR CHALLENGES Developing an agreed or harmonized understanding of what these activities or industries are; and Obtaining statistical data to understand their size, shape, dynamics, and inter-relations with other sectors and activities. 3 CCIS INCLUDE A WIDE RANGE OF ACTIVITIES Architecture Specialized design Fashion Advertising Publishing Software Video games Film and video Photography Music Television and Radio Performing arts Libraries and Museums Visual and graphic art Crafts 4 THE CONTRIBUTION OF CCIS (I) CCIs in the EU-27 created a total value of 558 billion €, representing approximately 4.4% of total European GDP and 8.3 million full-time jobs (Terra Consultants, 2014). CCIs firms contribute to industrial innovation in two ways: They possess strong innovation potentials themselves They operate as an important catalyst for innovations and knowledge-based growth in numerous other economic fields. They act as a cross-cutting sector, affecting value added chains both horizontally and vertically as suppliers and customers. 5 THE CONTRIBUTION OF CCIS (IΙ) Europe’s CCIs are global leaders and competitive exporters in a wide range of fields. CCIs are significant generators of intellectual property, in particular copyrights. CCIs are the heart of creating Europe’s culture and identity, and central to promoting Europe’s identity around the world. Regions with high concentrations of creative and cultural industries have Europe’s highest prosperity levels.(Inner London, Stockholm, Prague, Bratislava, Oxford, Hamburg) 6 CCIS IN GREECE A recent study based on Eurostat data (in 10 CCIs) (Avdikos, 2014) shows that total employment reaches 110,000 people and accounts for 3% of total employment in Greece (Avdikos, 2014). Between 2008 and 2013 there is a significant 30% decrease in employment while in the EU-27 total employment in CCIs remained invariant. 7 IN-DEPTH INTERVIEWS WITH CREATIVE ENTREPRENEURS IN GREECE 8 IN-DEPTH INTERVIEWS WITH CREATIVE ENTREPRENEURS IN GREECE The study was undertaken in the context of the EU-funded FP7 project Cre8tv.eu- Unveiling Creativity for Innovation in Europe (20122015) 11 partners all over Europe: University of Manchester, University of Brighton, Bocconi University, Copenhagen Business School, Eindhoven University, Politechico di Milano, Technical University of Munich, University of Gothenburg, ZEW, National Technical of Athens, Corvinus University of Budapest 9 RESEARCH AIM (1) Relatively little is known about entrepreneurship in the creative industries (notable exceptions are Henry, 2007; Henry and de Bruin, 2011) because: the creative sector comprises a large number of heterogeneous sub-sectors and industries; further definitional and policy coherence needed on what constitutes CIs; ‘creative entrepreneurship’ entails the combination of two different worlds. 10 RESEARCH AIM (2) This work aims at providing empirical evidence on the characteristics of founders in the creative industries, the challenges they come across and the obstacles they have to face in their entrepreneurial endeavours. 11 INTERVIEWED FIRMS PER SECTOR Industry code Specific activities # interviews 74.40 Branding, packaging design, communication design 6 74.10 Fashion & product design 4 71.11 Building design & drafting 5 58.21 Development of video games & relevant frameworks 4 59.11 Video production, motion picture & animation 2 12 IN-DEPTH INTERVIEWS : AN OVERVIEW Focus on young entrepreneurs Interview with the whole founding team or at least 1 of the founders 19 face-to-face interviews, 2 Skype-calls (when personal interviews were not possible due to distance) Average interview length: 90 minutes 13 IN-DEPTH INTERVIEWS: MAIN PARTS OF THE INTERVIEW PROTOCOL General information about the firm Creativity and skills of employees Detailed information on all founders (founding motivations, educational background, experience and knowledge, entrepreneurial skills, personal career) Information on firm growth, barriers to entry and growth, innovation performance and intellectual property protection methods 14 Selected findings 15 AGE AND SIZE OF FIRMS Average firm age: 6 years (established between 2004-2012) Micro firms employing 2-15 people Approx. 1/3 of the firms (6 out of 19) have been established during the crisis (2011-2012) Approx. 50% of the firms (10 out of 19) do not have employees besides the founders (esp. in architecture and product design) In their majority collaborate with a network of freelancers, suppliers etc. on a project basis Some of them use interns on a regular basis (esp. architecture, graphic design, fashion and product design) 16 THE CREATIVE TALENT AND HUMAN CAPITAL OF EMPLOYEES Interaction of founders with employees is an inspiring process leading to the realization of their ideas In general, full-time employees are encouraged to pursue their own projects and develop their own ideas Core activities are mainly undertaken in house e.g. design activities are internal to fashion design and 80% of software development and engineering are internal to video games development Significant contribution of freelancers/external collaborators to the companies’ creative potential and final outcome 17 THE FOUNDERS: MOTIVATIONS FOR SETTING UP A BUSINESS Founding teams of mainly 2 members (in 13 out of 21 firms), while the rest are composed of 3 and only one of 4 people Male dominated, aged between 35-45 Founding motivations were fuelled primarily by the need to realize their own ideas to express and use their own creative and artistic skills even reinforce the artistic and creative culture within their community or region and, not to make money 18 FOUNDERS: IMPACT OF EDUCATION, EXPERIENCE AND SKILLS ON FIRM SURVIVAL AND GROWTH (I) Well-educated founders with major field of studies directly related to their firm’s activities it appears that artistic, creative and technical skills acquired through formal education have been decisive in the creation and survival of their firms In their majority have acquired significant professional experience in their sector and some of them also have entrepreneurial experience professional experience has helped founders to gain significant knowledge and expertise on their sectors, markets, clients and the organization and management of their companies 19 FOUNDERS: IMPACT OF EDUCATION, EXPERIENCE AND SKILLS ON FIRM SURVIVAL AND GROWTH (II) Founding teams combining artistic with market and managerial expertise achieve better firm performance outcomes The export vision of certain founding teams appears to be crucial for ensuring their firms’ growth prospects (some firms are born global) All founders pursue firm growth in a controlled and manageable way since they primarily wish to retain their creative/company identity and the quality of their work 20 THE FOUNDERS: ENTREPRENEURIAL SKILLS Entrepreneurial skills –communication, problem solving, leadership, networking, creative thinking international export vision, administrative/financial skills – are highly important to their firms’ success and growth Such skills have not been gained through formal education or training but mainly through learning-by-doing and informal personal networks 21 SELECTED FINDINGS: THE MARKET Firms related to video games and fashion design have a strong export orientation The firms constantly look for new markets Some of them pursue the expansion of their activities to international markets, while others are trying to serve new market niches The firms have a diverse client base from different industries e.g. media, publishing and advertising companies, the tourism industry, museums, galleries, education institutions, the agricultural industry, governmental organizations etc. 22 SELECTED FINDINGS: INNOVATION Most of the firms implement new or significantly transformed business strategies. Some of the firms have changed the way they manage their company have launched new or significantly improved services have improved the way they produce and supply products. In general, they cannot easily patent their products and only some of them have applied for patents, registered designs and trademarks 23 FIRM GROWTH PROSPECTS Financial crisis had an impact on some of the firms resulting on decrease in the number of employees or sales volume. In their majority, firms exhibit a certain resilience to economic crisis esp. those with a strong market orientation (video games, fashion design) The firms constantly look for new markets: Some pursue the expansion of their activities to international markets, while others are trying to serve new market niches 24 BARRIERS TO FIRM GROWTH Some important barriers across sectors Government regulation i.e. heavy taxation, bureaucracy, limited support to newcomers) Current economic climate Limited access to external finance Increased competition in their markets The market is not ready for their ideas Gaps in the skills of workforce (esp. in video games) 25 CONCLUSIONS The creative economy can be a lever of development also for Greece. Greece, however, is yet to take full advantage of the CCIs significant opportunities An active and continuous dialogue on these issues could assist in realizing a) the actual creative capital available in the country b) policy action (both at the local and national level), to establish an appropriate business environment to support and empower Creativity as an essential factor for development. 26 SOME MORE DETAILS ON THREE SELECTED FIRMS 27 ANCIENT GREEK SANDALS Ancient Greek Sandals, was founded in 2011. Founders: very well educated in the US and UK, complementary skills Their idea was to make and launch a collections of leather sandals (in ancient Greek style) with original designs and many colours They debuted in 2011 with 13 designs. Now, more than 150 different designs are available 4 million euros turnover in 2014 They now sell more than 80,000 sandals a year through 500 outlets around the world The sandals are manufactured by Greek craftsmen in a factory in Athens. AGS is now planning to expanding production to two more factories in Athens. 28 ZEUS+DIONE The company was founded in 2012 Founders: very well educated in UK and the US They wanted to create a Greek brand name, by reviving Greek tradition and the long forgotten Greek fashion industry They have decided to target the international market right from the beginning They now sell their clothes in 50 outlets all over the world and in internationally renowned eshops such as net-a-porter and matchesfashion 29 ABZORBA GAMES AbZorba Games was founded in 2011 by a talented international team determined to create the best mobile multiplayer casino titles The name, AbZorba, was chosen to reflect both their Greek origin and their gaming intent They started with 6-7 people and they now employ 15, they are profitable and they are rapidly growing It has been recently acquired by Greentube, a leading developer and supplier of Gaming solutions for the Internet and mobile devices 30 Thank you for your attention! www.liee.ntua.gr 31