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Journal articles on the topic 'Creative industry labour'

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1

Wibisono, Haryo, and Semiarto Purwanto. "AFFECTIVE TECHNOLOGY AND CREATIVE LABOUR IN INDONESIA’S EXTRACTIVE INDUSTRY." International Journal of Management, Innovation & Entrepreneurial Research 6, no. 2 (September 8, 2020): 55–63. http://dx.doi.org/10.18510/ijmier.2020.626.

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Purpose: This article examines affective technology to understand the significance of creative labour in Indonesia multinational oil and gas companies in the city of Balikpapan, East Kalimantan. Methodology: The data is gathered from desk studies by reviewing policies, monographs, and printed documents, and ethnographic observations to understand the social and cultural context. Main findings: We identified two types of affective technologies created by creative labours: the visual simulation to create new subjects and visual efforts to forge corporate reputation. They are important in helping in the production of subjects and the value of corporate branding. Practical Implications: This study shows the need for extractive industries to pay more detail in providing safety instructions for their employees. Creative workers can be the right agents to compose effective messages with their ability to touch the affective side of employees through the works they produce. Social Implications: The creative workers are increasing in number; however, their nature of work which is mainly based on gigs is somewhat vulnerable in developing countries like Indonesia. Closer cooperation with the big industries will be favorable for them with the hope that in return they will come up with some products to strengthen the companies' social responsibility. The novelty of study: While previous studies have rarely underlined the interplay between creative work and extractive industries, this article provides insight into affective technology within the context of extractive industries.
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Hesmondhalgh, David, and Sarah Baker. "Creative Work and Emotional Labour in the Television Industry." Theory, Culture & Society 25, no. 7-8 (December 2008): 97–118. http://dx.doi.org/10.1177/0263276408097798.

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Banks, John, and Stuart Cunningham. "Creative destruction in the Australian videogames industry." Media International Australia 160, no. 1 (August 2016): 127–39. http://dx.doi.org/10.1177/1329878x16653488.

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The Australian games industry is a textbook case in creative destruction. Australian developers have adaptively engaged with the rapidly transforming and uncertain conditions of the global videogames industry. Some developers celebrate the creative freedom they experienced with a shift towards original intellectual property games for mobile platforms, while others caution about the design and craft compromises associated with the in-app monetisation mechanics. The turmoil and rapidly transforming Australian videogames industry over the past few years is certainly characterised by precarious labour. But it also includes experimentation in studio culture and associated changes in professional developer identity so as to continue the craft of making videogames in the midst of this uncertainty. This diversity is also characterised by differences among the production cultures of Melbourne, Brisbane and Sydney that are indicators of the cultural roots that sustain developer identity and business models.
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Lee, David. "Networks, cultural capital and creative labour in the British independent television industry." Media, Culture & Society 33, no. 4 (May 2011): 549–65. http://dx.doi.org/10.1177/0163443711398693.

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Męczyński, Michał. "Personal Networks on the Labour Market: Who Finds a Job in the Creative Sector in Poznań?" Quaestiones Geographicae 35, no. 4 (December 1, 2016): 133–43. http://dx.doi.org/10.1515/quageo-2016-0041.

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Abstract The spread of urban policies based on a set of standardised ‘creative city’ strategies has been criticised on a number of counts. In Scott’s (2006: 11) view, focusing just on “creating a high-quality urban environment, rich in cultural amenities and conducive to diversity in local social life” is too limited. He points out that the relationship between the presence of creative people and the development of a city is far more complex. The research undertaken as part of the European ACRE project (Accommodating Creative Knowledge: Competitiveness of Metropolitan Regions within the Enlarged Union) has revealed that access to a diversity of creative-labour-market opportunities is vital to both attract and retain talent in the longer term. Accessible and inclusive networks of creative workers are also vital, but their importance is often overlooked. The functionality of such networks has a huge impact on the possibility of finding a new job, and can be particularly important for lowering entry barriers for newcomers in creative occupations. Here, these issues are explored on the basis of a research conducted among managers of creative firms and international creative-class migrants in Poznań (Poland). This city has recently experienced major economic restructuring and a shift from the manufacturing industry towards a more creative and knowledge-based one.
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Bilan, Yuriy, Olena Kryklii, Tetyana Vasilyeva, and Gulbarshyn Shilimbetova. "THE CREATIVE INDUSTRY AS A FACTOR IN THE DEVELOPMENT OF THE ECONOMY: DISSEMINATION OF EUROPEAN EXPERIENCE IN THE COUNTRIES WITH ECONOMIES IN TRANSITION." Creativity Studies 12, no. 1 (May 21, 2019): 75–101. http://dx.doi.org/10.3846/cs.2019.7453.

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The purpose of this article is to determine the possibility of using the experience of European countries in the development of the creative industry as a driving force for economic growth for the economies in transition. The authors studied the concept of the creative industry, existing models of classification of sub-sectors of the creative economy. The article analyses data on the world trends in the development of the creative industry and features of these processes in the economies in transition. Based on the results obtained, the key triggers that should be influenced by government regulation in economies in transition are: ensuring access to finance, ensuring an effective system of education at all levels to ensure the availability of skilled labour and literacy consumers of creative products, availability of high-quality infrastructure and regulatory system. Proceeding from this, recommendations for the development of creative industry in the economies in transition structured in terms of the key stakeholders: government, local government (regions and cities), higher educational institutions, creative industry, and other business representatives.
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Morisawa, Tomohiro. "Managing the unmanageable: Emotional labour and creative hierarchy in the Japanese animation industry." Ethnography 16, no. 2 (August 19, 2014): 262–84. http://dx.doi.org/10.1177/1466138114547624.

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8

Bridges, Lauren E. "Flexible as freedom? The dynamics of creative industry work and the case study of the editor in publishing." New Media & Society 20, no. 4 (February 1, 2017): 1303–19. http://dx.doi.org/10.1177/1461444816688920.

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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.
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Wang, Xue Qin, Zi Min Jin, and Ai Dan Zhang. "Innovation for Transformation of Textile Industry Moving from Material to Finished Good Supplier." Advanced Materials Research 482-484 (February 2012): 2551–54. http://dx.doi.org/10.4028/www.scientific.net/amr.482-484.2551.

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Transformation of textile industry is a very urgent mission for China. Our present problems include decreasing of profit from export, increasing of cost (labour and energy), competition from other developing countries, and lack of innovative products, etc. In order to increase the profit and find new future, some studies have been tried to explore some innovative methods to shift traditional textile produce patterns. This paper discusses some design examples from a perspective of developing branded finished products for consumer markets to instead of providing fabric materials. A detailed case study on the full-fashioned woven good is demonstrated here to explain some chances, advantages, disadvantages, and threatens. It is believed that the transformation of textile industry in China has to be tied with our own innovation of advanced technology and creative design concepts, which can provide some solution to the coming problems of environment, energy, and labour, etc.
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Tremblay, Diane-Gabrielle. "Creative Careers and Territorial Development: The Role of Networks and Relational Proximity in Fashion Design." Urban Studies Research 2012 (October 3, 2012): 1–9. http://dx.doi.org/10.1155/2012/932571.

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Geater Montreal is the third largest city in North America for the garment industry in terms of labour force, after Los Angeles and New York. The industry has however changed partly into a service industry, centered on fashion design, with a focus on international competitiveness but also the role of fashion in Montreal's economic and territorial development. Our article analyzes careers in the fashion design sector, sheds light on the evolution of creative sectors, and shows how these sectors could be better supported to favor local development, as neighborhoods and space design appear important in these creative sectors. We situate our analysis in the theoretical context of career theories, and analyze key moments in careers and the role of intermediate organizations and government programs in supporting these careers. Our paper makes a contribution to our knowledge of career paths in the fashion industry, but also to the role of relational proximity in supporting these careers, and thus local development. It highlights the importance of personal connections, the milieu in which the individual works and functions, the creativity of the individual, as well as the role of the local support organizations and professional associations, including agencies of the provincial government.
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Petkovic, Dusan. "Notes from Notes on Blindness: The challenges of the in-house1 film production model in independent cinema." Scene 6, no. 2 (December 1, 2018): 121–31. http://dx.doi.org/10.1386/scene_00013_1.

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This article, derived from a larger ethnographic research created around the production of the award-winning independent film Notes on Blindness (2016) and conducted by a researcher active as a film professional, explores the deeper consequences of choosing to pursue a production ‘in-house’. Through participant observation, Actor-Network Theory and negotiation between film practice and research, the researcher finds independent filmmakers caught between the opposing trends of high-end industry and the digital economies. The organization forms observed in this article stand opposite to the prevalent globalized creative labour trends motivated by the internet and new technologies, and can best be described as a revival of Richard Sennett’s craft workshop in the digital era. These are ultra-dense creative spaces where craftspersons nurture their creative impulses and shield them from the negative aspects of the technological and economic upheaval. In the hope that the findings will inform future filmmakers in the role of this specific type of organization in delivering the intended output, this article offers insights beyond the industry self-avowal and sales pitch.
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Wojdyło-Preisner, Monika, and Kamil Zawadzki. "Specificity Of Long-Term Unemployment Risk Among Creative Economy Workers." Comparative Economic Research. Central and Eastern Europe 18, no. 3 (September 25, 2015): 37–58. http://dx.doi.org/10.1515/cer-2015-0020.

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This paper investigates the determinants of long-term unemployment in Poland for workers in the creative economy. Over 2,100 unemployed artists, journalists, architects, designers, craftspeople and creative industry technicians registered in public employment agencies are examined to discover the relationship between the probability of long-term unemployment and basic socio-demographic variables, human capital characteristics, as well as type of the local labour market. The outcomes based on the sample of creative workers are compared to a study of almost 44,000 registered unemployed representing all professions. Results indicate that such characteristics as: male gender, age under 30, married, first unemployed registration within the last three years, extensive work experience, high qualifications and multi-skilling each considerably decrease the likelihood of being unemployed for more than 365 days, both among creative workers and among all unemployed. The strength of this influence, however, differs within these two groups, with some co-variates significantly affecting the likelihood of long-term unemployment in the general sample. For example health, having children, or a willingness to take any job all appear to be non-significant for creative workers.
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Sumer, Beyza. "Impact of Industry 4.0 on Occupations and Employment in Turkey." European Scientific Journal, ESJ 14, no. 10 (April 30, 2018): 1. http://dx.doi.org/10.19044/esj.2018.v14n10p1.

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New technologies of this age is widely referred as Industry 4.0. The rapid increase in digitalization, robotization, and intelligent automation has great impact on markets, including the labour market. Technological changes destroy some jobs while generating new jobs and occupations. Replacement of jobs by robots, smart vehicles, digitalized and connected processes will have great impact on labour market resulting in mass unemployment. This paper aims to highlight prospective changes in occupations and job losses due to new technologies in Turkey. Following the introduction part, the paper proceeds to literature review about the effect of new technologies on jobs, skills, tasks, occupations, and employment. In the next part, a time analysis of occupations in Turkey takes place in order to bring out the occupations which might be substituted by Industry 4.0, and thus might result in mass unemployment. A framework for susbstitutable and complementable occupations in Turkey has been constituted in this part, too. In the concluding remarks, it has been put forward that there will be considerable losses in some occupational categories with routine tasks, both in manual and cognitive jobs. In some other jobs, new technologies have a complementing effect which might lead to employment generation. It has been suggested that Turkey can get the better of negative impacts of Industry 4.0 by fully analysing the issue, improving training and skills upgrading, and promoting jobs in technology and creativity related new fields such as cultural and creative industries.
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Ahmedova, Sibel. "Study into the COVID-19 Effects upon the North-Eastern Region Economy." SHS Web of Conferences 110 (2021): 01023. http://dx.doi.org/10.1051/shsconf/202111001023.

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The primary objective of the present paper is to explore the impact of COVID-19 on the economy of the North-Eastern Region (NER) of the Republic of Bulgaria in an effort to systematize the appropriate mitigation measures to minimize the effects of COVID-19 outbreak. Determining the probable impact of the COVID-19 crisis on the NER economy is extremely difficult due to the pandemic dynamics and the constant shifts or changes in the forecasts related to its effects on the global economy and the development of the individual countries and regions in particular. The pandemic’s impact on the NER economy is carefully considered in terms of regional GDP per capita analysis; the key indicators of the labour resources; the development of travel and tourism industry, information and communication technologies (ICT), manufacturing industry, trade industry, maritime industry, cultural and creative industries, the level of foreign direct investment (FDI).
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Birtchnell, Thomas. "Listening without ears: Artificial intelligence in audio mastering." Big Data & Society 5, no. 2 (July 2018): 205395171880855. http://dx.doi.org/10.1177/2053951718808553.

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Since the inception of recorded music there has been a need for standards and reliability across sound formats and listening environments. The role of the audio mastering engineer is prestigious and akin to a craft expert combining scientific knowledge, musical learning, manual precision and skill, and an awareness of cultural fashions and creative labour. With the advent of algorithms, big data and machine learning, loosely termed artificial intelligence in this creative sector, there is now the possibility of automating human audio mastering processes and radically disrupting mastering careers. The emergence of dedicated products and services in artificial intelligence-driven audio mastering poses profound questions for the future of the music industry, already having faced significant challenges due to the digitalization of music over the past decades. The research reports on qualitative and ethnographic inquiry with audio mastering engineers on the automation of their expertise and the potential for artificial intelligence to augment or replace aspects of their workflows. Investigating audio mastering engineers' awareness of artificial intelligence, the research probes the importance of criticality in their labour. The research identifies intuitive performance and critical listening as areas where human ingenuity and communication pose problems for simulation. Affective labour disrupts speculation of algorithmic domination by highlighting the pragmatic strategies available for humans to adapt and augment digital technologies.
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Peirse, Alison. "How to Write a Horror Film: The Awakening (2011) and Development Practices in the British Film Industry." Film Studies 14, no. 1 (2016): 54–74. http://dx.doi.org/10.7227/fs.14.0004.

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This article reveals how screenwriter Stephen Volk‘s idea for a sequel to The Innocents (1961, Jack Clayton) became, over the course of fifteen years, the British horror film The Awakening (2011, Nick Murphy). It examines practitioner interviews to reflect on creative labour in the British film industry, while also reorientating the analysis of British horror film to the practices of pre-production, specifically development. The research reveals that female protagonist Florence Cathcart was a major problem for the project and demonstrates how the Florence character changed throughout the development process. Repeatedly rewritten and ultimately restrained by successive male personnel, her character reveals persistent, problematic perceptions of gender in British horror filmmaking.
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Cacciatori, Eugenia, David Tamoschus, and Gernot Grabher. "Knowledge transfer across projects: Codification in creative, high-tech and engineering industries." Management Learning 43, no. 3 (December 7, 2011): 309–31. http://dx.doi.org/10.1177/1350507611426240.

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The use of codification to support knowledge transfer across projects has been explored in several recent, and mostly qualitative, studies. Building on that research, this article puts forward hypotheses about the antecedents of knowledge codification, and tests them on a sample of 540 inter-organizational projects carried out in the creative, high-tech and engineering industries. We find that the presence of strong industry norms governing the division of labour discourages knowledge transfer through codification, as suggested by the existing qualitative studies. The presence of a system integrator plays an important role in driving the use of codification for knowledge transfer, to some extent embodying an organizational memory in volatile project environments. Finally, the level of use of administrative control in the project is a robust predictor of attempts to transfer knowledge via codification. When these antecedents are taken into account, the novelty of products and services plays a smaller role than previously found in determining the use of codification.
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Baratashvili, Irma. "FOR A PROPER UNDERSTANDING OF THE ESSENCE AND INTRINSICALLY OF CREATIVE MANAGEMENT." Socio World Social Research & Behavioral Sciences 01, no. 01 (November 10, 2020): 64–65. http://dx.doi.org/10.36962/swd0101202064.

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The current global processes at the modern stage of social development require the formation of new approaches to socio-economic development. In the complex of new approaches, the means of promoting development is to increase the quality and efficiency of economic-financial management. Modern governance often calls for the use of well-proven, innovative management in the governance process, and now economics calls for the use of elements of creative management that involve the use of unconventional methods and techniques in the management process. After all, management in the general and general sense is a conscious human activity to achieve the goals set for the organization of joint labour. Management needs to be understood as the ability to achieve goals by using other people’s labour, intellect, and behavioral motives. There are many types of activities and facilities in enterprises and organizations (e.g. production, material and technical supply, finance, marketing, personnel, sale of finished products, etc.). We must recognize that today, in the conditions of an innovative economy, creative management is the most important strategic direction for the development of management science. Creative management reflects a specific aspect of modern industry and enterprise management in the context of accelerating the shift in technological innovation. Today there is a sharp increase in demand for inventive management and managers who possess the ability to venerate quickly to make non-standard and original ideas realization, solve problem situations quickly and efficiently The motto of the master of modern creative management: "I know for sure that the impossible is possible" such a manager today must virtuously master the methods, rules and techniques of non-standard, original management decisions.
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Law, Tuulia, and Menaka Raguparan. "‘It’s a Puzzle You Have to Do Every Night’: Performing Creative Problem Solving at Work in the Indoor Canadian Sex Industry." Work, Employment and Society 34, no. 3 (November 26, 2019): 424–40. http://dx.doi.org/10.1177/0950017019878325.

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In Canada, like in many other countries, people working in the sex industry are subject to prohibitive regulation, stigma and pervasive moral judgement. At the same time, workplace and client demands, in concert with various modes of socio-economic marginalization, shape sex workers’ experiences of and access to work. However, sex workers are seldom recognized for overcoming these challenges as skilled workers. Moving beyond arguments about whether or not sex work is a legitimate form of labour, we argue for the recognition of sex workers’ entrepreneurial and security strategies as creative problem solving and in turn cognitive skill. We do so by drawing on two qualitative interview-based studies highlighting the intersectional experiences of female sex workers who modulate their appearance and behaviour to perform race, gender, class, culture and sexuality to succeed in the Canadian indoor sex industry.
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Tremblay, Alyssa. "Found in translation: Rethinking the relationship between fan translation groups and licensed distributors of anime and manga." Journal of Fandom Studies 6, no. 3 (September 1, 2018): 319–33. http://dx.doi.org/10.1386/jfs.6.3.319_1.

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This article examines contemporary systems, both legal and illegal, of anime and manga translation and distribution to English-speaking audiences. Rather than lumping fan translation in with practices such as fanart, cosplay or fan fiction, this article argues for a different understanding of the particularized labour of fan-operated anime and manga translation groups. Specifically, the continued existence of fan translation groups is considered indicative of consumers attempting to fill a gap in service not satisfied by licensed industry players – and fan translation itself as a practice born of consumer desire and perceived necessity, rather than creative or transformative expression.
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Harvey, Alison, and Tamara Shepherd. "When passion isn’t enough: gender, affect and credibility in digital games design." International Journal of Cultural Studies 20, no. 5 (March 2, 2016): 492–508. http://dx.doi.org/10.1177/1367877916636140.

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Recent controversies around identity and diversity in digital games culture indicate the heightened affective terrain for participants within this creative industry. While work in digital games production has been characterized as a form of passionate, affective labour, this article examines its specificities as a constraining and enabling force. Affect, particularly passion, serves to render forms of game development oriented towards professionalization and support of the existing industry norms as credible and legitimate, while relegating other types of participation, including that by women and other marginalized creators, to subordinate positions within hierarchies of production. Using the example of a women-in-games initiative in Montreal as a case study, we indicate how linkages between affect and competencies, specifically creativity and technical abilities, perpetuate a long-standing delegitimization of women’s work in digital game design.
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Kvach, Yaroslav, Viktor Koval, and Andrii Hrymaliuk. "Tourism and hospitality industry in the context of global economic development." Economics, ecology, socium 2, no. 4 (December 31, 2018): 11–21. http://dx.doi.org/10.31520/2616-7107/2018.2.4-2.

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Introduction. The most important tendency of modern development is the process of post-industrial transformation of the economy, which influences the tourist and hotel and restaurant industry is intended to compensate partly the relative monotony of labour activity, which is connected with its limited specialization and subordination to the social division of labour. But at the same time, the historical character of the social division of labour, which appears on the current level of the process of the society post-industrial transformation, is not fully taken into account. Aim and tasks. The aim of the article is to analyze the features of the tourist and hotel and restaurant industry in the extensive historical context of the post-industrial transformation of modern society. Results. The methodology of such analysis proceeds from the fact that this transformation process is accompanied by the transformation of the content of economic activity in the direction of reducing the heavy routine labour and expanding the scope of free interpersonal communication. In such conditions, there is a necessity for a more consistent marketing distinction between the hotel and restaurant facilities depending on the specific needs of different groups of potential clients. It should be fully taken into account that the traditional style, corresponding to the mass perception of both domestic holidaymakers and tourists, and domestic business class, may be less creative from the point of view of holidaymakers from developed countries, whose tastes and benefits have emerged in a post-industrial society. The main principles of the influence of the level of economic development on the style and design of hotels and restaurants have been revealed and that is characterized by tendencies of negation of artificial values in favour of the values of "naturalness", which symbolize the free interpersonal subject-subjective communication, which is considered to be immanent not to labour, but to creativity which is free from economic necessity. Conclusions. Thus, the general conclusion is that these differences in styles reflect not only socio-cultural traditions, but also different levels of historical development of developed countries and post-Soviet society, which largely determines the significant cost of hotel and restaurant services in the postmodern era. Therefore, investments in the development of tourist and hotel and restaurant industry in Ukraine should take into account the requirements which are connected with the peculiarities of postmodernism in so far as they are oriented towards the world market of services. Developed countries entered the postmodern period on the way of postmodern and post-industrial transformation, but Ukraine has only come to the solution of the problem of real modernization, which is rather characterized by a state of premodern than postmodern, and such objective differences of the levels of historical development should be taken into account, including the organization of tourist and hotel and restaurant industry, which are focused on the international level, as they may appear in different styles, which are in preference for local and Western clients.
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Bulut, Ergin. "One-Dimensional Creativity: A Marcusean Critique of Work and Play in the Video Game Industry." tripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society 16, no. 2 (June 4, 2018): 757–71. http://dx.doi.org/10.31269/triplec.v16i2.930.

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Creativity is at the heart of the video game industry. Industry professionals, especially those producing blockbuster games for the triple-A market, speak fondly of their creative labour practices, flexible work schedules, and playful workplaces. However, a cursory glance at major triple-A franchises reveals the persistence of sequel game production and a homogeneity in genres and narratives. Herbert Marcuse’s critique of one-dimensionality may help to account for this discrepancy between the workers’ creative aspirations and the dominant homogeneity in game aesthetics. What I call ‘one-dimensional creativity’ defines the essence of triple-A game production. In the name of extolling the pleasure principle at work, one-dimensional creativity eliminates the reality principle, but only superficially. One-dimensional creativity gives game developers the opportunity to express themselves, but it is still framed by a particular technological rationality that prioritises profits over experimental art. One-dimensional creativity negates potential forms of creativity that might emerge outside the industry’s hit-driven logics. Conceptually, ‘one-dimensional creativity’ renders visible the instrumentalisation of play and the conservative design principles of triple-A game production – a production that is heavily structured with technological performance, better graphics, interactivity, and speed. Multi-dimensional video game production and aesthetics, the opposite of one-dimensional creativity, is emerging from the DIY game production scene, which is more invested in game narratives and aesthetics outside the dominant logics of one-dimensionality in triple-A game production.
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Liddy, Susan. "In her own voice." Networking Knowledge: Journal of the MeCCSA Postgraduate Network 10, no. 2 (June 14, 2017): 19–31. http://dx.doi.org/10.31165/nk.2017.102.504.

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International research highlights a paucity of female screenwriters and directors in contemporary cinema. The consequences, in terms of employment equality and on-screen representations, have been well documented. However, few studies interrogate the film industry from the point-of-view of the female practitioners themselves. Certainly, these issues have not been comprehensively explored in an Irish context; something which this paper, as part of a wider study on Irish women screenwriters and writer/directors, sets out to address. An analysis of three in-depth, exploratory interviews with produced female writers of film and television is presented here. The purpose of the interviews is to tease out the experiences, work practices, perceived barriers and narrative preoccupations of this underrepresented group. Although generalizations cannot be made on the basis of three interviews, many of the views expressed by these practitioners correspond to theoretical and empirical work emerging in the field. Other insights shed new light on aspects of women’s creative labour in the Irish film industry.
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Ekesa, Beatrice Jane. "Integration of Work and Leisure in the Performance of Spoken Word Poetry in Kenya." Journal of Critical Studies in Language and Literature 1, no. 3 (August 18, 2020): 9–13. http://dx.doi.org/10.46809/jcsll.v1i3.23.

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Spoken word poetry, an emerging genre in Kenyan literature, is popular among the urban population. The performance of this creative work draws audience from different socio-economic backgrounds who view it as a source of entertainment. Majority of these poets begin off by staging performances in order to exercise their talents and entertain their audience without financial gain. However, once they get the desired popularity, their interests change and they begin to view the performance of spoken word poetry as an alternative source of income. It is against this background that this paper seeks to explore the relationship between work and leisure in the performance of spoken word poetry in Kenya. Scholars in the field of leisure studies are constantly seeking the relationship between work and leisure. This research seeks to examine the representation of labour and leisure in the creative industry of spoken word poetry in Kenya. The study explores the characteristics of work and leisure to determine the leisure/work relationship in the performance of spoken word poetry in Kenyan literature.
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Slijepčević, Marija, Mirela Holy, and Nikolina Borčić. "Media ecosystems and the fact-checking movement." Politička misao 58, no. 2 (May 5, 2021): 92–112. http://dx.doi.org/10.20901/pm.58.2.04.

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A creative economy is an economy where value is based on imaginative qualities‎ rather than on the resources of land, labour and capital, and one of the‎ most dynamic sectors of the global economy. The media industry is an important‎ part of the creative economy and faces the most dynamic media ecosystems‎ changes. One of the most interesting phenomena is the rising discipline‎ of fact-checking. The discipline, which in four years (2014-2018) had a global‎ growth of 239%, has developed to combat the adverse consequences of fake‎ news and misinformation. It has brought interesting changes in media ecosystems‎ and has enriched this part of the creative economy sector. This paper‎ brings an overview of fact-checking trends in the European Union and South‎ East Asia as these two regions show the fastest growth of the creative economy.‎ Analysis answers the following research questions: What is the status of‎ fact-checkers in those parts of the world? Which business models are dominant?‎ How popular are they on social media? Which methodologies are used‎ for fact-checking? What are their sources of financing? How often are the‎ fact-checking organisation bilingual? Results show a significant discrepancy‎ in trends in those two continents and emphasise fact-checking organisations’‎ contribution in the complex media ecosystems and further development. As‎ media ownership impacts media content, research regarding media owners’‎ impact on fact-checking trends in the European Union and South East Asia‎ is recommended.‎
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Della Lucia, Maria, and Giovanna Segre. "Intersectoral local development in Italy: the cultural, creative and tourism industries." International Journal of Culture, Tourism and Hospitality Research 11, no. 3 (August 7, 2017): 450–62. http://dx.doi.org/10.1108/ijcthr-03-2016-0032.

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Purpose The purpose of this paper is to investigate the role of intersectoriality within the cultural, creative and tourism industries in Italian local development. Design/methodology/approach The research design builds on the literature on culture-led development and adapts the established body of empirical research on industrial districts to tourism and cultural development. The quantitative analysis of intersectoral specialization and the clustering of cultural, creative and tourism industries in Italian local labour systems (LLSs) combines specialization indexes with principal component analysis and cluster analysis. Findings About 50 per cent of Italian LLSs specialize in the economy of culture and tourism, mostly in material culture, although tourism has the highest level of specialization. There are three main patterns of agglomeration and clustering. The largest cluster is that of the cultural heritage and content and information industries, which coincides with the systems of medium-sized and large cities, followed by systems of tourism monoculture. The smallest is made up of material culture, typically made-in-Italy sectors. The tourism and material culture industries are monocultures – where tourism agglomerates, but material culture does not. Research limitations/implications The analytical approach is quantitative and based on Istat’s Industry and Trade (2012) data set. Further studies are needed on the interaction between agglomerated specialized industries. Originality/value This paper contributes to the theoretical and political debate on the value generation and innovation potential of culture and creativity, and bridges the knowledge domains of local development and managerial studies. Novel statistical evidence on intersectoral specialization and the clustering of the cultural, creative and tourism sectors in Italy at the inter-municipal level is provided. This study helps to identify an Italian model of the economy of culture and tourism.
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Zamorska, Katarzyna. "Pięć rewolucji przemysłowych – przyczyny, przebieg i skutki (ujęcie historyczno-analityczne)." Studia BAS 3, no. 63 (2020): 7–23. http://dx.doi.org/10.31268/studiabas.2020.19.

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The article explores industrial revolutions in chronological order. The article begins with explaining the concept of the industrial revolution. The opening section examines the first two industrial revolutions that caused great economic and social changes. The second section focuses on the third industrial revolution, which involves information technology, the development of means of transport, telecommunications and nuclear energy. The previews of Industry 4.0 and 5.0 appearing on the horizon are also briefly examined. The final part indicates that technological innovations are the engine of changes in the economy, but also affect the form of, among others, democracy and interpersonal relationships that shape new ways of communication. Special attention is given to the biggest changes that concern labour market: new technologies create great opportunities for educated and creative employees, while excluding those who are not able to adapt to the new requirements.
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Veliverronena, Linda, and Ilze Grīnfelde. "HIGHER EDUCATION IN TOURISM FROM THE PERSPECTIVE OF THE LATVIAN TOURISM INDUSTRY." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 1 (May 25, 2018): 580–89. http://dx.doi.org/10.17770/sie2018vol1.3253.

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Several Latvian higher education organisations provide both academic and professional study programmes in tourism from college up to master level. Frequently educators stress that programme's content corresponds to tourism industry needs; however, tourism representatives describe higher education as reactive to the needs rather than proactive. The aim of the study is to explore tourism labour market needs in Latvia and to analyse the employability of graduates and the quality of higher education from the perspective of tourism sector stakeholders in the state and municipal, non-governmental and private sectors. Interviews with informants from small and medium size organizations were selected as data collection method and data were coded and analysed by using the method of content analysis. Results reveal that cooperation between higher education institutions and the tourism sector is insufficient as education partially responds to the needs of the industry. The industry stakeholders suggest strengthening students` skills in sales, cooperation and networking and creative experience design. A data analysis reveals that personal traits and self-efficacy play a more significant role than formal education in the process of staff recruitment. Tourism educators should engage in closer cooperation with the tourism sector to find out needs proactively, reconsider study methods and use a more hands-on approach – improvement of the supply of education does not demand fundamental study content changes but rather transformation of study methods – assessing the effectiveness of existing methods and introducing novel teaching ways.
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Fiorentino, Stefania. "The Maker Faire of Rome as a window of observation on the new perspectives for local economic development and the new urban entrepreneurial ecosystems." Local Economy: The Journal of the Local Economy Policy Unit 34, no. 4 (June 2019): 364–81. http://dx.doi.org/10.1177/0269094219854999.

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The rise of the Maker Movement – representing small businesses active in the digital fabrication and the creative industry field – is indicative of the emergence of a new type of urban economy and labour regulations in many cities. Trade fairs have been central to the dynamics of these makers as well as an institutional tool to build an economic reputation for the place hosting them. This paper draws upon a survey of exhibitors at, and interviews with organizers of, the Maker Faire of Rome 2015 to describe the features of this unfolding entrepreneurial world. The findings indicate that, although cities are once again the nexus of contemporary innovation trends, these are deeply intertwined with the surrounding socio-political context. Specifically, and in some contrast to the extant literature on creativity, the Rome case indicates the salience of Makers to those urban economies most in need of regeneration.
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Maclean, Kate. "Fashion in Bolivia’s cultural economy." International Journal of Cultural Studies 22, no. 2 (January 25, 2019): 213–28. http://dx.doi.org/10.1177/1367877918821233.

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This article explores the development of Chola Paceña fashions in La Paz, Bolivia. It traces the social and political lineage of the distinctive pollera dress, and its role in traditions that continue to underpin Aymaran social networks and economies, while it is simultaneously becoming a symbol of their consumer power. Bolivian gross domestic product (GDP) has tripled since 2006, and this wealth has accumulated in the vast urban informal markets which are dominated by people of indigenous and mestizo descent. It is predictable that such a rise in consumption power should enable a burgeoning fashion industry. However, the femininities represented by the designs, the models and the designers place in sharp relief gendered and racialized constructions of value, and how the relationship between tradition, culture and economy has been configured in scholarly work on creative labour, which has been predominantly based on the experience of post-industrial cities in the global North.
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Avdeeva, Elena, Tatiana Davydova, Oksana Belyantseva, and Svetlana Belyaeva. "The economic viability of remote employment and the demand for worker skills amid rapid digital integration." E3S Web of Conferences 244 (2021): 11003. http://dx.doi.org/10.1051/e3sconf/202124411003.

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The positive impact of the virtual labour market development is examined, its capabilities and capacity, as well as the annual effect of the introduction of flexible employment forms, are evaluated. In particular, the features of the Russian labour market, which is starting to use virtual forms, are analyzed: the structure of the areas of employment of remote workers is still narrow - IT, programming; sales finance, accounting; online employment; design; customer support services. This tendency was especially pronounced in the context of a pandemic that changed the attitude of people towards distance work. It is emphasized that in the near future, each employee will have to have digital skills for work and social integration. WEF identifies five separate groups of demanded skills: business, specialized industry, general and soft skills, technical basic skills, technical breakthrough skills. Despite the fact that communication and thinking skills are brought to the forefront, digital skills allow people to create and share digital content, communicate and solve problems, to learn, perform work and social activities in an effective and creative way as a whole. The high level of employees with digital competencies at different levels in the company will provide it with a number of competitive advantages. Neoclassical models that reflect the relationship between economic growth and the growth of human capital are considered. State support for investments in education, research and development, accumulating new knowledge can be considered as the most important endogenous growth factor.
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Giddings, Seth, and Alison Harvey. "Introduction to Special Issue Ludic Economies: Ludic Economics 101." Games and Culture 13, no. 7 (February 11, 2018): 647–51. http://dx.doi.org/10.1177/1555412018755912.

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In this special issue on ludic economies, we argue that the study of digital games—their milieux of production, cultures and contexts of play, user-generated production, and spectatorship should be applied as a primary heuristic in understanding the cultural economy of neoliberal late capitalism—as well as vice versa. The articles here focus on a range of issues related to both mainstream profit models including digital distribution platforms and mobile games as well as peripheral game economies such as jams and indie production. Each of the studies share an attunement to the tensions and contradictions embedded within what are commonly approached as matter-of-fact within traditional economic analysis of games. Rather than framing industrial changes as necessarily either overdetermined exploitation (of workers in the mainstream games industry, players and their ‘free’ labour) or emancipatory and progressive (new forms of creative production, play, resistance), they address the specificity and peculiarity of game economies at both the micro- and macro-levels of industry, technology, and everyday play culture. And rather than simply countering a pessimistic picture with other, more progressive examples of contemporary game culture such as ‘games for change’, art practices and political interventions—as important as these are—the contributions to this special issue instead track the contradictions and tensions within game cultures and economies as reflections of those within the late capitalist and patriarchal cultural economy at large.
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Aydarov, Dmitriy, Vladimir Kozlovskiy, Vera Vakhnina, Tatyana Fomina, and Darya Ivanova. "Strategic Planning of Cars Quality in Operation." Transport and Telecommunication Journal 20, no. 1 (February 1, 2019): 74–81. http://dx.doi.org/10.2478/ttj-2019-0007.

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Abstract Attainment of high competitiveness indicators of products and services is a natural goal of each enterprise. This goal stems from the desire of stakeholders to ensure the continuous, long-term development of a company and the high performance of labour results. However, the market has leaders and outsiders for various reasons. And the outsiders can be decently prepared in organizational and technical terms. But something prevents them from successfully developing. In addition, a decision of methodological and analytical tasks is not cheap. Competent experts, relevant technical and technological support of the process, and, most importantly, the conditions for creative work are required. It is necessary effective management decisions based on the detailed analysis of warranty period of cars operation for solving main problems related to the quality and products competitiveness. Similar analytical activity is helping to improve the life circle processes, creates the opportunities to enhance customer satisfaction and sustainable development of automakers. The research has updated a problem of design and realization effective analytical tools for an appointment the quality objectives for the automotive corporations. This paper presents the results of development and implementation of the new approach to the strategic planning of products competitiveness and setting the quality objectives by the example of automotive industry.
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White, Christine. "The culture of consumption." Scene 7, no. 1 (December 1, 2019): 75–86. http://dx.doi.org/10.1386/scene_00008_1.

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Abstract The creative and cultural arts sector in the United Kingdom, most often termed the 'arts and cultural industries' in 2011 had a turnover of £12.4 billion published in Create Arts Council England. The Centre for Economic and Business Research (CEBR) stated that the arts and cultural industry in 2016 was responsible for £21.2 billion direct turnover, which involved 137,250 jobs. This sector pays 5% more than the UK median salary and so makes a positive contribution to an average household. This industry also plays an important role in supporting wider commercial activity. This includes tourism spend estimated as £856 million and this includes film production advertising, design and crafts all of which is also showcased overseas. In addition, this sector's work is seen to have a wider benefit for health and wellbeing. For example, those who attended a cultural place or event in the preceding twelve months were 60% more likely to report good health and in terms of spend, people valued being in an audience for the arts as they spent £2000 a year on events, which is more than for sport, as cited in the Arts Council England report of 2014. The continued need for reports and advocacy for the value of the arts and how that value should be ascribed is frustrating as there is a continued and pervasive sense that these areas are still of less value when compared with STEM learning and industrial activity, yet there are an estimated 89,000 jobs in museums, galleries and libraries and 296,000 jobs in music, performing and visual arts. In 2018, the number of jobs in the creative industries sector stood at just over two million, an increase of 1.6% from 2017. The sector accounted for 6.2% of UK jobs in 2018. The number of jobs in the creative industries has increased by 30.6% from 2011: three times the growth rate of employment in the United Kingdom overall (10.1%) (Department for Digital, Culture, Media and Sport [DCMS] 2018). The cultural sector had a workforce of 659,000, a fall of 2.1% from 674,000 in 2017 (a record number). The sector accounted for 2.0% of all UK jobs in 2018. Since 2011, the cultural sector workforce has grown by 21.0%.All of these sectors do not include tourism; however, we know that when people are tourists, they are doing and seeing stuff which is most often in the realm of cultural and creative sector developed activity. Across Europe and by their different methodologies of definition of the cultural sector, defined anyone employed in an economic sector defined as 'cultural', irrespective of whether they are employed in a cultural occupation and all persons with occupations relating to culture are included, even if the people concerned are employed in non-cultural sectors ‐ the number is 8.7 million people (European Union Labour Force Survey: EU-LFS).
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Suantara, I. Made, and Made Henny Urmila Dewi. "Analysis of impact factors on creative manufacture labor absorption in tenun endek creative industry." International research journal of management, IT and social sciences 6, no. 5 (August 28, 2019): 167–74. http://dx.doi.org/10.21744/irjmis.v6n5.712.

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The thriving creative industry in Klungkung Regency is the Tenun Endek industry. This study aims to analyze: 1) the direct effect of capital, wages, investment and technology on the production in the Tenun Endek handicraft industry in Klungkung Regency, 2) the direct effect of capital, wages, investment, technology, and the production on labor in the Tenun Endek handicraft industry in Klungkung Regency, 3) the indirect effect of capital, wages, investment, technology on labor absorption through the production in the Tenun Endek handicraft industry in Klungkung Regency. The analytical tool used is descriptive analysis, path analysis. The results showed that capital, wages, investment, and technology had a significant positive effect on the number of Tenun Endek handicraft industry production in Klungkung Regency. Capital, wages, technology, total production have a significant positive effect on labor. The investment has a significant negative effect on the labor of endek woven handicraft industry workers in Klungkung Regency. Capital, wages and technology have a significant positive effect on labor through total production, while investment has a significant negative effect on labor through total production.
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Mediarta, Agus, and Ricardi S. Adnan. "PRECARIOUSNESS PADA CREATIVE LABOUR DI INDUSTRI FILM INDONESIA." Ultimart: Jurnal Komunikasi Visual 13, no. 2 (December 22, 2020): 25–34. http://dx.doi.org/10.31937/ultimart.v13i2.1843.

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Dalam sistem produksi di industri film, mayoritas pekerjanya memiliki karakteristik umum berstatus pekerja lepas, bekerja dengan waktu fleksibel, berbasis proyek jangka pendek, dan tanpa kepastian jaminan kerja (job insecurity) dan sosial (social benefit and security). Area produksi merupakan pusat keberadaan industri film—seperti halnya industri-industri di lingkup seni-budaya atau yang kini populer dengan istilah industri kreatif—yang setiap produknya (judul film) bersifat unik. Tidak ada dua judul film dengan hasil dan cara produksi yang sama atau identik. Hal yang membuat aktivitas dan modal utama produksi film sangat bertumpu pada creative labour. Karakteristik kerja dalam produksi film yang bersifat casual, cair (relasi dalam organisasi cenderung tidak kaku, birokratis, dan formal), dan dengan pendekatan project-based, dari sudut pandang industri merupakan bentuk antisipasi atas tingginya ketidakpastian dan resiko bisnis film. Pada creative labour, hal itu menghasilkan kondisi precariousness (ketidakpastian/uncertainty, ketidakamanan kelangsungan kerja/job insecurity, lemahnya jaminan dan keuntungan sosial yang umum terkait aktivitas kerja). Kajian ini merupakan identifikasi bentuk-bentuk precariousness di sektor produksi film dengan pendekatan kualitatif atas pemaknaan pengalaman creative labour yang masih aktif dan telah berada di industri film Indonesia lebih dari lima belas tahun. Pemaknaan atas kondisi precariousness merupakan hasil dari proses interaksi dengan struktur kerja di industri film, baik dalam moda produksi komersial maupun mandiri atau non-profit oriented. Pada kedua moda tersebut, tidak banyak menunjukkan perbedaan pemaknaan yang membuat creative labour bertahan di industri film.
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Gornostaj, O., O. Mirus, and O. Stanislavchuk. "EXAMINATION OF WORKING CONDITIONS OF PHARMACEUTICAL INDUSTRY EMPLOYEES AS A COMPONENT OF THE OCCUPATIONAL HEALTH AND SAFETY MANAGEMENT SYSTEM." Bulletin of Lviv State University of Life Safety 22 (December 28, 2020): 48–58. http://dx.doi.org/10.32447/20784643.22.2020.07.

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Formulation of the problem. At companies belonging to the pharmaceutical industry, there is an urgent need to comply with all standards of occupational safety and health. Particular attention should be paid to the influence of psychophysiological factors: labour intensity and forced working posture, as well as the monotony of work and the performance of the same type of work. The job of the dispenser requires long-term direct monitoring of the equipment, readiness for quick action. The term "operational rest" defined this functional state. And a factor of the monotony of expectation characterized too. It is no secret that the performance of monotonous work is characterized by feelings of fatigue, apathy, drowsiness and numbness; deterioration of heart rate, lower blood pressure, slowing of the alpha rhythm, decreased mus-cle tone; fluctuations in productivity, a general decrease in efficiency, reduced ability to respond to signals from environ-mental stimuli. When performing the functional duties of the dispenser, there is a lengthy performance of simple opera-tions. The content is reduced to a uniform visual control over the quality of products, as well as to work associated with long-term passive observation and limited impact on the brain of various production signals and stimuli.Purpose. The purpose of the study is to analyze the card of the working conditions of dispensers and drug com-pilers. This study aims to develop measures to eliminate the risk of monotony.Results. Therefore, the consequences of such monotonous work can be rapid development of fatigue due to the localization of muscular and nervous loads; sedentary lifestyle; development of neuroses; dissatisfaction with work and reduced creative activity of the employee. Individual psychological characteristics of the employee have an impact on the performance of monotonous work, as well as on the development of mental states. Therefore, in the professional selection, it is necessary to take into account: the monotony of the employee. Everyone knows that people with higher mental abilities have low monostic resistance. Highly skilled workers can maintain capacity, is the ability to perform a particular type of work without erroneous actions, even under heavy and prolonged loads. A low-skilled worker cannot detect changes in monotony and falls victim to indifference.Scientific novelty. Therefore, we recommend that companies implement some measures to reduce the monotony of work, namely: setting enough speed and mode of operation (in the first 30 minutes after starting work: set the pace of the conveyor 5 - 10% below average); rationalization of work and rest regimes (recommend short breaks) (5 - 10 minutes every 2-3 hours); aestheticization of the production environment (improve the lighting of the work area); introduction of some measures on material and moral stimulation; involvement of workers in the management and solution of production problems; improve socio-psychological climate; use the opportunity to play sports and physical culture.
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Gunawan, Aristo Surya, and Ati Cahayani. "Do Demographic Variables Make a Difference in Entrepreneurial Leadership Style?" International Journal of Asian Business and Information Management 13, no. 2 (July 2022): 1–6. http://dx.doi.org/10.4018/ijabim.20220701.oa10.

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Industry 4.0 brings a challenge in terms of labor reduction. However, there is an opportunity in job creation for the creative industry/economy. The creative economy in Indonesia shows an increasingly contribution to the Indonesian economy in recent years, and it is also predicted to continue increasing in the future. Leadership for the entrepreneur is needed to make their business entity (Micro Small Medium Enterprises) to survive and succeed. This research aims to find out whether there is a difference in entrepreneurial leadership style with four demographic variables, i.e., gender, age, education level, and marital status.
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Sun, Meicheng. "K-pop fan labor and an alternative creative industry: A case study of GOT7 Chinese fans." Global Media and China 5, no. 4 (December 2020): 389–406. http://dx.doi.org/10.1177/2059436420954588.

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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.
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Okolie, Ugochukwu Chinonso, Hyginus Emeka Nwosu, and Sunday Mlanga. "Graduate employability." Higher Education, Skills and Work-Based Learning 9, no. 4 (November 11, 2019): 620–36. http://dx.doi.org/10.1108/heswbl-09-2018-0089.

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Purpose Following the outcry of several employers that many higher education (HE) graduates do not possess employability skills and therefore are not employable, the purpose of this paper, therefore, is to examine what the labour market (LM) actually demands from the higher education institutions (HEIs) and how the demands of the LM can be met by the HEIs in Nigeria. Design/methodology/approach The study is based on interviews and focus group with 28 university professors, executives of the students’ industrial work scheme (SIWES), industry executives, executive officers of the Directorate of Employment and the HE course/programme leaders that revealed substantial information about what the LM actually requires from the HE, and how the HE can meet the demands of the LM in terms of supply of quality graduates. Findings The key findings reveal that with adequate teaching resources and competent teachers, graduate employability skills (technical and soft), which the LM demands from the HEIs, can be imparted to the students. Concerning LM and HEIs partnerships, it is found that understanding the demands of the LM by the HEIs can enhance the graduates’ outcomes and their prospects in the LM. Research limitations/implications The study argues that the graduate employability is still relevant to the existing practice, but further engagement and research surrounding how the HEIs in the developing countries, especially Nigeria, can meet the actual demands of the LM in terms of competent graduates are needed to examine this range of HE. Originality/value The study provides significant suggestions on the improvement needs of the HE teachers to inspire and motivate students to increase the knowledge (know-how), skills (how to do), self-efficacy (effectiveness) and qualities (technical and creative knowledge) required by the LM.
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Cross, Karen, Josie Steed, and Yang Jiang. "Harris Tweed: A glocal case study." Fashion, Style & Popular Culture 8, no. 4 (October 1, 2021): 475–94. http://dx.doi.org/10.1386/fspc_00102_1.

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Fast and effectively disposable fashion has seen clothing reduced to transient items, worn for a short period of time then discarded. This has pushed down prices, moving textile and clothing production to low-cost labour countries and decimating the traditional Scottish textile economy. Fast fashion drives consumer demand for newness and uses finite resources that are damaging to the environment. In 2019, the pressure to move towards a more sustainable fashion and textile industry is intense. Traditional textile manufacture using natural, renewable sources that are inherently long-lasting offers a slow fashion alternative, epitomized by the Harris Tweed handweaver community in Scotland. Fashion has embraced digital, with growing online sales and increasing focus on digital content. This presents an opportunity to redress the balance by using technology to shape a sustainable future for traditional textiles. Utilizing an interpretive paradigm and inductive approach, an Arts and Humanities Research Council (AHRC) funded networking grant is presented as a qualitative case study, investigating how immersive technologies can be used to safeguard the future of traditional textile products, to educate contemporary, global audiences on the provenance and human hand behind manufacturing processes and to encourage consumption of products with longevity. This explanatory case study finds that fashion brands are using immersive technologies for virtual changing rooms or creative customer experiences but are not exploiting the possibilities of immersive technologies in engendering a sense of place or people behind the product. Findings also reveal that the Harris Tweed Authority and Harris Tweed Hebrides brand successfully use landscape to convey a sense of place, but are under-utilizing the handwoven value and sustainable, slow fashion credentials of Harris Tweed. China is identified as a potential place for Harris Tweed to gain valuable market share, with increasingly wealthy Chinese Generation Z consumers seeking individual exclusivity and sustainability in their clothing purchases, criteria that embody Harris Tweed.
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Mbithi, Peter M. F., Judith S. Mbau, Nzioka J. Muthama, Hellen Inyega, and Jeremiah M. Kalai. "Higher Education and Skills Development in Africa: An Analytical Paper on the Role of Higher Learning Institutions on Sustainable Development." Journal of Sustainability, Environment and Peace 4, no. 2 (August 27, 2021): 58–73. http://dx.doi.org/10.53537/jsep.2021.08.001.

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Many Higher Education Institutions (HEIs) in Africa face challenges that require the intervention of national governments, development partners and other stakeholders. HEIs also require new investment paradigms to maximize students’ acquisition of work-ready skills, knowledge and attitudes to enable students to contribute effectively to the workforce. The objective of this study was to identify reforms and investments needed to strengthen Higher Education (HE) in Africa and to inform the design and implementation of future investments and policy for sustainable development. A systematic review approach, involving a synthesis of literature on this theme in Africa in recent years, by African governments, education networks, academia and international bodies, was employed. The study used data from UNESCO and World Bank databases which were blended with the synthesis of the literature. The obtained literature was analysed and synthesized on the basis of its relevance and value to the HEIs study discourse. Textual and thematic analysis tookcentre stage with a view to establishing current reforms in HEIs and the concomitant investments that national governments and other key stakeholders need to make to have robust HEIs. The study used the Human Capital Theory that postulates that the most efficient path to the national development of any society lies in the improvement of its population, which is considered as the human capital. Despite criticisms of the human capital theory at the individual level on the extent to which education is directly related to improvements in occupation or income, human capital theorists generally assume that after all the known inputs into economic growth have been explained, much of the unexplained residual variance represents the contribution of the improvement of human capital, of which education is seen as most important (Merwe, 2010). The results of the study show that HEIs have done very little to promote Intra-Africa Academic Mobility and nurture HEI-industry partnerships to address demand and supply aspects of the labour force. The massification of higher education, resulting in a democratization of education, and the advent of the knowledge economy and globalization, among other factors, are being experienced without commensurate planning and with no corresponding accompanying increase in resources to enable the HEIs cope with the increased student population. HEIs in Africa are sub-optimally capacitated to combat Africa’s pressing challenges such as unemployment, climate change and COVID-19 pandemic. The study points out that HEIs need to evolve in tandem with continental and global market needs to achieve Sustainable Development Goal (SDG) number 4 on quality education. Further, it recommends that HEIs should encourage Intra-Africa Academic Mobility and foster HEI-industry partnerships to address demand-and-supply aspects of the labour force. In this respect, HEIs in Africa should be developing curricula aimed at building capacity of leaders and professionals to respond to the need to decarbonize and dematerialize development in Africa and leverage on the Fourth Industrial Revolution. Consequently, HEIs must prepare students to be entrepreneurial and resilient; able to continue to learn and reinvent themselves and their careers throughout their lives. Indeed, HEIs should view themselves as creative hubs where partners come together and harness each other’s synergy to innovate and solve societal problems.
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Grenčíková, Adriana, Marcel Kordoš, and Vladislav Berkovic. "Impact of Industry 4.0 on labor productivity in the Slovak Republic." Problems and Perspectives in Management 18, no. 2 (July 2, 2020): 396–408. http://dx.doi.org/10.21511/ppm.18(2).2020.32.

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The Fourth Industrial Revolution bears major technological, demographic, and socio-economic changes affecting nearly every area in business. Within the human resources area, both a surplus of labor and the creation of brand new professions are to be expected. Industry 4.0 concept significantly affects labor productivity in individual countries and does not miss the Slovak Republic either. All segments of the labor market, not just industrial enterprises, will be affected. The present study aims to analyze the possible development of labor productivity in Slovak companies and determine its development in the next period, considering the decreasing number of working-age populations in terms of the fallouts on creation and termination of jobs and occupations. The questionnaire carried out in 319 enterprises in the Slovak Republic with a received response of 228 was a key research tool used to analyze the results of the survey. The findings show that although the labor force within the Slovak labor market will not increase, the labor force will decrease due to unfavorable demographic development. The overall productivity in Slovak companies will increase due to the new technologies implementation. The results have proved that the Industry 4.0 concept will significantly affect labor productivity in the world economy and the Slovak Republic. In particular, the recommendations aim to draw attention to changes in job structure and the need to reform the education system because of Industry 4.0 requirements. Acknowledgments This paper was supported by the Slovak Ministry of Education’s Scientific grant agency VEGA: “The impact of Industry 4.0 on jobs structure changes”. Project registration number: [Reg. No.: 1/0430/18]. This paper was supported by the Slovak Ministry of Education’s Scientific grant agency VEGA: “Assessment changes in the qualitative structure of international economic relations under the influence of Industry 4.0 with implications for the EU and Slovak economic policies”. Project registration number: [Reg. No.: 1/0462/20].
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Whitson, Jennifer R. "The New Spirit of Capitalism in the Game Industry." Television & New Media 20, no. 8 (May 29, 2019): 789–801. http://dx.doi.org/10.1177/1527476419851086.

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This article draws from ethnographic work in the game industry to challenge claims that digital platforms “democratize” cultural production by supporting small teams. I show how game developers exemplify the New Spirit of Capitalism in their search for creative autonomy outside of the risk-averse blockbuster console industry. Their risk of cultural production is ostensibly reduced by tools that leverage big data. By following one studio making free-to-play mobile games, I test the celebratory claims of democratization against the reality of implementing these now-essential analytics tools. The studio’s experiences demonstrate how mobile production for digital platforms intensifies game labor rather than facilitating its democratization in any straightforward way. It restricts creative autonomy, exacerbates the burden of risk on developers, and reinforces existing market and gender inequities. Rather than creatively liberating developers and expanding access to game development, data-driven design for digital platforms introduces new gatekeepers and literacies of exclusion.
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46

Kurniawati, Sri, and Nindya Lestari. "Do Labor and Openness Affect the Performance of the Creative Industries?" GATR Journal of Business and Economics Review 5, no. 3 (December 30, 2020): 80–85. http://dx.doi.org/10.35609/jber.2020.5.3(1).

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Objective – The economy cannot be separated from the influence of the civilization advancement in which the economy and business today have experienced a paradigm shift, that is, from a resource economy to an economic paradigm based on knowledge and creativity. One of the industries that is growing in line with current economic progress is the creative industry. This quantitative descriptive research aims to analyze labor and exports which affected the Gross Domestic Product (GDP) of the creative economy sector in Indonesia from 2011 to 2018. Methodology/Technique – The data used in this study is secondary data from the official website of Indonesia Central Bureau of Statistics and UMCOMTRADE 2-digit SITC code revision 4. Findings & Novelty – From the research finding, two main features were obtained. The first was regarding the labor of the creative industry sub-sector which has positive effect on the GDP of the creative industry. In contrast, the second is concerned with the export of the creative industry sub-sector which depicts the contradictory impact on the GDP of the creative industry. Type of Paper: Empirical JEL Classification: N1, F16, J01, O10. Keywords: Gross Domestic Product; Labor; Exports; Creative Economy Sector. Reference to this paper should be made as follows: Kurniawati, S; Lestari, N. 2020. Do Labor and Openness Affect the Performance of the Creative Industries, J. Bus. Econ. Review, 5(3) 80– 85 https://doi.org/10.35609/jber.2020.5.3(1)
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47

Li, Qi. "Primary Exploration on Opportunities for the Formation of New Zealand’s Creative Film & TV Industry." Applied Mechanics and Materials 311 (February 2013): 334–38. http://dx.doi.org/10.4028/www.scientific.net/amm.311.334.

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Over the past two decades, New Zealand has seen rapid and sharp rise of film & TV industry, developed competitive edges of film production industry, participated in labor division in the international markets and shaped creative film &TV industry with radiation effects. This paper analyzes the historical opportunities for the rapid rise of film & TV industry in Zealand from the perspectives of changes to the market environment of technology, market, industry labor division, etc.
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48

Pranoto, Ersan Suria. "Labour Turnover in the Hospitality Industry." Binus Business Review 2, no. 1 (May 30, 2011): 597. http://dx.doi.org/10.21512/bbr.v2i1.1167.

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Labour turnover are inevitable and many businesses and industries are dealing with this issue every single day. It is also a great issue in the Hospitality Industry, the intensity were varies according to the size of the establishment, some are low and many is as high as the height of their buildings. The fact also stated that workers in the hospitality industry in the early stage of their career expect to move from one job to another, creating a very low desirability of steady workplaces and the job security. Moreover, the labour turnover is very much increases when employees are far more specialised, more difficult to find and requires more training. Therefore, it is in the best interests of hospitality managers to understand the causes and the effects of turnover so that they may reduce its costs.
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49

Aribawa, Dwitya. "HUBUNGAN ANTARA ORIENTASI STRATEGIS DAN KEMAMPUAN INOVASI BERBASIS LAYANAN STUDI PADA UMKM KREATIF DI INDONESIA." Jurnal Manajemen 19, no. 2 (March 6, 2017): 249. http://dx.doi.org/10.24912/jm.v19i2.121.

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Industri kreatif menjadi competitive advantage tersendiri bagi Indonesia yang memiliki potensi berlimpah pada intellectual capital yang tersebar di seluruh pulau untuk memunculkan model bisnis yang inovatif dan membuka lapangan kerja baru. Sasaran dari penelitian ini adalah untuk mengidentifikasi dan menganalisis hubunga antara orientasi strategis (dimana pada penelitian ini terdiri dari orientasi pelanggan, orientasi pesaing dan orientasi biaya) dengan kemampuan inovasi berbasis layanan. Unit penelitian ini adalah usaha mikro, kecil dan menengah (UMKM) yang beroperasi pada salah satu dari sub-sektor industri kreatif dan terletak di Bandung, Denpsar, Jakarta atau Yogyakarta. Dengan analisis kuantitatif, penelitian ini melihat hubungan antara variabel independen dan dependen melalui tes hipotesis menggunakan metode ordinary least square. Metode pertanyaan terbuka digunakan untuk melihat pola pengembangan bisnis kreatif responden. Hasil dari penelitian ini menemukan bahwa orientasi pelanggan dan orientasi biaya memiliki hubungan positif terhadap kemampuan inovasi berdasarkan jasa. Sedangkan, orientasi pesaing tidak memiliki hubungan yang siginifikan terhadap kemampuan inovasi berbasis layanan. Dari penelitian ini, dapat disimpulkan bahwa pelaku usaha (dalam hal ini UMKM) memiliki fokus pada konsumen dan efisiensi biaya yang pada akhirnya akan membentuk budaya inovasi yang sesuai dengan lingkungan bisnis mereka.Creative industry is becoming competitive advantages to Indonesia. It has huge potency of intellectual capital around islands. Creative business aim to creating innovative business model and open absorb labor force. The objective of this study is to examine and analyze the relationships between strategic orientation (in this research consist of three dimensions; customer orientation, competitor orientation and cost orientation)and service innovation capability. Object of this study was Micro, Small and Medium Enterprises (MSMEs) that operates in one of creative subsector industry and located at in Bandung, Denpasar, Jakarta or Yogyakarta. By using quantitative analysis, this study analyzed the relationship between independent and dependent variables through testing hypotheses using ordinary least square method. Open question method also used to show the pattern of creative business development from owners point of viewt. The result of this study found customer orientation and cost orientation positively related to service innovation capability. While, competitor orientation shows not have significant relationship to service innovation capability. From this research can be conclude that creative business (MSMEs) has focus on deserve customers interest. Besides, at the same time they create efficiency in cost. Mix of both orientations in the end will creating innovation culture that fit to their business environment.
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Kurniawati, Sri. "Do Labor and Openness Affect the Performance of the Creative Industries in Indonesia?" 11th GLOBAL CONFERENCE ON BUSINESS AND SOCIAL SCIENCES 11, no. 1 (December 9, 2020): 67. http://dx.doi.org/10.35609/gcbssproceeding.2020.11(67).

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The phenomenon of globalization is being faced by modern society and affects to all aspects of human activity. Over the past few decades, globalization has created many advantages for the development of the national economy. Some countries experience structural changes when traditional industries are replaced by service and innovation sectors, this indicates a transition to a knowledge economy where certain roles are played by creativity (Cabelková et al., 2015; Zelazny, 2017). Globalization can improve relations with other countries, especially in exports and imports. Creativity is a complete resource that is based primarily on ideas and cultural characteristics rather than on physical capital. The main source of creativity is invisible because it includes everything everyone has - knowledge, emotions, talents, and spontaneity (Skavronska, 2017).Empirical results show that the development of creative industry potential has led to increased income and employment opportunities in Brazil (Kon, 2016). It has been found that employment opportunities in the creative industry sector affect Ecuador's economy both in the medium and long term. The creative industry employment opportunities are found to be influential in the Ecuadorian economy both in the medium and long term (Quezada, et al., 2018). This research will analyze the effect of globalization and employment opportunities on the economy of the creative industry sector. Keywords: Creative industry, Labor, Export, Import
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