Pathways to Creativity
Self-Learning and Customising in/for the Creative Economy
Bibliographic Data
| ID | 2181214 |
|---|---|
| Authors | Daniel Ashton (0000-0002-3120-1783, Bath Spa University, corresponding author) |
| Year | 2011 |
| Volume | 4 |
| Issue | 2 |
| Pages | 189-203 |
| Publication date | 2011-05-01 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Journal of Cultural Economy (JOURNAL) |
| Journal identifiers | ISSN: 1753-0350 • E-ISSN: 1753-0369 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/17530350.2010.506325 |
| OpenAlex | W1500235305 |
| Language | EN |
| Citations received | 6 |
| References cited | 16 |
Focusing on the ‘talent pathways’ outlined in the 2008 Department of Culture, Media and Sport Creative Britain report, this article explores how different forms of creative agency are positioned to make a ‘contribution’ to the creative economy. Drawing on Paul du Gay's concept of personhood, case studies on digital gaming explore the formation of two forms of personhood – creative consumers and creative workers. Specifically, these forms of creative agency are analysed in terms of their connections on the ‘talent pathway’, and the transitions that see creativity and talent as inherent in all individuals and in need of channelling and directing. The creative-consumer case study unpacks the digital games industry strategy of enrolling fan-creators within their commercial operations. This case study reveals the increasing importance of co-production for the creative economy, and the extent to which diverse cultural practices are facilitated and positioned. Higher education Games Design courses will then provide the case study for examining how the creative-consumer can be positioned to make a productive contribution to the creative economy as a worker. Within this context, the formation of fans/students into a creative worker or industry-ready worker is evident. Through tracing different forms of creative agency and how they are connected to make a contribution to the creative economy, this article explores the governance of creative agency and economic subjects
Agency (philosophy · Context (archaeology · Creative brief · Creative economy · Creative industries · Creativity · Personhood · Political science · Public relations · Social science · Sociology · Creativity in Education and Neuroscience · Cultural Industries and Urban Development · Digital Games and Media · Law
Creative Explorations
Access, learning and development in the creative and cultural sectors
The Labour of User Co-Creators
The Politics of Cultural Work
The Business and Culture of Digital Games
Questions of Cultural Identity
Wikinomics and its discontents
Co-creative labour
Working for the text
The mod industries? The industrial logic of non-market game production
Culture and policy—Acting on the social
Creativity
Clubs to Companies
From cultural to creative industries
Against 'creativity
| Unique citing works | 6 |
|---|---|
| Citations per year | 0,46 |
| Citation span | 2013 - 2017 (5) |
| Citation velocity | historical |
| Highly cited | No |
| Citation types | Neutral: 6 |