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Patrick Crogan
Digital Cultures Research Centre
Feb 2015
@CreativTurf
#creativeterritories
www.creativeterritories.dcrc.org.uk
*
*
*What we wanted
*Who we played with
*Where we got to
**context: but we all know this…..
*
*
*People live and work in places
*Global, national, local in the ‘digital economy’ and the creative industries
*Stiegler: crucial challenge today is to articulate these territories effectively, so people have somewhere good to live/work
*
*New models beyond business incubators, social
clubs, maker spaces
*How to understand them as creative
communities
*
*Economic, cultural, political, local
*
*
*
*Getting together:
*‘Tacit knowledge’ building
*Social, extended and situated community dimensions
*Reaching critical mass
*
*Shares and swaps, problem-solving crowd-
source, unexpected connections/directions,
making it real
‘Plan for the unexpected’…
*
*Visibility to industry, creative sector groups, other
gamemakers
*Events, networking, funding conduit
*
*‘Communities of production’ (Villalobos)
*Residents and wider circles: social media, regular
events
*Inclusiveness, codes of practice, investment of
energy (because ‘like likes like’ = inertia)
*
*Creative industry lives among us
*
*And creativity is not the exclusive preserve (and economic
capital) of certain people, professions, qualifications
*2-way street: eg. Steam platform for smaller game makers,
explosion of range of games, ‘ludic’ experiences for people
*Localising cultural and commercial value of indie game
production to make it more substantial, sustainable
*