Elgar original reference
Edited by Ruth Towse and Christian Handke
Digital information and communication devices have developed rapidly, and they are applied in increasingly sophisticated ways for many tasks and activities. This process of digitization is already having a considerable impact on the creative industries. An increasingly important aspect of creative works is the element of information goods and services that can be captured in digital bits. Digitization transforms the way creative works are generated, disseminated and used. Digitization has also enabled the development of new types of creative goods and services, such as video games, and new ways of financing creativity, such as crowd-funding, and it is blurring the boundary between producers and consumers. The effects of digitization are also felt in the traditional, non-reproducible arts, where it affects back-office tasks and brings up new related goods and services, for example. What is more, digital technologies generate plenty of data on activities related to creative works, which provides all types of stakeholders and researchers with new opportunities. This handbook contains 37 chapters that discuss the implications of digitization in the creative economy. It has often been proclaimed that there will be substantial changes in the arts, cultural heritage and media industries in the course of digitization. It has also turned out to be difficult to make adequate predictions about the types of change, their timing, or their normative implications.