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The business system of creative industries: interaction of creative and technological components Doc.dr.Monika Petraite - Kriaucioniene Kaunas university of technology
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“Wealth results from creativity, ideas, imagination and innovation” about creativity and capital
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change is the process by which the future invades our lives -> Alvin Toffler
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innovation, convergence and creative industries
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CREATIVE FIRM PRODUCTION & PREPRODUCTION PRODUCT COMMUNICATIONS USER EXPERIENCE 1 General administration & financial management 6 Back-office/ back stage production processes, design process 11 Product format (“cultural product”, performance features of product) 5 Internal communications, Management of HR & work organization 2 Revenue Model 3 Value Chain Location 7 Transaction (purchase, lease etc.) 4 Communications with suppliers, collaborators, supply chain partners etc. 8 Marketing and customer relationship management 15 User Capabilities & Media (e.g. Consumer Electronics) 12 Delivery of Product 13 User Interface with Product 14 User Interaction, including supply & configuration of content 9 Content of Product (cultural concept etc.) 10 Performance and production processes Areas of innovation Innovation = doing new things (or old things in new ways) – with or without new technology and technique FRONT STAGE BACK STAGE
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digital convergence Distinct industries have dealt with hardware, software, telecommunications, broadcasting, print, recorded music, images, other media
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a three-dimensional media universe Moving over Space - Telecommunications Storing over Time, Reproducing- Published Media (Broadcast Media) Transforming, Processing - Computation Information CONTENT INTERACTION CHANNELS PROCESSING COMMUNICATION
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a growing market space, increasing size of markets
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Increasing diversity of products
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The expanding media universe Communications Computation Content
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turn of the century Digital mobile phones, Widespread use of Fax, pagers Videorecorders, audio CDs, digital recording cable and satellite TV Numerous PCs, laptops. notebooks, pocket organisers, etc. Numerous home computers and videogames Electronic mail, SMS Mobile data comms CD-ROM publishing Cable telephony Audiotext Internet World Wide Web COMPUTERS TELECOMMUNICATIONS BROADCAST + PUBLISHED MEDIA Increasing integration of media, use of optical media, digitalisation
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Digital mobile communications in wide use - pervasive communications MP3 and PVR, Digital Broadcast TV digital videorecording High definition TV Pervasive computers, in many types of device (e.g. Personal Digital Assistants, smartphones) Internet telephone VoI, Internet videotelephony Internet TV Video on Demand Interactive TV WiFi, Next generation of Internet & WWW, Web2.0, Video telephones and conferences DVD-R+, interactive video now 2010? COMPUTERS BROADCAST + PUBLISHED MEDIA TELECOMMUNICATIONS
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uncertainties
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new product categories
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Innovation in service concept, design, delivery, interaction with (and among) clients internet narrowcasting
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Innovation in Production, Distribution and Delivery, User Experience digital cinema (+3D)
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Innovation in delivery, content, user interfaces, user interaction (online games etc)… games
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process innovation – becoming product innovation (virtual prototyping etc) design
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Content Innovation – routine (“fresh” content vs “novel” content) and generic (new content v new structures for content). Plus User engagement innovation Broadcast Media
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(c) Content is King
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Content innovation is only part of the story… Innovation in production, distribution, delivery of creative products involvement of “consumers” and relations between firms business models and customer relationships
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Holistic approach
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designing success
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smart specialization
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Search for market niches worldwide in terms of technologies, customers and favorable institutional settings
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