access to culture as a driver of wellbeing, health and competitiveness

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Presentation transcript:

access to culture as a driver of wellbeing, health and competitiveness Cultural capability: access to culture as a driver of wellbeing, health and competitiveness Pier Luigi Sacco

Culture 1. 0 (Patronage): Highbrow vs Culture 1.0 (Patronage): Highbrow vs. lowbrow, culture as spiritual cultivation, no industrial organization Culture 2.0 (CCIs): copyright, culture as entertainment, market organization Culture 3.0 (open communities of practice): blurred distinction producers/users, culture as collective sense-making, networks organization

Culture 1.0: patronage. No industrial organization Subsidies indispensable Centered on creative development & expert recognition Select audiences Highbrow/lowbrow Culture 2.0: cultural and creative industries Industrially organized Profitable Centered on market outcomes Large audiences Copyright Culture 3.0: open platforms Commercial platforms + communities Profits + crowdfunding Centered on co-creation Prosumer ecosystems Virality

We are now witnessing a new regime transition that is driven by two concurrent streams of innovation: digital content production + digital connectivity Standard digital suites provide people with semi-professional packages that are cheap and easy to learn; with a modest investment they can be upgraded at the professional level The same packages less than 2 decades ago would have been expensive, would have required bulky hardware and would have been difficult to use Contents can be distributed almost without mediators to highly segmented and profiled audiences by means of increasingly specialized social media

Culture 1.0: participation as co-optation (limited, passive) Culture 2.0: participation as market access (generalized, passive) Culture 3.0: participation as community affiliation (generalized, active) We need a conceptual scheme that allows us to understand (and capitalize) the socio-economic effects of cultural participation The new paradigms of cultural production do not necessarily use the market as the value-generating platform (communities of practice)

Hierarchy of factors affecting psychological wellbeing: 1 Diseases 2 Cultural participation 3 Income 4 Age 5 Education 6 Gender 7 Job 8 Geography Hierarchy of factors affecting psychological wellbeing:

Classical music concerts

Theatre

Avoid naïve clustering strategies: non-industrial tourism & heritage clusters are a thing of the past Avoid cutting the budgets on non-industrial sectors such as museums or libraries because they are not ‘profitable’ Avoid building mono-sectorial cultural and creative clusters Avoid passively copying formulas and business models that have been developed in other socio-cultural contexts Avoid sticking to the status quo business models because they are familiar Avoid centering strategies on customers rather than on users (including citizens even when they are not customers)

Pursue physical proximity among players belonging to different cultural and creative sectors Pursue cultural contamination and crossovers between different cultural and noncultural fields Pursue strong levels of cultural participation and cultural capability building before attraction of strong customer bases Pursue business models that do not entirely rely upon copyright Pursue forms of expression, creativity and talent that are distinctively local but with a potential non-local appeal Pursue a real, active dialogue between tradition and innovation instead of freezing local cultural identity