893 resultados para cultural sector


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This master’s thesis deals with the cultural diversity policies of Denmark and Sweden within the cultural sector. It attempts at explaining why these two “most-similar” scandinavian countries having in common the same cultural model, “the architect model”, opted for different policies when it came to cultural diversity: Assimilationism for Denmark and multiculturalism for Sweden. I show that though institutional and power-interest factors had an impact, ideas as “programmatic beliefs” (Sheri E. Berman 2001) or “frames” (Erik Bleich 2003) played the ultimate role. I evaluate their relative importance by analyzing the anthropological dimension of the countries cultural policies since 1969. The study confirms that at least in the cultural sector, Danish policies have been assimilationist and Swedish ones multiculturalist and proposes a new classification of terms.By investigating immigrants cultures, it fills a gap left by previous researchers working on a common Nordic cultural model.

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Indigenous Australians experience a great demand for their culture, but do not benefit sufficiently from its commercialization. Recent developments in digital and Internet technology have presented new commercial opportunities for mainstream enterprises and for greater interaction between global cultures. Indigenous Australians recognized these opportunities and have adopted Internet technology across a range of sectors. Very little is known about Indigenous -owned enterprises and their e-commerce practices, particularly in the lucrative cultural sector. This paper draws on a national online survey and enterprise case studies to examine approaches to, and perceptions of Internet commerce in Indigenous-owned culture sector enterprises. Cultural products (such as art, craft, dance, theatre and cultural tours) are not traditionally aligned with e-commerce which favours intangible and standardised, easily comparable products. However some Indigenous enterprises have been highly successful at increasing income and viability through the online medium. Because of the complex preconditions for selling Indigenous culture, transactions are rarely conducted fully on the Web. The research found that in examples of successful Indigenous e-commerce, cultural enterprises first establish social and cultural contexts before achieving economic gains. Social contexts are built online through relationships and communication, which underscore reputation, and transactions as 'experiences'. Online construction of a product's cultural context is used to ensure 'authenticity', which can act as a subtle alternative to online branding and trust.

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The growing interest in quantifying the cultural and creative industries, visualize the economic contribution of activities related to culture demands first of all the construction of internationally comparable analysis frameworks. Currently there are three major bodies which address this issue and whose comparative study is the focus of this article: the UNESCO Framework for Cultural Statistics (FCS-2009), the European Framework for Cultural Statistics (ESSnet-Culture 2012) and the methodological resource of the “Convenio Andrés Bello” group for working with the Satellite Accounts on Culture in Ibero-America (CAB-2015). Cultural sector measurements provide the information necessary for correct planning of cultural policies which in turn leads to sustaining industries and promoting cultural diversity. The text identifies the existing differences in the three models and three levels of analysis, the sectors, the cultural activities and the criteria that each one uses in order to determine the distribution of the activities by sector. The end result leaves the impossibility of comparing cultural statistics of countries that implement different frameworks.

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In this article, as part of the Erasmus+ project “Divercity”, we focus on the collection and analysis of good practices in Spain and other countries in Europe. The project revolves around the development of methods that valorize cultural diversity and in this respect, identifying and sharing best practices on diversity and inclusion through artistic mediation inside museums, culture institutions, our urban walks, forms an mandatory stage of the research process.

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Journeys with Friends Truna aka J. Turner, Giselle Rosman and Matt Ditton Panel Session description: We are no longer an industry (alone) we are a sector. Where the model once consisted of industry making games, we now see the rise of a cultural sector playing in the game space – industry, indies (for whatever that distinction implies) artists (another odd distinction), individuals and well … everyone and their mums. This evolution has an affect – on audiences and who they are, what they expect and want, and how they understand the purpose and language of these “digital game forms’; how we talk about our worlds and the kinds of issues that are raised; on what we create and how we create it and on our communities and who we are. This evolution has an affect on how these works are understood within the wider social context and how we present this understanding to the next generation of makers and players. We can see the potential of this evolution from industry to sector in the rise of the Australian indie. We can see the potential fractures created by this evolution in the new voices that ask questions about diversity and social justice. And yet, we still see a ‘solution’ type reaction to the current changing state of our sector which announces the monolithic, Fordist model as desirable (albeit in smaller form) – with the subsequent ramifications for ‘training’ and production of local talent. Experts talk about a mismatch of graduate skills and industry needs, insufficient linkages between industry and education providers and the need to explore opportunity for the now passing model in new spaces such as adver-games and serious games. Head counts of Australian industry don’t recognise trans media producers as being part of their purview or opportunity, they don’t count the rise of the cultural playful game inspired creative works as one of thier team. Such perspectives are indeed relevant to the Australian Games Industry, but what about the emerging Australian Games Sector? How do we enable a future in such a space? This emerging sector is perhaps best represented by Melbourne’s Freeplay audience: a heady mix of indie developers, players, artists, critical thinkers and industry. Such audiences are no longer content with an ‘industry’ alone; they are the community who already see themselves as an important, vibrant cultural sector. Part of the discussion presented here seeks to identify and understand the resources, primarily in the context of community and educational opportunities, available to the evolving sector now relying more on the creative processes. This creative process and community building is already visibly growing within the context of smaller development studios, often involving more multiskilling production methodologies where the definition of ‘game’ clearly evolves beyond the traditional one.

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Creative industries in China provides a fresh account of China’s emerging commercial cultural sector. The author shows how developments in Chinese art, design and media industries are reflected in policy, in market activity, and grassroots participation. Never has the attraction of being a media producer, an artist, or a designer in China been so enticing. National and regional governments offer financial incentives; consumption of cultural goods and services have increased; creative workers from Europe, North America and Asia are moving to Chinese cities; culture is increasingly positioned as a pillar industry. But what does this mean for our understanding of Chinese society? Can culture be industrialised following the low-cost model of China’s manufacturing economy. Is the national government really committed to social liberalisation? This engaging book is a valuable resource for students and scholars interested in social change in China. It draws on leading Chinese scholarship together with insights from global media studies, economic geography and cultural studies.

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Introduction This study is a snapshot of Australian donor motivations and donor barriers to crowdfunding, and provides some indicative recommendations on ways the uptake of crowdfunding in the creative industries might increase. It is based upon a literature review and semi-structured interviews with 17 stakeholders who have used crowdfunding in Australia, including: creative producers seeking funds; financial crowdfunding donors; Artsupport Australia mentors of artists who are using crowdfunding; and crowdfunding site stakeholders. About the report Artsupport Australia commissioned the Queensland University of Technology Creative Industries team to produce a report on trends related to crowdfunding, particularly identifying barriers and motivations that might be associated with it. Artsupport Australia suggested a list of interview candidates, based on those individuals’ knowledge or experience with crowdfunding, to provide a better understanding of perceptions of this emerging practice, and to inform discussions on whether it is a useful revenue generating mechanism for the cultural sector.

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GO423 was initiated in 2012 as part of a community effort to ensure the vitality of the Queensland Games Sector. In common with other industrialised nations, the game industry in Australia is a reasonably significant contributor to Gross National Product (GNP). Games are played in 92% of Australian homes and the average adult player has been playing them for at least twelve years with 26% playing for more than thirty years (Brand, 2011). Like the games and interactive entertainment industries in other countries, the Australian industry has its roots in the small team model of the 1980s. So, for example, Beam Software, which was established in Melbourne in 1980, was started by two people and Krome Studios was started in 1999 by three. Both these companies grew to employing over 100 people in their heydays (considered large by Antipodean standards), not by producing their own intellectual property (IP) but by content generation for off shore parent companies. Thus our bigger companies grew on a model of service provision and tended not to generate their own IP (Darchen, 2012). There are some no-table exceptions where IP has originated locally and been ac-quired by international companies but in the case of some of the works of which we are most proud, the Australian company took on the role of “Night Elf” – a convenience due to affordances of the time zone which allowed our companies to work while the parent companies slept in a different time zone. In the post GFC climate, the strong Australian dollar and the vulnerability of such service provision means that job security is virtually non-existent with employees invariably being on short-term contracts. These issues are exacerbated by the decline of middle-ground games (those which fall between the triple-A titles and the smaller games often produced for a casual audience). The response to this state of affairs has been the change in the Australian games industry to new recognition of its identity as a wider cultural sector and the rise (or return) of an increasing number of small independent game development companies. ’In-dies’ consist of small teams, often making games for mobile and casual platforms, that depend on producing at least one if not two games a year and who often explore more radical definitions of games as designed cultural objects. The need for innovation and creativity in the Australian context is seen as a vital aspect of the current changing scene where we see the emphasis on the large studio production model give way to an emerging cultural sector model where small independent teams are engaged in shorter design and production schedules driven by digital distribution. In terms of Quality of Life (QoL) this new digital distribution brings with it the danger of 'digital isolation' - a studio can work from home and deliver from home. Community events thus become increasingly important. The GO423 Symposium is a response to these perceived needs and the event is based on the understanding that our new small creative teams depend on the local community of practice in no small way. GO423 thus offers local industry participants the opportunity to talk to each other about their work, to talk to potential new members about their work and to show off their work in a small intimate situation, encouraging both feedback and support.

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The participatory turn, fuelled by discourses and rhetoric regarding social media, and in the aftermath of the dot.com crash of the early 2000s, enrols to some extent an idea of being able to deploy networks to achieve institutional aims. The arts and cultural sector in the UK, in the face of funding cuts, has been keen to engage with such ideas in order to demonstrate value for money; by improving the efficiency of their operations, improving their respective audience experience and ultimately increasing audience size and engagement. Drawing on a case study compiled via a collaborative research project with a UK-based symphony orchestra (UKSO) we interrogate the potentials of social media engagement for audience development work through participatory media and networked publics. We argue that the literature related to mobile phones and applications (‘apps’) has focused primarily on marketing for engagement where institutional contexts are concerned. In contrast, our analysis elucidates the broader potentials and limitations of social-media-enabled apps for audience development and engagement beyond a marketing paradigm. In the case of UKSO, it appears that the technologically deterministic discourses often associated with institutional enrolment of participatory media and networked publics may not necessarily apply due to classical music culture. More generally, this work raises the contradictory nature of networked publics and argues for increased critical engagement with the concept.

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Esta dissertação tem como objetivo analisar através das concepções de patrimônio e bens culturais, os distanciamentos e as aproximações histórico-sociais entre o Solar do Barão de Nova Friburgo (antiga residência da família Clemente Pinto construída na década de 1850) e o Centro de Arte de Nova Friburgo (C.A.N.F.), localizado no porão do edifício desde 1961. São abordadas as modificações na estrutura administrativa do Centro de Arte, desde sua criação enquanto associação civil até sua municipalização, em 1973, quando passou a ser um aparelho cultural administrado pela Divisão de Arte e pela Divisão de Cultura da Secretaria Municipal de Educação e Cultura de Nova Friburgo. A partir da pesquisa histórica de estruturação e consolidação das políticas públicas para o setor cultural nos cenários nacional e municipal, e dos desafios metodológicos da pesquisa das artes e culturas populares é construída uma análise sobre a relevância do Centro de Arte de Nova Friburgo para as movimentações artísticas do município, tendo como exemplo a produção do artista plástico Geraldo Simplício, Nêgo

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For the purpose of analyzing how did the considerable increase in the Portuguese tourism has influenced its cultural sector, this paper seeks to explore how has the company AntiFrame | Art Consulting replied to it. Arts Management: Contemporary Art Guides. Alibi – The Portuguese Case reviews some Arts Management literature whilst a multi-method approach is used. A market research was conducted, in which existing contemporary guides were analyzed as well as interviews made to tourists in Lisbon. Findings show that there is a flaw in the Portuguese contemporary art market, which the project Alibi aims to solve. Metrics on how the project’s results should be monitored, as part of a follow-up phase, were included, as well as limitations.

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O objetivo desta dissertação procurou perceber como as políticas culturais do Governo Regional dos Açores, através do investimento realizado em equipamentos culturais, influenciou a democratização do acesso à cultura na região, no período entre 1976 e 2008. Com vista a esse objetivo, foram analisados os programas de governos aprovados, seguido do levantamento de dados financeiros relativos a despesa e investimento no setor cultural na região. Foram ainda recolhidos os dados existentes sobre os visitantes dos equipamentos escolhidos, mais especificamente, os museus sob a tutela da administração pública regional, o objeto para este estudo de caso. Após a organização de todos esses dados, foram analisados e construídas hipóteses de comparação entre eles, de modo a resumir a evolução e tendência desses valores. Com vista a perceber os desenvolvimentos no período analisado, procedeu-se à recolha mais completa possível de toda a legislação criada para o setor a nível regional, tornando possível analisar essa consolidação. Após a análise de todos os dados recolhidos e trabalhados, verifica-se que a promoção de medidas com vista a uma maior democratização cultural nos Açores passa por vários fatores: um forte investimento financeiro nos equipamentos em questão (como obras e apetrechamento técnico); o desenvolvimento de legislação estruturante; uma postura de descentralização cultural; contratação de pessoal especializado e formação do pessoal existente; e a criação de uma rede regional de museus. Todas essas ações demonstram o trabalho da administração regional, através da implementação de políticas culturais, com vista a uma maior democratização do acesso à cultura por parte das populações.

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The Aboriginal cultural sector is dynamic and highly valuable to the Australian economy, returning an estimated $100 million dollars annually. The majority of Aboriginal artists and art works have been perceived to be in northern Australia— eighty per cent of them are in fact in this region—but Aboriginal artists in south-eastern Australia are emerging as a strong force as they struggle for recognition from commercial and national galleries, curators, art dealers, newspaper critics, and buyers. If marketing is to be effectual, the Aboriginality of the art must be presented in a form that is understood and accepted by the audience. Thus changing public perceptions is crucial to marketing south-eastern Aboriginal art. The primary task of this article is to discuss this marketing priority for Aboriginal art and artists in south-eastern Australia, previously neglected in marketing literature. Specifically, the upcoming Melbourne Commonwealth Games are proposed as an opportunity for intensive marketing of the region’s Aboriginal arts.

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The Aboriginal cultural sector is dynamic and highly valuable to the Australian economy, returning an estimated $100 million dollars annually. The majority of Aboriginal artists and art works have been perceived to be in northern Australia-eighty percent of them are in fact in this region-but Aboriginal artists in South Eastern Australia are emerging as a strong force as they struggle for recognition from commercial and national galleries, curators, art dealers, newspaper critics, and buyers. If marketing is to be effectual, the Aboriginality of the art must be presented in a form that is understood and accepted by the audience. 1 Thus changing public perceptions is crucial to marketing South Eastern Aboriginal art. The primary task of this paper is to discuss this marketing priority for Aboriginal art and artists in South Eastern Australia, previously neglected in marketing literature. Specifically, the upcoming Melbourne Commonwealth Games are proposed as an opportunity for intensive marketing of the region's Aboriginal arts.

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The emergence of a global economy and culture has created a worldwide climate of change since the 1980s. These changes impact on the growth of a national economy and change the significance of sectors in society, for example the service sector, which increasingly accounts for an important part of the economy (Burbules & Torres, 2000). The arts have also been profoundly influenced by social changes, and technological development. While these changes pose new challenges for the arts, most of which struggle for financial viability in an era of globalisation, privatisation and reduced public funding, the developments also open new opportunities for arts companies/artists but require them to possess the capability to identify and adapt to change. This process underlines the necessary new capacities of arts management, arts marketing, arts leaders and artists.

Doi moi - Vietnamese economic reforms in 1986 - provided impetus for change in every sector, resulting in growth of the service sector in Vietnam (UNDP, 2002). Arts organisations in Vietnam found themselves operating in a more competitive environment, forcing them to adjust to this new economic structure. Improved Vietnamese living standards helped to create more demands for a diverse entertainment industry and allowed both the government and individuals to spend more on the arts. A new cultural policy - socialisation (somewhat equivalent to privatisation in Western countries) was implemented in the arts and cultural sector, producing for performing arts organisations (PAOs) as well as a broader cultural milieu in Vietnam, challenges of being self-sustaining but also more autonomy and greater funding diversity. Simultaneously, this led to upgraded artistic standards, improved infrastructure and higher musicians’ salaries; the latter having only experienced slow improvement during the subsidised era.

This paper investigates how social changes affected organisational operations of selected PAOs in Vietnam and Australia. The analysis of how PAOs in each country adjusted to rapid changes will provide experience for learning from each other, particularly for the Vietnamese case. These analyses provide points of discussion, comparison and implications for development of arts management training in Vietnam. Case studies, personal interviews with key participants and policy actors have been used to discern which direction performing arts management should take in order to correspond with Vietnam’s present and future economic situation and its political position in the world.