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Between home and school: Daydreaming & mischief ?

8. Between home and school: Daydreaming & mischief ?. http://www.trekearth.com/gallery/Asia/India/photo194327.htm. 9. One billion innovators YEAR ------------2005----------- ------------2025-----------

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Between home and school: Daydreaming & mischief ?

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  1. 8 Between home and school: Daydreaming & mischief? http://www.trekearth.com/gallery/Asia/India/photo194327.htm

  2. 9 One billion innovators YEAR ------------2005----------- ------------2025----------- AGE TOTAL MALE FEMALE TOTAL MALE FEMALE Australia TOTAL 20,090 10,000 10,091 23,023 11,380 11,643 10-14 1,401 717 684 1,324 677 647 15-19 1,391 712 679 1,347 688 658 China TOTAL 1,306,314 672,717 633,597 1,453,124 738,940 714,184 10-14 103,108 54,290 48,818 95,581 49,853 45,728 15-19 124,613 64,833 59,780 87,453 46,029 41,424 USA TOTAL 295,734 145,309 150,425 349,666 171,918 177,748 10-14 20,838 10,670 10,167 22,888 11,692 11,195 15-19 21,183 10,871 10,312 22,469 11,496 10,972 World: 2006 6,525,486,603 2025 7,897,989,420 Source: U.S. Census Bureau, International Data Base (www.census.gov/)

  3. 10 • What are the creative industries? • Three phases (1995-2006) • Not mutually exclusive – all three are active together • Phases of evolution • Creative clusters • Creative inputs • Creative consumers/users • Policy / research themes • Creativeinnovation • Innovation policy • Creative human capital

  4. 11 Creative industries to creative economy CREATIVECITIZENS (workforce/consumers/users) “Creative human capital” CREATIVESERVICES (inputs) “Innovation policy” CREATIVECLUSTERS (outputs) “Creative innovation”

  5. 12 • 1. Clusters of outputs (Creative innovation) • Advertising, architecture, arts & antiques market, crafts, design, designer fashion, film, interactive leisure software, music, performing arts, publishing, software, TV/radio (original list from DCMS) • Plus aspects of: heritage, hospitality, museums & galleries, sport & tourism (DCMS) • Core skills • design • fabrication • performance • production • writing

  6. 13 • 2. Creative inputs (Innovation policy) • High added value gained from creative inputs into other products and – especially – services • Services • Up to 80 percent of GDP in developed economies (USA, UK and Australia). • In China, services are over 40 percent of the economy (perhaps over 50%) • The highest value-add services are those that use digital media, design and other creative inputs. • - E.g. Virgin, IBM (Lenovo), ‘Googlezon’

  7. 14 • 3. Consumer co-creation and user-led innovation (Creative human capital) • open source movement (e.g. Linux) • digital storytelling • YouTube, deviantART.com, flickr, MySpace • computer-game content evolution • blogging, the Wikipedia, citizen journalism • sharing IP: Creative Commons, Adelphi Charter • Internet communities of interest (e.g. genealogy) • The ProAm movement - ‘third sector’ and voluntary work • A ‘creative public sphere’ as well as commercial innovation

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