Chapter Index

4. Sector segmentation approach

In order to effectively identify and prioritise challenges where the Technology Strategy Board could have the greatest impact, we have found it useful to identify those areas of commonality between the thirteen creative industry sub-sectors. Here we explain our approach and the results of that analysis.

The definition of the sector, the “Creative Industries” was coined in the DCMS Creative Mapping Exercise [5] in 1998 and 2000. The sector was taken as comprising thirteen sub-sectors – Advertising, Architecture, Arts and Antique Markets, Crafts, Music, Design, Fashion Design, Film, Computer Games, Performing Arts, TV and Radio, Publishing and Software. The speed of technological change and market development in the interim has resulted in a blurring of boundaries between some sub-sectors and an increase in the degree of disparity between others.

In our analysis of the opportunities within the sector as whole, we have found it helpful to identify areas of commonality and cluster the sub-sectors accordingly. At a basic level, this has involved comparative analysis of two key factors: the relative importance of technology to the innovation occurring in the sub-sector and the nature of the final output. The result of this analysis has been to re-categorise by output into three main groups:

  • Services – Advertising, Architecture, and Design (including Fashion Design);
  • Content – Games, Film, TV, Radio, Publishing, Music, (and Performing Arts: dance, theatre, etc); and
  • Artefacts – Fine Arts, Crafts.

In addition, we wish to enlarge the Content category by the inclusion of a new sub-sector: Social Media. We believe this represents the best way of recognising the enormous upsurge in user-generated and consumer interaction with content. At the same time, we feel it would be helpful to remove the broader category of software development from the Creative Industries sector. With software covered separately by the Technology Strategy Board’s ICT strategy [6] we do not address the specific needs of the software industry in this document, but do include computer games and leisure software. Additionally we have chosen to include Live Music in Music (instead of in the Performing Arts category). We believe this is a more useful reflection of the fact that the live and recorded sectors of music have grown much closer together in the last five years and seem likely to remain so in the digital era.

In comparing the three categories – Services, Content and Artefacts against their respective relationships to technology and relative economic performance (Figures 1 and 2), the economic value increases with degree of digital output and involvement of technology in the business process. Including advertising and excluding software, the content sectors accounted for 70% of Creative Industries GVA in 2006 [1]. It is also clear that, for a variety of reasons already mentioned, the more engaged with digital technology an industry is, the more likely it needs to transform its business model. Figure 11 summarises the results of this analysis.

Figure 11

(see Appendix 5 for definition of disciplines that fall under design)

 

<Previous page Next page>

  • Recent Comments

    Post your comment
  • Alex Stanhope|27/11/09 at 12:32 PM

    Tim, you're absolutely right; to exclude software development from our Creative Industries activity would be counter-productive. Much of the technology development we're looking to catalyse involves software and many of the projects we've supported have software components.

    What we're saying here is that when it comes to analysing the UK economy we have to divide it up into sectors. Different sector teams take responsibility for different areas, but that doesn't mean that there isn't a healthy overlap. Many competitions in the Creative Industries attract consortia that include ICT partners and vice versa. Your point about Digital Britain is particularly pertinent which is why our Digital Britain competitions are designed by technologists from our ICT, Electronics Photonics and Electrical Systems (EPES), Creative Industries and Network Security teams.

    In answer to your question about the next Photoshop, such a project would fall into both areas and could be funded in either.

    Software companies|18/11/09 at 9:52 AM

    That was inspiring,

    Keep up the good work...

    Thanks for bringing this up

    Anne Forrest|07/11/09 at 7:29 AM

    I do apologise for being so sceptical, but what actual result does all this have other than "jobs for the boys"?

    Tim Diggins|02/11/09 at 9:10 AM

    There's a real problem with conceiving of pushing "Software development" together with "ICT"... Particularly if "social media", "games" and "e-publishing" are excluded... Does this mean that if you develop, say, a new form of social media interaction - the next Twitter, say, that you are in the ICT realm? or in the Creative Media group? If you create the next Photoshop? But does that mean that your work within, say, the Social Medium of Ohloh (a record of open-source technology activity) is nonetheless configured as part of Social media? Given that a major call of the TSB has been "Digital Britain" - does this fragmentation of product-making in the Digital realm make sense?

    As a side note, It is strange too to see "Antiques" in this category. It is hard to see how they warrant inclusion in this group. Given that inclusion, one would expect Tourism and Museum Curation as well...

    Any classification is of course bound to have problems at the edges, but I think my overall problem is that "Software industry" feels like it is a segmentation at right angles to the notion of "Creative Industries" - the software industry may make a tool-based contribution to the Creative industries (Photoshop, Quark Express, Twitter, Basecamp...) which have arguably enabled step-changes in productivity. Equally the software industry may work on items (Biotechnological Robotics, Systems administration, Enterprise Retail Supply chain management) which have nothing to do with the Creative Industries. Software should be assessed in regard to the Creative Industries, as what it is - a tool that may have impact or not.

    dan Hughes|21/07/09 at 10:52 PM

    I must point out that these categories of segmentation bear no relationship to the world at all. e.g. the polarisation of manual crafts and technology assisted is nonsensical. a producer of fine art artefacts commonly uses digital media during the research, design and production phases of their 'making' process. and commonly produce promotional material along side. I think you may be missing something significant about the ubiquity of digital media, excluding a whole productive sector in the process.

Leave a Comment
*Required fields
Please enter the contents of the verification image. This is to help us prevent automated ‘spam’ comments.
Post comment
Copyright © 2010