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The impact of innovative technologies on small players in the recorded music sector: a chronological overview 创新技术对唱片行业小型播放器的影响:按时间顺序概述
IF 1.1 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-07-08 DOI: 10.1080/17510694.2021.1939545
Ali Kiresci
Abstract Throughout history, music has been presented to the audience in different ways, and technology has played an essential role in shaping the forms of music consumption. Each innovative process has led to new business models, socio-cultural changes and ultimately new entrepreneurial activities. This paper reviews the history of the music recording industry from the perspective of innovation and entrepreneurship. It examines how small independent record labels periodically emerged and filled the creative and commercial gaps within the music recording industry’s history. It also explores the philosophy of independent music, the do-it-yourself (DIY) ethos that rose to prominence in the 1970s with the UK’s punk music movement. This study shows that the independent music sector has continually displayed entrepreneurial reactions to the major corporations’ practices and market dominance. Independent musicians’ ups and downs have moved parallel to the sector’s technological developments and the ease of access to these innovative tools.
摘要纵观历史,音乐以不同的方式呈现给观众,而技术在塑造音乐消费形式方面发挥了至关重要的作用。每一个创新的过程都导致了新的商业模式、社会文化的变化,并最终导致新的创业活动。本文从创新和创业的角度回顾了音乐唱片业的历史。它考察了小型独立唱片公司是如何周期性地出现并填补音乐唱片业历史上的创意和商业空白的。它还探索了独立音乐的哲学,即在20世纪70年代随着英国朋克音乐运动而崭露头角的DIY精神。这项研究表明,独立音乐行业对大公司的做法和市场主导地位不断表现出创业反应。独立音乐人的兴衰与该行业的技术发展和这些创新工具的易用性平行。
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引用次数: 4
Blockchain and publishing: towards a publisher-centred distributed ledger for the book publishing industry 区块链与出版:面向图书出版行业以出版商为中心的分布式账本
IF 1.1 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-06-30 DOI: 10.1080/17510694.2021.1939541
M. Ryan, Phoebe Macrossan, Sue Wright, Michael Adams
Abstract There is a small but growing volume of scholarly research and technological experiments in relation to blockchain and book publishing. However, to date, appropriate and feasible blockchain models for rights management and copyright exploitation remain largely untested. Furthermore, extant research has focussed on author-centred models of intellectual property and royalty management, with limited focus on publisher-centred models. Consequently, there are few practical prototypes and little understanding of blockchain models that are mutually beneficial for both writers and publishers. This article presents the findings of a two-year research project, No Point in Stopping, that explores a publisher-centred model of blockchain publishing that creates value for micro-publishers. The project developed a custom blockchain prototype and digital ledger to manage intellectual property agreements, royalty payments, and the tracking of both physical in-store and online purchases. The authors argue that for publishers, blockchain can create and monetise new digital publishing products from the drafting and editing process, thereby using intellectual property that would normally be an input into the publishing process rather than a commercial output. Blockchain can also create a new contract and revenue system that disrupts the current fee-for-service model by paying royalties to all creative professionals involved in this publishing process.
关于区块链和图书出版的学术研究和技术实验虽少,但数量在不断增长。然而,迄今为止,适当和可行的版权管理和版权利用模式在很大程度上仍未经检验。此外,现有的研究主要集中在以作者为中心的知识产权和版税管理模式上,而对以出版商为中心的模式关注有限。因此,很少有实用的原型和对区块链模型的理解,这些模型对作者和出版商都是有益的。本文介绍了一项为期两年的研究项目“No Point in stop”的结果,该项目探索了一种以出版商为中心的区块链出版模式,该模式为微型出版商创造了价值。该项目开发了一个定制的区块链原型和数字分类账,用于管理知识产权协议、版税支付以及实体店和在线购买的跟踪。作者认为,对于出版商来说,b区块链可以从起草和编辑过程中创造新的数字出版产品并将其货币化,从而使用通常是出版过程的输入而不是商业输出的知识产权。b区块链还可以创建一个新的合同和收入系统,通过向参与发行过程的所有创意专业人士支付版税,打破目前的服务收费模式。
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引用次数: 2
Recipes for textual engagement: Accessing aspiration in girls’ character-based events 文本参与的食谱:在女孩基于性格的活动中获取愿望
IF 1.1 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-06-22 DOI: 10.1080/17510694.2021.1938925
A. Benson
Abstract This article examines the function of participatory event spaces as significant elements of emerging transmedia franchising strategies. Through analysis of the marketing and design of two events based on the Japanese girls’ series Purikyua, this article suggests that participatory spaces can be used to consolidate otherwise disjointed texts, advancing a specific interpretation of the franchise that may seek to guide participants’ engagement with the work. Through instruction-based marketing of the series’ merchandise, including activities that lead children in ‘practice’ sessions with the toys, Purikyua events articulate a single form of engagement with the text and its merchandise as ‘correct’ (in spite of its myriad, and often conflicting, textual elements). In the event space, emphasis on step-by-step instructions and learnable behavior positions Purikyua’s characters as celebrity role models whose lifestyle is attainable—dependent on precise adherence to a single model of textual engagement.
摘要本文探讨了参与式活动空间作为新兴跨媒体特许经营战略的重要组成部分的功能。通过分析基于日本女孩系列《Purikyua》的两个活动的营销和设计,本文建议可以利用参与空间来整合原本脱节的文本,从而对特许经营权进行具体的解释,以引导参与者参与作品。通过对该系列商品的基于指导的营销,包括引导孩子们进行玩具“练习”的活动,Purikyua活动阐明了对文本及其商品的单一参与形式是“正确的”(尽管文本元素无数,而且往往相互冲突)。在活动空间中,对循序渐进的指导和可学习的行为的强调将普里基亚笔下的角色定位为名人榜样,他们的生活方式是可以实现的——这取决于对单一文本参与模式的精确遵守。
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引用次数: 0
Redressing digital orientalism: how Vietnamese cultural professionals are harnessing new digital technologies to reclaim the narrative on Vietnamese art and culture 纠正数字东方主义:越南文化专业人士如何利用新的数字技术来重新叙述越南艺术和文化
IF 1.1 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-06-21 DOI: 10.1080/17510694.2021.1938926
Emma Duester, Michal Teague
Abstract Cultural professionals in the art and cultural sector in Hanoi, Vietnam, are carrying out digitization projects and utilizing digital platforms, tools and applications in order to curate their own narrative on Vietnamese art and culture. This can help to counter digital orientalism by redressing the imbalance in the amount of accessible content online as well as control over the production and circulation of cultural content. An increase in the amount of digitized cultural content can help to engage local audiences and introduce a contemporary image of Vietnamese culture to an international audience. Today, Vietnamese cultural professionals are able to decide what to digitize, what to make publicly accessible and how to curate it online. This paper presents findings from a case study on Manzi Art Space, including a digital ethnography of an augmented reality public art project entitled ‘Into Thin Air’ and 20 interviews with art and cultural professionals working in Hanoi. The findings show how digitization allows cultural professionals to shape the narrative on contemporary Vietnamese art and culture. However, the findings also show there are particular challenges faced by cultural professionals in Hanoi, including lack of human resources, technical resources and funding as well as concerns around copyright law and government permissions. These challenges are hindering the ability to utilize new digital technologies.
摘要越南河内艺术和文化部门的文化专业人员正在开展数字化项目,并利用数字平台、工具和应用程序来策划他们自己的越南艺术和文化叙事。这可以通过纠正在线可访问内容数量的不平衡以及对文化内容的生产和流通的控制来帮助对抗数字东方主义。数字化文化内容数量的增加有助于吸引当地观众,并向国际观众介绍越南文化的当代形象。如今,越南文化专业人士能够决定数字化什么,让公众可以访问什么,以及如何在网上策划。本文介绍了Manzi Art Space的案例研究结果,包括一个名为“Into Thin Air”的增强现实公共艺术项目的数字民族志,以及对河内艺术和文化专业人士的20次采访。研究结果表明,数字化使文化专业人员能够塑造当代越南艺术和文化的叙事。然而,调查结果也表明,河内的文化专业人员面临着特殊的挑战,包括缺乏人力资源、技术资源和资金,以及对版权法和政府许可的担忧。这些挑战阻碍了利用新数字技术的能力。
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引用次数: 3
Industry standard? Technocapitalist depictions of music production 行业标准?技术资本主义对音乐制作的描述
IF 1.1 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-06-21 DOI: 10.1080/17510694.2021.1939540
S. Keith, S. Collins, Adrian Renzo, A. Mesker
Abstract The term ‘creative industries’ describes a policy-based view of multiple creative sectors, which in turn are linked to higher education and training, digital technology, and economic outcomes. The term ‘creative industries’ (as opposed to cultural industries) is ‘a shorthand reference to the information society and that set of economic analyses and policy arguments to which that term now refers’. The music industry, as part of the broader creative industries, has been profoundly affected by the ‘information society’; technological changes to production and distribution over the last two decades have radically reconfigured the sector. At the same time, the importance of digital technology within the interdisciplinary creative industries has allowed audio technology manufacturers to claim a central role. This paper examines the nexus between technology and participation in the creative industries, namely how the discourse of industry and professionalism is used by audio technology manufacturers to construct an idealised image of the creative music industries. We investigate how notions of ‘industry’ and ‘professionalism’ relate to disruptions within the creative and media industries more widely, and how it serves the corporate interests of Digital Audio Workstation (DAW) manufacturers.
摘要“创意产业”一词描述了对多个创意部门的基于政策的看法,这些部门反过来又与高等教育和培训、数字技术和经济成果有关。“创意产业”(与文化产业相对)一词是“对信息社会以及该术语现在所指的一系列经济分析和政策论点的简写”。音乐产业作为更广泛的创意产业的一部分,受到了“信息社会”的深刻影响;过去二十年来,生产和分销方面的技术变革从根本上重新配置了该行业。与此同时,数字技术在跨学科创意产业中的重要性使音频技术制造商能够发挥核心作用。本文探讨了技术与参与创意产业之间的关系,即音频技术制造商如何利用产业和专业性的话语来构建创意音乐产业的理想形象。我们调查了“行业”和“专业性”的概念如何与创意和媒体行业内更广泛的干扰相关,以及它如何为数字音频工作站(DAW)制造商的企业利益服务。
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引用次数: 1
Wearables of the past and the future: an immersive and cross-cultural learning experience of undergraduate students in an international design collaboration 过去与未来的可穿戴设备:在国际设计合作中为本科生提供沉浸式跨文化学习体验
IF 1.1 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-06-18 DOI: 10.1080/17510694.2021.1939539
M. Chamorro-Koc, G. Caldwell, Alejandro Villaneda Vasquez, Ivan Franco Rodriguez, C. Nates
Abstract Short term, collaborative, immersive and situated learning experiences through cross cultural design projects are key to elevating design students’ global perspectives and ability to perform in international contexts. In this article we examine students’ experiences during an international study tour that took Australian university undergraduates to collaborate with peer students in a design project at a university in Colombia. Our examination identifies three key dimensions contributing to the enhancement of students’ global perspectives: 1) intercultural engagement through peer-to-peer exchange, 2) cross cultural collaboration during remote and immersive design work, and 3) immersing in place-based experiences that enable cultural sensitivity. An analysis of students’ essays and design work demonstrates how these three dimensions were fundamental to broaden their worldviews and ability to perform globally. In the context of increasing participation of graduates from the Creative Industries in the global economy, this article contributes to the discourse about the value of short-term mobility programs in Design in Higher Education.
摘要通过跨文化设计项目获得短期、协作、沉浸式和情境式的学习体验,是提升设计学生全球视野和在国际环境中表现能力的关键。在这篇文章中,我们考察了学生们在一次国际考察中的经历,这次考察带着澳大利亚大学本科生与哥伦比亚一所大学的同行学生合作进行设计项目。我们的考试确定了有助于增强学生全球视野的三个关键维度:1)通过对等交流进行跨文化参与,2)在远程和沉浸式设计工作中进行跨文化合作,以及3)沉浸式体验,以提高文化敏感性。对学生论文和设计作品的分析表明,这三个维度对于拓宽他们的世界观和全球表现能力至关重要。在创意产业毕业生越来越多地参与全球经济的背景下,本文有助于讨论高等教育设计中短期流动项目的价值。
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引用次数: 0
Making digital adventure games: a conversation with Mark Yohalem 制作数字冒险游戏:与Mark Yohalem的对话
IF 1.1 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-06-16 DOI: 10.1080/17510694.2021.1939543
J. Klaehn
Abstract This article presents a conversation with Mark Yohalem, an award-winning computer game story-writer, co-founder of Wormwood Studios, and a highly regarded attorney. Using Yohalem’s successful adventure game Primordia as a point of reference, the interview covers such topics as how player agency differentiates interactive media from traditional storytelling; the history and evolution of adventure games; the relationship of trust, affection, and collaboration between designer and player; the role of fan communities in game development; digital games within the context of politics of struggle; and adventure games in relation to diversity, gender, identity, race and ethnicity.
本文介绍了与Mark Yohalem的对话,Mark Yohalem是一位屡获殊荣的电脑游戏故事作家,也是Wormwood Studios的联合创始人,也是一位备受尊敬的律师。以Yohalem成功的冒险游戏《Primordia》为例,采访内容涵盖了玩家代理如何将互动媒体与传统故事叙述区分开来;冒险游戏的历史和演变;设计师与玩家之间的信任、情感和合作关系;粉丝社区在游戏开发中的作用;政治斗争背景下的数字游戏;以及与多样性、性别、身份、种族和民族相关的冒险游戏。
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引用次数: 0
Live literature in the Philippines: an ethnographic study of #RomanceClass and reading as performance 菲律宾的生活文学:#罗曼史课堂和阅读作为表演的民族志研究
IF 1.1 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-06-12 DOI: 10.1080/17510694.2021.1939544
C. Parnell, A. A. Trinidad, J. McAlister
Abstract Live literature – events where literature is the dominant art form presented or performed – is a highly visible form of contemporary book culture. In this article, we examine the live reading events organised by #RomanceClass in the Philippines as a case study, using a digital ethnography method which draws on fieldnotes, interviews, social media content, a decibel reader, and a bingo card; and grapple with some of the methodological challenges of researching post-digital literary events. By doing so, we seek not only to explore these fascinating live reading events as specific local phenomena, but also the ways in which the characteristics of a given genre world shape the phenomenology of live literature events more broadly.
摘要现场文学——文学是呈现或表演的主要艺术形式的事件——是当代图书文化的一种高度可见的形式。在这篇文章中,我们以#RomanceClass在菲律宾组织的现场阅读活动为案例研究,使用数字民族志方法,利用现场笔记、采访、社交媒体内容、分贝阅读器和宾果卡;并努力应对研究后数字文学事件的一些方法论挑战。通过这样做,我们不仅寻求将这些引人入胜的现场阅读事件作为特定的地方现象来探索,还寻求特定类型世界的特征如何更广泛地塑造现场文学事件的现象学。
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引用次数: 2
Mobilizing traditional music in the rural creative economy of Argyll and Bute, Scotland 在苏格兰阿盖尔和布特的乡村创意经济中动员传统音乐
IF 1.1 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-06-01 DOI: 10.1080/17510694.2021.1928420
S. McKerrell, J. Hornabrook
Abstract This paper examines the key issues that emerge in the understanding of traditional music as micro-enterprise in the rural creative economy of Argyll and Bute, Scotland. Using evidence from detailed ethnographic fieldwork, with musicians, festival organisers, tour operators, business owners and civil servants, this paper examines how issues such as geographical and social distance, internet connectivity, and cultural tourism are understood in relation to the musical life of Argyll and Bute. We advocate for greater ethnographic engagement with local communities in order to provide a more sophisticated, real-world understanding of rural cultural policy and the impact of current policies on local musicians. The paper therefore foregrounds ethnography as an important method in local, rural contexts such as Argyll and Bute, where typically, much of the creative economy is embedded in statistically invisible economic and cultural activity and portfolio employment.
摘要本文考察了在苏格兰阿盖尔和布特农村创意经济中,传统音乐作为微型企业的理解中出现的关键问题。利用来自详细的民族志田野调查的证据,与音乐家,节日组织者,旅游经营者,企业主和公务员一起,本文研究了如何理解地理和社会距离,互联网连接和文化旅游等问题与阿盖尔和布特的音乐生活有关。我们提倡与当地社区进行更多的民族志接触,以便对农村文化政策和当前政策对当地音乐家的影响提供更复杂、更真实的理解。因此,该论文将民族志作为一种重要的方法,在当地农村环境中,如阿盖尔和布特,典型地,创意经济的大部分都嵌入在统计上看不见的经济和文化活动以及组合就业中。
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引用次数: 1
Art toy as a tool for engaging the global public on the city of Surabaya 艺术玩具是泗水市吸引全球公众的工具
IF 1.1 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-04-22 DOI: 10.1080/17510694.2021.1912536
A. P. Kuntjara
Abstract Art toys, often called designer toys, are three-dimensional figures of hybrid and stylised characters that are reproduced and commonly customised in limited quantities and sold among segmented hobbyists and collectors. Within this niche, however, there is an unexplored territory of art toy character design that is based on a city’s symbols. Such is the case with the city emblem of Surabaya, Indonesia, which already has the iconic images of a shark and a crocodile (Suro and Boyo). As Surabaya continuously focuses on its image, art toys based on the city’s symbols prove to be a potential platform and asset for engaging the public towards the city. If aligned and integrated well with tourism activities, licensing, branding, and various marketing communication media, it is a prospective resource and intellectual property for the city’s public diplomacy in local and global settings. This article traces and conveys the design process and investigates the possibilities and concerns of designing and promoting an art toy platform character named Subo, based on Surabaya’s city symbol.
抽象艺术玩具,通常被称为设计师玩具,是混合和风格化角色的三维形象,通常是限量复制和定制的,并在细分的爱好者和收藏家之间出售。然而,在这个细分市场中,基于城市符号的艺术玩具角色设计仍是一个未被探索的领域。印度尼西亚泗水市的会徽就是这样,它已经有了鲨鱼和鳄鱼的标志性形象(Suro和Boyo)。随着泗水不断关注其形象,基于城市符号的艺术玩具被证明是吸引公众进入城市的潜在平台和资产。如果与旅游活动、许可、品牌和各种营销传播媒体相结合,它将成为当地和全球城市公共外交的潜在资源和知识产权。本文追溯和传达了设计过程,并探讨了基于泗水城市标志设计和推广一个名为Subo的艺术玩具平台角色的可能性和关注点。
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引用次数: 1
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Creative Industries Journal
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