CfP: International conference on Creative Industries and Digital Culture (ICCIDC)
Strategic Research Society conferences are devoted to mutual exchanges of research results and professional opinions within the broad field of academic and research disciplines. The ICCIDC 2016 focuses on creative industries and digital culture, as well as the large spectrum of its implications within economy, management, technology, social and cultural studies, marketing, education, knowledge etc. The aim of the ICCIDC 2016 conference is to reflect nowadays phenomena challenging the world of creative industries. Particular attention is given to digital technology and its influence on creativity, arts and media, but other relevant topics are also welcome. You are cordially invited to enhance the current body of knowledge in the field by submitting your scientific abstracts/papers, and thus contribute to its successful implementation.
Creative industries – characterized as those areas where product or service contains a substantial element of artistic or creative endeavour (Caves, 2000) – is a relatively new aggregate established in UK in 1998. They are defined as „Advertising, Architecture, Art and Antiques Market, Crafts, Design, Designer Fashion, Film, Interactive and leisure software, Music, Performing Arts, Publishing, Television and Radio“. In reality, they encompass diverse sectors, however, with a common feature – the concept of creativity. In Europe, the creative industries make a significant contribution to the economy, creating about 3% of European Union GDP – corresponding to an annual market value of €500 billion – and employing about 6 million people (CEMP, 2013). Globally, UNCTAD (2010) estimates the growth in creative services at 7.5%.
- Creative industries, social media and convergence
- New technologies and creative sector
- Digital arts, culture and lifestyle
- Social, political and community agendas in creative industries
- Arts policy, management and advocacy
- Visual arts practices in digital era
- Performing arts practices in digital era: Theatre, dance, music
- Literary arts practices
- Media arts practices in digital era: Multimedia, digital, online and other new media
- Immersive, experiential and interactive arts and media
- Marketing and audience development in digital age: New tools and methods
- Knowledge management in creative industries
- Technologies for better education and learning within creative industries