Summary

These notes cover topics like cultural industries, business models, museum pricing proposals, and contracts in the arts and commerce. The document explores aspects of creative industries, including revenue sources, challenges, and the role of gatekeepers in the creation of cultural value.

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# Cultural Industries: Product-market characteristics - **Produce experience goods with significant creative elements, targeted at consumers through mass distribution.** - Con: It excludes high-end art (like fine art) due to the focus on mass distribution. - High art doesn't always reach ma...

# Cultural Industries: Product-market characteristics - **Produce experience goods with significant creative elements, targeted at consumers through mass distribution.** - Con: It excludes high-end art (like fine art) due to the focus on mass distribution. - High art doesn't always reach mass audiences. - **The value of cultural goods is often more symbolic, aesthetic, or socially meaningful than utilitarian (practical) value.** ## Selectors and gatekeepers - **Upstream selectors:** firms that select artists or creative projects to bring to the market (e.g., publishers, movie producers etc). - **Downstream selectors:** individuals or organizations who select artists or creative goods that have relatively high value (e.g., reviewers, award juries etc). - Facilitators in reading 1.3 are upstream selectors. - Selectors in reading 1.4 are mainly downstream selectors, who evaluate producers & products. ## Business Models in Creative Industries ### Revenue Sources - Selling the creative product (e.g., music, film, art) - Advertising: Selling ads based on audience size (e.g., TV commercials). - Subsidies: Gaining government or institutional support based on audience interest or social value. - Grants/Sponsorship: Support from foundations, corporate sponsors, or loyalty programs. - Ancillary services: Revenue from additional offerings like gift shops or restaurants (e.g., free museum entry but income from other services). ### Challenges - Finding sustainable revenue streams at minimal cost. - Maintaining competitive advantages and preventing imitation by competitors. # Pay as you go: Museum pricing proposal ## Museum Objectives- Why Price? 1. To help to fulfill its basic museum responsibilities, namely protect the collection. - Too many visitors put the collection at risk and diminish the quality of the visit. 2. To achieve economic goals - Generate revenue. - Differentiate the museum from others through unique offerings at various levels of access. 3. To achieve other social/political goals - Getting the support of broader groups or stakeholders, e.g., by educating children). ## Exit Prices as an Innovative Pricing Model for Museums - **Exit Prices:** based on time spent or exhibitions visited, providing flexibility. - Aim: balance museum objectives + address inefficiencies of traditional pricing. - It can be: fixed, voluntary, or obligatory but variable. - This is not based on subjective value of visitor experience but on a quantifiable "objectified" experience, such as time or content. - **Traditional Pricing Models:** can be free entry, fixed entry fees, voluntary donations (at entrance or exit), and membership clubs. - Fails to consider distributional fairness (i.e., varying financial abilities of visitors). - Factors to Voluntary Contributions: the visitor's connection to the museum, peer pressure, and whether the contribution signals quality to others. ## Key Findings 1. **Advantages Of Exit Prices** - More Choice & Satisfaction: Visitors can make a tailored visitor experience, based on time and willingness to pay. - Fairness: Visitors pay based on usage, making this pricing model more socially equitable. - Efficiency: Can help balance museum objectives by being more flexible. - More revenue generation for visitors who prefer shorter, more flexible visits. - Creates Donor Appeal: balance of financial sustainability with inclusivity. 2. **Disadvantages of Exit Prices** - Visitor Behavior. Exit prices could prompt visitors to rush through exhibits to minimize costs. - External Barriers: Factors like limited museum hours or high travel costs still restrict access. - Does not account for potential overcrowding, which can harm the visitor experience & art. # Contracts between art and commerce ## Key Terms - **Creative Inputs**: Artists or creators contributing original content. - **Humdrum Inputs**: Commercial entities that handle the logistical, marketing, and production aspects of bringing creative work to market. - **Vertical Differentiation**: The process of enhancing a creative product's quality by increasing fixed costs, such as adding special effects, to elevate its perceived value. - **Horizontal Differentiation**: Offering creative products that vary in style or genre to cater to different tastes, without a clear ranking of quality. ## Core Characteristics of Cultural Production 1. **Nobody Knows**: The success of creative products is unpredictable, leading to overproduction and an oversupply of talent. 2. **Art for Art's Sake vs. Show Me the Money**: Artists often prioritize creative fulfillment over financial gain. As they achieve > market power their focus shifts toward profitability. - **Psychological Income**: The non-monetary satisfaction an artist derives from creating art. 3. **Motley Crew Problem**: the collective of specialized contributors (e.g., in film or TV) working together to produce a cultural good, where the risk and rewards are unevenly distributed. - **Low Residual Value**: Failed creative projects have little value, making them riskier than standardized goods. ## Key Findings - **Unequal Contracts**: Oversupply of artists and "nobody knows" uncertainty give facilitators power to offer less favorable deals to artists. - **Direct Sales Prohibition**: Contracts often prevent artists from bypassing intermediaries like galleries or agents. - **Risk Management**: Complex contracts, including revenue-sharing and real option contracts, are used to balance risk and incentives in creative production. - **Revenue Sharing**: Artists often engage in 50/50 revenue-sharing deals, though specific terms vary by industry. # The Transformation of the Seleciton System in Modern Arts ## Evaluation Systems in the Creative Industries - **The Selected**: Artists or creators whose work is evaluated. - **The Selectors**: Evaluators who determine the value of creative work. - **Selection System**: The process of evaluation: - **Market Selection**: Consumers decide value. - **Peer Selection**: Other creators evaluate the work. - **Expert Selection**: Critics or curators judge value based on expertise. ## Key Findings - The rise of Impressionism marked a shift from peer to expert evaluation in art. - **Public Validation**: Success in creative industries depends on engaging with evaluators (market, peer, or expert) to gain recognition. - Creative industries **adapt** by appealing to the most relevant selectors in evolving business models for success. - **Market Influence**: Despite expert dominance, market preferences can still shift outcomes. # Creativity and Innovation - Creativity and innovation are not the same thing - **Innovation**: the output; new products, new ways of doing things; the end process - **Creativity**: mainly used for the inputs - In theory these two concepts can be separated; however, in reality, if we want to measure them, they become very much merged - It's hard to measure creativity without talking about innovation - Why are some innovations more important than others? - How much creativity is incorporated in this particular innovation ## Innovations & Categories - Radical innovations create new categories. - Recombining categories is an important source of innovations, especially in the creative industries (cross-overs). - Innovative products/producers are difficult to categorize. - There is no absolute standard for innovation → you must compare to something that was there before. # Slack resources and product innovation ## Organizational Slack - Unusued/surplus resources available to organizations. When there is too much slack (stress) there is inefficient resource management that is costly and can lead to inertia in decision-making. - Creativity vs. Stress: Slack can either... - Facilitate creativity under moderate stress. - Impede creativity if stress is too high (lack of time or overwhelming pressure). ## Innovative Strategies of Organizational Slack (defined by organizational actors) 1. **Product Exploration**: Introducing radical innovations or new competencies (pushing the organization beyond existing limits). 2. **Product Exploitation**: Refining or improving existing products (capitalizing on current competencies). 3. **Ambidexterity**: The ability to pursue both exploration and exploitation simultaneously. - Requires organizational adjustment or resource flexibility. ## Types of Organizational Slack | Resource | Rare | Resource Absorption | |---|---|---| | **Resource** | **Rare** | **Absorbed**- tied to ongoing operations | **Unabsorbed**- easily allocated resources | | **Rarity** | **Generic** | **Human Resource Slack** # of full-time employees Total # of employees | **Customer-Relational Slack** Subscription level p/y The total # of employees | | | | **Operational Slack** Unutilized facility capacity (e.g., unused seats in a theatre). | **Financial Slack** Cash reserve of an organization at the end of the year. | ## Environmental Threat: - Perceived pressure or uncertainty from external forces, affecting how organizations utilize slack resources for exploration or exploitation. - High Threat: unabsored resources (financial & c-r slack) increase exploration and lower exploitation. - The riskier the situation, the riskier the actions. ## Main Results 1. **Unabsorbed Slack**: more exploration under high environmental threat but reduces exploitation. 2. **Absorbed Slack**: Favors exploitation over exploration, as resources are tied to ongoing operations. 3. **Customer Relational Slack**: - Inhibits exploration, especially under low environmental threat. - Promotes exploitation (utilizing customer relationships for stability). # Determinants Of Artistic Innovation 1. **Defining Artistic Innovation** - Artisit innovation is the introduction of works that are new relative to a specific referent, which can be the artist's past work, local competition, or the broader global field. 2. **Dimensions Of Innovation** - **Content Innovation**: Introducing new or contemporary works. - **Form Innovation**: Novel ways of presenting or interacting with audiences, such as multidisciplinary approaches or enhanced interactivity. 3. **Is There An Artistic Deficit?** - An artistic deficit refers to the idea that there is less artistic innovation than is possible or desired. Despite concerns about commercialization and uniformity, substantial variation in artistic programming still exists. ## Determinants Of Artistic Innovation ### Macro-environmental Perspective: Country Level 1. **Local Resource Availability**: Population size positively affects programming diversity, but average income and education level do not. 2. **Market Forces**: - **Demand-side factors** (e.g. audience education level) do not affect programming. - **Supply-side factors** (e.g. market structure and competition) play a role, but are overlooked in the literature. 3. **Legal and Institutional Factors**: Intellectual property rights protection and the general market structure of the country can shape the landscape for artistic innovation. ### Meso Perspective: The Funding Hypothesis – Industry Level - Diversity of funding sources is positively related to artistic innovation: - **Public Sponsors**: Support for innovation often aligns with their political views. - **Corporate Sponsors**: depends on industry membership, corporate identity, & strategy. ### Limitations: - Assuming homogeneous preferences across funders of the same type. - Focusing on the U.S. context where corporate sponsorship is more prevalent. - Viewing funders as completely determining organizational behavior. ### Micro Perspective: Organizational Level - Motivation to innovate: when their performance falls short of their aspirations. This gap between actual and expected performance prompts artistic risk-taking. - Organizations only engage in artistic innovation when there is a negative gap between their performance and aspiration level. - Aspiration levels are influenced by ownership and funding mix. - Funding sources impact artistic decisions more if they are represented on the governing body. - External funding resources allow for more independent decision-making. - **Organizational slack**: (unused resources) is positively related to artistic innovation. - **Organizational Size**: The impact of an organization's size on innovation is mixed; a larger organization can offer > resources, but maybe also › inertia and resistance to change. - **Power distribution within the organization**: Managers without an artistic background are < likely to pursue artistic innovation → prioritize efficiency & financial concerns over creative value. # Creativity Through Artistic Interaction ## Galenson's Distinction: - **Conceptualists** (having one bid idea) vs. **Experimentalists** (contrinual trial & error) - **Creativity peak**: the moment in career when creativity is at its highest. - **Dawn peak**: early-bloomers, often linked to artistic movements. E.g., Picasso → conceptual execution. - **Twilight peak**: late-bloomers, generally through individual experiemental processes. E.g., Cezzanne → expermental innovation. - Galenson's mesurements: out-put centered - Prices at auctions - # of illustrations from different periods in art histories - # of works from different periods in solo exhibitions. - **Drop in Peak Creativity Age**: a result of the art world's increasing demand for rapid innovation, which favors conceptual innovators who produce early breakthroughs, while experimental innovators, who develop more slowly, have become less prominent. - **Critique of Galenson's Model**: Galenson reduces creativity to a single point and overlooking the influence of artistic movements on creativity. Conceptual and experimental innovators are not easily distinguished, as artists like those in cubism mix both approaches → Picasso. ## Accominotti's Argument - **Creativity from Interaction**: individual creativity is strongly influenced by interactions between artists, especially within artistic movements. - **Benefits of an Artistic Movement**: - **Access to Information**: new gain knowledge from their peersnew innovations. - **Competitive Environment**: Movements create pressure to outperform peers, pushing for creative breakthroughs. - **More participation in group activities increases collaboration**: - **Group Reputation**: Artists benefit from the collective recognition of their movement. - **Drive of creativity** (in individuals & history): Common membership in an artistic movement (e.g., collaborationns) + competition/borrowing between movements. **Accominotti on Galenson**: - **Conceptualist/ Early-bloomers linked to (start of) a movement → may face pressure to be consistent to their movement, limiting creative freedom later on.** - **Experimentalist/ Late-bloomers are not associated with a movement, tend to work independently.** - **Drop In Peak Creativity Age**: related to the higher frequency of movements → > early bloomers. - **Shift to expert selection → > competition to identify radical innovations → creation of new categories = movements → Higher turnover of movements** # Innovation in Recorded Jazz ## Key Terms - **Incumbents**: Dominant firms responsible for introducing major innovations to the market. - At first they make these innovations seem much less innovative. - **New entrants**: bring radical innovation. - They either become dominant incumbets, or previous incumbets beat them to the punch. - **Competence of the Innovator /producer**: measured as the number of "takes" (i.e., attempts) required to record a song successfully. - Greater chances of successful first take = > firm competence. - **Innovation Legitimacy**: The value of an innovation, regardless of its competence, depends on recognition by key gatekeepers or selectors. This presents a challenge when the innovation's novelty or competence undermines its legitimacy in the eyes of these decision-makers. ## Challenges with Jazz in the 1920s - **Cultural Barriers**: Jazz was associated with African-American musicians and improvisation, which conflicted with the predominantly white, structured music industry. - **Racial Bias**: Incumbents avoided recording African-American groups, preferring all-white bands or symphonic jazz orchestras to make the genre more acceptable to elite audiences. ## Hypotheses: 1. Incumbents < record African-American groups in their first take. 2. Incumbents > record jazz orchestras in the first take. ## Evolution of Jazz 1. Initial Commercial success but also considerable backlash due to pressures to conform to highbrow cultural standards. 2. Incumbents stepped back from jazz. - **Legitimacy Issues**: Radical innovations can undermine an incumbent's legitimacy, who do not want to loose their status, so they step back from new products, like jazz. 3. Jazz remained a smaller & less reputable operations → lowbrow and tied to black culture. 4. 20th Century: Jazz as a Highbrow Genre: Jazz transitioned from a marginalized genre to one embraced by elites, becoming "whiter" and more structured as it gained cultural legitimacy. # Economics of a Good Party ## Social Construction of Value 1. **Gatekeepers** = subjective evaluation of value. 2. **Scenes** = taste determined by social networks. 3. **Buzz** = consumers influence each other's behaviour. - Cultural value creation is not just economic but part of a social process of valorisation and legitimization. ## Cultural Products - Market demand driven by taste (rather than performance). - Value determined by form (rather than function). ## Tiers of Cultural Value Creation - **Tier 1: Gatekeepers**: Include art dealers, fashion editors, and film critics who are crucial for the symbolic valorization of goods. - **Tier 2: Intermediaries**: Involve film distributors and buyers for retail stores, who influenced by gatekeepers, transform symbolic value into economic value. ## Formal Events vs. Informal Scenes: - **Formal events**: platforms where industry figures give legitimaciy and credibility, and who valorize cultural works. - **Informal Scenes**: deal making and networking happens behind the curtain. ## Valuing Events & Scenes 1. **Emergence of Taste**: communities reinforce notions of "good" art, facilitating discussions among artists and fostering the transition of subcultures into mainstream culture (e.g., hip-hop). 2. **Weak Ties**: indirect relationships (not close friends) with gatekeepers/tastemakers can build legitimacy & personal networks, crucial for career advancement in the cultural sector. 3. **Professional Networks**: Access to both professional (i.e., critics) and informal (i.e., bloggers) tastemakers, as well as peers, plays a significant role in shaping public perceptions. - Weak ties among individuals help build legitimacy and personal networks, crucial for career advancement in the cultural sector. 4. **Cross-Fertilization**: Cultural producers in one sector act as gatekeepers in another (e.g., the red carpet designers for celebrities attending film awards), indicating the transferability of skills and influences across industries. # Seeding strategies for viral marketing - Seeding strategies targeting well-connected people (hubs) are the most successful due to their likelihood of participation and broader reach. - **Misconception of Influence**: Despite their connectivity, hubs do not necessarily exert more influence over peers compared to less-connected individuals. ## Seeding Strategies & Centrality - Consist of nodes (individuals/people) and clusters (groups/networks). - **Degree of centrality** = number of direct ties a node has. - **Hubs**: Well-connected individuals in a network who can disseminate information rapidly. - High degree centrality. - **Fringes**: Individuals on the periphery of a network who are more open to adopting new ideas or products. - Low degree centrality. - **Bridges**: Individuals who connect different parts of a network, facilitating the spread of information across clusters. - Betweenness centrality = share of shortest paths of nodes. - Bridges have a high betweenes centrality, or a high share of short paths. ## Elements of Seeding Strategy 1. **Effect of Social Position on Early Adoption** - **Hubs**: They are better informed and so they are exposed to innovations early on as a result to multiple social ties, leading to normative status pressures. - **Fringes**: more susceptible to adopting new products as they are less conservative and have less information overload than hubs. 2. **Effect of Social Position on Network Relevance** - **Hubs**: enhance rapid diffusion, akin to disease spread in epidemiology. - While attractive to spread a message within a cluster, it is unclear wether hubs deliberately use their reach. - **Bridges**: help messages break through network clusters, extending reach of viral campaigns. - More effective than hubs in achieving further reach. 3. **Effect of Social Position on Conversion Rates** - **Hubs**: drive higher conversion rates when acting on their own recommendations. - Success rate diminishes as the number of recommendations increases. - High degree centrality (many connections) + high betweenness centrality (bridging connections) yield similar effectiveness in conversion. ## Optimal Seeding Strategy - Marketers should prioritize seeding strategies targeting hubs or bridges, as they are significantly more effective than random or fringe seeds: - Hubs and bridges are 52% more effective than random seeds and 8 times more successful than fringe seeds. - Hubs excel in creating awareness and spreading messages quickly but are not necessarily better at persuasion. # Impact of online reviews on product sales - This study examines the effect of eWOM in the form of online reviews on new product sales comparing search products with experience products. ## Electronic Word of Mouth (eWOM) - Online reviews as a significant source of consumer information, influencing product sales. - **WOM vs. eWOM** - **WOM beats other media** (e.g., advertising) → credibility, trustworthness. - **eWOM beats regular WOM** → speed, convenience, reach, absence of peer pressure. ## eWOM Impact in Product Types: - **Search Goods**: Products whose value can be determined prior to consumption (e.g., electronics). - Valence of online ratings (= quality evaluation) plays a more significant role. - In films, predictor of subsequent box office success. - **Experience Goods**: Products whose value is assessed only after consumption (e.g., video games). - Volume of ratings (= awareness) plays a more significant role. - In films, predictor of opening box office success. - *Credence Goods*: Products that are difficult to evaluate even after consumption (e.g., medical treatments). ## eWOM Impact in Product Life Cycles - **eWOM is Critical for Product Launch**: Effective online marketing and managing online reviews (positive & negative) are essential for successful product introductions. 1. **Shortens Product Life Cycles**: eWOM accelerates consumer awareness (i.e., strengthened information cascades) and decision-making, shrinking duration of stages in product lifes 2. **Sharpens Product Takeoff**: Positive eWOM boosts early sales momentum, especially for experience goods, where review volume is key. 3. **Exaggerated Product Growth Phase**: eWOM amplifies both positive & negative feedback, with negativity bias speeding up decline if negative reviews dominate. - **Negativity Bias**: The phenomenon where negative information carries more weight in evaluations, making negative reviews more impactful than positive ones. 4. **Declining Influence Over Time**: the impact of eWOM is strongest early in the product's life cycle, diminishing as the product matures and consumers have direct experience with it. ## Practical Implications 1. **Consumer Feedback**: Collect feedback prior to product launch to understand consumer sentiment and target marketing strategies effectively. 2. **Review Management**: Actively manage the generation of positive reviews during the launch phase by engaging likely fans. 3. **Monitoring eWOM**: Implement counter-strategies to address negative feedback promptly to mitigate its impact. # Adaptive personalization using social networks - Utilization of Big Data: The vast amounts of data available (big data) can greatly improve product personalization, especially through insights gained from social network interactions. ## Shift from Traditional Marketing: - Traditional marketing methods (like “spray and pay”) must evolve to focus on continuous engagement and learning from consumer interactions. ## Adaptive Personalization Systems 1. Done automatically using algorithms. 2. Requires no proactive effort by customer. 3. Improves as they learn from user behavior / interactions + utilize social network information. - Outperform self-customization by consumers and popularity-based approaches. ## Peer Social Influence (Induction): - Has a huge influence on performance in the creative industries. - **Peer Influence is stronger**: - For taste-based products than functional ones. - When users' preferences are ambiguous and therefore uncertain. - **Induction > Hoomophily** - **Homophily**: Similarity in preferences between users. ## Impact of Adaptive Personalization Sytems - Personalization that automatically uses social network data from peers and their tastes/preferences, can: 1. Enhance Serendipity | chance by avoiding overly narrow personalization early on. 2. Mitigates the cold start problem when nothing is known about the preferences of a new customer. 3. Can account for changes in taste (possibly through peer social influence). - Social ## Implications - The study supports the trend towards **Closed Loop Marketing (CLM):**:: - Customer info is continuously and automatically collected. - Advanced analytics are used to predict customer behavior. - Products/services (and marketing efforts) are redesigned and personalized. - In very short cycles; e.g., Shein.

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