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  1. 16 gru 2013 · Our review highlights how the three perspectives shed light on categorical dynamics in creative industries, while building on different levels of analysis, involving different number and types of actors and yielding different insights depending on the stages of industry evolution.

  2. The DCMS classifies enterprises and occupations as creative according to what the enterprise primarily produces, and what the worker primarily does. Thus, a company which produces records would be classified as belonging to the music industrial sector, and a worker who plays piano would be classified as a musician.

  3. en.wikipedia.org › wiki › The_artsThe arts - Wikipedia

    The arts are a vehicle through which human beings cultivate distinct social, cultural, and individual identities while transmitting values, impressions, judgements, ideas, visions, spiritual meanings, patterns of life, and experiences across time and space.

  4. The current classification system used by DCMS has been in existence for a considerable period of time – since the first estimates were produced in 1998. It has a substantial and positive...

  5. This framework helps to integrate findings of consumption surveys and to explain the emergence of new artistic genres as a form of ritual classification. Societies' artistic classification systems vary along four dimensions: differentiation, hierarchy, universality, and boundary strength.

  6. the Arts Classification based on 4 business model related to cultural and creative processes which are: business model, value chain, market structures and final products within each group. 1. Creative service providers, who apply intellectual property (IP): advertising agencies, design consultants, architecture, PR, etc. 2.

  7. The FCS defines ten distinct categories: (0) cultural heritage; (1) printed matter and literature; (2 & 3) music and the performing arts; (4) visual arts; (5&6) audiovisual media (5 cinema and photography; 6 radio and television); (7) socio cultural activities; (8) sports and games; (9) environment and nature.

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