Ashton, D (2011) 'Pathways to creativity: self-learning and customising in/for the creative economy.' Journal of Cultural Economy, 4 (2). pp. 189-203.
Abstract
Focusing on the ‘talent pathways’ outlined in the 2008 Department of Culture, Media and Sport Creative Britain report, this article explores how different forms of creative agency are positioned to make a ‘contribution’ to the creative economy. Drawing on Paul du Gay's concept of personhood, case studies on digital gaming explore the formation of two forms of personhood – creative consumers and creative workers. Specifically, these forms of creative agency are analysed in terms of their connections on the ‘talent pathway’, and the transitions that see creativity and talent as inherent in all individuals and in need of channelling and directing. The creative-consumer case study unpacks the digital games industry strategy of enrolling fan-creators within their commercial operations. This case study reveals the increasing importance of co-production for the creative economy, and the extent to which diverse cultural practices are facilitated and positioned. Higher education Games Design courses will then provide the case study for examining how the creative-consumer can be positioned to make a productive contribution to the creative economy as a worker. Within this context, the formation of fans/students into a creative worker or industry-ready worker is evident. Through tracing different forms of creative agency and how they are connected to make a contribution to the creative economy, this article explores the governance of creative agency and economic subjects.
Item Type: | Article |
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Keywords: | creative economic policy, industry-ready personhood, digital gaming, higher education |
Divisions: | Bath School of Art, Film and Media |
Date Deposited: | 01 Feb 2013 13:47 |
Last Modified: | 27 Oct 2022 14:42 |
ISSN: | 1753-0350 |
URI / Page ID: | https://researchspace.bathspa.ac.uk/id/eprint/579 |
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