Description
This book examines China窶冱 creative economy窶蚤nd how television, animation, advertising, design, publishing and digital games are reshaping traditional understanding of culture. Since the 1950s China has endeavoured to catch-up with advanced Western economies. 窶弄ade in China窶� is one approach to global competitiveness. But a focus on manufacturing and productivity is impeding innovation. China imports creativity and worries about its 窶歪ultural exports deficit窶�. In the cultural sector Chinese audiences are attracted to Korean, Taiwanese, and Japanese culture, as well as Hollywood cinema. This book provides a fresh look looks at China窶冱 move up the global value chain. It argues that while government and (most) citizens would prefer to associate with the nationalistic, but unrealized 窶歪reated in China窶� brand, widespread structural reforms are necessary to release creative potential. Innovation policy in China has recently acknowledged these problems. It considers how new ways of managing cultural assets can renovate largely non-competitive Chinese cultural industries. Together with a history of cultural commerce in China, the book details developments in new creative industries and provides the international context for creative cluster policy in Beijing and Shanghai.
Table of Contents
Foreword. Introduction: Created in China Part 1: Culture and Civilisation 1. The Innovation Ecology: The Chinese Century Discourse and the Problems of Academic Categorisation 2. Territory, Technology and Taste: The Role of Institutions, Trade, Talent and Migration 3. The Culture-Knowledge Economy: A Short History of Cultural Markets in Traditional China 4. Revolution, Reform and Culture in Modern China: How Nation Building Trapped Innovation 5. Culture Goes to Market: The Debates in the 1980s and 1990s About the Role of Culture Part 2: From Made in China to Created in China 6. Innovation, Creative Economy and Catch-Up: From Cultural to Creative Industries (2003 窶� 2006) 7. Cities and the Creative Field: The Global Discourse of Clusters and Innovation 8. In Search of China窶冱 New Clusters: Shanghai, Chongqing and Beijing 9. Reality TV, Post-Collectivism and the Long Tail: The Propensity to Copy and the Impacts of Copyright 10. Branding, Franchising and Licensing: Looking for New Business Models in Animation, Advertising and Digital Content 11. The Chinese Dragon and Cultural Re-Conversion: Exploring the Heartlands of Chinese Culture: The Great Wall, the Shaolin Temple and the Hengdian World Studios 12. The Great New Leap Forward? Reassessing the Evidence: Is it all a Dream? Appendix 1: China窶冱 Cultural and Creative Industries: Table of Regulatory Powers and Functions. Appendix 2: Aggregated Data on China窶冱 Media and Cultural Industries



