Buch, Englisch, 442 Seiten, Format (B × H): 153 mm x 216 mm, Gewicht: 713 g
Interconnected Networks, Shared Knowledge and Choice Making Agents
Buch, Englisch, 442 Seiten, Format (B × H): 153 mm x 216 mm, Gewicht: 713 g
Reihe: Palgrave Studies in Creativity and Culture
ISBN: 978-3-031-45971-9
Verlag: Birkhäuser
This book explores the relationship between creativity, creative people, and creative industries in regional Australia through examining lived experience. The authors draw on more than 100 qualitative interviews with creative workers, and contextualise this creative work within the broader social and cultural structures of Australia’s Hunter region (located north of Sydney, in New South Wales).
An invaluable resource for anyone interested in creative ecosystems as well as creativity and innovation, this book is an ethnographic study using the Hunter region as a case connected to the national and global networks that typify the creative industry. This timely addition to the Palgrave Studies in Creativity and Culture series gives a unique insight into creativity and cultural production.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Interdisziplinäres Wissenschaften Wissenschaft und Gesellschaft | Kulturwissenschaften Kulturpolitik, Kulturmanagement
- Sozialwissenschaften Psychologie Psychologische Disziplinen Wirtschafts-, Arbeits- und Organisationspsychologie
- Interdisziplinäres Wissenschaften Wissenschaft und Gesellschaft | Kulturwissenschaften Kulturwissenschaften
- Wirtschaftswissenschaften Wirtschaftssektoren & Branchen Wirtschaftssektoren & Branchen: Allgemeines
Weitere Infos & Material
Chapter 1: Introduction
Chapter 2: Creativity and the Creative Industries: History and Context
Chapter 3: Creative Industries: Global and Local Perspectives
Chapter 4: Statistical Analysis
Chapter 5: Music
Chapter 6: Performing Arts
Chapter 7: Architecture
Chapter 8: Visual Arts
Chapter 9: Fashion
Chapter 10: Advertising, PR and Design
Chapter 11: Publishing
Chapter 12: Radio
Chapter 13: Film and Television
Chapter 14: Electronic Games and Interactive Content
Chapter 15: Support Organizations, Education and Training
Chapter 16: Conclusion




