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EN
A study from the OECD published that Cancer is one of the main causes of mortality in developed societies, with remarkably high prevalence, incidence and mortality rates for both sexes. This study closely examines nine digital games to elucidate how they conceptualize a disease like cancer around a narrative concerning the sickness, patients, treatments and outcomes. Discourse and content analysis techniques were applied to the message contained in the games looking to illuminate the connection between the narrative core, the audio-visual representation and the interactive aspects of the game, within the parameters of values-conscious design applied to digital games. This provides some evidence about the cultural and visual aspects of how game designers conceptualize the disease as a part of society. This research uncovers culturally embedded themes and reveals the prevalence of metaphor use in cancer discourse which relied on science, social support and spiritual convictions for social empowerment, building empathy and identification.
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Problemy metodologiczne badania sektora kreatywnego

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EN
The paper aims to identify and characterise the major methodological problems of the research on the cultural and creative industries. In the first part attention is paid to the problems associated with the semiotic issues, especially with the definitions, classification and translation. In the second part of the paper, the results of empirical research is presented. Body of work on cultural and creative industries were examined in detail. Focus was made on the methodologies used by various studies on cultural and creative industries. The outcome of this investigation have helped to characterise the main methodological features of research on the cultural and creative industries, such as the subject of the study, level of analysis, spatial scale, research methods, the type and source of the data used and the type of knowledge generated by this research.
PL
W artykule dokonano identyfikacji i charakterystyki głównych problemów metodologicznych badania sektora kreatywnego. W pierwszej części uwagę poświęcono zagadnieniom semiotycznym związanym z podstawowymi pojęciami, zwłaszcza z ich definiowaniem, klasyfikacją i tłumaczeniem. W drugiej części artykułu przedstawiono wyniki empirycznego badania zbioru prac dotyczących sektora kreatywnego. Pozwoliły one scharakteryzować najważniejsze cechy metodologiczne dotychczasowych badań nad sektorem kreatywnym, takie jak przedmiot tych badań, poziomy analizy, skala przestrzenna, stosowane metody naukowe, rodzaj i źródła wykorzystywanych danych oraz charakter wiedzy o sektorze kreatywnym wytworzonej w efekcie tych badań.
EN
Culture financing is becoming particularly important due to the growing global demand for funds in culture, even as financial institutions attitudes to such financing become more prudent. One method of obtaining funds is by using crowdfunding platforms whose role is not limited to merely raising capital, but also to creating demand or interest among stakeholders of cultural projects. Social support for culture is growing rapidly in the United States and gradually in the EU. The analysis of the market of culture crowdfunding platforms in Europe allows researchers to formulate some conclusions on projects, support attitudes and follow market trends. Crowdfunding can be an opportunity to implement many cultural projects and verify support for them.
EN
Literature on the digital games industry and gaming history has for the most part focused on the global production centres of North America, Western Europe, Japan, and, lately, China. However, in recent years, a call to research the diverse and less dominant national contexts within which digital games are produced has been addressed. In this article, we shed light on early digital game development in Greece, covering the years between 1982 and 2002. This particular region has been highly neglected by both domestic and international researchers. We approach Greek digital game development from both historical and cultural perspectives, through an investigation of how local game developers interact with a wide range of contextual facets in a complex interrelation between global and national conditions. This article argues that, in order to highlight the characteristics of early national game production cultures and digital games design, one must examine them as well under the broader cultural production ecosystem, along with the economic and institutional contexts and transformations within which digital game production takes shape.
EN
In my paper I will discuss the career of, a director born in 1942 in Nis in Yugoslavia, whose career, spanning over forty years and Yugoslavia, West Germany and Serbia, excellently illustrates the concepts of independent and transnational cinema and their interface. Žilnik’s career well illustrates the advantages and pitfalls of “independent filmmaking”, especially in the context of Eastern Europe. Hence, in my paper, I will use his case to examine this concept, drawing on Marx and Marxist thought, such as the critique of the “culture industry” by Horkheimer and Adorno and the concept of “critical media” by Christian Fuchs, and the history of Eastern Europe and its cinema, with its figure of “artist-dissident” and the specific case of Yugoslavia. My main point is that there is no “independent cinema” in absolute terms; cinema can only be independent from something, hence ‘independent cinema’ means different things in different cultural contexts.
EN
Fundamental to an understanding of the creative economy – what it comprises and how it functions in the economies of both developed and developing countries – are the concepts of “cultural industries” and “creative industries”. This article provides an overview of the development of the concepts of “creativity” throughout this decade leading to what became known as the “creative economy”. The author’s intention is not to reach a final consensus about concepts, but to understand its evolution. It also considers the emergence of the associated concepts of “creative class”, “creative cities”, “creative clusters”, as well as the most recent innovative notions relating to the “experience economy” “creative commons” and “creative ecology”. The major drivers of the growth of the creative economy and its multiple dimensions are examined in the light of recent developments including the world economic crisis. This article also provides evidence on the economic contribution of the creative industries to the economies of various advanced countries.
EN
The purpose of this article is to determine (through separation) the shapes and types of customer relationships occurring in the creative industries sector among companies operating in it in terms of B2B (business-to-business) and B2C business-to-consumer). The research approaches featured in this paper are: a functional approach, methods of functional analysis, comparative analysis, expert approach, benchmarking. These approaches are based to a greater extent on the research literature and, to a lesser extent, on diagnostic testing (assessment of the facts), then binding them with modelling- -patterns. The latter are the basis for the preparation of solutions that may serve as useful practical implications in the creation of the development strategy for creative industry and sectoral partnership, both in exogenous and endogenous terms.
PL
Celem artykułu jest określenie (poprzez wyodrębnienie) kształtów i rodzajów relacji z klientami występujących w obszarze sektora przemysłów kreatywnych wśród podmiotów w nim działających w ujęciu B2B (business-to-business) i B2C (business-to-- consumer). Wyróżnione w prezentowanym opracowaniu podejścia badawcze to: podejście funkcjonalne, metodyka analizy funkcjonalnej, analiza porównawcza, podejście eksperckie, benchmarking. Podejścia te w większym stopniu opierają się na badaniach literaturowych, a w mniejszym stopniu na badaniach diagnostycznych (ocenie stanu faktycznego), wiążąc je następnie z tworzeniem modeli-wzorców. Te ostatnie są podstawą przygotowania rozwiązań użytkowych mogących posłużyć jako implikacje praktyczne w procesie kreacji strategii rozwoju zarówno podmiotów przemysłu kreatywnego, jak i partnerstwa sektorowego – w ujęciu egzo-, jak i endogenicznym.
EN
Creative businesses are one of the models of economic development and one of the main drivers of local and regional development. The core of this model is entrepreneurial activity. This article attempts to draw attention to the need for creating a model of the creative sector and the cultural sector for rural areas (suburban, intermediate, peripheral areas) in the light of an intensifying tendency of population migration from cities to the countryside and changes in the awareness about the quality of life and work. This model has its specific features, as opposed to the model preferred for cities. This is due, among others, to the spatial aspects (e.g. location in relation to urban centres), cultural distinction of villages and historically determined socio-economic situation. A case study of the rural municipality of Puszcza Mariańska as a representative of many similar national municipalities is an example of the need to undertake research into the potential of the creative sector. The article indicates the selected mechanisms and conditions to build in the rural areas the potential of human and social capital in the creative sector.
XX
Kreatywne biznesy to jeden z modeli rozwoju gospodarczego, a jednocześnie jeden z ważniejszych filarów rozwoju lokalnego i regionalnego. Podstawą tego modelu jest przedsiębiorczość. W artykule podjęto próbę zwrócenia uwagi na potrzebę tworzenia modelu sektora kreatywnego i sektora kultury dla terenów wiejskich (tereny podmiejskie, pośrednie, peryferyjne) w sytuacji nasilania się trendów migracji ludzi z miast na wieś oraz zmian świadomości odnośnie do jakości życia i pracy. Model ten ma swoją specyfikę, w odróżnieniu od modelu preferowanego dla miast. Wynika to m.in. z aspektów przestrzennych (np. lokalizacji w stosunku do ośrodków miejskich), odrębności kulturowej wsi, sytuacji społeczno-gospodarczej uwarunkowanej historycznie. Studium przypadku gminy wiejskiej Puszcza Mariańska, jako reprezentanta wielu podobnych krajowych gmin, jest przykładem podjęcia konieczności badania potencjału sektora kreatywnego. W artykule wskazano na wybrane mechanizmy i uwarunkowania budowania na wsi potencjału kapitału ludzkiego i społecznego w sektorze kreatywnym
EN
This paper seeks to present organisational and programme assumptions of a new field of postgraduate studies called Cultural industries in the development policies of towns and regions, prepared by a team of workers of the Institute of Socio-Economic Geography and Spatial Management of Adam Mickiewicz University in Poznań as a didactic innovation based on the assumptions of a modular system of education that meets contemporary changes in the labour market. Apart from those assumptions, the analysis will also embrace experiences following from the educational process implemented with the support of the Human Capital Operational Programme in the years 2013–2015 (Priority IV: Tertiary Education and Science, Measure 4.3: Enhancing the didactic potential of universities in areas of key importance for the Europe 2020 Strategy, UDA-POKL.04.03.00-00-152/12-00). They provide a basis for conclusions and recommendations for higher schools interested in the development of this area of education.
PL
Celem pracy jest przedstawienie założeń programowych i organizacyjnych nowego kierunku studiów podyplomowych pn. Przemysły kultury w polityce rozwoju miast i regionów, który został przygotowany przez zespół pracowników Instytutu Geografii Społeczno-Ekonomicznej i Gospodarki Przestrzennej Uniwersytetu im. Adama Mickiewicza w Poznaniu jako innowacja dydaktyczna, wykorzystująca założenia modułowego systemu kształcenia, odpowiadająca na współczesne przemiany rynku pracy. Analiza, obok przedstawienia przedmiotowych założeń, obejmuje również doświadczenia wynikające z procesu kształcenia, jaki zrealizowano przy wsparciu Programu Operacyjnego Kapitał Ludzki w latach 2013–2015 (Priorytet IV. Szkolnictwo wyższe i nauka. Działanie 4.3. Wzmocnienie potencjału dydaktycznego uczelni w obszarach kluczowych w kontekście celów Strategii Europa 2020 – UDA-POKL.04.03.00-00-152/12-00), które stanowią podstawę do sformułowania wniosków i rekomendacji dla uczelni zainteresowanych rozwojem tej dziedziny kształcenia.
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