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Creative Industries Strategy 2013-2016 PDF

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Creative Industries

Strategy

2013-2016

02

EXECUTIVE SUMMARY
Since the publication of our 2009 creative
industries strategy, the major trends
have been the continued digitisation
of the sector, audience fragmentation,
convergence and disintermediation
all of which have led to a landscape of
increased connectivity, complexity and
growth. Our consultation and analysis
has suggested that there are significant
opportunities for businesses able to
capitalise on these trends.
The Technology Strategy Board has a
critical role to play in helping the sector
realise its potential. We are investing in
research and development and support for
creative businesses, particularly start-ups
and small and medium-sized enterprises

The creative industries make up one of the UKs leading industrial


sectors, responsible for 1.4 million jobs and 5.3% of the countrys
gross value-added (GVA). The UK has a share of around 5% of the
global export market for creative goods1. It is a broad and diverse
sector which ranges from advertising and crafts to performing arts
and video games. As well as their direct economic value, these
industries play an important role in catalysing innovation across the
wider economy, through the products and services they provide, but
also as means of originating and spreading new ideas, knowledge
and ways of working.

Creative Industries Strategy | 2013-2016

(SMEs), encouraging them to experiment,


take risks and establish new markets.
We recognise that innovation in the
creative industries is driven by an intricate
relationship between content and
technology; the collaboration between
artist and scientist. We will further
develop our already good relationships
with partners, such as cultural institutions
and other organisations in the sector, to
explore how we can best work together
through our various remits (in innovation
support, fostering the arts and content
creation, advancing skills development
etc) to further enhance the innovation
climate in the UK.

Creative industries are responsible for


1.4 million UK jobs.

03

O U R S T R AT E GY
Opportunities

Convergence

The sector has continued on the trajectory


forecast in our 2009 Creative industries
strategy2 and many of the challenges and
opportunities identified then remain valid.
The major trends of continued digitisation
throughout the sector, fragmentation of
audiences, changing user behaviours,
convergence and disintermediation
or cutting out the middleman have all
contributed to the emergence of a digital
landscape of increased complexity3.

With the continued emergence of new


platforms, products and services,
technical and service interoperability will
be increasingly important for businesses.
They can then ensure that their services
and content work across different devices
and environments to suit the demands and
expectations of consumers.

These trends are disrupting established


value chains while at the same time
providing considerable potential for
growth. Analysts Booz & Company argue
that growth in the creative industries will be
significantly driven by digital technologies
and estimate this will be worth an
additional 5bn to the UK economy4.

New platforms, disintermediation, and


fragmentation of markets all present
challenges in building relationships with
users and capturing value, but we believe
that there are sizeable opportunities,
including digital currency, and easy
friction-free licensing and commerce.

We would expect to invest in excess of


30m in support of the creative industries
strategy implementation. Details about
specific activities, support and investment
are available in our annual Delivery Plan,
published on www.innovateuk.org

Data

Cross-cutting themes

The proliferation of data provides two broad


opportunities. The first is to enable easier
access to creative products, with metadata
and open-data standards crucial in finding,
retrieving and using content. The second is in
the analysis, interpretation and presentation
of data to make it accessible and useable for
businesses and consumers.

Alongside these, there are four crosscutting themes that we believe recognise
the unique opportunities that the creative
industries have in working together and
with other sectors:

We have identified three themes that we


see as offering the main challenges and
opportunities for the creative industries
where we can provide support:

Transaction

knowledge sharing
cross-sector innovation
design

These will inform where and how we


support the creative industries. We will
focus our activities where we believe
UK businesses stand to gain most success
and where our funding will make the
most difference. In making investment
choices we will consider criteria around
market opportunity, technological capability
and the difference that Technology Strategy
Board can make with limited resources.

sustainability.

We would expect to invest in excess of 30m in


support of the creative industries strategy.

Creative Industries Strategy | 2013-2016

04

O U R S T R AT E GY

continued

Convergence

Transaction

In convergence we will:

In transaction we will:

help businesses develop new


technologies, products and services
in response to the challenges and
opportunities arising from convergence:
authoring, producing and distributing
media across multiple platforms
and devices, addressing issues of
interoperability, and designing for
changing consumer behaviours

support the development of platforms


and technologies, or encourage
collaborations, that facilitate transaction
throughout the value chain, from the
valuation and licensing of digital assets
to the creation, distribution, purchase and
consumption of creative content.

work with government departments,


research councils, cultural organisations
and other partners to ensure
maximum impact.

Data
In data we will:
support the development of improved
data and metadata tools and
technologies to enhance the value of
creative products and services.

Cross-cutting themes

In design we will:

In knowledge sharing we will:

bring together the technology innovation


and design communities to leverage
the power of design earlier in the R&D
process and enhance the commercial
success of new products and services.

continue to support knowledge sharing


through our investments in the Creative
Industries KTN, _connect, the Connected
Digital Economy Catapult, special interest
groups etc, and collaborations with
partner organisations
continue to contribute to the work of the
Creative Industries Council.
In cross-sector innovation we will:
encourage and support innovation
between the creative industries and
other sectors of the UK economy, such
as health, energy and cities, through
programmes in design and sustainability.

Creative Industries Strategy | 2013-2016

In sustainability we will:
work to promote our Horizons tool
and stimulate creative applications of
technology for sustainability in order to
enhance UK competitiveness.

05

WHY ARE WE SUPPORTING


C R E AT I V E I N D U S T R I E S ?
The UKs creative industries have an
established international reputation for
driving innovation in product, services,
content and experience as well as making
a major contribution to the UK economy.

Nearly 1.5 million jobs


The sector is a vital part of the UK economy.
Nesta estimates that the creative industries
employ around one in 20 of the UK
workforce, arguing labour productivity is
on average higher in the creative industries
than in the rest of the economy. If we
include the creative economy (both the
creative industries and those with creative
occupations working in businesses outside
the sector) the value is substantially higher,
with a 2.5 million strong workforce11.

A world-class sector
The creative industries are recognised
globally as one of the UKs leading sectors.
Many creative industries sub-sectors
are world leaders, and having one of the
leading creative economies provides UK
companies with a higher and more positive
profile than many of their competitors. This
makes the UK a more attractive place to
live, work, visit and in which to invest12.

Growth despite
economic uncertainty
The prospects for the creative industries
are good and they are considered to be
one of the sectors that can help to push
the UK into a sustained economic recovery
PwC has forecast a compound annual
growth rate of 4.2% for the UKs media
and entertainment sector to 2016, higher
than Germany or France13. This will build
on impressive performance over the last
decade, with creative jobs growing by
9% between 2004 and 2010, compared
with 1.6% for all jobs14. Exports have also
flourished; the value of UK TV exports
increased by 127% between 2006 and
2009 putting us second only to the US in
terms of international sales15.

A sector that remains


under-capitalised
Despite the strengths of the sector, creative
businesses have often struggled to secure
private investment, and access to finance is
identified as a core barrier to growth for many
businesses and entrepreneurs16. There is a
range of reasons for this, including issues
around the high risk valuation of intellectual
property and content assets and perceived
lower than desirable levels of business
and management skills. The sector is often
characterised (and caricatured) as being

dominated by start-ups, micro enterprises


and lifestyle businesses that put too much
emphasis on creative rather than commercial
objectives. As Eric Schmidt put it in his 2011
MacTaggart lecture: The UK does a great job
at backing small firms and cottage industries.
But theres little point getting a thousand
seeds to sprout if theyre then left to wither or
get transplanted overseas. UK businesses
need championing to help them grow into
global powerhouses...17
The Technology Strategy Board has an
important role to play in assisting young and
small businesses in becoming investment
ready, helping to unlock more substantial
private investment in the sector.
Despite its achievements, much more can
be done to ensure that the sector continues
to grow and contribute to the UKs longterm prosperity. This ambition is shared
both by industry and government, with
Chancellor George Osborne announcing
in his 2011 Budget speech that he wanted
the UKs creative industries to be a worldbeating sector.

Economic importance
at a glance
the creative industries contribute 5.3%
of UK GVA, and employ 1.4m
the UKs entertainment and media
market is the fifth largest in the world5
the UK exports more than 100m in
design services each year6
the UK film industry contributed over
4.5bn to UK GDP in 20097
the UK is one of only three countries
(along with the US and Sweden) to be
a net exporter of music8
the UK has the largest publishing
industry in Europe, exporting more books
than any other country in the world9
the UK advertising industry is worth
16bn a year. Over two-thirds of
global advertising agencies have their
European headquarters in London10

Creative Industries Strategy | 2013-2016

06

W H AT A R E T H E C H A L L E N G E S
AND OPPORTUNITIES?
Major trends changing the creative
industries include the continued
digitisation of the sector, audience
fragmentation, convergence and
disintermediation all of which have
contributed to the emergence of a digital
landscape of increased connectivity,
complexity and growth18. However,
digital technologies themselves are
not what make the market. Rather,
it is compelling content that attracts
consumers and audiences, and
which gives creative businesses the
opportunity to transact over digital
platforms, using data to maximise value.
Our consultation with businesses has
suggested that there are significant
opportunities for businesses able to
capitalise on these trends. Analysts
Booz & Co argue that significant growth
in the creative industries is driven by
digital technologies and estimate this will
be worth an additional 5bn to the UK
economy19. Based on this consultation and
our own analysis, we see four main areas
of particular relevance to the
creative industries.

Convergence
a defining trend
The migration of content across different
media networks and platforms offers creative
businesses opportunities to
extend services, interact more with
audiences, target new demographics
and develop completely new service and
experience formats.
Streaming audio and video now dominate
net traffic, constituting around half of all data
on tablets and smartphones. Advances in
compression, the spread of wi-fi, mobile
connectivity, and the proliferation of devices
have created commercial potential but also
pose threats to some existing businesses.
For the music industry in particular, this has
proven to be extremely disruptive, with record
labels experiencing what the BPI has called
the perfect storm for music consumption20.
As a result of this, cross-platform production
is becoming increasingly central to content
businesses. However, it is still an emerging
field and many businesses, established in
distinct sectors, are struggling to respond
to the opportunity. This is not just a creative
challenge. Even those such as newspapers,
which have succeeded in producing
compelling digital media content and
building up large readerships, are still trying
to identify sustainable business models in the
context of cross-platform production.
Businesses are adapting to convergence in
other ways, by providing new experiences
using pervasive media (delivering mobile

Creative Industries Strategy | 2013-2016

content relevant to what you are doing),


or hyper-local media (delivering timely,
geographically-based content), adoption
of which has been driven by growing
penetration and use of smartphones
and tablets21. The exploitation of intellectual
property across multiple platforms is thus
becoming increasingly critical to commercial
success. Producers need to develop the
tools and work processes that allow them
to re-purpose content and assets for use in
different contexts and across an ever more
diverse range of devices.
Opportunities in this area include crossplatform content and special-effects
production, pervasive media, and 3D
printing/additive manufacturing.

Case study

Collaborative R&D: Tangentix


Sheffield-based Tangentix exploited its expertise in graphics compression
through a partnership with Onteca, an independent games studio
specialising in web and mobile. Their joint project to develop their
technology to enable the real-time viewing of high-definition 3D graphics
on a web browser received funding from our Collaboration across digital
industries fast track competition. An opportunity to test the technology came
through the University of Bradfords archaeology department, whose large
collection of ancient bones needed to be scanned, converted into highresolution models and then delivered across the web, allowing it to be easily
accessed and shared. The three partners were able to solve key technical
challenges around compression algorithms and 3D geometry and the results
are now being applied in the digital entertainment sector.

07

Capturing value and


managing transactions
Traditional creative value chains have
been fundamentally disrupted, with new
opportunities for businesses either to
bypass traditional retail or to find new
ways of mediating it. Some new models
for distributing and sharing content
have blended retail and social models.
Businesses sometimes act as online
marketplaces (or mixed marketplaces), like
Amazon, Etsy or eBay, where vendors can
use enabling e-commerce systems to sell
direct to the consumer.
Artists and publishers can use these
systems to adopt direct-to-consumer
strategies and capture new digital
audiences. Innovative business models

focusing on curation, subscription, and


often high-quality content have helped
some creative businesses to develop
new income streams; for instance,
earnings from digital subscriptions for
The Financial Times have now overtaken
advertising revenue22. We have seen
the growth of subscription services like
Deezer and Spotify, which has over six
million premium subscribers, all paying a
monthly fee to access unlimited content23.
The music industry now has more than 70
licensed online platforms.
Content producers have never before had
access to distribution channels that can
reach global audiences so quickly, or had the
potential to understand their consumer base
so thoroughly. Consumers have never before
had such easy access to such a vast array of

Case study

Collaborative R&D: Zoo Digital


Zoo Digital, a UK software company specialising in the creative and media
industries, recognised the urgent need among film and video producers for
a secure system that tracked media files across the production process, but
as a small business it needed help with resources and skills before it could
undertake intensive research and development. It put together a consortium
of academic and production industry partners for our Metadata: increasing
the value of digital content competition. The project PARTEC, persistent
and robust tracking of entertainment content resulted in a tested prototype
now ready to bring to market.
The funding has allowed us to turn our idea into a reality in a relatively short time,
build a prototype and now turn it into a product that will enhance our portfolio
and generate additional revenue. Stuart Green, chief executive, Zoo Digital

content in all forms. But many established


content businesses are still struggling to
capture sufficient value in markets where
customers and audiences are so fragmented
and which are dominated by new (mainly
US-based) entrants.

poor user experience in existing transaction


spaces, and a copyright and intellectual
property regulatory environment that has
struggled to keep up with the pace of
technological change.

For all parties in the content ecosystem


content creators, content owners,
distributors, licensees, retailers and
consumers there remain many areas in
which the process of transaction is difficult,
opaque and sometimes even impossible.
The barriers to an ecosystem of smooth,
effortless transactions between parties
include poor data, a lack of interoperability,

Creative Industries Strategy | 2013-2016

08

W H AT A R E T H E C H A L L E N G E S
A N D O P P O R T U N I T I E S ? continued
New approaches to data
Across the economy, data has become
recognised as crucial to business success.
With increased connectivity has come
an increase in available data, and more
opportunities to manage and capture value
from it. When this data is embedded in instant
or near real-time decision making, it becomes
even more powerful, with commentators
forecasting a shift towards embedding data in
decision-making and strategic processes24.
Use of metadata, the importance of which
was identified in our 2009 strategy, has
mushroomed, with metadata solutions
enabling new ways of driving content
discovery, licensing, consumption and new,
as yet undetermined, business models.
Metadata is no longer a niche interest it
is now mainstream. Analytics and metrics
have become contested areas, with issues

around data ownership, value and validity,


and access to data skills, presenting new
commercial and innovation challenges.
For all the opportunities presented by
data, some parts of the creative industries
still lag behind others25. The recognition
of its value is growing in other sectors,
with McKinsey estimating that a retailer
using big data could increase its operating
margin by more than 60%. Data is similarly
transformative for the creative industries,
where it can help to understand audiences,
pilot products, and increase the efficiency
of production processes26. However, as
argued by Nesta, relatively few creative
businesses have been willing or able to
take full advantage of this despite some
excellent innovations in the sector.

Cross-cutting themes
Knowledge sharing and cross-sector
innovation
The creative industries are increasingly
recognised for the wider value they bring
to the UK economy as a whole. Whether in
the connections between film and tourism,
designer fashion and retail or architecture
and construction, the creative industries
have strong commercial networks and
links across the economy. Such links
can be found at the very forefront of
technological innovation for instance, the
novel application of 3D gaming engines in
medicine and engineering.

Case study

Feasibility funding: Ostmodern


Ostmodern is a young business providing products and strategies for the entertainment and media sectors, with a particular focus
on video-on-demand content management, interface design and cross-platform delivery. Ostmodern received feasibility funding
that helped it to shift from exclusively undertaking services for clients to developing HatchTV, its own content platform. HatchTV
enables broadcasters and other media producers to creatively collaborate. With a content library and bespoke website builder, it
allows disparate teams to work together on editorial content from programme conception to broadcast.
The funding from the Technology Strategy Board has helped us develop a product out of the context of our normal client servicing,
something that was impossible to achieve during business as usual. Thomas Williams, user experience director, Ostmodern

Creative Industries Strategy | 2013-2016

The creative industries act as an


innovation catalyst in four main ways:
Helping businesses innovate
Expertise in design, craft and audiovisual production helps other industries
to innovate by providing tools, processes,
new ways of thinking or skills that can lead
to new products and processes27.
Embedding innovation in other sectors
Those in creative occupations are often
embedded in businesses in other sectors,
particularly design-intensive industries
such as healthcare or automobile
manufacturing, either working in-house
or as freelancers. Individuals in creative
occupations have been found to be a
robust driver of tangible innovation when
they work in other sectors28.
Pioneering ways of working
The creative industries have adopted
models of business practice that are
shared across the economy such as hotdesking and collaborative team working,
which originated in advertising agencies.
Creative businesses compete through an
emphasis on the new and original, which
requires organisational structures, and
specific attitudes and skills, including skills
at interpretation, a willingness to try new
things and tolerance of ambiguity29.

09

service, how attractive it is to consumers


and how well it meets the demands of
users, will depend on the quality of its
design as well as how well the underlying
technology works.

Strategy for Growth published by the


Department for Business, Innovation and
Skills (BIS) found that the average return
on investment for every 1 invested in
design by business is over 2532.

The Design Council tracked publicly


quoted firms that emphasised the use
of design between 1994 and 2004 and
compared them to those firms who
used design less. The design-intensive
businesses outperformed their peers by
200%31. The Innovation and Research

While the value of design to business


growth generally is recognised, greater
appreciation is required of the particular
role of design in innovation.

Case study
Creative content drives
technological development
There is a close relationship between
content production and technological
innovation. This is a result of consumers
demanding new ways of interacting with
content30, but also comes directly from
creative professionals. From the Lumiere
brothers through to Charlie Chaplin,
David Lean and Ridley Scott, film makers
have driven technological development,
challenging inventors, scientists and
engineers to meet their creative vision.
Similarly, advances in sound engineering
and music technology were led by the
creative experiments of such talents as
the BBC Radiophonic Workshop, George
Martin, Trevor Horn and Brian Eno.

The UKs creative industries remain world


leaders in innovation today, including the
application of performance capture and
augmented reality tools in production, the
development of social, second screen and
connected TV, merging the physical and
digital worlds in wearable technologies and
the emerging internet of things.
Design
Design is a particularly important instance
of how the creative industries can catalyse
wider innovation. Design is more than
just one sub-sector within the creative
industries. Rather it is a process, or set of
creative skills and knowledge, which can
be applied to all sectors, adding value
to almost any business or organisation.
Success or failure of a new product or

IC tomorrow: BioBeats
BioBeats has expertise in music, computer science and medicine, and
develops technology powered by physiological data for applications in
healthcare. It managed to visualise and sonify brainwaves using a custombuilt headset and an iPhone, and progressed to capturing a persons
heartbeat using an iPhone alone in order to create experiential music. By
collecting cardiovascular data in this way, they realised that they were able
to gain insights into a range of health conditions. A successful submission
to our IC tomorrow programme has allowed them to work with University
College London and BUPA to begin development of a mobile and cloudbased service that offers both stress management solutions to patients and
clinical information to mental health care providers.
The opportunity to work with a leading academic medical centre and insurer
at this early stage of our development allows us to focus confidently on
healthcare and to demonstrate to our investors and ourselves that the road
to clinical validation and reimbursement might not be as long and dark as it
seems. Dr Kristin Shine, chief medical officer, BioBeats

Creative Industries Strategy | 2013-2016

10

OUR CREATIVE INDUSTRIES STRATEGY


As outlined in our corporate strategy,
Concept to Commercialisation:
A Strategy for Business Innovation33,
our goal is to accelerate economic
growth by stimulating and supporting
business-led innovation.
With limited resources, we need to prioritise
the greatest opportunities for technology
to improve the production, distribution and
consumption of creative content, products
and services, and thereby strengthen the
profitability and competitiveness of the UKs
creative sector.

We would expect to invest in excess


of 30m in support of the creative
industries strategy implementation.
Details about specific activities, support
and investment are available in our
annual Delivery Plan, published on
www.innovateuk.org Following
considerable development in the creative
industries over the last five years, we
highlight four areas of strategic importance
to the sector: convergence, transaction,
data, and cross-cutting themes.

Convergence

Making choices

In convergence we will:

Where we see opportunities we apply four


criteria to determine whether to support
and invest:

use our collaborative R&D, feasibility study


and IC tomorrow programmes to support
businesses addressing the challenges in
enabling content, narrative and experience
creation and production across different
media environments

is there a large (global) market


opportunity?
does the UK have the capability?
is the idea ready is the timing right?
can the Technology Strategy Board
make a difference?
We also view all of our activity through
the lens of sustainability, having worked
with Forum for the Future to develop a
sustainability framework to inform our work.
This has also led to the development of the
Horizons tool which companies can use to
develop sustainable plans to future-proof
their businesses.

Creative Industries Strategy | 2013-2016

invest in R&D to address the challenges of


consumers use of multiple devices, across
different networks, and in different contexts
work through the Creative Industries
Knowledge Transfer Network and the
Connected Digital Economy Catapult to
facilitate development of new products
and services which create value across
creative sectors by applying capabilities
from one sector to another
invest in the development of
technologies to increase different forms
of interoperability between networks,
applications platforms and devices.

Transaction

Data

In transaction we will:

In data we will:

use our collaborative R&D programmes


to support development of platforms
and technologies that facilitate
transactions for content creators,
content owners, distributors, licensees,
retailers and consumers

use our collaborative R&D programmes


to support the development of robust
data and metadata systems for
enriched, more applicable information
about content and its use

support new approaches to ascribing


value in digital assets in order to
develop new transaction platforms
and services
encourage innovation in user-interface
design to improve the overall experience
of acquiring, interacting with, licensing
and trading digital content
engage with technology companies
and rights owners to collaborate on
creating pre-market, future models for
digital exchanges.

support the development of tools


for analysing, interpreting and
presenting data that are accessible
and easy-to-use
invest, through the Catapults and other
programmes, in projects that integrate
and link different kinds of rich data
sets to provide creative innovators with
the capability to develop new ideas,
products and services.

11

Cross-cutting themes

In cross-sector innovation we will:

We have also identified four cross-cutting


themes that we will address across all our
programmes and activities.

encourage creative businesses to


transfer skills, expertise and tools they
have developed to other industrial and
economic sectors through the Creative
Industries KTN, IC tomorrow, the design
and digital healthcare special interest
groups, and other programmes.

In knowledge sharing we will:


continue to support the Creative
Industries KTN, _connect, and the
Catapults to promote networking,
collaboration and cross-disciplinary
links between businesses and individual
entrepreneurs in different creative
industries sectors and outside the
creative industries
work through _connect, special
interest groups, trade associations
and professional bodies to bridge
the cultural and commercial divisions
between artists, content creators,
producers, engineers, scientists
and technologists
collaborate with the Department for
Business, Innovation and Skills (BIS),
Department for Culture, Media and
Sport (DCMS), Creative Skillset, the
BFI, the Arts Council, Creative England,
Nesta, the Arts and Humanities
Research Council (AHRC) and the other
research councils and other agencies
to achieve integrated support for
innovation in the creative industries
contribute to the work of the Creative
Industries Council.

In design we will:
continue to encourage the use of
design earlier in the R&D process,
including through the Design Option
pilots and the Design Special Interest
Group, so that firms save time and
money, and have a better chance of
commercial success
build up a body of evidence and
success stories in collaboration with the
research councils and other bodies to
demonstrate the value of the early use
of design in the innovation process
support UK business innovation by
building a community of designers and
technology innovators to engage with
our design in innovation activities.
In sustainability we will:
work to promote our Horizons tool
and stimulate creative applications of
technology for sustainability in order to
enhance UK competitiveness.

Delivering through partnership


Innovation in the creative industries is
often driven by the impulse to create
new intellectual property (storytelling,
experiences, formats, and other content or
services), which drives the development of
new tools and technologies, which in turn
creates a requirement for new skills.
The Technology Strategy Board addresses
the all-important technology element of
this. We will continue to seek opportunities

for partnership with bodies supporting


other aspects of innovation including the
research councils, the BFI, Nesta, Creative
Skillset, Creative and Cultural Skills, the
Arts Council, Creative England, local
enterprise partnerships and others.
We will develop relationships with cultural
institutions, and other organisations in the
sector, to explore their role in fostering
content creation, skills development and
other activities subsequently relevant to
innovation in the commercial sector.

Creative Industries Strategy | 2013-2016

12
REFERENCES & SOURCES
Consultation
The development of this strategy has been
informed by a consultation process including
round tables and one-to-one consultation
with creative businesses and sector bodies
from January to March 2013. An online
survey was also circulated to Creative
Industries Knowledge Transfer Network
members to gain a wider industry view.

BIS (2012) UK trade performance across


markets and sectors www.bis.gov.uk
9

UKTI (2013) Boost for UK creative industries


[collated statistics] www.ukti.gov.uk
10

Nesta (2013) A Manifesto for the


Creative Economy www.nesta.org.uk
11

All data BIS (2012) UK trade performance


across markets and sectors www.bis.gov.uk
12

PwC (2012) Global Media Outlook


www.pwc.co.uk
13

UNCTAD (2010) Creative Economy Report


www.unctad.org

14

Technology Strategy Board (2009) Creative


Industries Technology Strategy 2009-2012
www.innovateuk.org

15

PwC (2012) refer to this as the


The Digital New Normal... a wider shift to a
collaborative ecosystem-based economy
www.pwc.co.uk

16

Booz & Company for Creative England and


Google (2013) The Digital Future of Creative
U.K: The Economic Impact of Digitization and
the Internet on the Creative Sector in the U.K.
and Europe www.creativeengland.co.uk

17

PwC (2012) Global Media Outlook


www.pwc.co.uk
5

UKTI (2013) Boost for UK creative industries


[collated statistics] www.ukti.gov.uk
6

Oxford Economics (2010) The Economic


Impact of the UK Film Industry
www.oxfordeconomics.com
7

http://www.prsformusic.com/
creators/news/research/Documents/
AddingUpTheUKMusicIndustry2010.pdf pg. 5
8

Nesta (2013) A Manifesto for the Creative


Economy www.nesta.org.uk
Communication Chambers for PACT (2011)
Creative UK: The Audiovisual Sector &
Economic Success www.pact.co.uk
See for instance, European Commission (2012)
Unlocking the potential of cultural and creative
industries ec.europa.eu or Demos (2011) Risky
Business www.demos.co.uk
Google executive chairman Eric Schmidt,
McTaggart Lecture 2011 http://www.youtube.
com watch?v=hSzEFsfc9Ao
PwC (2012) refer to this as the The Digital
New Normal... a wider shift to a collaborative
ecosystem-based economy.
18

Booz & Company for Creative England and


Google (2013) The Digital Future of Creative
U.K: The Economic Impact of Digitization and
the Internet on the Creative Sector in the U.K.
and Europe www.creativeengland.co.uk
19

BPI (2012) Digital Music Nation: The UKs


digital music landscape www.bpi.co.uk
20

Kantar Media for Nesta (2013) UK Demand for


Hyperlocal Media www.nesta.org.uk
21

22

Media Week (2012) FT digital subs overtake


print circulation (Online at: http://www.
mediaweek.co.uk/news/1143173/)

31

Data provided by Spotify (2013).


Available online at http://press.spotify.com/uk/
information/

32

23

For instance, Gartner (2012) Top 10 Strategic


Technology Trends for 2013 www.gartner.com
24

For instance, the McKinsey Global Institute


(2011, Big data: The next frontier for innovation,
competition, and productivity) argue that arts,
entertainment, and recreation sector is amongst
the hardest to capture the value in big data
within. Nesta (2013, Counting what counts)
argue: The current approach to the use of
data in the cultural sector is out-of-date and
inadequate. (p3). www.mckinsey.com
25

Adapted from McKinsey Global Institute


(2011) Big data: The next frontier for innovation,
competition, and productivity
www.mckinsey.com
26

Design Council (2005) Design Index: The


Impact of Design on Stock Market Performance
www.designcouncil.org.uk
BIS (2011) Innovation and Research Strategy
for Growth www.bis.gov.uk
Technology Strategy Board (2011) Concept
to Commercialisation. A strategy for business
innovation, 2011-2015 www.innovateuk.org
33

Images:
Thank you to our partners for the use images to
illustrate this strategy.
Page 2 (left) Usher Looking 4 Myself. Courtesy
of Samsung, Framestore. Page 2 (right)
Courtesy of Moving Picture Company. 2013
Warner Bros Entertainment Inc and Legendary
Pictures Funding. Page 4 (left) Courtesy of
Ncam Technologies and Nvizible. Page 7
Vicon Blade software. Courtesy of Vicon/The
Imaginarium. Page 9 Courtesy of Moving Picture
Company. 2013 Disney Enterprises Inc.

Work Foundation (2011) The Contribution of


Advertising to the UK Economy
www.theworkfoundation.com
27

Neil Lee & Emma Drever (2012) The creative


industries, Creative Occupations and Innovation
in London, in European Planning Studies.
Published online: 25 Sep 2012.

Technology Strategy Board

Kate Oakley for Nesta (2008) The art of


innovation: How fine arts graduates contribute to
innovation www.nesta.org.uk

North Star House


North Star Avenue
Swindon
SN2 1UE

28

29

European Commission (2012) Unlocking the


potential of cultural and creative industries
ec.europa.eu
30

Tel: 01793 442700


Email: support@innovateuk.org
www.innovateuk.org

The Technology Strategy Board is a business-led executive non-departmental public body, established by the Government. Its role is to promote and support research into, and development and exploitation of, technology and innovation for the benefit
of UK business, in order to increase economic growth and improve the quality of life. It is sponsored by the Department for Business, Innovation and Skills (BIS). T: 01793 442700 www.innovateuk.org

Creative Industries Strategy | 2013-2016

T13/067 September 2013

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