The Creative Industries are a set of interlocking sectors, and are a growing part of the global economy. They are often focussed on creating and exploiting intellectual property products such as the arts, films, games or fashion designs, or providing business-to-business creative services.
The list has been influential and many other nations have formally adopted it. It has not, however, been immune for criticisms. It has been argued that the division into sectors obscures a divide between lifestyle business, non-profits, and larger businesses, and between those who receive state subsidies (eg: Film) and those who do not (eg: Computer Games). The inclusion of the antiques trade is often questioned, since it does not generally involve production except of reproductions and fakes. The inclusion of all computer services has also been questioned.
Some, such as Richard Florida argue for a wider focus on the products of knowledge workers and judge the creative class to include nearly all those offering professional knowledge-based services. At that point, the term begins to elide with Knowledge Economy and questions of Intellectual Property ownership in general.
There is often a question mark over the boundaries between Creative Industries and the similar term of Cultural industries. Cultural Industries are best described as an adjunct-sector of the Creative Industries, including activities such as: Cultural tourism & Heritage; Museums & Libraries; Sports & Outdoor activities; through a variety of 'way of life' activities that arguably range from local pet shows to a host of hobbyist concerns. The possible difference would thus be that the Cultural Industries are more concerned about delivering other kinds of value to society then simply monetary value, such as Cultural Wealth or Social Wealth.
Some nations, such as Hong Kong, have preferred to shape their policy around a tighter focus on copyright ownership in the value chain. They adopt the WIPO's classifications, which divide the Creative Industries up according to who owns the copyrights at various stages during the production & distribution of creative content.
Taking the UK as an example, in the context of other sectors, the Creative Industries make a far more significant contribution to output than Hospitality or Utilities and deliver four times the output due to Agriculture, Fisheries and Forestry. In terms of employment and depending on the definition of activities included, the sector is a major employer of between 4-6% of the UK's Working Population, though this is still significantly less than employment due to traditional areas of work such as Retail and Manufacturing.
Within the Creative Industries sector and again taking the UK as an example, the three largest sub-sectors are Design, Publishing and Television/Radio. Together these account for around 75% of revenues and 50% of employment.
The complex Supply Chains in the Creative Industries sometimes make it challenging to calculate accurate figures for the Gross Value Added by each sub-sector. This is particularly the case for the service-focussed sub-sectors such as Advertising, whereas it is more straightforward in product-focussed sub-sectors such as Crafts. Not surprisingly, perhaps, competition in product-focussed areas tends to be more intense with a tendency to drive the production end of the supply chain to become a Commodity Business.
There has been a tendency for publicly-funded Creative Industries development services to over-estimate the number of creative businesses during the mapping process. There is also imprecision in nearly all tax code systems that determine a person's profession, since many creative people operate simultaneously in multiple roles and jobs. Both these factors mean that statistics on the Creative Industries should be treated with caution.
Long-term success and sustainability for Creative Industries firms depends on balancing the creative-, commercial- and social-capital building urges of the key individuals involved.
Gross Profit Sometimes described as 'the fundamental food of the business', this is also known as Gross income, Gross revenue, Revenue, or Net revenue. For the purpose of this analysis it is defined as that proportion which (Turnover less recharges) represents to Turnover in a given period. The Gross Profit figure excludes public subsidies or grants. As a rule of thumb, companies making less than 25% Gross profit may find it challenging to become sustainable.
Gross Profit Per Head An indication of 'How well the people generate this food', also known as Productivity, Output, Gross Income Per Employee, Fee Per Head, or Net income Per Employee. We define this here as Gross profit per full time employee in a given period. In service areas of the UK's creative economy such as Public Relations, figures around £60k might be typical, whereas commercial broadcasters can achieve £300k. In contrast, Performing Arts ventures may struggle to rise above £5k per head.
Gross Profit Growth This is a measure of the speed and direction in which the firm is running, also known as Growth or CAGR. Here it is defined as the amount by which Gross profit has grown over a year. A figure above 20% might be considered to indicate a potential 'high growth' company.
Operating Profit Margin Colloquially, the 'sweet music of a well-oiled machine', also known as Margin, Profit margin, Operating margin, Net pre-tax profit as % of Turnover, or Gross profit. Using a definition based on that portion of Gross profit which is Operating Profit in a given period arguably yields a more universal indication of a company's ability to turn the cash that sticks with it into profit for growth and sustainability. The wide range of business models operating in different sub-sectors of the Creative Industries makes it difficult to suggest universal benchmarks across the Creative Industries as a whole.
Financial benchmarks such as these are not the only indicators of success, and in isolation none can say what is right or wrong with a company, just as blood pressure or temperature alone cannot diagnose olympic potential or the cause of sickness in a person. But taken together with measures of softer qualities such as a firm's investment readiness, entrepreneurship, competitiveness, skills and ability to innovate, they are a useful tool for managers and investors.
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