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  • This chapter examines the relationship between culture, economics and policy within the creative industries (which for the purposes of this paper, are assumed to be equivalent to the cultural industries), and their manifestation in Asia. Addressing any one of these three issues is a challenge in itself, but addressing all three of them together raises the complexity even further. Early writers on the “creative economy” have noted how it works differently from the traditional economy (Florida 2002; Howkins 2001).1 Culture is vitally important to understanding how creative industries develop, but the role of culture in shaping national competitive advantage is not that clear. The same can be said for policy, and a discussion of the triad can be quite convoluted. Having said that, all three levels are still very relevant to the proper description of a creative industry — as I will show in this chapter.This paper attempts to address this triad of issues primarily with a production-and-innovation-oriented view of industrial organisation, bringing in creativity, culture and policy where possible. I shall do this primarily through the lens of one sector in particular — the video games industry — in which Asia has been investing heavily lately, and in which Japan has been an early leader. I will also provide a limited focus on the animation sector for comparative purposes. I will first provide a summary of how creative production in video games occurs in the US, followed by an examination of how Asian patterns compare. In particular, I am interested in whether individual and industrial level creativity differs in Asia. Within Asia, more detailed cases of the Chinese online games industry and the Philippine animation industry will be discussed, but relevant observations are also drawn from general knowledge and a literature review of Japan, Korea and Singapore, as well as interviews which corroborate those observations.

Dernière mise à jour depuis la base de données : 19/07/2025 13:00 (EDT)

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