Sustainability 15 13687
Sustainability 15 13687
Sustainability 15 13687
Article
The Exploration of Skill Gaps and Ecosystem Potential among
Estonian Creatives
Merja Lina Bauters * , Darja Tokranova, Liyanachchi Mahesha Harshani De Silva and Juri Mets
School of Digital Technologies, Tallinn University, Narva mnt 29, 10120 Tallinn, Estonia; darjatok@tlu.ee (D.T.);
mahesha@tlu.ee (L.M.H.D.S.); jurimets@tlu.ee (J.M.)
* Correspondence: merja.bauters@tlu.ee; Tel.: +372-56896998
Abstract: Recent studies on Estonia’s creative economy show a growth in employment in the coun-
try’s creative sector and an overall increase in generated revenue. However, some areas need
improvements, such as the international export of talent and art, interdisciplinary collaboration, and
digital skills in strategy building and creating ecosystems. This study explores which skills and tools
Estonian creatives are using, lacking, and willing to obtain, and focuses on collaboration manners
and attitudes towards cross-sectoral ecosystems. The methodology is composed of a participatory
co-design approach with quantitative and qualitative data sources, including background research
on industry mapping and economic statistical indicators, semi-structured interviews with industry
professionals and stakeholders, and co-design workshops with local creatives. Data were collected
from recordings and transcribed, and the co-design workshop post-it notes were digitalised. The data
were analysed from the bottom-up and mapped top-down with the 21st-century skills and ecosystem
approach. Our current studies show that knowledge transfer and collaboration (across industry
sectors, NGOs, and academia) are critical in a small country with a small population, intertwined with
dynamic ecosystem building. Creative people upscale and continuously deepen their professional
skills (digital and non-digital) in a lifelong learning manner. The current study found that specialising
is hard since sustainable values, including those that promote degrowth, are involved.
the EU average (+2%). The creative economy performed well regarding technological
innovation, gender diversity, and the employment of young people. Due to the COVID-19
crisis, the industry experienced over a 30% loss in turnover.
Many workers have transferred to work outside the sector, which has resulted in skill
losses and has slowed the sector’s recovery [2,7]. Therefore, to regain its full economic po-
tential, the EU expects to introduce recovery efforts, revitalise this industry, and safeguard
its long-term growth [6]. COVID-19 highlighted the challenges of the CCIs that already
existed and are now being considered seriously. Recently, there has been an increased
number of studies investigating how the situation of the CCIs could be solved and sup-
ported, and how the CCIs understand and practice sustainability. Such studies include
the sustainable development of creative industries, for instance, in Iran [8], regarding
digital transformation and interpretive structural modelling. The most interesting findings
considering our study are the social capital, the sustainable development drivers, and the
digital entrepreneurial ecosystem. Other studies [9–11] are concerned with the future of
CCIs, how digitalisation affects them positively and negatively, and how sustainability
is considered. The study closest to our aims is the one conducted in eastern Taiwan [11],
which is qualitative and based on semi-structured interviews, while the other studies are
quantitative. The long-term study focused on small-scale cultural and creative business
proprietors in eastern Taiwan. The study found that a multidisciplinary business model for
CCIs should be designed.
Except for the Taiwan study [11], the other ones use statistics, providing similar
information to the national and international statistics agencies for analysis, or taking
another perspective on the statistics. The Taiwan study on CCIs provided the potential for
creatives to present their views, attitudes, and wishes. Pratt [12] describes a more conceptual
perspective on the unique role of CCIs in sustainability transformation. The study compares
sustainability and circular ecosystems to creative economy ecosystems. The novel aspect
of Pratt’s article is not only the instrumental values (e.g., the ones mentioned in the other
studies) but also the value of art and creative products in themselves. He rightly points out
the need for multiple value systems, providing illustrative examples of how the cultural
economy nurtures immaterial forms (skill, knowledge, and practice), which are often lost in
emphasising the material aspects of sustainability. It should be acknowledged that the new
hybrid of culture and the creative economy is a complex entity, requiring a reimagining
of the future ways of societies [13]. Sustainability can be approached from various angles:
the economical perspective considers how environmentally friendly the tools, practices,
processes, and materials used are and how circular the creative industries are, while the
impact perspective considers how creative industries increase awareness, answer questions,
and provide re-imaginative solutions, as well as how we would understand the concepts,
their meaning, their use, and how they direct our actions. Our study focuses on the practical
aspects of how the actors, from intermediaries to creatives, mention or discuss the values
of and hindrances to acquiring and using digital skills and learning.
The gap that our study contributes to closing is the need for qualitative research and
an understanding of how digital skills have been adopted and used, what kind of learning
needs, habits, and values the creatives have, and how they perceive collaboration and
the sharing of resources. To find out, based on the statistics, how well the support that is
provided meets the needs of creatives, our study aims to give the floor to these creatives
by focusing on 21st-century skills and creative ecosystems [5,10]. In our study, creatives
are given the chance to present their understanding of their work, learning, digital skills,
values, and needs.
According to a recent study and mapping of the Estonian cultural sector, the local
creatives lack interdisciplinary collaboration, have limited entrepreneurship skills and
competencies, and need more innovative approaches to processing tools and materials.
Project-based activities and financing, as well as a need for cross-sectoral co-operation,
are inhibiting the ability of the Estonian creative economy (CE) to expand to international
markets [14]. There is an increasing demand for cross-sectoral innovation in digital and
Sustainability 2023, 15, 13687 3 of 29
environmental knowledge in all social fields [4,15]. The transformation must acknowledge
21st-century skills and competencies to turn the change into successes and benefits for the
companies, society, and the environment.
Based on the previous studies and statistics, we wish to find answers at the national
level to the following research questions:
RQ1: What kind of needs, skills, and learning habits exist among creatives?
RQ2: How and why do creative practitioners see that they can share, collaborate, and learn
from one another and from other sectors?
The first research question aims to flesh out the statistics and surveys that have
already been executed and give a voice to the practitioners by asking the creatives directly,
and allowing them to work on the topics. The second research question aims to guide
all stakeholders on how such cross-sectoral ecosystems could be created, designed and
maintained, where knowledge is transferred and the members complement each other.
The study focuses on the Estonian creative economy, characterised by the country’s small
size but even more its scarce population (Estonia’s position geographically in Europe
is presented in Appendix B, Figure A1). Estonia being the case is interesting because it
provides a different perspective compared to other case studies from Lithuania [9], Iran [8],
Taiwan [11], Korea, and old European countries such as the United Kingdom and the
Netherlands [5,10], both of which are success stories. Especially Korea, the UK, and the
Netherlands are often referred to, as these have provided the scales from bottom-up to top-
down, as well as mixed approaches, to solve the issues of creative industries, for instance,
by using various models of ecosystems. Estonia, as mentioned, has a scarce population and
has successfully used the top-down approach in digitalising the country. Still, creatives use
a bottom-up approach, which is attempted to be controlled from the top-down.
the current push towards twin transition and the growth of a technology-rich society
demands individuals to learn the skill of adapting their usage of ICT. Therefore, we follow
Ref. [16] in adapting the core 21st-century digital skills: technical knowledge, information
processing, communication, collaboration, critical thinking, and problem-solving skills.
This framework suits the economic fields of building ecosystems well.
The concept of creative industries or economies is vague [15]. Cultural industries are
defined by the European Commission, and the DG Education and Culture Green Paper on
cultural and creative industries [24] (pp. 5–6), as the following. ‘Cultural industries’ are
those industries producing and distributing goods or services which, at the time they are
developed, are considered to have a specific attribute, use, or purpose which embodies or
conveys cultural expressions, irrespective of their commercial value. Besides the traditional
arts sectors (performing arts, visual arts, cultural heritage—including the public sector),
they include film, DVD and video, television and radio, video games, new media, music,
books, and the press. ‘Creative Industries’ are those industries which use culture as an
input and have a cultural dimension, although their outputs are mainly functional. They
include architecture and design, which integrate creative elements into wider processes, as
well as sub-sectors such as graphic design, fashion design, or advertising.
Nevertheless, country-specific economic structures differentiate how these definitions
are formed, interpreted, and used. CEs have distinctive features because their products
and services are increasingly built on the content, experience, and organisational structures
where project work and informal networks become crucial [19,25]. The ideas generated by
the CE and the innovative products and services that it offers are used across fields [13].
We agree with de Bernard et al. [15] and de Bernard and Comunian [26] in that the CE
includes the performing arts (e.g., visual arts/crafts, theatre, music, and literature) and the
more commercial fields (e.g., design, media, software, and publishing/advertising), and
all of these fields have creativity at their core, with the emphasis on not just using binaries
such as funded vs. non-funded, producers vs. audiences, public vs. private, and so forth.
Oksanen et al. [5] discuss creative industries from the perspective of creative economies
in their cross-sectoral ecosystem research. As the sectoral approach is no longer relevant,
the research has sifted the definition for promoting cross-sectoral collaboration. The cross-
sectoral view is presented clearly in the report [5]. The study exemplifies the differences
in different cultures in defining creative industries, creative and cultural industries, and
the creative economy. The defining issue prevails; even today, researchers keep discussing
the definitions [15,26]. From the report by Oksanen et al. [5], we can summarise the
similarities, which are the separation of art and cultural heritage from media, advertising,
and entertainment, leaving many differences in each country, such as some countries not
defining creative industries. At the same time, most countries define creative industries as
industries providing goods and services that convey cultural values or creative services
to industries whose origin lies in individual creativity. As a definition, the “goods and
services view” is dominating [5,27].
Despite the cultural difference in the definition of creative industries, the creative
economy, or creative and cultural industries, in 2010, the impact that the creative economy
could have on sustainable societies was acknowledged. The DG Education and Culture
Green Paper on cultural and creative industries [24], (p. 18) drafted a direction towards the
concept of creative economies as a system that can make a fundamental contribution to the
fight against global warming, and to the transition to a green economy and a new sustain-
able model of development. The cultural and creative economy has a unique capacity to
create green jobs, raise awareness, challenge social habits, and promote behavioural shifts
in societies, including our general attitude to nature.
The interaction between actors in an innovation-driven economy has been a theme
of policy documents over the past 19 years; thus, it is a trend that has been around for
a while. The concept of the creative economy includes all creative areas of the economy
(creative meaning the ability to create new things or new ideas); Ref. [13], Tamsyn (for an
in-depth discussion on the terminologies, see [15,28]). The variety of immaterial creative
Sustainability 2023, 15, 13687 5 of 29
competencies is wide. Thus, the creative economy sector includes non-creative jobs, and
creative work is also executed in non-creative sectors.
Figure 1. Oksanen
Oksanen et
et al.
al. [5]
[5],(p.
p. 11)
11 (earlier displayed in Ref.
Ref. [32]
[32],(p.
p. 20)),
20), detected
detected three ecosystem
types or elements interacting in the benchmarked countries (knowledge, innovation, and business
ecosystems).
ecosystems). Figure
Figure modified
modified by by the
the authors.
authors. Permission
Permission to
to publish
publish hashas been
been granted.
granted.
2.3. Creative Economy in Estonia and Building the Background Framework for Analysis
To date, the creative economy sector in Estonia has been charted four times at 4-year
intervals (Ref.
intervals [31]; [31]);
according to Ref.
according to [14], around
Ref. [14], 28,300
around employees
28,300 employees worked
worked in the creative
in the crea-
industries
tive industriessector in Estonia
sector in Estoniain 2019,
in 2019,which
which made
made upup4.2%
4.2%ofofall allemployed
employed persons
persons in in
Estonia. The most significant number of employees worked in
Estonia. The most significant number of employees worked in publishing; the second big- publishing; the second
biggest
gest fieldfield
waswasmusic,music, and architecture
and architecture was thewasthird.
the third.
The salesTherevenue
sales revenue
of creativeof creative
compa-
companies and institutions receiving state subsidies was EUR 1.86
nies and institutions receiving state subsidies was EUR 1.86 billion in 2019. It made billion in 2019. It made up
up 2.6%
2.6% of sales
of the the sales revenue
revenue of Estonian
of Estonian companies.
companies. Oftotal
Of the the revenue
total revenue
of theof the creative
creative econ-
economy,
omy, 14%14% came came as grants;
as grants; thethe most
most important
important sponsorsofofthe
sponsors thecreative
creativesector
sector were
were thethe
Ministry of
Ministry of Culture,
Culture,the theEstonian
EstonianCultural
Cultural Capital
Capitalandand
the the
Entrepreneurship
Entrepreneurship Development
Develop-
Foundation, and the Ministry of Education and Research, in the
ment Foundation, and the Ministry of Education and Research, in the case of libraries case of libraries [14]. [14].
Estonia has its peculiarities. For instance, in the nationwide Estonian
Estonia has its peculiarities. For instance, in the nationwide Estonian statistical statistical centre,
cen-
crafts and self-employed artists should be adequately categorised in the
tre, crafts and self-employed artists should be adequately categorised in the statistics (Es- statistics (Estonian
Statistics (Estonian statistics: https://andmed.stat.ee/en/stat), accessed on 23 August
tonian Statistics (Estonian statistics: https://andmed.stat.ee/en/stat), accessed on 23 August
2023). It makes following and using indicators more difficult than in some other countries.
2023). It makes following and using indicators more difficult than in some other countries.
Nevertheless, Estonia has associations supporting the CEs in Tartu and Tallinn. The Tartu
Nevertheless, Estonia has associations supporting the CEs in Tartu and Tallinn. The Tartu
Centre for Creative Industries provides clubs, training, and incubation. The Loome Eesti
Centre for Creative Industries provides clubs, training, and incubation. The Loome Eesti
Centre in Tallinn also collaborates with other sectors, such as the Creative Entrepreneurship
Centre in Tallinn also collaborates with other sectors, such as the Creative Entrepreneur-
Academy (CEA), providing training sessions focusing on the relationship between the
ship Academy (CEA), providing training sessions focusing on the relationship between
creative economy and other sectors. The CEA provides theoretical knowledge and hands-
the creative economy and other sectors. The CEA provides theoretical knowledge and
on experiences (conferences, TeamLab, and an accelerator), networking events, and study
hands-on experiences (conferences, TeamLab, and an accelerator), networking events, and
trips. In addition, Estonia has over 20 development and creative centres.
study trips. In addition, Estonia has over 20 development and creative centres.
Josing et al. [14] found that digital solutions were increasingly used in the creative
Josing et al. [14] found that digital solutions were increasingly used in the creative
economy, and the different fields were more intertwined in their work. The value creation
economy, and the different
chains of different fields
fields have were more
different intertwined
lengths, in their work.
and digitalisation hasThe value creation
transformed the
chainschains—the
value of differentconsumer
fields have differentfaster
is reached lengths,
andandmoredigitalisation has transformed
flexibly (e-shops, music and film the
value chains—the consumer is reached faster and more flexibly (e-shops,
sales platforms). The sector has become increasingly global and interdisciplinary, so it is music and film
sales
more platforms). The sector
and more difficult has become
to define specificincreasingly
areas and the global and interdisciplinary,
sectoral affiliation of companies.so it is
more and more difficult to define specific areas and the sectoral affiliation
Still, a specific “minimum capacity” is needed to find and fulfil foreign orders. Given the of companies.
Still,
smallasizespecific “minimum
of Estonian capacity”such
companies, is needed to find
a capacity canand
onlyfulfil
be foreign
achieved orders. Givenand
by joining the
small size of Estonian
co-operating companies,
with companies. such a capacityawareness
Entrepreneurial can only behas achieved
grown,by joining models
business and co-
operating with companies. Entrepreneurial awareness has grown,
have become organised, and the entire creative sector has thus become more structured. business models have
become organised, and the entire creative sector has thus become
Reporting to the business register has improved, resulting in better data in the Estonian more structured. Re-
porting to the business register has improved, resulting in better data
statistics centre (especially for non-profit organisations). A better recognition of the countryin the Estonian sta-
tistics centre helps
in the world (especially
exportfor non-profit
Estonian organisations).
products and services,A better
whererecognition
culture can of be the country
an essential
Sustainability 2023, 15, 13687 7 of 29
first introduction to the country [14]. The first research question aims to bring more
depth into the digital, transversal, or, in other words, 21st-century skills of Estonian
creative practitioners.
The worrisome fact is that the research on how ecosystems should be supported
is scarce in the Estonian context. We found that only the Loome Eesti CEA in Estonia
provided training and scaffolding in ecosystem building. Regarding Estonian digital
ecosystems, there are examples of top-down ecosystems but not cross-sectoral ecosystems
promoting collaboration between enterprises. The ecosystem concept and the level of
digital penetration into governmental aspects in Estonia are known worldwide (Estonian
Digital Ecosystem (Estonian Digital Ecosystem; accessed from https://e-estonia.com/
estonias-digital-ecosystem-is-creating-a-seamless-society/), accessed on 23 August 2023).
The second example of using the term ecosystem as a description of established support
systems is in start-up culture (Estonian Start-up Ecosystem (Estonian Start-up Ecosystem,
accessed from https://therecursive.com/lessons-from-the-estonian-startup-ecosystem/),
accessed on 23 August 2023). The second research question aims to determine how ready the
Estonian creative sector is to collaborate with other sectors to build a bottom-up ecosystem.
Continuous or lifelong learning is essential for the research on 21st-century competen-
cies and ecosystems because of the push toward a green economy, and the rapid technolog-
ical changes in which complex knowledge and new skills are created and learned [15,33].
Two essential skills are the critical thinking and creative skills. Critical thinking skills com-
prise carefully considering various arguments, generating sound inferences from online
information and communication sources, and detecting false arguments [30]. Creative
skills provide a means to use divergent and convergent thinking [34,35], and enable the
designing of an awareness of and potential for societal changes [25]. Competence and skill
learning require continuous learning, e.g., through formal learning such as workshops and
conference attendance, and through informal learning at one’s daily work. Informal learn-
ing is based on self-directed learning activities or takes place in communities of practice.
These communities involve building relationships and practice-based interactions between
individuals with similar interests, and peer-to-peer learning is a crucial aspect of acquiring
digital skills [36].
Van Laar et al. [17–19] found that the levels of digital information, communication, and
problem-solving skills remained worrisome among CE workers. Furthermore, resilience
towards changing technology is crucial for being digitally skilled. Most companies studied
did not have a skill development policy around 21st-century digital competencies and
did not connect ICT skills with transversal skills [17–19]. Managers and experts have a
misconception that the young generation are automatically digitally literate. Using software
packages does not mean that users know technology. For instance, ethical or societal use
stresses that the current technological deterministic viewpoint of skills does not support
considering the diversity and ethical aspects. Organisations benefit from being able to
describe explicitly the expected competencies and skills in each job function. Haukka [37]
states that most participants do not conduct performance evaluations because they do
not know how to evaluate 21st-century skills. Van Laar et al. [16] found that information
management, communication, collaboration, and problem-solving skills are acknowledged
as needed skills integrated with ICT skills, but managers could not mention how the needed
skills should be integrated with the ICT skills. We concluded from the previous studies
that it is pivotal to connect the 21st-century skills of technical knowledge, information
processing, communication, collaboration, critical thinking, and problem-solving skills to
the needs of ecosystems. Thus, our background framework combines these skills and the
needs of ecosystems (see Figure 2).
Sustainability 2023, 15,
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28
Figure 2.
Figure 2. The
The figure
figure presents
presents the
the combination
combination of
of 21st-century
21st-century skills
skills and
and the
the cross-sectoral
cross-sectoral parts
parts of
of
the ecosystem. We added the existing players into the system, as the existing players provide vital
the ecosystem. We added the existing players into the system, as the existing players provide vital
knowledge for mapping the overall context of players.
knowledge for mapping the overall context of players.
of the creative economy, and to see if there were differences amongst practitioners in the
field (see Section 5).
We chose semi-structured interviews as they offer the possibility to learn about topics
and ideas unknown to the interviewers; in other words, such interviews are explorative,
allowing new ideas to be brought up based on what each interviewee said [38]. We designed
the semi-structured interviews around the topics we learned about from the background
research. Namely, we used the Digital Economy and Society Index (DESI) as well as the
Eurostat Data Browser [39] skills and competencies to determine Estonia’s general digital
competency state. The number expresses the position of Estonia on the scale of all European
countries (the scale varies depending on the indicator).
• Take up of Internet services (2021):
• looking for information about goods and services online (≥78.06 to 85.53 of 39 countries);
• using online banking (≥72.52 to 81.84 of 39 countries);
• participating in social networks (≥64.93 to 69.29 of 39 countries);
• doing an online course (in any subject) (≥19.83 to 32.35 of 39 countries);
• looking online for information about education, training, or course offers (≥78.06
to 83.53 of 39 countries).
• Internet Usage and Digital Skills (2020–2021):
• Individuals—use of cloud services (≥34.06 to 43.88);
• Evaluating data, information, and digital content (2021 onwards, ≥54.71 to 62.42);
• Individuals’ level of computer skills (2021 onwards, ≥5.63 to 7.38);
• Individuals’ level of digital skills (from 2021 onwards, ≥54.71 to 62.42);
• Internet purchases made by individuals (until 2019, 55.02 to 66.35);
• Websites and functionalities by size class of enterprise (≥75.8 to 82.83);
• Obstacles for web sales by NACE Rev.2 activity (≥0.3 to 1.03);
• Artificial intelligence by size class of enterprise (≥2.73 to 3.57).
The DESI and Eurostat investigation can be summarised as Estonia being in the middle
or just below the middle of the European countries. The exceptions are that in Estonia,
enterprises seem to have few obstacles in using digital services for their businesses, and the
enterprises are slow in adopting artificial intelligence into their businesses. Therefore, based
on surveys and statistics, it is not easy to design refined guidelines for training within the
lifelong learning of the Estonian EC digital transformation, because the needs are specific
and detailed; the main skills have been acquired already. The viewing of the statistics
underscores the need to focus on the practitioners in the field to find their accurate needs.
Based on the need to focus on the practitioners in the field, we drafted a semi-structured
interview structure. The topics were the following: (a) what the general view of the creative
industry/economy in Estonia was, (b) what skills and knowledge were missing, (c) what
was done about it, (d) who acted in supporting the creatives, and (e) what kind of attitudes
the creatives had for collaboration.
The recruitment strategy was based on networks we knew. We gathered a list of
31 names. We screened and contacted potential interviewees by using their LinkedIn
profiles, NGOs, and other social media websites. We reached around 20 persons, of whom
7 took part in the interviews. In two interviews, we had two people (a working pair).
We conducted five interviews: two with creative support centres, one with a creative ICT
centre, and two with practising professionals. One interviewee was male, and six were
female. The interviews were in English after a long discussion with the research team.
We selected English because most of the research team members do not know Russian or
Estonian, but we knew the interviewees were fluent in English. The interviews lasted for
one hour and were carried out and recorded via the Zoom virtual environment due to the
pandemic; the recordings were saved to a computer and moved to an external hard drive.
After that, the interviews were transcribed and anonymised for further analysis by using
the Atlas.ti software (Version 22.2.2). Consent forms were signed (according to the Ethics
Committee of Tallinn University).
Sustainability 2023, 15, x FOR PEER REVIEW 10 of 28
Sustainability 2023, 15, 13687 the Atlas.ti software (Version 22.2.2). Consent forms were signed (according to the 10
Ethics
of 29
Committee of Tallinn University).
Figure 3.
Figure 3. Examples
Examples of
of inspiration
inspiration cards
cards and
and cards
cards for
for provoking
provoking thoughts
thoughts(all
(allcards
cardsprovided
providedupon
upon request).
request).
lacked or wanted to obtain. We asked the participants to reflect on any skill that helped
them during their artistic work, even if it was seemingly unrelated to art;
• Learning manner refers to the ways they learned and where they learned, as well as
what supported and what hindered their learning;
• Collaboration and ecosystems refers to how and where they preferred to collaborate,
and what ecosystem meant for them.
Once filled, the co-design canvases served as the basis for reflective practices where
the participants could elaborate on their contributions. After the co-design workshops, the
canvases were carefully preserved and stored for further analysis.
We used our networks and the extended network provided by the interviewees from
the semi-structured interviews. The sample of Estonian creatives comprised 16 people (five
men and eleven women) divided into groups of 4–6 participants who were invited to three
workshops. The creatives represented the creative sub-areas of fine arts (3), photography
(2), podcasting (2), illustration (2), gaming and concept art (2), music composition and
production (1), Indy art (1), merchandise design (1), ceramics (1), and graphic design (1).
The participants were selected based on their self-identification with their artistic practices:
they all perceived their creative activities as their main income source or a primary part of
their professional life (not a hobby).
All workshops took place face-to-face. The participants were invited a few weeks
in advance, with a reminder sent one day before the workshop. Consent forms were
signed and gathered on site (according to the Ethics Committee of Tallinn University). The
co-design workshops were recorded and transcribed. The recordings and transcriptions
were stored in an external hard drive and kept in a closed locker at Tallinn University, just
like the semi-structured interview transcriptions and recordings. We anonymised the data
for the analysis in Atlas.ti (Version 22.2.2).
Section 4.2., Post-It Note Data from the Co-Design Workshops; and Section 4.3., Data from
the Co-design Workshop Discussions. After this, we will analyse and discuss all in Section 5,
Analysis and Discussion. The datasets are discussed using the framework of 21st-century
skills and the cross-sectoral ecosystem themes in Figure 2. The ecosystem elements are
knowledge (including 21st-century skills, digital skills, learning, and reflection/critical
thinking), business (including communication, funding, business, and artistic strategies)
and innovation (including creativity and problem-solving).
4. Results
4.1. Semi-Structured Interview Data
The semi-structured interview data provided themes discussing business strategies,
business (in general), attitudes, learning, collaboration, creative and artistic events, dif-
ficulties, digital skills, ecosystems, Estonian peculiarities, existing players, funding and
associations, and projects. Table 1 presents the units found in each interview. The coding of
the interviews in Section 5, Analysis and Discussion, follows the logic of the interviews and
is coded as semi-structured interview participant (SP). The number indicates which inter-
view is in question, and the number in brackets indicates the unit of analysis (quotation).
Table 1. The table lists the themes that emerged from the data. There were 13 categories in total. The
interview is marked as SP, and the number tells the order 1–4. The numbers in the brackets after the
SP1–4 indicate the number of quotations (units), and the numbers within the table in brackets are the
percentages (%) (access to Atlas.ti or the spreadsheet from Atlas.ti can be provided upon request).
SP1 (96) SP2 (23) SP3 (21) SP4 (36) SP5 (24) Total
Attitude 4 (100) 4, 100%
Business 15 (45.45) 7 (21.21) 10 (30.30) 1 (3.03) 33, 100%
Business
4 (36.36) 2 (18.18) 2 (18.18) 3 (27.27) 11, 100%
strategies
Collaboration 16 (72.73) 1 (4.55) 3 (13.64) 2 (9.09) 22, 100%
Creative,
artistic 8 (80.00) 2 (20.00) 10, 100%
events
Difficulties 6 (75.00) 2 (25.00) 8, 100%
Digital skills 1 (8.33) 7 (58.33) 4 (33.33) 12, 100%
Ecosystems 2 (22.22) 1 (11.11) 4 (44.44) 2 (22.22) 9, 100%
Estonian
2 (33.33) 2 (33.33) 2 (33.33) 6, 100%
peculiarities
Existing
29 (58.00) 6 (12.00) 6 (12.00) 9 (18.00) 50, 100%
players
Funding,
3 (100) 3, 100%
associations
Learning 12 (54.55) 2 (9.09) 3 (13.64) 5 (22.73) 22, 100%
Project 9 (75.00) 1 (8.33) 2 (16.67) 12, 100%
Total 98 (48.51) 21 (10.40) 20 (9.90) 38 (18.81) 25 (12.38) 202, 100%
The threshold for taking a theme into discussion was that there were more than 11 units
(mentions). We exempted the “Estonian peculiarities” and included them in the analysis
because they brought insight to the current practices. We also left out the Project category
as these were outside the current research scope, because the projects mentioned were
mainly research projects and not directly related to the CE. The discussions on business and
business strategies were emphasised in the data (33 and 11 units); to enhance businesses
and their digital skills are also among the aims of the Estonian Business and Innovation
Agency (EAS). The aims of EAS also follow the Environmental, Social, and corporate
Governance (ESG)’s goals for increasing export [44] (see Table 1). It is notable that during
Sustainability 2023, 15, 13687 13 of 29
the data collection (2021), aspects of sustainability were not in included in the Estonian
Business and Innovation Agency’s strategy. Collaboration, or rather the difficulties of
collaboration, were also discussed (22 units). Digital skills came up in manifold ways (but
had only 12 units). Digital skills are being pushed forward by the strategies of Estonia [27]
and the Organisation for Economic Co-operation and Development (OECD) [45]. Learning
appeared considerably, which is surprising as it is not explicitly mentioned in any strategies.
Mentions of learning—the difficulties, examples, and successes—appeared in 22 units. The
description of the existing players enhanced the view of the Estonian creative economy.
The existing players (intermediaries) ranged from creative companies and platforms
(creative agencies were mentioned in 7 instances, and platforms were mentioned once),
museums (museums, galleries, and festivals were mentioned in 13 instances), funding
(funding agencies, incubators, and ministries were mentioned in 12 instances), and learning
institutions (2 instances) to towns (2 instances). Considering the size of Estonia and its
population, it is fair to say that culture plays an essential part in its society. Notably, no one
mentioned any ecosystems.
Table 2. The table presents the coding in Atlas.ti. regarding the themes that the researchers grouped
together. Most quotations (units) fell under the themes of what the participants wanted to learn (30),
how the participants learned (27), and social media (15).
The skills that were lacking were in marketing and communication, as well as in building,
maintaining, and changing artistic and business strategies (see Appendix A, Tables A2 and A3).
“Like to have marketing, AD, [. . .] Communication: [. . .] Time management, it stops me
most, extra hours, and, i.e., management skills, not good at time management, [. . .] I am
not using it well, not learning as much as I want,—Prioritising is part of it [. . .] Would
be nice, someone else selling, so much better passionate about selling thing, but they keep
saying that one should do Itself ”.
WS1(5)
“I need marketing skills, project management—time management—someone taking off
my social media count, write something about what this artist is about”.
WS2(8)
“Marketing—we all do have the need” [. . .] “What post, when I feel, I post, when not feel
to, I do not, so no strategy”.
WS1(13)
The experts on the CE mentioned that the learning methods provided for creatives
include two-year programs, workshops, and mentoring, and that these methods aim for
strategy training:
“two-year programme, where the company gets a consultant. And throughout this period,
they can take part in different training courses. We have 45 mentors who are experts in
their specific field [. . .] to understand marketing and kind of the technical side behind that.
[. . .] like using Google Analytics and the coding part of it and how you can enhance your
appearance online by actually implementing some behind-the-scenes programming. [. . .]
Photoshop and Illustrator, and those skills to edit photos are always something they’re
keen on learning more about.” [. . .] Their stock and management of their materials also is
something that most of them are doing on paper, and you know, it’s loose in their head;
I guess they could use software for that, that would definitely make it more efficient for
them”.
SP5(9)
“We should focus, we should have this strategy, we should move forward with this one
and leave others behind, and then these kinds of strategies are really difficult to integrate
into the companies because of the lack of resources”.
SP1(10)
However, it is worth mentioning the training costs. The participants mentioned learn-
ing in various forms, such as self-directed learning, learning from peers, and learning by
doing or imitating. Learning occurs everywhere, at home, online, in school, in workshops,
and while practising the profession (see Appendix A, Tables A3 and A4).
“school”—WS2(7); “Study groups, courses, [. . .] Workshops”—WS1(8); “Manage full-
time smaller workshops, time managing better, own time, not dependent on the other
private workshop.”—WS1(9); “Outdoors as well, breakfast brunch, informal setting,
VR—learning through VR”.
WS3(10)
“Alone learning mostly (the diver), an artist sees things tuned [. . .] self-directed learning
[. . .] Through experimentation, analysing others’ work, getting to the end result, [. . .]
experiments, experiences [. . .] learning from other artists, from experience, like by doing—
learn again, start over again, backup files, from mistakes I learn to do it right [. . .]
Investigate it about, trying to build it and then try and then again, like a process, you
know that you need to do this thing, research approach to investigate [. . .] Meeting new
people, listening to their experiences, they can tell me, I do not have to make the same
mistake”.
WS1(11)
Sustainability 2023, 15, 13687 16 of 29
The ability to acknowledge one’s weak and strong points and to understand how, where,
and in which way one learns the best shows that the participants reflected considerably on their
practices. All participants mentioned learning from mistakes when reflecting on their practices
or analysing others. An interesting point is the need for curiosity (see Appendix A, Table A3). It
is well known to support learning, but coming intuitively as a skill that the participants had,
or wanted to enhance, indicated well-practised self-reflection [46]. The learning skills were
well-mastered (transversal skills), and the participants knew their knowledge gaps and needs
in the creative economy. However, the top-down accelerators, training centres, and incubators
might have to respect the voices from the field more, since the above quotations demonstrate a
mismatch between learning habits and the support provided for learning.
The co-design workshop participants felt that marketing, communication, and strategy
creation should be something to delegate. Some had already tried, but it had not worked.
The discourse in the literature, which some interviewees also raised, is that funding and
training are directed towards teaching managerial and entrepreneurial skills to creative
economy people. Based on the current study, training and funding should be directed
towards supporting professional growth and hiring specialists for marketing and strategy
building.
(B) Innovation—(a) creativity and (b) problem solving.
The interviewees did not specifically talk about creativity; it was taken more or less for
granted, nor was problem solving discussed intensely. However, the participants mentioned
creative thinking, intuition, curiosity, and creative writing (Appendix A, Tables A2 and A4).
“Skills of creative thinking, creative things in our brain see some things other people do not see
and small things in everyday life, those small things are beautiful to mean a lot” —WS1(3); “creative
development”—WS3(4). Various examples of making mistakes, trial and error, systematising
thinking, stubbornly pushing forward, being lazy, and recognising what others do not (e.g.,
WS1(11), above) were demonstrated. Thus, they discussed the creative and problem-solving
processes. Both of these processes included reflection in a myriad of forms.
Adopting the core 21st-century digital skills—technical knowledge, information pro-
cessing, communication, collaboration, critical thinking, and problem-solving skills [16]—is
well-achieved and acknowledged by the interviewees and the participants. However, there
is a visible gap in the interviewees’ understanding of the wide variety of creative people’s
forms of learning. We gathered from the above (A) and (B) framework directions that
the creatives preferred self-directed learning or learning with peers and were also highly
reflective, mastering critical and creative thinking [34].
(C) Business—Ecosystems—(a) communication and collaboration, (b) funding, and
(c) business and artistic strategies.
From the experts on the CE, it is worth mentioning the statements emphasising the
differences between the formal learning context and the real-life creating of a business:
“It’s totally two different worlds. In the university, they are like; we have this boutique
university. This is also like a good thing but a bad thing as well. Because they have a lot
of teachers per one or two students, so they’re well guided, they’re protected [. . .] they
have really good mentors, and they are taking them as their children. So, you know that
creative people are a little bit maybe sensitive, but on the outside, they face the real world.
[. . .] and they don’t push you to work together with the teams [. . .] This is my personal
opinion, why the companies are small and don’t have competitive advantages, because of
their smallness, they don’t have resources, they don’t have resources for selling. [. . .] Yes,
we are not cooperating a lot. And we are afraid or don’t trust each other”.
SP1(1)
Being small and not having resources was also expressed by SP5(2). “A lot of businesses
in the creative industry, they’re really [. . .] the money Is [. . .] it’s very limited. So, every expense
is counted for [. . .] It can sometimes be two people” working in a team, staying small in size, and
having limited resources.”
Sustainability 2023, 15, 13687 17 of 29
Estonia, as a tiny country in size and population, “lacks niche markets”—SP1(3); “And
you are not an expert on one field, you are a little bit expert on every field.”—SP2(4). Being
unprepared for the CE may contribute to the reluctance for collaboration. Two other
reasons that were also provided were the unsuccessful funding for export, and the reduced
willingness for future collaboration and applying for funding:
“Companies who applied for money to try to develop the export field failed, and the
Agency (name changed) asked for their money back, and then they went bankrupt. I think
companies are afraid to take this path because of the examples, and they see how difficult
it is to be successful outside of Estonia”.
SP1(6)
Large companies are dominating the field and attempting to merge the smaller ones
into them, which does not accord with the creative people’s values of freedom, respect,
acceptance, and reliability (see Appendix A, Table A6).
“It’s, unfortunately, the big software companies still getting along with each other and as
architects and other players are using a different tool if they are not from the one source
company”.
SP2(7)
The peculiarities of Estonia explained some of the problems that the co-design work-
shop participants mentioned in their need to improve communication, marketing, and
artistic and business strategies (e.g., Appendix A, Table A3). Nevertheless, it is not in a
form that was suggested in the literature, and was partially suggested by the experts on the
CE as courses and two-year programmes. Instead, there should be shared, self-regulated
learning in different forms, elevated from the bottom-up. Collaboration, on the other hand,
was seen to work more or less well:
“Interdisciplinary it is done, but it is just invisible; it used to be less than now. I wish there
could be more; everything can be collaborative with Artists, stage design, costumes, etc.,
out of the field are programmers. [. . .] How do you collaborate, clients—communication
does not work any other way than having mutual respect; they have to understand each
other, and you need common ground; otherwise, it is not going to work out if there is a
foundation, you can throw the ball back and forth, and that provides good outcomes and
collaboration to the end. Friendship can even be built through collaboration, face-to-face
to meetings”.
WS2(17)
In addition, the participants discussed the diverse needs for collaboration. The partici-
pants mentioned that respect, shared values, and expertise are essential for collaboration
and ecosystems. It is worth mentioning that these values support diversity and the sharing
of resources; we could say that these imply sustainable values. “Universal income, trans-
parent teams would help with the gender gap, teams with a different team (diverse) backgrounds
such as education; business is better with diverse—natural successful diversity, psychological help
for companies. [. . .] Common values, or base, reliability, you can rely on these people, reduce costs
between these people, a crucial point for the ecosystem to be successful and stable” [. . .] “One
recommends another—do me a favour, e.g., I do not have to do the marketing.”—WS3(20).
The co-design workshop participants had an extensive list of professionals with whom col-
laboration could occur, such as dentists, assistants, psychologists, people with vans, salespeople,
copywriters, barristers, IT specialists, web page designers, and metal workers, as well as people
in the transport, carpentry, and printing industries:
“Investor s– money people, that is where to collaborate with other sectors. Mathematicians,
builders or art festival artists together program the theme where others can be combined. I
wish there would be more of it; it is not done as much as it could be” [. . .] sales persons,
assistants [. . .] Transport people with vans, salespeople, copywriters, someone who knows the
law, someone dealing with the webpages and all that IT”.
Sustainability 2023, 15, 13687 18 of 29
WS1(19)
The participants also pondered the need for ecosystems. The pondering on ecosystems
directed the discussion toward social media and the difficulties of understanding and using
the algorithms so that they could be exploited effectively for artistic purposes, inspiration,
and gaining followers:
“If you post once or twice a year, no one knows.” [. . .] “Really hard to stand out and gain
followers” [. . .] “Instagram and FB page, Tumblr home page, I do not have a strategy
either, it does not work, most of the sales are from Instagram”.
WS1(14)
“I do not like that social media does the filtering for us; I should be doing the filtering
[. . .] I do not like TikTok; too many ads and I am too sceptical [. . .] Instagram is about
videos and reels; you cannot find anything you want to see, and people pay for their posts
to show, and the ones you used to follow disappear, so it . . . Tik Tok, problematic, fast
action, fast earning”.
WS1(15)
The participants would like to have modifiable algorithms for the potential ecosystem
platform; for instance, filtering can be carried out by oneself, choosing one’s channels and
creating algorithms on one’s own.
“I do not like that social media does the filtering for us [. . .] Algorithms—create your
own. Switch between algorithms. What I do not like about Instagram is that it only
shows you the images of the people you visit frequently, so it does not show those who
post rarely but are very good posts”.
WS1(21)
In addition, the participants required guidance on NFT and GDPR use. “GDPR, IT
talking, I would ask my IT friends”—WS1(16). Support was also requested for “green BFT” or
how to detect greenwash.
The ecosystem should be built on shared values, universal income, transparency,
diversity, and reliability for sharing experiences and trading (WS3(20)). The setting up of
an ecosystem needs scaffolds for long-term funding, novel algorithms respecting the values
of the ecosystem members, and heterogenous forms of learning and collaborating.
The values that the participants mentioned differ from the current aims for growth;
the values presented by the workshop participants come closer to degrowth values and are
related to sustainability, which the participants wished for [12,15,26]. The values mentioned
were the following (Appendix A, Table A6): simplicity, connecting with nature, a sense
of belonging, open-mindedness, safety, diversity, and acceptance. Ecosystems should be
grounded on mutual benefits, reliability, cost reduction, flexibility, creativity, and freedom.
What skills and tools the workshop participants would want to learn included marketing
and self-promotion (9); craft skills (8); photography/video editing and production (8);
speaking, communication, and languages (6); self-regulation and mindfulness (6); digital
art tools, Adobe suite, and Procreate (5); business and project management (5); fashion
and sewing (5); creative writing (4); 3D skills and sculpture (4); time management and
effectiveness (3); audio, music, and singing skills (4); drawing and painting (3); information
and data processing (2); being curious (2). In total, 89 skills were mentioned.
It took much work for the participants to separate skills and tools. Thus, some overlap
is visible. The list is focused on the entrepreneurial skills that are pushed by accelerators
and training centres. As discussed above, within the ecosystem theme, learning marketing
and business strategies takes much time away from the actual work—an assistant would
be better. Van Laar et al. [17] found that managers could not mention how skills should be
learned; however, in our study, the practitioners knew how and where they learned.
Learning habits are diverse. The following methods were listed: through practice and
experience (7); through networks, or from friendly masters/older professionals or teachers
(6); with colleagues (3); from watching videos (3); through creativity (3); and through trial
and error (3). The topic had 30 comments in total.
Where participants learn provided the following list: social media such as Instagram, or
courses, workshops, and master classes (4); and separately also mentioned YouTube, and
blogs (e.g., tutorials from Google) (7); work environment/colleagues (3); in transit/during
travels (3); from university (3); online courses (2); at home (3); in nature, in public, or
everywhere (3). In total, there were 37 post-its for this topic.
Compared to the experts on the CE that offered mentoring, courses, programmes, and
workshops, the creatives described multitudinous possibilities for learning.
RQ2: How and why do creative practitioners see that they can share, collaborate,
and learn from one another and from other sectors?
Collaboration and sharing resources, knowledge, and skills are discernible in the
participants’ learning habits and places. The following indicates how the creatives prefer to
practise knowledge transfer: through networks, or from friendly masters/older profession-
als and teachers (6); with colleagues (3); through courses, workshops, and master classes (4);
from communication with other artists, through exhibitions by analysing works, from work
colleagues, or hanging with peers (mentioned one time). The list presents many informal
ways of creating knowledge together. In the discussion, the following was mentioned:
“common values, common vision, ethics for collaborations, some kind of level of expertise, work with
people better than you otherwise how can you grow, you can also teach your knowledge then you also
grow yourself.”—WS3(18). It relates to diversity, open-mindedness, better communication
between people, and helping people live their own lives. There were wishes from the
creatives that the facilitators of the workshops would “create this kind of support club for us to
talk together”—WS3(22).
The other issues that were discussed were trading and providing favours for each
other. As discussed above, the list of professions with whom trading and sharing is possible
is endless. The participants also felt that artistic and creative people could collaborate
with everybody else (WS1(19)). The aspects that can make collaboration and ecosystems
sustainable are shared values, a common vision, ethics for collaborations, and a level
of expertise (WS3(18)). In recent studies, a shared vision is critical to keep ecosystems
growing [47]. However, WS2(17) also mentioned the need for common ground and mutual
respect. The participants’ values back up their visions of collaboration and ecosystems.
These are, for instance, community, a common vision, more use of social artwork, safety to
make the audience more mindful and liberal, acceptance, flexibility, creativity, and freedom.
It has commonalities with the conceptual discussion of Pratt [12] on the similarities between
the circular economy and creative ecosystems.
It is a promising direction for the future of ecosystems. However, the existing players
need to acknowledge the creatives’ needs more in Estonia. From the existing players
(intermediaries), those who should be offering some funding, training, and support for
Sustainability 2023, 15, 13687 20 of 29
cross-sectoral ecosystems that are worth mentioning are museums, galleries, festivals (13),
funding agencies, incubators, ministries (12), educational institutions (2), and towns (2).
Oksanen et al. [5] stress the importance of non-sequential processes, which can emerge
and transform into several emerging and existing business ecosystems. It means that an
acknowledged bottom-up approach is needed that would be more robust than the one
currently visible in Estonia. In addition, dependency relationships lead to feedback loops
of causality and enable self-organisation where a shared vision is crucial. The support
should be continuing and the funding should be long-term. These needs align with the
imaginative basis of ecosystems of the participatory co-design workshop participants, for
instance, universal income, transparency, reliability, shared values, and common ground.
continuing and the funding should be long-term. These needs align with the imaginative
basis of ecosystems of the participants of the participatory co-design workshop, for instance,
universal income, transparency, reliability, shared values, and common ground. Dent
et al. [13], de Bernard et al. [15], and Lin [11] also recommend long-term strategies and
funding. Our study found the same challenge. Most funding, training, and networking are
sporadic; they are aimed at specific current issues, whereas it would be beneficial to have
a long-term strategy. It is good to have training on marketing, managing, and providing
networking, but these should be tied to a strategy of structural changes and 21st-century
skills and sustainability. However, focusing on structural changes might demand societal
changes, which is not easy, but is implied by the results of our study.
The practical findings were that the creatives wished to know more about novel tech-
nologies such as artificial intelligence and NFTs. Also, both are challenging in their societal
values. As mentioned, the creatives had values such as diversity, equality, sharing, and
recycling, which align with degrowth ideas and universal income. These were connected
to resource sharing in the form of ecosystems. We see it is related to what Comunian
et al. [47] state in de Bernard et al. [15] as a “restrictive nature –for giving priority to
neo-liberal growth-oriented accounts of culture and creativity compared to not-for-profit or
community-driven ones” (p. 338). They also pointed out that “the top-down policy-led
framings can fail to recognise the messy realities of cultural and creative activity and the
diversity of ways in which culture and creativity are part of people’s lives.” [15] (p. 338).
It nicely describes what our study revealed. Many emerging ecosystems are built from
the bottom-up, but what are officially called ecosystems are—for instance, the Estonian
Start-up Ecosystem—top-down constructions. It provides an intriguing future research
direction on the values of creative economies regarding environmental challenges [47–49];
that is, the CE not as an instrumental value but also a value in itself, which HERA has
announced in Crisis—Perspectives from the Humanities.
On limitations, the qualitative data are abundant, but they are local, and thus gener-
alising the results and conclusions cannot be directly applied to other countries. However,
the results provide a well-grounded direction for other countries and cultures. Another
limitation is that the gender division is favourable for females. In the co-design workshops
and semi-structured interviews, females were dominant. In total, we had six men and
seventeen females. In the co-design workshops, we had five men and eleven women, and
one male and six females in the semi-structured interviews. It is impossible to say which
kind of bias this might have provided, but as it is known, it should be kept in mind when
investigating the recommendations and results of other countries and cultures. The number
of participants could have been more significant. Nevertheless, it was saturated for Estonia,
as we ended up with the same person through different paths. Another aspect is that the
participatory approach aims for empowerment and insight [41]. Thus, success is measured
by the novel insights gained and the empowerment of the participants. We can safely state
that we achieved both insight and empowerment, since one of the wishes was to “create
this kind of support club for us to talk together”—WS3(22).
Yet, another limitation was that, on average, the participants were under 50 years old,
except for one person. Our participants were potentially more digitally inclined than the
older generation. Nevertheless, the one person over fifty was highly knowledgeable about
current and emerging technologies.
Figure4.4.The
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Wesummarise
We summarise our
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conclusion by by dividing
dividing the the transversal
transversal skillsskills
into into the three
the three mainmain
ele-
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ments of ecosystems—knowledge,
of ecosystems—knowledge, business,
business, and innovation—providing
and innovation—providing recommenda-
recommendations
tions on
based based
the on the outcomes
outcomes we gathered.
we gathered.
Underknowledge,
Under knowledge,we we discussed
discussed digital skills,
skills, learning,
learning,and andreflection,
reflection,focussing
focussing on
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skills. TheThelearning
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were mastered, andand
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creatives knew
creatives their
knew
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their knowledge gapsgaps
and needs
and needsin theincreative economy.
the creative (2) The
economy. (2)co-design workshop
The co-design partici-
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participants felt that
pants felt that marketing,
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strategy creation
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should bebesomething
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Recommendation:
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work. Innovation focussed on creativity
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preferred self-directedthatlearning
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tives
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with peers, and were learning or learning
also highly reflective,with peers, and
mastering were
critical also
and highly
creative
reflective,
thinking mastering critical and creative thinking [34].
[34].
Recommendation:
Recommendation:
B. Support is needed for organising self-directed learning and learning with peers. In
B. Support is needed for organising self-directed learning and learning with peers. In
the recurring events, creatives can exchange their experiences, and as highly creative,
the recurring events, creatives can exchange their experiences, and as highly creative,
reflective and critical thinkers, they create innovations.
reflective and critical thinkers, they create innovations. Business—Ecosystems fo-
Business—Ecosystems focussed on communication, collaboration, funding, busi-
cussed on communication, collaboration, funding, business, and artistic strategies.
ness,
(1) Theand artistic
results strategies.
indicated that(1)guidance
The results indicated
is needed onthat
NFT guidance
and GDPR is needed onThe
use. (2) NFT
and GDPR use. (2) The ecosystem should be built on shared values,
ecosystem should be built on shared values, universal income, transparency, diversity, universal income,
transparency,
and reliability fordiversity,
sharingand reliabilityand
experiences fortrading.
sharing experiences and trading.
Recommendations:
Recommendations:
A. For professional skills to grow, support is needed in emerging technologies, such as
A. For professional skills to grow, support is needed in emerging technologies, such as
blockchain, AI, and extended reality, with the knowledge of the related regulations
blockchain, AI, and extended reality, with the knowledge of the related regulations
and risk analysis.
and risk analysis.
B. Training and funding should be directed towards building ecosystems where the
B. Training and funding should be directed towards building ecosystems where the
marketing, communication, and strategy skills are provided to artists and creatives
marketing, communication, and strategy skills are provided to artists and creatives
in a way they can afford. It means setting up an ecosystem that scaffolds on long-
in a way they can afford. It means setting up an ecosystem that scaffolds on long-
term funding, novel algorithms respecting the values of the ecosystem members, and
term funding, novel algorithms respecting the values of the ecosystem members,
heterogenous
and heterogenous forms of learning
forms and collaborating.
of learning and collaborating. Values include
Values simplicity,
include a con-
simplicity,
nection with nature, a sense of belonging, open-mindedness,
a connection with nature, a sense of belonging, open-mindedness, safety, diversity, safety, diversity, and
acceptance. Ecosystems should be grounded on mutual benefits,
and acceptance. Ecosystems should be grounded on mutual benefits, reliability, cost reliability, cost re-
duction, flexibility,
reduction, flexibility,creativity,
creativity, and
and freedom.
freedom.
6. Conclusions
The approach of this study fits with co-design principles, where people express them-
selves and participate directly and proactively in the design development process [40–42].
Sustainability 2023, 15, 13687 23 of 29
6. Conclusions
The approach of this study fits with co-design principles, where people express them-
selves and participate directly and proactively in the design development process [40–42].
Both research questions were successfully answered. This study found differences in the
literature and the views of the experts on the CE compared to what the creatives expressed.
For instance, the recent mapping of the Estonian creative economy stated that local creatives
lack interdisciplinary collaboration, have limited entrepreneurship skills and competencies,
and need more innovative approaches to processing tools and materials [14]. This study
confirmed the lack of interdisciplinary collaboration, as well as limited entrepreneurship
skills and competencies. It also found reasons for it, for instance, the finding that creative
people upscale and continuously deepen their professional skills (digital and non-digital) in
a lifelong learning manner [21]. Thus, the creatives frequently updated and innovated their
professional processes and outcomes. CE experts provided insight into why companies are
small and why there is a reluctance to apply for funding. The current study found that it is
hard to specialise; one needs to know many areas of work to survive because of the lack
of human resources, time, economic resources, and target audiences, partially because of
the mistakes made in the support and funding schemes. Our study also found a culture of
stamina and self-directed learning (see [36]). In addition, the study revealed that sustain-
ability is innate in the creatives. De Bernard et al. [15] also demand an understanding of the
various angles of the practices and values of the creative economy and that such value(s)
should be considered in environmental and cultural analysis [12]. However, the workshop
participants—the creatives—were also concerned about how “green” the digital means
they used were, for instance, NFTs, social media, and other tools. Handcraft often uses
very old methods, which is a symbol in itself; thus, changing such traditions is not always
beneficial. Lin [11] mentions handcrafts, business models, and the other challenges that the
CE has, but what was new in our study was the concern about the environmental effect of
digital tools, productions, and usage. The workshop participants are one step forward from
the government strategies that still need guidance on using digital tools for production, art
creation, and communication in a sustainable (environmentally friendly) manner.
The acknowledgement of the importance of curiosity (Ref. [46]) by the creatives
indicated that their learning skills were well mastered, and the creatives were aware of
what they did not know. It means that creative people reflect on their work and are
self-directed and motivated to learn when it comes to professional skills. The co-design
workshop participants felt that marketing, communication, and strategy creation should be
delegated. Some had already tried to delegate these skills but had been unsuccessful. Some
interviewees saw that funding and training should be directed to teach managerial and
entrepreneurial skills to creative economy people. However, based on this research, the
training and funding should be directed towards building ecosystems where marketing,
communication, and strategy skills are provided to artists and creatives in a way they
can afford.
We received more information than expected on collaboration and ecosystem building,
as well as the need for a sustained ecosystem for creative economy people. The framework
created in our research worked on analysing the data. However, it also needed further
fine-tuning (see Figure 4), as 21st-century skills (Refs. [16–19]) tend to cut across the three
ecosystem elements of innovation, knowledge, and business.
Under the social media theme, the creatives discussed the difficulties related to how
time-consuming marketing and strategy building are. Besides the creative economy, com-
panies offer courses for their employees and try to motivate them to acquire new skills and
update old skills. Nevertheless, when it is a question of the creative economy, it is taken
for granted that people update, motivate, and pay themselves for their new, upscaled, and
deepened skills. It further raises the question of the different values of the accelerators,
funding agencies, incubators, and ministries. The data indicate that the values of creatives
align with the short material chains and universal values of diversity, acceptance, and
Sustainability 2023, 15, 13687 24 of 29
community (belonging). We see a potential for ecosystems as pilots for the mindset change
currently needed in the green transition [4,24].
Our study confirms the cross-sectoral approach that Oksanen et al. [5] investigated. If
we were able to create such an ecosystem, it would change value chains, turning them into
value networks and connecting various actors.
This study successfully harvested an impressive body of qualitative and quantitative
data, and the data confirmed the primary hypotheses regarding the state of affairs in the
Estonian creative economy. Our future research is directed toward building an extended
dynamic ecosystem that would support sharing, reduce costs by hiring marketing and
strategy specialists, and enable different kinds of algorithms that exist to conform to the
values expressed by creatives.
Author Contributions: Conceptualization of the study; selection and implementation of the method-
ology of semi-structured interviews and co-design workshops; analysis methods and validation of
the data collection of the semi-structured interviews and co-design workshops; and the writing—
original draft preparation and writing—review and editing of the current draft: M.L.B. and D.T.
M.L.B. visualised the figures and supervised D.T. and J.M. J.M. participated in the interviews and
data analysis, and L.M.H.D.S. took part in the original draft preparation (writing—reviewing and
editing). All authors have read and agreed to the published version of the manuscript.
Funding: IT Akadeemia program, Sihtfinantseerimisleping nr 7-1.1/13-19.
Institutional Review Board Statement: Not applicable.
Informed Consent Statement: Informed consent was obtained from all subjects involved in the
study for publishing the article.
Data Availability Statement: The data presented in this study are available on request from the
corresponding author. The data are not publicly available due to the privacy or ethical reasons of a
scarce population country.
Conflicts of Interest: The authors declare no conflict of interest. The funders had no role in the
study’s design; in the collection, analyses, or interpretation of data; in the writing of the manuscript;
or in the decision to publish the results.
Appendix A
Table A1. The tools/skills the participants wished to learn or use. (Total: 74 comments).
Tools/Skills N◦ Tools/Skills N◦
Digital art tools (Adobe suite,
Art/craft tools and techniques 15 11
Procreate, etc.)
Marketing and self-promotion 8 Computer skills 8
3D Software and printing 5 Acrylic/water colour/airbrush 3
Photography/video editing and production 4 iPad, smartphone, camera 2
NFTs 2 Audio, music and singing 5
Power tools, other art-making
media, assistants, mind—our
imagination, calligraphy tools,
Hands 2 1
printing in all different ways
and at all levels, people,
telephone, letters
Sustainability 2023, 15, 13687 25 of 29
Table A2. The skills the participants felt they had. (Total: 91 comments).
Skills N◦ Skills N◦
Craft skills 9 Music and singing skills 6
Communication and people
Photography/video editing and production 9 8
management
Drawing and painting 7 Creativity/creative thinking 6
Digital art tools, Adobe suite,
Painting 6 6
Procreate
Time management and
Fashion and sewing 5 5
effectiveness
Sports 4 Organising things 3
Seeing something in nothing 2 Teamwork 2
Alternative healing, being good
with animals, parenting,
cooking, knowing almost all the
lyrics of songs that I heard,
Knowledge of nature and gardening 2 1
laziness, stenography, character
design, intuition, programming
at a beginner’s level, building
hardware
Table A3. The skills the participants wished to have or learn to master. (Total: 89 comments).
Skills N◦ Skills N◦
Marketing and self-promotion 9 Craft skills 8
Speaking, communication,
Photography/video editing and production 8 6
languages
Digital art tools, Adobe suite,
Self-regulation and mindfulness 6 5
Procreate
Business and project management 5 Fashion and sewing 5
Creative writing 4 3D skills and sculpture 4
Time management and effectiveness 3 Audio, music and singing skills 4
Drawing and painting 3 Information and data processing 2
Making complex narratives into
audio/text/picture format,
research, interviewing,
organisation skills, mentoring,
concept development, creative
insight from industry, creative
Being curious 2 1
direction, working in a big
project with a big team leader,
colour grading, printing skills,
social media, making my web
page, AI, marketing scripts in
media narratives
Mentioned hindrances: self-doubt, poor communication, no feedback, “on-my-way society“, taking too much
stuff (upon self).
Table A4. How the participants saw their learning (Total: 30 comments).
Table A6. Values and wishes mentioned by the participants (Total: 44 comments).
FigureA1.
Figure A1. The
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visualisewhere
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is located between Finland and Latvia. Tallinn is the capital of Estonia. OpenStreetMap® is an
data source, licensed under the Open Data Commons Open Database License (ODbL) by the Open-
open data source, licensed under the Open Data Commons Open Database License (ODbL) by the
StreetMap Foundation (OSMF). You are free to copy, distribute, transmit, and adapt our data if you
OpenStreetMap Foundation
credit OpenStreetMap (OSMF).
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license (CC BY-SA 2.0).
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