scholarly journals Identifying causes of disputes in creative industries: lithuanian architecture segment case study

Author(s):  
Tomas Mitkus

Today creative industries are economically efficient, innovative and constantly growing economic segment. On the other hand, creative industry and its unique creative work process, brings increased stress and conflicts possibility to work environment. Causes of conflicts and conflict management have been analyzed in detail by a number of scholars, although conflicts evolving into disputes have been analyzed considerably less often. The causes of disputes in Lithuanian architectural segment were identified and analyzed in this article. These causes were grouped into two main categories – communication and non-communication causes. Case study results show that in 49% of 107 analyzed cases litigation could have been avoided if communication process between disputes parties would have been conducted professionally throughout all stages of production.

Organization ◽  
2017 ◽  
Vol 24 (3) ◽  
pp. 330-354 ◽  
Author(s):  
Patrizia Zanoni ◽  
Annelies Thoelen ◽  
Sierk Ybema

Much literature on the cultural industries celebrates ethnicity as a source of creativity. Despite its positive connotation, this discourse reduces ethnic minority creatives to manifestations of a collective ethnic identity automatically leading to creativity, creating a paradox of creativity without a creative subject. Approaching creatives with an ethnic minority background as agents, this article investigates how they self-reflectively and purposely discursively construct ethnicity as a source of creativity in their identity work. Empirically, we analyze interviews with well-established creatives with an ethnic minority background active in Belgium. Most respondents construct their ethnic background as ‘hybrid’, ‘exotic’, or ‘liminal’ to craft an identity as creatives and claim creativity for their work. Only few refuse to discursively deploy ethnicity as a source of creativity, crafting more individualized identities as creatives. Our study contributes to the literature on power and ethnicity in the creative industries by documenting ethnic minority creatives’ discursive micro-struggle over what is creative work and who qualifies as a creative. Specifically, we show their counterpolitics of representation of ethnicity in the creative industries through the re-signification of the relation between the ‘west’ and the ‘other’ in less disadvantageous terms. Despite such re-signification, the continued relevance of the discourse of ethnicity as a key marker of difference suggests that ethnicity remains a principle of unequal organization of the creative industries.


2017 ◽  
Vol 21 (4) ◽  
Author(s):  
Enilda Romero-Hall ◽  
Cristiane Rocha Vicentini

This paper reports on a case study investigating distance learners participating in graduate-level hybrid synchronous instruction. This research helps inform the design of hybrid synchronous instruction in which face-to-face and distance learners engage in class sessions. Data were collected using electronic journals, individual interviews, and a focus group. The results of the data analysis provide evidence that in this case, hybrid synchronous instruction improved the study habits of distance learners. On the other hand, the case study results also revealed that there are challenging pedogogical aspects which the distance learners had to overcome during hybrid synchronous instruction. Among such challenges were the interactions, relationships, and communication exchanges between distance learners, their face-to-face counterparts, and the instructor.


2015 ◽  
Vol 2 (2) ◽  
pp. 298-307

This article is a practitioner reflection on taking a meta mediation perspective on working with two organizations in co-creating a positive and constructive working environment. This perspective is grounded in the theoretical framework of strategic conflict management systems. The approach taken is to consider a specific process for engaging with organizations by looking at the two case study organizations – one small and growing, the other medium-sized and resource-constrained. The reflection first considers the antecedents for both organizations in engaging in this way. It then sets out the process for whole organization engagement through dialogue. The outcomes for each organization are then shared. The conclusion reached is that both organizations benefited from the engagement in terms of improvements in work environment, working relationships, conflict competence and organizational performance. Some of the ethical considerations for mediators working with organizations in this way are reflected on including neutrality and impartiality, confidentiality and self determination.


2020 ◽  
Vol 5 (4) ◽  
pp. 389-406
Author(s):  
Meicheng Sun

Korean popular music or K-pop has achieved popularity among global audiences. The uniqueness of K-pop fan culture has helped to shape the success of the K-pop industry. Through a case study of Chinese fan labor vis-à-vis K-pop male idol group GOT7, the author notes three types of K-pop fan labor: specialized labor, managerial labor, and unskilled labor. This research argues that fan labor transforms the K-pop industry into an alternative creative industry because fan labor as creative labor is an indispensable part of the K-pop industry. Fan labor is utilized to distinguish fans from non-fans, and to draw boundaries between the grateful, more enthusiastic fans and the casual self-proclaimed fans who do not contribute to fandom or their idols’ success. These Chinese K-pop fans comply with the K-pop industry’s commodification of culture, are exploited by the K-pop industry, and seek empowerment in the K-pop production and distribution process. This paper’s exploration of fan labor, based on the author’s participant observations and in-depth interviews, will thus contribute to studies on the creative industries, creative labor, fandom, and the transnational flows of popular culture.


2017 ◽  
Vol 20 (4) ◽  
pp. 1303-1319 ◽  
Author(s):  
Lauren E Bridges

The creative industries have gained the attention of neoliberal policymakers as providing future economic growth. However, these industries are often built on precarious working conditions as a compromise for flexible and more meaningful work. This article uses a mixed-methods approach to investigate the dynamics of flexible and precarious work in the creative industries through the lived experience of the editor. The data reveal a higher tolerance to precarity among freelance workers compared to full-time workers, paired with high satisfaction levels, particularly among women. Using the editor as a case study, this article seeks to criticise the global labour trend towards flexible employment, which relies more heavily on digital networked labour that is insecure and precarious by nature and to highlight the particular vulnerability of a female creative industry workers who appear to have a higher tolerance to job insecurity.


2018 ◽  
Vol 4 (02) ◽  
pp. 239-251
Author(s):  
Pujiyanto Pujiyanto

AbstrakAkhir-akhir ini industri kreatif berkembang seiring arus globalisasi dan pasar bebas. Kondisi ini menggairahkan industri-industri kreatif baru bermunculan yang dapat menjadi andalan suatu daerah bahkan menjadikan predikat kota kreatif. Industri kreatif yang berkembang di bidang desain tiap kota dapat meningkatkan citra daerahnya, meningkatkan devisa, dan mengatasi pengangguran. Ada empat penggerak kreatif yaitu akademisi, pemerintah, kreator, dan pengusaha yang menjadikan industri kreatif semakin subur. Berbagai cara telah dilakukan oleh empat unsur tersebut hingga suatu kota menjadi terkenal, maka perlu dikaji melalui metode telaah kepustakaan dan pengamatan dengan memperhatikan teori dari Williamson tentang jenis kewirausahaan dan Philip Plus tentang tahapan dalam berkanya kreatif. Hasil diperoleh bahwa akademisi mengarah ke jiwa wirausaha yang inovasi, pemerintah mengarah ke wirausaha yang meniru, kreator mengarah ke wirausaha yang hati-hati, dan pengusaha mengarah ke wirausaha yang pemalas. Untuk memperkuat pembahasan maka diperkuat oleh hasil karya nyata kewirausahaan sebagai inspirasi orang lain dan bermanfaat dalam kehidupan masyarakat. Kata Kunci: kewirausahaan, industri kreatif, kreator  AbstractLately, the creative industry has evolved by alongside the flow of globalization and free markets. This condition stimulates new creative industries emerging that can become a mainstay of an area even make the creative city becomes a predicate. Creative industries that develop in the design field every city can improve the image of the region, increase the number of foreign exchange, and tackling unemployment. There are four creative movers: academics, government, creators, and entrepreneurs that make the creative industry particularly fecund. Various ways have been done by the four elements until a city became famous, it needs to be studied through the method of literature and observation by taking into Williamson's theory of the type of entrepreneurship and Philip Plus’s theory of the stages in the creative work. The results obtained that academic has been leading to innovating entrepreneurship, the government has been leading to imitative entrepreneurship, creators have been leading to fabian entrepreneurship, and entrepreneurs have been leading to the drone entrepreneurship. To strengthen the discussion then reinforced by the real work of entrepreneurship as the inspiration of the others and useful in social life. Keywords: entrepreneurship, creative industry, creators


2017 ◽  
Vol 10 (4) ◽  
pp. 187
Author(s):  
Haya Saad Abdulla Al Rawaf ◽  
Azza Khalil Abdel Fattah ◽  
Fadia Yousif Abdel Megeid ◽  
Rania Mohammed Aziz Nazmy ◽  
Sarah Nasser Alarifi ◽  
...  

This study aims at highlighting the role of Continuous Education Programs at the Saudi Universities in Religious, Social, and Health Literacy; King Saud University was taken as an example. To achieve the goals of the study two questionnaires were distributed among two samples from King Saud University; (101) of students, and (9) of continuous education centers’ directors. Results showed that continuous education programs presented in religious awareness development do not contribute sufficiently in developing them. However; continuous education programs have favorable role in community’s social culturing. Also, continuous education programs contribute, at medium degree, in community’s health culturing. On the other hand; people in charge agree that the investment revenue in financing continuous education programs is minor as well as financing offered by the University. In light of the study results, the researchers recommended paying more attention to present more continuous education programs of concern as to individuals’ needs through cooperation with the research center in the University to perform survey studies targeted to define the individuals’ needs in terms of religious, social and health issues.


2019 ◽  
Vol 18 (2-3) ◽  
pp. 216-230
Author(s):  
Haili Ma

This paper explores Cultural and Creative Industry (CCI) teaching and curriculum development across disciplines, based on a case study of a newly established Cultural and Creative Industry (CCI) programme at the School of Modern Languages, Cardiff University, UK. It illustrates how different academic values and goals influence styles of teaching and curriculum development, and it considers how this drives disciplinary evolution. As CCI increasingly attracts international students, in particular from China’s middle-class market, this paper questions the direct ‘import’ of western CCI for Chinese students, in terms of both content relevance and programme development sustainability. This paper suggests that curriculum evolution should be viewed as key for UK higher education to retain market competitiveness, especially a pending ‘Brexit’.


Author(s):  
Achmad Basuki ◽  
Jabbar Nendra Putra

Nowadays, the young people are not interested in the local culture as a “wayang” puppet. This condition threatens the extinction of some of the local culture that should be a mainstay of the industry entering an era of creative industries. On the other hand, theyare more interested in playing computer games as changing of people's lifestyles. It becomes our basic idea to produce a game as a creative product. The genre of this game is fighting-adventure. This game depictures a story of fighting between the baby Tetuko and giant Kala Pracona. The game uses Kinect and 3D platform technology to attract more players to feel their adventures. With Kinect technology, the player can control the character with his gesture. Thus, this game will increase the awareness of young people about the culture of Wayang.Keywords : 3D game, kinect,adventure, local culture, creative industry.


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