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1.
Relying on the literature on tensions and contradictions and the theory of practice, coupled with the literature on creative industries, this study uncovers how creative entrepreneurs balance the tension between art and business and respond to other challenges of creative entrepreneurship. The multiple case studies method is adopted by examining founders, cofounders and main employees of European film production companies. We reveal the perception of creative entrepreneurs towards the relationship between art and business. We explore different organizational and industry-level challenges experienced by creative entrepreneurs and uncover the organizational practices they adopt to deal with the identified challenges. The research contributes to the phenomenon of creative entrepreneurship by introducing the practice perspective, to the literature on paradox and contradiction by exploring the micro-foundations of tensions and paradox responses in high-intensity situations and to practice-based studies by investigating a domain-specific practice theory and highlighting the agency of creative entrepreneurs in adapting practices necessary to deal with conflicting demands of creative entrepreneurship.  相似文献   

2.
This paper reports the results of an exploratory, theory-building study on the impact of creativity on business processes, their management, and the use of information technology (IT) in particular. The empirical evidence was derived from organizations within the creative industries, specifically film and visual effects (VFX) production. An adapted grounded theory approach was employed in order to analyze the data. The study identifies the dynamics of business processes that can be described as highly dependent on creativity, intensively involving the client, complex, and interdependent. It explains the processes’ organizational context as well as strategies and IT systems that organizations use in order to manage these processes. The study suggests that creativity-intensive processes are characterized by high levels of uncertainty with regard to outcome, process structure, and required resources. Creative organizations pursue both creative and operational process performance while simultaneously mitigating creative and operational risk.  相似文献   

3.
Our research studies the influence of positive affect on entrepreneurs' evaluations of opportunities (i.e. novelty assessments and entrepreneurial selection) as well as how this influence may be different for entrepreneurs belonging to cultural and creative industries. Drawing on arguments on the role of affect in cognition and considering the particular situational and individual-level factors of entrepreneurship in cultural and creative industries, we hypothesize that positive affect influences entrepreneurs' opportunity evaluation. We also hypothesize that this effect of positive affect is barely present for cultural and creative entrepreneurs. We test our hypotheses in a sample of nascent entrepreneurs who took part in entrepreneurship training programmes in six incubators in Spain, who we asked to evaluate their own opportunity. Our results show that positive affect positively impacts the perceived novelty and entrepreneurial selection of non-creative entrepreneurs though this impact is limited for cultural and creative entrepreneurs.  相似文献   

4.
The major concern of employees during times of war and conflict is apparently physical survival. But how are top managers of small‐sized companies enhancing the generation of novel and useful ideas by their employees in such physically dangerous business environments? In Afghanistan, as a war‐torn country, this research examined for the first time how getting closer to employees—which is conceptualized as internal marketing orientation culture in our study—directly affects the generation of novel and useful ideas by employees in the workplace. Our analysis is based on survey data from 81 newly established small‐sized companies in Afghanistan. Results indicate a mediating role of employees' perceived psychological safety on the relationship between internal market orientation culture and employees' creative work involvement. Moreover, we discuss the impact of employees' creative work involvement on small‐sized firm competitiveness improvement in general. Finally, we extend our implications in the context of the componential theory model of creativity, which might also serve as a framework for future research.  相似文献   

5.
Culture is globally recognized as an important driving force for a sustainable creative economy. The importance of participation in the design and cultural creative industries is sufficient research, especially from the perspective of emerging economies. Therefore, designers need a framework to guide them on creating sustainable culture-appropriate products that reflect their users. From cultural memory, integrated design is a new design method to embed users, beliefs, and expectations based on computer Field Programmable Gate Array (FPGA), and Machine Learning (ML) provides products design and services with performance values. Gradually in the global market, the focus on local styles has become a trending style of the current economic development strategies of various countries promoting cultural and creative industries. The advent of creative design applications has changed the global competitive culture's creative product design advantage of the industry. Cultural creative product design emphasizes art, the humanization of creative life and aesthetics has gradually become the emerging economic force. Design technology products, cognitive psychology, information technology, and design a combination of computer application technology, object, and the standard model of the present invention have been designed and developed according to the product's characteristics.  相似文献   

6.
Abstract

In this article, we elucidate a socio-culturally framed approach to supporting children's creative museum engagement. Specifically, we focus on social activities and socio-cultural resources that can act as boundary-permeating objects in mediating children's creative engagement and collaborative sense-making regarding cultural content within, across and beyond the spatio-material context of the museum. We contend that designing and organising children's creative engagement and collaborative sense-making in ways that cultivate boundary-crossing broadens opportunities for engagement and leverages children's creative potential and expansive learning. We build our argument by starting with a theoretical introduction to the design principles that constitute the Kids, Museums, and Technology Programme. We will illuminate the design principles of the programme with empirical examples and consider how the design principles and their situated construction can help us re-imagine museum exhibitions as hybrid, boundary-permeating spaces that afford novel transformative interactions, as well as new roles and identities for both children and museums.  相似文献   

7.
We aim to shed light on the deep mechanisms that keep individual entrepreneurs in the creative and cultural industries motivated in this insecure and fast‐paced environment. We collect data through a survey of entrepreneurs working in the Dutch creative and cultural industries (CCI) and examine what motivates these professionals to work in an environment characterized by tough competition. Specifically, we analyse our respondents' self‐perceived (creative and entrepreneurial) competences and needs (for autonomy and relatedness) in relation to their motivation to execute creative work. We suggest a reading of our results through the lens of self‐determination theory. Our results show that the need for competence is a consistent predictor of an individual's motivation to work in the CCI. Furthermore, we find that although intrinsic motivation is very high among entrepreneurs working in the creative and cultural industries, those who have a relatively high esteem of their creative capabilities do expect external rewards as well. Our study suggests the existence of a trade‐off between autonomy and commercial viability rather than one between intrinsic and extrinsic motivations.  相似文献   

8.
Cultural and creative industries are gaining importance in Western economies. In these industries, as in several other business sectors, micro‐firms, i.e., firms that employ fewer than ten employees, are the predominant firm type. As these industries have become an integral part of most economies, the literature has started to explore the strategic behavior of cultural and creative micro‐firms. Although micro‐firms are characterized by certain specificities that can affect how likely they are to engage in external relationships, there is a dearth of knowledge concerning collaboration through strategic alliances in this specific context. Seeking to advance the understanding of partnerships between micro‐firms in cultural and creative industries, the purpose of this article is to reveal the specific motives for engaging in strategic alliances in this context. In doing so, we focus on six case studies of strategic alliances between micro‐firms in cultural and creative industries in France. Our results show that strategic alliances involving creative micro‐firms seek the reduction of overspecialization, target a high degree of quality of life and pleasure at work, and are envisaged only if there is trust and mutual support among the partners. Moreover, opportunism and necessity motivations guide the creative micro‐firms' decision to enter strategic alliances.  相似文献   

9.
In recent years there has been increased emphasis, in both academic and political arenas, on the economic importance of the creative industries (CIs). As a result, policymakers are increasingly looking to the CIs as a source of potential growth. The literature on CIs suggests that these industries are predominantly content based rather than market based, with artistic priorities taking precedence over business concerns. This research examines growth strategies in the CIs using qualitative and quantitative methods. An in‐depth case study of 23 firms in CIs suggests that these firms tend to view growth as a secondary goal compared to the goal of creative output. The case study further yields the proposition that firms in the CIs can benefit from adopting what we refer to as an accordion growth strategy, in which firms grow and shrink to accommodate artistic content as well as in response to external forces. Statistical analysis of survey data confirms that firms in the CIs are less likely to have ambitions to grow and more likely to adopt an accordion growth strategy than firms in technology industries. These findings suggest that the policy emphasis on growth in the CIs might be misguided and should allow for alternating periods of growth and shrinkage.  相似文献   

10.
In the context of economic turmoil, firms in the creative industries (CIs) must make fast decisions as to when to break through with innovations. This paper discusses non‐technological, organizational innovation of early‐adopters, first movers and early followers in order to overcome persistent economic decline, and the implication of different strategies for innovation success. The strategic principle of the pioneer's advantage rests on pre‐emption – the premise that ‘the early bird gets the worm’ and this often applies to business model innovation (BMI). ‘But the second mouse gets the cheese’ points at early followers who may have a more systematic, strategic approach towards innovation. Greater understanding of the advantages of each strategic approach and their significance for innovation performance is critical for CIs where unpredictability and the accelerating pace of change pervade the decisions concerning innovation. Drawing on five exemplary cases of archaeological firms in Spain, this paper explores different innovation process dynamics. The study develops a contingency model where pioneers who challenge their current business model, may be outperformed by early followers who incorporate complementary management innovation (MI) initiatives into the BMI.  相似文献   

11.
Multi‐sided platforms (MSPs) have recently gained significant attention due to their disruptive innovation capacity, which is introducing deep changes in several industries. Previous work has studied how MSPs grow and design the development of their business models (BMs). However, none of the previous work has studied how these MSPs innovate their BM by leveraging and implementing social innovations. In this paper we aim at filling this gap. In particular, we focus on the tourism sector and, using the theoretical lens of business model innovation (BMI), we explore the Airbnb case study with a qualitative approach. We identify three main stages that characterized the innovation of the Airbnb's BM. Each of them presents specific peculiarities that have been analyzed. Our study offers new insights to understand how the BM of the MSPs is evolving toward a more sophisticated one that includes also a deeper orientation toward sustainable and social goals.  相似文献   

12.
By linking lifestyle studies with creative industries research, this article opens a new perspective on creativity and innovation management. We argue that artists in the creative industries have to bridge the gap between artistic work and the economic need for self‐management, and that a bohemian lifestyle essentially supports them in doing so. The bohemian lifestyle, which is characterized by a devotion to art for art’s sake, is an essential source for work motivation of artists and an increasing number of other creative workers. The article draws upon an empirical study into artistic work and employment in German theatres. Enacting a bohemian lifestyle enables actors as ‘bohemian entrepreneurs’ to integrate intensive self‐management and self‐marketing as well as subordination of private life to work into their artistic work life. Analysing the link between lifestyle and creative work is crucial for understanding the way in which creative workers become artists and, at the same time, entrepreneurs of their creative talent.  相似文献   

13.
14.
Promoting creative thinking through the use of ICT   总被引:1,自引:0,他引:1  
Abstract A great deal has been written about the use of web-based technologies such as the Internet in promoting learning in education. In schools, research has focused primarily on social interaction and group work, student achievement levels and curriculum development. Very little study seems to have been brought to bear upon the promotion of creative thinking by the use of online technologies, and this paper attempts to contribute to this field of study. This paper reports on a pilot study which has investigated the creative impact of information and communication technology (ICT) in a rural primary school in South-west England. The school is unique because it provides a personal networked computer for each of its 41 Year 6 students (aged 10–11 years). A small group of students were interviewed about the learning activities they engaged in over the year, and this paper reports on initial findings with a special emphasis on creative working and thinking ( n  = 6). A model of creativity is presented with three discrete but related modes of activity — problem solving, creative cognition, and social interaction. The paper provides new findings about the nature of creativity in the context of computer based learning environments.  相似文献   

15.
The present study was conducted to explore the effect of nonhuman’s external regulation on children’s natural development process of creative thinking, the degree of the manifested creative thinking, the influence of children’s verbalization on their creative thinking, and the extent the stimulus material was usable for children during learning math tasks. The Aginian’s methodology (, , ,  and ) that relied on an isolated, computer-based learning system that acts as a standalone learning environment, with special child-simple-calculator was used by 100 healthy preschool children. The results showed that children were fluctuated between negative and positive creative thinkers, children’s verbalization has no effect on their creative thinking, and the relation between the children’s verbalization of thinking aloud and their creative thinking is a reverse relationship. The usability analysis concluded that, fun is not a key element of the usability as it can only be a feature that could facilitate usability. The mathematical analysis showed that the computer, as a nonhuman external regulator, can integrate the net signed of children’s creative thinking through embedding mathematics integration.  相似文献   

16.
17.
Creative industries comprise enterprises focusing on the creation, production and distribution of creative or cultural goods and services. Following an explorative empirical approach, we analyse start‐ups in creative industries regarding three issues along the start‐up process: (1) personal characteristics of creative entrepreneurs, (2) their use of labour and capital as input factors, and (3) start‐up success as measured by start‐up survival, degree of innovativeness and change in household income. Based on individual‐level data from the KfW Start‐up Monitor, a large‐scale survey on entrepreneurship in Germany, our regression results show that entrepreneurs in creative industries tend to be younger and better educated than entrepreneurs in other economic sectors. Businesses in creative industries are prevalently started on a small scale, as part‐time occupations, and with less financial resources. Yet they show a higher persistence and an above‐average degree of innovativeness.  相似文献   

18.
This study investigates the value implications for an incumbent business ecosystem when an innovation is newly introduced. We theorize the different entrance modes and pathways through which the innovation can join the value co-creation structure of an incumbent ecosystem. We further theorize how the innovation entrance can affect the value appropriation arrangements among innovators and various incumbent ecosystem actors. The automobile ecosystems and Google's initial announcement of its autonomous cars serve as our empirical context. Applying our theories, we first qualitatively prescribe Google's potential actions and predict their value implications on the incumbent automobile ecosystem. Then, through an event study, we empirically validate the predictions. We observe that, on average, the incumbent actors of the automobile ecosystem benefited from Google's announcement. Moreover, car manufacturers particularly benefited from Google's attempted entry, arguably because they held critical gatekeeping positions along Google's entrance pathway. Car component manufacturers, but not other incumbent actors, were also able to benefit because of their tight integration with the gatekeepers. Our theoretical development and empirical exploration contribute to the emerging literature on ecosystem strategies by highlighting the dynamics and value implications when innovations are introduced into incumbent business ecosystems.  相似文献   

19.
This paper explores the imprinting of entrepreneurs' motivations on the practices and processes of enterprises. We investigate the question in the context of creative industries (CIs) as an extreme case of entrepreneurial motivations (EMs) prevalence. We analyse the EM of 14 founders of design consultancies. Three EMs emerge: self‐fulfilment, freedom and financial motivation. The qualitative analysis reveals that the founders' EMs at the time of a venture's founding has a lasting impact on the characteristics of the venture (name, processes formalization, decision‐making processes, performance measures and growth strategies). Specifically, founders driven by self‐fulfilment tend to build ventures named after them. In these ventures, processes are informal, decision‐making is centralized, performance measures are based on personal satisfaction and recognition and enterprise growth is restrained. Founders who seek freedom tend to run enterprises with semiformal processes, semicentralized decision‐making, a client satisfaction focus, and slow growth strategies. In contrast, founders with financial motivations tend to create enterprises with formal processes, decentralized decision‐making, financial performance metrics and growth ambitions. By focusing on EM and adopting a holistic approach beyond some characteristics of the venture, we complement the imprinting literature.  相似文献   

20.
文章从多元文化背景的大环境出发,分析了多元文化背景影响下人们价值取向和审美意识的多元变化,并以"鲁锦文化创意产品"为例,进行了文化创意产品的现状、成因分析,探索性的提出了鲁锦文化创意产品设计与创新的几种方法。  相似文献   

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