In this context, the development and dissemination of digital technologies, ICTs and social networks become important in terms of providing the economic benefit expected from creative sectors.
Creative industries have three main problem areas. The first is the financing problem. Because the realization of all creative ideas is based on physical capital and a creative idea requires a large amount of initial capital in the implementation and transformation of a product into service and involves uncertainty.
Another problem is the time issue. Because the long-term incubation period of the content and products that creative economies try to offer and the short-term interests of the capital conflict.
Financial problems and its constraints prevent the development of creative work in longer-term due to time pressure. Since the industrial production system focuses on wage-time-output optimization, it is oppressive in terms of regulating and accelerating employee behavior. However, the oppressive function of time remains ineffective in creative economies. For this reason, it may cause financial difficulties.
The new material values created by the creative industries cause the emergence of new layers in the social structure and regional differentiation in the socio-cultural and economic structure of the city in urban life.
To put it more clearly, creative industries cause the formation of high income groups in the city, the emergence of new areas of influence by the use of social media and networks of these groups, and cultural changes such as new restaurants and luxury settlements on a regional scale according to the income distribution in urban life. Local governments naturally focus on investments and services in the environment where these groups are located in order not to be exposed to the reaction of these groups. This situation is criticized because it causes the formation of new social layers in urban life, the deterioration of income distribution, and socio-cultural segregation in the social structure.
Taking into account the reduction of negativity in the formulation and development of creative economic policies, avoiding regional differences and social stratification that may arise from creative sectors can contribute to the formation of social peace.
The fact that the concept and framework of the creative economy cannot be determined completely, the absence of an internationally agreed transparent classification method prevents the formation of an international standard for the measurement and classification of the creative economy.
Even though creativity and creative economic activities have been conceptualized today in the post-2000 period, in the historical process, they have been a recurrent process in motion as a result of the adaptation of cumulative information to human life in terms of content.
In other words, the product, service, content and value created by every new information is also a creative economic activity.
While new information added to the information used over time creates new creative products and services, it enables the old ones to disappear or to redesign them as nostalgic and cultural.
Creative individuals and intellectual property rights are the source of inspiration for creative economic activities. Although a classification has been made as creative sectors in the literature, creative individuals operate cellularly within all sectors in the general economy. In the national economy, each creative industry operates independently, as well as clustering like cells into different industries.
In this context, creative industries are in close contact with many areas of socio-cultural life in a wide range of fields through digital technologies, information communication technologies, cultural activities, cultural tourism, artistic activities, social networks, city and urban life.
Creative cities and cultural structures with which creative sectors are related play a role in encouraging the emergence of creativity and the clustering of creative individuals in a particular region or city. While rural culture continues its activities focused on daily life, big cities dominated by urban culture and a competitive environment contribute to the development of creative industries.
However, the new style culture and settlements created by the creative class in big cities are criticized as one of the negativities of creative economies, in that they cause an increase in social and cultural exclusion within the social layers.
Technology is considered as an indispensable element in creative economies. Creative industries such as architecture, art, design, games, media, e-publishing always need internet infrastructure and advanced digital technologies. Internet, digital technologies and ICTs enable the design of creative products, services and content, and the interaction of these products with other sectors. Social networks undertake the promotional distribution function of creative products. The widespread use of the internet, computing, telecommunications, television, digital platforms, large data storage in digital environments, mobile communication tools and digital media, provides the opportunity to present to consumers the revolutionary opportunities at very low costs for the promotion, distribution, marketing and consumption of creative contents and products in digital environments without sharing the physical space.
企業界在整個1990年代對體育運動的贊助將停滯不前,而對藝術活動的贊助將會持續大幅度地增長。不過,1990年代對體育運動的贊助無疑會帶有商業味道。此外,企業高級領導層中將出現一些女性藝術愛好者和45歲以下,在支持體育活動方面不怎麽熱心的男性。公司在他們的領導下,會認真看待投資藝術給公司帶來的好處。在企業內部,人們也越來越多地用新創造的藝術語言來描述企業的工作狀況。盡管企業在重新確定它們今後贊助和提供廣告的重點對象,但我們不可忽視藝術本身的新的活力或吸引力。藝術界只有做到少花錢,多吸引觀眾,才是推動企業進一步提供贊助的最終因素。(錄自John Naisbitt, Mega Trend 2000)
In 2019, the country’s exports of creative goods were at RM220 million, comprising items such as printed book brochures, printed materials, pictures and photographs. Mohd Uzir said among the countries involved in the exports of creative goods are India, China, Singapore, Hong Kong, Thailand, Taiwan, Turkey and Poland.
In terms of imports, Malaysia has imported creative goods amounting to RM367 million in 2019. The goods include printed materials such as leaflets, printed book brochures, paintings, pastels and drawings.
Meanwhile, speaking in a live address during the forum, Communications and Multimedia Minister Datuk Saifuddin Abdullah said the threat of Covid-19 continues to loom over the creative industry, as the country races to find a solution to end this pandemic.
He added that until then, the creative industry needs maximum support to pivot, adapt and evolve.
“The silver lining to our current predicament is that it has also presented an opportunity for the industry to take the necessary steps to become more resilient and robust to face future challenges.
“We needed to find ways beyond financial subsidies and tie-over measures, to enable artists and creative enterprises to become self-sustaining and realise their potential of becoming significant income-generators for Malaysia’s economy,” he noted.
The Creative Economy 2021 Forum, jointly hosted by MyCreative Ventures Sdn Bhd, Cultural Economy Development Agency (Cendana) and Riuh, was held virtually via Zoom Webinar yesterday.
The forum brought together the arts, donors and businesses, for discussions and conversations on priorities, as well as opportunities to create a vibrant, ambitious and sustainable creative economy for Malaysia.
MyCreative, which also includes Cendana, was given the mandate to implement and carry out the short-term National Economic Recovery Plan (Penjana) for the creative industries, through a variety of schemes and initiatives such as live event grants, digital marketing grants, matching investments schemes, fast track and low-interest soft loans, as well as the digital velocity programmes comprising digital marketing and promotion training, connectivity assistance and advisory services.
A total of 1,745 applications worth RM73 million for various measures from the stimulus package are currently being reviewed by MyCreative.
In the meantime, Cendana has approved 234 applications worth about RM3.5 million.
A further 114 applications amounting to RM9.6 million were also approved for distribution to successful applicants under the Penjana for the creative industries. Wednesday, October 21st, 2020
Malaysia’s creative industry contribution to GDP remains low
by S BIRRUNTHA / pic by BERNAMA
MALAYSIA’S creative industry contribution towards the GDP stands at 2% for the last five years, according to the Department of Statistics Malaysia (DoSM).
Chief statistician Datuk Seri Dr Mohd Uzir Mahidin (picture) said at the moment, the industry contributes approximately 2% towards the GDP and employs around one million people. -Advertisement-
He added that while the industry’s exports maintained its contribution at 0.2%, the contribution of employment decreased to 5.7% in 2019.
“Looking at the statistics, we notice all the main indicators show a very small contribution of the creative industry towards the Malaysian economy.
“However, we do believe there is some room for improvement to increase the industry’s overall contribution towards the country’s GDP,” he said in a virtual presentation titled “Overview of the Arts and Culture Sector of Malaysia and its Future Outlook” at the Creative Economy Forum 2021.
Mohd Uzir noted that while the creative industry is significantly impacted by the Covid-19 pandemic, it is showing signs of recovery in the third quarter of 2020 (3Q20) with a growth percentage of 31.7%.
He said to further boost the industry, support from all parties including government agencies and the private sector is needed to contribute to its development.
He also said a satellite account for the country’s creative industry is now being compiled by the DoSM to further monitor its growth.
According to Mohd Uzir, the main contributions of the creative industry towards the economy are the multimedia industry with 50.7%, followed by the culture and art industry (49.2%).
Over the past years, the creative economy has made a significant contribution to world trade as world exports of creative goods increased to US$509 billion (RM2.11 trillion) in 2015 from US$208 billion in 2002. (Con't Below)
This includes RM100 million in soft loans and RM30 million in grants for the creative, events and exhibitions industries under MyCreative Ventures, as well as RM10 million under CENDANA (Cultural Economy Development Agency).
Tengku Zafrul noted that there has been a shift in countries such as Indonesia, Thailand and South Korea which have successfully grown and promoted their creative economies.
“The creative economy is also an opportunity for us to promote our Malaysian arts, culture and heritage on the world stage.
“This time, we add our own success story by creating a sustainable, resilient and thriving creative economy that will help to promote Malaysia internationally,” he added, while stressing the need to do more to empower talents across the entire creative economy.
The one-day Creative Economy 2021 Forum was organised by MyCreative Ventures Sdn Bhd.
The forum was part one of a two-part event that has been designed as a forward-looking platform that encourages sharing and canvassing of ideas and brings together all stakeholders, relevant ministries, the private sector, as well as, creative, arts and cultural activists and practitioners.
Tengku Zafrul: Creative industry could make vital contributions to high-growth sectors
With the right approach, Malaysia’s creative industry could make vital contributions to the high-growth sectors and industries such as education, science and innovation, said Finance Minister Tengku Datuk Seri Zafrul Aziz today.
He said the creative, arts and cultural industry players should no longer see themselves in isolation as this is the time when disciplines and the value of businesses are being integrated into digital and other technological means.
“Consider this for a moment… how influential global tech giants like Google, Apple and Amazon would be if they do not have this creative economy content on their platforms?
The year 2020 presented a slew of hurdles for most of those in the agriculture and farming industry. They faced the ultimate conundrum: On the one hand, they needed to continue producing fresh produce for the many households that had started cooking again because of the Movement Control Order (MCO).
“The creative economy has in fact become the competitive edge and growth of so many high-growth companies around the world,” he said in his keynote address at the Creative Economy 2021 Forum, in conjunction with Budget 2021.
Tengku Zafrul said the Covid-19 pandemic had an adverse impact on the creative industry, resulting in cash flow constraints due to income losses or deferred projects, and the industry needs rapid support in rebooting creative activities.
The Malaysian creative industry accounted for 1.9% of gross domestic product in 2015, and has an enormous potential to grow and contribute significantly to Malaysia’s economy in the long term, the minister said.
“The challenge for all parties concerned, including the government, is how we can capitalise on this foundation, and the measures that we must put in place so that the creative economy can become a substantial and sustainable contributor to the nation,” he said.
For starters, Tengku Zafrul said there is a need to dispel the illusion that the various economic sectors exist separately, and to point to the fact that the creative economy has a synergistic relationship with the wider Malaysian economy.
“A clear example of such a relationship can be seen in South Korea where the success of its film and music industries helped boost the global sales of its beauty and electronic products, and promoted their tourism industry to the world,” he noted.
To ensure the industry’s immediate survival during the Covid-19 pandemic, the government had allocated RM225 million for the arts, culture, entertainment and event industries under PENJANA (Short-term Economic Recovery Plan), he said.
Agnes devoted an entire chapter in her book to Saudin, also dubbed “the Murut Marco Polo” after his return from New York. It was she who recommended him to pioneer Hollywood silent era wildlife documentary makers Martin and Osa Johnson, when they completed shooting the movie “Borneo” after spending one and a half years on the Kinabatangan in 1935.The Johnsons wanted someone who could look after Abai, one of the largest orang utans ever captured alive in Kg Abai, during the ship’s journey to New York Zoo, along with few more orang utans, gibbons and proboscis monkeys.
The ship left Sandakan for the month-long journey calling at Singapore, Port Klang, Mumbai, Colombo, Capetown, Morocco, and several other ports along the way, before crossing the Atlantic to New York.
Saudin pointing to skyscrapers coming up in New York in 1938. during a talk organised by Martin to New York’s elite, Saudin remarked in Malay that he was surprised to see New Yorkers lived in concrete cages while in the Borneo rainforest, only wild animals lived in cages. – Pic courtesy of the Saudin household.
It was noticed that only Saudin had the special ability to calm Abai, which won him the ticket to travel to the Big Apple at a time when New York ala Wall Street was the “happening capital” of the world. This is what lends the documentary the title “Saudin: The Orang Utan Whisperer”.The documentary is a powerful story of not just the bond that developed between man and animal but also of Saudin’s internal conflicts and observations, especially of adjusting to the shock of being suddenly plucked out of the Borneo rainforest and transplanted into the concrete jungle of New York.
Among the establishments that supported the documentary is the Safari Museum in Kansas, USA, where the iconic work of the Johnsons is stored and Finas.The documentary also received the support of the State Government and Hajiji praised the producers for their extensive research and resolve to put Sabah on the world map through the documentary.
Abai the largest orang utan ever captured alive, who died in New York’s Central Zoo.
Those who were present at the briefing for the Chief Minister at the State Administration Building on Wednesday included producers Noreini Abdul Rahman, Noorhayati Abdul Rahman, Director Muhd Zaili Sulan, Norsina James Julius, a granddaughter of Saudin and James Sarda, Chief Editor of the Daily Express, who has done research on Saudin, Agnes Keith and the Johnsons. — EDITOR(Source: https://sabahbarunews.com)
KOTA KINABALU: The story of Saudin bin Labutau from Kg Ambual in Keningau who became the first Malaysian – and for that matter from this part of the world – to visit New York in the 1930s and return to Sabah to tell his adventure will be known to the world soon.
Peninsula-based RYE Productions Sdn Bhd, noted for producing television dramas and concerts, has made a documentary on the exploits of the partially blind Murut. It would be shown on History Channel after the official launch in Sabah on Oct. 28 at UMS by Chief Minister Datuk Seri Panglima Hajiji Noor.
The documentary combines actual footages, dramatised re-enactments of Saudin’s life, including interviews with family members about their grandfather, who is well documented in the 1939 international classic by Agnes Keith, “Land Below The Wind”.
James briefing Hajiji about Saudin while Noreini (left) and Noorhayati look on
In terms of imports, Malaysia has imported creative goods amounting to RM367 million in 2019. The goods include printed materials such as leaflets, printed book brochures, paintings, pastels and drawings.
Meanwhile, speaking in a live address during the forum, Communications and Multimedia Minister Datuk Saifuddin Abdullah said the threat of Covid-19 continues to loom over the creative industry, as the country races to find a solution to end this pandemic.
He added that until then, the creative industry needs maximum support to pivot, adapt and evolve.
“The silver lining to our current predicament is that it has also presented an opportunity for the industry to take the necessary steps to become more resilient and robust to face future challenges.
“We needed to find ways beyond financial subsidies and tie-over measures, to enable artists and creative enterprises to become self-sustaining and realise their potential of becoming significant income-generators for Malaysia’s economy,” he noted.
The Creative Economy 2021 Forum, jointly hosted by MyCreative Ventures Sdn Bhd, Cultural Economy Development Agency (Cendana) and Riuh, was held virtually via Zoom Webinar yesterday.
The forum brought together the arts, donors and businesses, for discussions and conversations on priorities, as well as opportunities to create a vibrant, ambitious and sustainable creative economy for Malaysia.
MyCreative, which also includes Cendana, was given the mandate to implement and carry out the short-term National Economic Recovery Plan (Penjana) for the creative industries, through a variety of schemes and initiatives such as live event grants, digital marketing grants, matching investments schemes, fast track and low-interest soft loans, as well as the digital velocity programmes comprising digital marketing and promotion training, connectivity assistance and advisory services.
A total of 1,745 applications worth RM73 million for various measures from the stimulus package are currently being reviewed by MyCreative.
In the meantime, Cendana has approved 234 applications worth about RM3.5 million.
A further 114 applications amounting to RM9.6 million were also approved for distribution to successful applicants under the Penjana for the creative industries.
Malaysia’s creative industry contribution to GDP remains low
by S BIRRUNTHA
MALAYSIA’S creative industry contribution towards the GDP stands at 2% for the last five years, according to the Department of Statistics Malaysia (DoSM).
Chief statistician Datuk Seri Dr Mohd Uzir Mahidin said at the moment, the industry contributes approximately 2% towards the GDP and employs around one million people.
He added that while the industry’s exports maintained its contribution at 0.2%, the contribution of employment decreased to 5.7% in 2019.
“Looking at the statistics, we notice all the main indicators show a very small contribution of the creative industry towards the Malaysian economy.
“However, we do believe there is some room for improvement to increase the industry’s overall contribution towards the country’s GDP,” he said in a virtual presentation titled “Overview of the Arts and Culture Sector of Malaysia and its Future Outlook” at the Creative Economy Forum 2021.
Mohd Uzir noted that while the creative industry is significantly impacted by the Covid-19 pandemic, it is showing signs of recovery in the third quarter of 2020 (3Q20) with a growth percentage of 31.7%.
He said to further boost the industry, support from all parties including government agencies and the private sector is needed to contribute to its development.
He also said a satellite account for the country’s creative industry is now being compiled by the DoSM to further monitor its growth.
According to Mohd Uzir, the main contributions of the creative industry towards the economy are the multimedia industry with 50.7%, followed by the culture and art industry (49.2%).
Over the past years, the creative economy has made a significant contribution to world trade as world exports of creative goods increased to US$509 billion (RM2.11 trillion) in 2015 from US$208 billion in 2002.
In 2019, the country’s exports of creative goods were at RM220 million, comprising items such as printed book,brochures, printed materials, pictures and photographs. Mohd Uzir said among the countries involved in the exports of creative goods are India, China, Singapore, Hong Kong, Thailand, Taiwan, Turkey and Poland.
Malaysia’s DIKN document issued in 2009 is to date the only policy document that defines and articulates a creative industries policy for Malaysia. When it was launched the DIKN was touted to “empower the creative industries as a whole based on creativity and innovation, thus contributing to a high income economy and to uphold the nation's cultural heritage” (Yatim, 2011). DIKN divides the creative industries into three categories: Creative Multimedia, Creative Cultural Arts, and Creative Cultural Heritage (see Table 1 below). Whereas the DCMS model does not differentiate between different sectors, the DIKN acknowledges that there are technological, creative, and platform differences between the three. It also makes explicit the emphasis given to digital media which has become a focus of government agencies, and the only creative industries sector targeted explicitly in the 2015 Budget (“Bajet 2015,” 2014).
The twin emphasis in the DIKN is on the economic contribution of the creative industries and on mainstreaming intellectual property. Expanding employment opportunities is emphasised as is the need to find markets overseas and export cultural products. According to the DIKN document, Malaysia’s creative industries contributed only 1.27% to national income, less than half of what comparable countries record (DIKN quotes figures of 3%-5%). Clearly Malaysia finds itself in aposition of relative disadvantage in terms of the size, contribution, status, strength, and visibility ofthe creative industries in comparative terms. (Creative Industries Policy in Malaysia, 2015)
Boosting The Exports of Malaysia's Creative Content Through Partnership
MONDAY, JANUARY 23, 2017, KUALA LUMPUR: Malaysia External Trade Development Corporation (MATRADE) and China Intercontinental Communication Co.,Ltd (CICC) marked a momentous occasion today by signing a Memorandum of Understanding (MoU) to promote trade of creative contents between Malaysia and China. The MoU signing was witnessed by Minister II of International Trade and Industry (MITI) YB Dato' Seri Ong Ka Chuan.
MATRADE was represented by its Chief Executive Officer Dato' Dzulkifli Mahmud and CICC by its Vice President Mr. Jing Shuiqing.
The MoU aims to strengthen communication and cooperation between media organisations in China and Malaysia by leveraging on China's One Belt, One Road (OBOR) initiative. The MoU will see MATRADE and CICC working together to link industry players from both countries to embark on exchange of creative content (such as films, documentaries and television shows, among others) and business matching (through MATRADE's International Sourcing Programme) for the purpose of driving trade of creative contents for both nations. The collaboration will strengthen the existing professional ties between both countries and could also initiate the sharing of experience, knowledge and best practices with China.
According to Dato' Dzulkifli, the MoU is an important step forward for both parties to promote cultural exchange through each other's media channels. "This partnership will facilitate and coordinate the communications between media players of both countries. With this partnership, Malaysian media can rest assured that they have a partner in China to assist them in areas such as co-productions," he said.
The Malaysian government has identified creative content as one of the Entry Point Projects (EPP) under the Economic Transformation Programme to enhance capacity, capability and competency of the industry in producing world-class content and additionally making Malaysia a regional hub for digital content.
In the EPP, the creative content industry is expected to contribute RM3.04 billion to Gross National Income (GNI) and produce more than 10,000 jobs by year 2020. The industry is also targeted to have an annual growth rate of 20 percent.
In the latest figures recorded in 2015, creative content contributed RM9.55 billion and represents 6.4 percent of the total Gross Domestic Product (GDP). To date, Malaysia has exported RM6.8 billion worth of creative contents.
With China as one of Malaysia's biggest trading partners, the MoU sets to further strengthen China's and Malaysia's relationship by leveraging on the OBOR Initiative, which is a development strategy and framework of China's government to boost connectivity and cooperation between China and the rest of the world.
MATRADE as Malaysia's export promotion agency provides various export facilitation such as market intelligence, trade advisory, export promotion and capacity building programme for Malaysian companies. The agency, under MITI, has trade offices in Beijing (beijing@matrade.gov.my), Shanghai (shanghai@matrade.gov.my), Guangzhou (guangzhou@matrade.gov.my) and Chengdu (chengdu@matrade.gov.my) that functioned to help Malaysian companies penetrate into the China market. (Source: https://www.matrade.gov.my)
CJ Entertainment is in charge of overseas sales and the marketing of The Garden of The Evening Mists, touted as Malaysia’s most well-funded film to date (said to be RM20 million), jointly produced by Astro Shaw and HBO Asia. Asked about Malaysia’s chances of securing an Oscar nomination with The Garden of The Evening Mists, Astro Malaysia Bhd group CEO Henry Tan would only say what is important is that the group continues to strive for excellence in content production. The movie received nine nominations (including for best film, best director and best screenplay, and best actress for Malaysian actress Angelica Lee) at the 56th Golden Horse Film Festival and won the award for Best Makeup and Costume Design.
Tan noted, though, that Taiwanese-American Oscar-winning film director and screenwriter Ang Lee said he “hopes to see more films like this” after watching the film in Taipei.
“Both the book and the film are high-quality works with a strong positive message. I do believe both the book and film will stand the test of time and leave a mark on both Malaysian literature and Malaysian cinema,” says Taiwanese Tom Lin Shu-Yu, who directed the film based on a screenplay by British screenwriter Richard Smith, adapted from Malaysian novelist Tan Twan Eng’s book.
Twan Eng reckons that the film is already a landmark for Malaysia “just based on the scale of the production alone”. “The cast and crew are highly talented and diverse, coming from all regions of the world. The production values are world-class. The film looks lush and gorgeous. It focuses on a turbulent period of our history, and Tom Lin has created a sensitive, nuanced, restrained film,” he tells The Edge.
Why should policymakers pay attention to the rise in the Asian narrative on the global stage and how can they help people in the creative arts?
“Artists need time to master their craft, and it’s important that policymakers protect the seedlings of creativity from global capitalism and consumerism. For example, Korea has policies protecting Korean Cinema by ordering that movie theatres play at least 50% local films in their theatres. If it was all up to the theatres, they would only play what sells most, but culturally and artistically, it may become hard for that nation to improve,” Lin tells The Edge, noting that education is also key in ensuring that youths are on the same page in terms of the value that the creative arts bring to the nation and society.
“If we are to catch the attention of the West, we will need support from the entire country, and at the same time, the country itself needs to promote all the goods — whether it’s literature, cinema, food, music — that are local to the international scene. Like Parasite again, it’s getting the attention it has because it’s a good film, but also, because of how Koreans have risen their image in the hearts of minds of the West, and this takes an entire nation to achieve,” adds Lin.
While one can argue that Parasite “may not be Boon Joon Ho’s strongest film”, Lin notes that “it has gotten him furthest into the mainstream in the west”.
“If Parasite was made 10 to 15 years ago, it might not reach where it is now… this wouldn’t have been possible if not for the whole K-Pop culture getting into the West first,” Lin says. (The Edge Malaysia,November 10, 2020)
幾乎每個舞台劇演員都有一個登上國家文化宮(Istana Budaya)的夢,去年,連國語都不太會説的林美芬卻演了5場《Takhta 3 Ratu》舞台劇中漢麗寶公主(Hang Li Poh)的角色。今年,她擠下蘇盈之主演2月13至21日演出的馬來舞台劇《Zombie La La La》,正式成爲本地華人圈第二人入主馬來舞台劇。
籌備《Zombie La La La》時有何趣事?《Takhta 3 Ratu》開會時有五六十人,説話的速度又快,有時候我會聽不懂。可是時間很緊迫,不可能停下來解釋給我聽,幸好之後其他演員會解釋給我聽。這一次雖然我 的國語比之前好,但偶爾還是會跟不上。我記得有一次導演開玩笑説我是「sengkuang」,我以爲他是在吃沙爹要配料沙葛,引來哄堂大笑!後來他們告訴 我,是笑我糊裡糊塗、萌呆的意思。
There’s certainly ample room to grow the industry’s contribution to Malaysia’s economic growth. As it is, the creative industry contributes around 2% of Malaysia GDP, makes up 0.2% of exports and employs about one million people, chief statistician Datuk Seri Mohd Uzir Mahidin told participants at the Creative Economy 2021 Forum.
Noting that the promotion of the creative industry and entrepreneurs was mentioned in the 11th Malaysia Plan (2016 to 2020), Saifuddin said efforts to leverage the country’s rich cultural heritage in promoting sustainable development would continue to feature in the 12th Malaysia Plan to be tabled in January 2021. “We’re committed to building a better ecosystem … the models can be borrowed from countries like South Korea, the ideas are there ... it is about working together and getting things done, putting everyone on the same platform.”
It remains to be seen if the creative economy will feature prominently in Budget 2021, which is set to be tabled in parliament this Friday (Nov 6). To help the industry amid the Covid-19 pandemic, the government allocated RM225 million for the arts, culture, entertainment and events industry under the RM35 billion Penjana (Short-term Economic Recovery Plan) announced on June 5. That includes RM100 million in soft loans and RM30 million in grants under MyCreative Ventures and RM10 million under the Cultural Economy Development Agency (Cendana).
In March, Singapore — which in 2002 introduced a Media 2021 blueprint to increase the sector’s GDP contribution and transform itself into a global media city — allocated another S$55 million in aid for the arts and culture sector in its supplementary budget to counter Covid-19.
In July, South Korea pledged KRW156.9 billion (US$131 million) to support its arts sector, including KRW23.2 billion in grants for financially strapped artists and KRW31.9 billion in wage support for people in the performing arts such as theatre, musicals and classical concerts. South Korea’s Ministry of Culture, Sports and Tourism received KRW6.48 trillion (US$4.9 billion) in Budget 2019, with KRW1.1 trillion to be invested in the virtual reality content sector and KRW40 billion on a new VR content exhibition space in Seoul. Some KRW113 billion was allocated to content creators while KRW32.3 billion was earmarked to support local filmmakers, cartoonists and fashion designers looking to expand overseas, according to Korean news reports.
According to the Hyundai Research Institute (HRI), the annual economic impact from South Korean popular global idol group BTS alone was about US$5.6 billion as at June 2020 and is set to reach KRW56 trillion (US$49.8 billion) over 10 years from 2014 to 2023. BTS alone had helped sell over US$9 billion worth of clothing, cosmetics and food currently, says HRI, which in 2018 estimated that the boy band contributed some US$1.1 billion or 1.7% of total Korean consumer goods exports in 2017. Prior to the pandemic, local news reports had indicated around 1% boost each to the GDP for the cities of Seoul and Busan from just one BTS concert, owing to its army of global fans that are kept constantly engaged by a team of online professionals in different time zones.
To be sure, the creative industries have not only become an increasingly important contributor to GDP growth but have proved to be transformative in terms of generating income, jobs and exports, United Nations resident coordinator Stefan Priesner said at the online forum, noting the tangible benefits of integrating the 2030 Agenda and Sustainable Development Goals related to the cultural and creative industries in national development plans and budgets.
Cindy Yeap·Harnessing the economic benefits of the creative content industry
MALAYSIA will be stepping up the promotion of its creative content industry as “one of the hard areas of economic growth”, Communications and Multimedia Minister Datuk Saifuddin Abdullah told participants at an online forum on Oct 26 to mark the country’s adoption of the United Nations International Year of Creative Economy for Sustainable Development 2021.
He revealed that he and Tourism, Arts and Culture Minister Datuk Seri Nancy Shukri had just co-chaired the National Creative Economy Council a fortnight ago and discussed funding issues for the creative industry and even having something like “a road [map] to the Oscars”.
Presumably, he was using the Oscars merely as a symbol of the government’s desire to support the creation of more great Malaysian content for a global audience. After all, insiders familiar with awards politics say winning an Oscar has more to do with [the potentially very expensive affair of] selling the movie well to Academy voters in Hollywood rather than making an outstanding movie or supporting the idealistic souls in the creative arts.
For companies with sizeable environmental footprint, could financial incentives be offered in exchange for less emissions, consumption and waste?
It is also in line with the renewed hope of Asian content and narrative garnering greater acceptance among a global audience, after South Korean director Bong Joon-ho’s Parasite made history in February as the first non-English language film to win the Oscar for Best Picture. Parasite was also the first South Korean film to receive the Palme d’Or at the 2019 Cannes Film Festival.
Optimism aside, industry insiders say the win was decades in the making. Behind Parasite’s big win is 61-year-old Miky Lee Mie-kyung, vice-chair of Korean conglomerate CJ Group, who is seen as the “godmother” of South Korea’s film industry and credited with playing a crucial role in promoting the Hallyu (Korean cultural) wave. A regular consumer of South Korean exports may recognise the CJ brand of consumer goods as well as CJ E&M Co’s TV channels TVN, TVN Movies and OCN, and the annual Korean wave convention (KCON) that it has organised in Los Angeles and multiple locations across the globe since 2012. CJ’s bakery franchise Tous Les Jours shuttered its Malaysian outlets in 2017 and recently sold its 50% stake in home shopping venture CJ Wow Shop, to make it wholly-owned by Media Prima Bhd.
A granddaughter of Samsung Group founder Lee Byung-chul (Miky is cousin to Samsung Electronics heir apparent Lee Jae-yong), Miky was an early investor in DreamWorks SKG (whose founders include Steven Spielberg) in 1995. The US$300 million deal reportedly gave CJ the film studio’s Asian distribution rights as well as access for her Korean filmmakers to study under DreamWorks.
Industry stimulus
In his opening address at the Creative Economy 2021 Forum held in early October in conjunction with Budget 2021, Finance Minister Tengku Zafrul Tengku Abdul Aziz cited the success of South Korea’s film and music industry in boosting tourism as well as the country’s exports of consumer goods and services. He said players in the creative arts scene “should not see themselves in isolation” but position themselves to become “substantial and sustainable contributors” to the nation’s economy and high-growth sectors like science and innovation. After all, part of what makes Apple or Samsung phones a worldwide success is their design.
公园林荫中有一座全世界第二高的木制建筑,兴建过程中奇迹地没使用一根钉子,它就是东正教升天主教座堂(Co-Cathedral of the Ascension of the Lord in Almaty)。哈萨克斯坦脱离苏联独立后重新开放为教堂,得到联合国教科文组织的古迹保护奖。教堂旁边是哈萨克民俗乐器博物馆。
Budget 2023: Promoting language and cultural diplomacy on global stage
KUANTAN: The allocation of RM5mil to the Foreign Ministry under Budget 2023 for language and culture diplomacy programmes is a new element akin to start-up funding to promote the Malaysian language and culture on the international stage, says Datuk Seri Saifuddin Abdullah.
The Foreign Minister said the allocation would enable language and cultural diplomacy to be carried out holistically and comprehensively and to share the Malaysian experience with the outside world.
The ministry received a bigger allocation of RM920mil next year, compared to RM868mil allocated under Budget 2022.
Saifuddin referred to the first Special Programme to Promote Language and Cultural Diplomacy in Berlin and Frankfurt, Germany from Sept 28 to Oct 1, organised by the Sarawak state government.
"Language and cultural diplomacy does not only include performing arts, but also philosophy, thinking, cultural arts and creativity. Like in Germany, we had round-table lectures and conferences, in addition to food festivals and cultural performances.
"After that we will start it (language and cultural diplomacy programmes) through Bahasa Malaysia courses more systematically, which can be held in our diplomatic mission offices, universities or other suitable locations.
"This will also include a series of lectures by national academics, round tables and art demonstrations, such as dance, music, food demonstrations, textile exhibitions, clothing and film screenings," he said at a press conference here on Saturday (Oct 8).
New look to reflect a new era of learning
Saifuddin said the ministry had set up a Language and Cultural Diplomacy Advisory Committee chaired by Dewan Bahasa dan Pustaka Board of Governors chairman Prof Datuk Seri Dr Awang Sariyan.
The committee includes representatives from the Ministry of Tourism, Arts and Culture, Ministry of Communications and Multimedia, Education Ministry and Higher Education Ministry, as well as arts and culture personalities and some Malaysian representatives abroad.
Saifuddin singled out the efforts of Awang in starting a Bahasa Malaysia class in China which saw 15 Chinese universities now teaching the language and Rosita Rahman-Heilek’s instrumental role in organising the food festival in Frankfurt, Germany. - Bernama (The Star Sunday, Saturday, 08 Oct 2022)
中國年輕人文化圈層全景圖 物以類聚人以群分,不用想著全能選手,能掌握一兩項技能就很好了。 近年來,圈層的概念被頻繁拋出,「圈層營銷」一時間成為營銷業界的熱詞。代際更疊變化,把更多的話語權交到了 95 後、00 後的手中,在「品牌年輕化」被奉為未來戰略的當下,品牌迫切想要找到一個切口,融入新生代。聚集 TA 們的「圈層」成為品牌讀懂年輕人,和 TA 們「玩在一起」的主要途徑。
bertujuan untuk menunjang perkembangan dan memastikan kesinambungan bentuk-bentuk kesenian tradisional Malaysia, serta melahirkan kesedaran dan menggalakkan pemindahan pengetahuan dan kerja-kerja pendokumentasian.
NILAI GERAN
Program Adiguru CENDANA menyediakan pembiayaan sehingga RM30,000 bagi setiap permohonan untuk tempoh masa sehingga dua belas (12) bulan untuk membangunkan program-program atau menambahbaik infrastruktur berkaitan dengan bentuk kesenian masing-masing.
KRITERIA PROGRAM
Program Adiguru CENDANA merupakan sebuah program kesenian masyarakat yang bermatlamat untuk:
Menghargai individu atau kumpulan atas kepakaran (amalan-amalan dan ungkapan-ungkapan yang diwarisi dari generasi ke generasi, serta pengetahuan, kemahiran dan nilai berkaitan yang dianggap oleh masyarakat tempatan sebagai sebahagian daripada bentuk-bentuk kesenian tradisional mereka) dan pencapaian seumur hidup dalam memupuk kecemerlangan, daya tahan dan perkembangan kesenian tradisional Malaysia dalam masyarakat mereka;
Mengutamakan sokongan para adiguru atau pengamal kesenian tradisional yang berpengalaman dalam mengajar seni mereka kepada golongan muda setempat;
Memperkuat usaha-usaha para adiguru atau pengamal kesenian tradisional yang berpengalaman dalam memastikan kelestarian amalan seni mereka dalam masyarakat;
Meningkatkan penonjolan diri para adiguru atau pengamal kesenian tradisional yang berpengalaman melalui proses dokumentasi yang akan dilaksanakan oleh CENDANA dengan rakan program PUSAKA bagi menggalakkan lagi penghargaan dan pemahaman;
Membolehkan para adiguru atau pengamal berpengalaman untuk menyelenggara/ menambahbaik infrastruktur (contoh: panggung awam) atau menambahbaik kelengkapan lain (contoh: kostum tradisional, alat muzik) bagi kesenian tradisional dalam masyarakat setempat;
Memudahkan jalinan dan perkongsian antara para adiguru atau pengamal berpengalaman, masyarakat mereka, dan pembangunan koridor ekonomi wilayah, mempromosikan bentuk-bentuk kesenian mereka kepada masyarakat yang lebih luas dan menyumbang kepada kelestarian dan daya maju amalan kesenian mereka. Ini termasuk penyertaan dalam program jangkauan yang berkaitan seperti program perantisan yang dianjurkan oleh CENDANA dengan rakan program PUSAKA.
Kesemua permohonan yang diterima akan melalui satu proses penilaian yang kompetitif oleh Jawatankuasa Penilaian CENDANA dan/atau Panel Penasihat Industri dan diluluskan oleh Pihak Pengurusan tertakluk kepada kriteria-kriteria yang telah ditetapkan, kekuatan permohonan dan dokumen-dokumen sokongan yang disertakan semasa permohonan. Sila merujuk kepada Terma Rujukan untuk maklumat lanjut.
Sekiranya terdapat sebarang persoalan atau ingin mengetahui berkenaan program ini dengan lebih lanjut, boleh hantarkan emel kepada grants@cendana.com.my
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葉初易·江南文化的詩性之美——《中國風·江南文化叢書》簡評
劉士林、洛秦主編的《中國風·江南文化叢書》(上海音樂學院出版社出版),以詩性文化理論為總體框架和方法,以江南地區的文化資源和精神創造為對象,揭示了“江南詩性文化”的基本理念、主要內容及現代價值,既不同於傳統江南文化研究中偏重文獻整理的研究方法,也突破了當下區域發展研究中的經濟學與社會學研究範式,是探尋江南文化詩性之美的新成果。
自古以來,江南地區就創造了高度發達的文明生活方式與獨具個性的區域文化傳統。江南文化一直是國內外學術界關注的熱點,並相應形成了兩大主要研究模式:
一是文獻整理與匯編;
二是以經濟史與社會史為範式的實證研究。
它們有力拓展了江南文化研究的視角與空間,但也不同程度地存在著偏歷史而輕審美、偏經濟而輕文化、偏江南文化的科學研究而輕其現代性價值闡釋等問題。與之不同。
該叢書的創新之處在整體上表現為三方面:
一是確立了“江南詩性文化”的基本內涵。認為與齊魯、巴蜀、中原等區域文化相比,江南詩性文化是中國人文精神的最高代表。
二是提出了以學術研究為基礎的“新知”。既充分利用歷史地理學、社會學、文化學、美學等傳統理論方法,也借鑒了都市文化學、詩性文化理論、文化產業學等新的理論方法,為人們重新認識和體驗江南文化提供了諸多新知識、新見解。
三是運用了以審美感受為基礎的“美文”。堅持理在事中、明白曉暢的話語方式,以人物和事件為中心傳達對江南文化的思考,做到了學術性與藝術性的有機統一。(2013年10月27日人民日報)
Oct 10, 2021
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2035年:中國將建成文化強國
中共十九屆五中全會對文化建設高度重視,從戰略和全局上作了規劃和設計。2020年11月3日公佈的《中共中央關於製定國民經濟和社會發展第十四個五年規劃和二〇三五年遠景目標的建議》,明確提出到2035年建成文化強國。
這是十七屆六中全會提出建設社會主義文化強國以來,首次明確了建成文化強國的具體時間表。
根據規劃《建議》,到2035年,中國將建成文化強國、教育強國、人才強國、體育強國、健康中國,國民素質和社會文明程度達到新高度,國家文化軟實力顯著增強。
規劃《建議》還專門用一部分對文化建設進行部署,指出要繁榮發展文化事業和文化產業,提高國家文化軟實力,並從三個方面入手,部署了未來文化建設的重點任務。
一是提高社會文明程度。具體任務包括,推動形成適應新時代要求的思想觀念、精神面貌、文明風尚、行為規範,推動理想信念教育常態化製度化,加強網絡文明建設等。
二是提升公共文化服務水平。如強調全面繁榮新聞出版、廣播影視、文學藝術、哲學社會科學事業;推進城鄉公共文化服務體系一體建設,創新實施文化惠民工程,廣泛開展群眾性文化活動,推動公共文化數字化建設等。
三是健全現代文化產業體系。包括實施文化產業數字化戰略,規範發展文化產業園區,推動文化和旅遊融合發展,創新推進國際傳播等。(延續閱讀 2020-11-03 新華網 / 新華社北京2020年11月3日電,記者余俊傑)
文獻跟進 》愛思想平臺
Oct 16, 2021
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美猴王國際化:標新立異還是原汁原味
北京儒意欣欣影業投資有限公司和好萊塢六大電影公司之一的派拉蒙影業宣佈聯合拍攝3D魔幻電影《敢問路在何方》。在銀幕上已經是技術為先的今天,把中國家喻戶曉的名人孫悟空插上技術的翅膀,讓他又一次飛向大銀幕,這隻猴究竟算是只中國猴還是變了血統的美國猴?
《敢問路在何方》是著名詞作家閆肅為電視連續劇《西遊記》寫的主題曲的歌詞,當時紅遍大江南北,甚至整個亞洲,現今成為有著美國血統的3D電影《敢問路在何方》片名。印象中美國人總是標新立異,一意孤行,我行我素,可如今,美國電影人原封不動搬了拿來用,不管你有多少含義,什麽立場,務實的美國人只是為我所用而已,他們看重的是孫悟空強大的市場價值。
《西遊記》是中國幾千年文化沈澱的國粹級寶貝,中國人已然全面展示了這部著作的魅力,美國人講美國精神,那是獨占鰲頭。但是要講中國國粹,可能還真不夠底蘊。說他們是關公面前耍大刀——找死,也許絕不是虛言。可美國人就「敢問路在何方」,美國電影就敢拿雞蛋往石頭上碰。美國人敢攬這瓷器活,憑的是哪個金剛鑽?
在美國人眼裏,《西遊記》是一個非常魔幻的中國故事,孫悟空是一個聞名世界的戰士。把孫悟空搬上銀幕,再用上《變形金剛》、《美國隊長3》和《終結者6》的特效技術,一定會把這部中國國粹級別的經典之作推向新的高度。美國電影人的金剛鉆,實則就是他們的3D電影技術。電影任何一次的革命變革,都是技術革命帶來的,從無聲電影到有聲電影,從小銀幕到寬銀幕,而今3D技術又為觀眾展示了全新的身臨其境的視聽感受,美國人玩的是電影新技術,從電影發展的角度講,美國人攥著先進的電影技術在關公面前耍大刀又何如?在技術為先的今天,有了技術,雞蛋變成了金剛「蛋」,金剛「蛋」碰石頭,或許能碰出燦爛的火花。
美國人拎著技術繼續拿來主義。他們來摻和中國的文化國粹《西遊記》,《敢問路在何方》很有掛羊頭賣狗肉之嫌。不管六小齡童還是不是這個美猴王,也不論中國演員是不是影片核心,還是一如既往的在裏面打醬油,如果美國人用西方思想詮釋他們心中的中國國粹《西遊記》,並且一定會塑造美國英雄般的孫悟空,那麽《敢問路在何方》一定是一部掛羊頭賣狗肉糟蹋中國文化的電影。將中國的經典和好萊塢的技術合體,之前有過先例,但無論在票房還是口碑上,特別是對中國傳統文化的再現,都沒有達到讓人滿意的效果。這次和好萊塢「霸主」派拉蒙合作,會不會出現同樣的問題呢?在尊重中國傳統文化的基礎之上,堅持中國的文學經典,用好萊塢成熟的工業體系、敘事結構和特效去呈現中國故事。體現新的高科技,在動作技術和視覺技術上進行一系列的創新,這樣打造出來的孫悟空才是一部真正有著中國經典名分的國際美猴王。
美國電影在全世界市場上一家獨大。美國電影在中國大地上掙中國人的錢,因此美國人掛的羊頭也許是金的,賣的狗肉是合金鋼的,美國3D版孫悟空,雖然穿上美國的技術外衣,但是中國的孫悟空應該永遠是中國人熟悉並熱愛的孫悟空,他身上散發的是中國人的精神。可以肯定,美國猴和中國猴不一樣,但是這只中美混血的國際猴必須保持原汁原味,才值得我們期待,才會在世界電影市場上得到認可。因為這只中國美猴王的名氣實在太大了。(陳 濱《美猴王國際化:標新立異還是原汁原味》2015年05月14日 來源:北京晚報)
Nov 8, 2021
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喜菡文學網2021年9月獨行詩「球」
感謝《有荷文學雜誌》編委林宇軒選評:1作者:建德作品:〈月亮〉將天幕牢牢定位的圖釘——短評:以圖釘來代換月亮的形貌,建構出整體的空間感,具有想像力。2作者:玉香作品:〈中秋節〉整個地球追著月球轉——短評:把節慶的氛圍具象化,成為星球之間的互動。
3
作者:艾亞娜
作品:〈落日〉每天一場弧線投射,從不入筐
短評:在落日的移動軌跡之上,以「不入筐」讓想像停留在懸而未決的位置。
4
作者:陳昊星
作品:〈地球儀〉彈指之間,環遊世界
短評:書寫地球儀和實際世界的關聯性,結合彈指之間的時間性與空間性。
5
作者:帥麗
作品:〈球鞋分類〉分了大小還得上得了廳堂
短評:以球鞋為發想,從文化北京切入,富含故事的潛力。
6
作者:綠喵
作品:〈水球〉聽說你是水做的,哭的卻是別人
短評:將水作為媒介,營造出敘述對象的猶疑,想像力豐富。
7
作者:艾亞娜
作品:〈解放〉是不是灌滿壓力才允許升空
短評:借用氣球的意卻未寫出氣球的象,以問句表達一種精神性的控訴。
8
作者:煩
作品:〈貓〉嘔心瀝血之作
短評:不明寫出「球」,卻能從更深層的聯想中指涉整個活動的歷程。
9
作者:梁傑
作品:〈立場〉原來球場上能隨意擺動的,不止是球。
短評:將具體的球場引導至抽象的立場,虛實轉換流暢。
(收藏自:喜菡文學網)
Nov 13, 2021
文創 庫
In this context, the development and dissemination of digital technologies, ICTs and social networks become important in terms of providing the economic benefit expected from creative sectors.
Creative industries have three main problem areas. The first is the financing problem. Because the realization of all creative ideas is based on physical capital and a creative idea requires a large amount of initial capital in the implementation and transformation of a product into service and involves uncertainty.
Another problem is the time issue. Because the long-term incubation period of the content and products that creative economies try to offer and the short-term interests of the capital conflict.
Financial problems and its constraints prevent the development of creative work in longer-term due to time pressure. Since the industrial production system focuses on wage-time-output optimization, it is oppressive in terms of regulating and accelerating employee behavior. However, the oppressive function of time remains ineffective in creative economies. For this reason, it may cause financial difficulties.
The new material values created by the creative industries cause the emergence of new layers in the social structure and regional differentiation in the socio-cultural and economic structure of the city in urban life.
To put it more clearly, creative industries cause the formation of high income groups in the city, the emergence of new areas of influence by the use of social media and networks of these groups, and cultural changes such as new restaurants and luxury settlements on a regional scale according to the income distribution in urban life. Local governments naturally focus on investments and services in the environment where these groups are located in order not to be exposed to the reaction of these groups. This situation is criticized because it causes the formation of new social layers in urban life, the deterioration of income distribution, and socio-cultural segregation in the social structure.
Taking into account the reduction of negativity in the formulation and development of creative economic policies, avoiding regional differences and social stratification that may arise from creative sectors can contribute to the formation of social peace.
The fact that the concept and framework of the creative economy cannot be determined completely, the absence of an internationally agreed transparent classification method prevents the formation of an international standard for the measurement and classification of the creative economy.
(CREATIVE ECONOMY: A LITERATURE REVIEW ON RELATIONAL DIMENSIONS, CHA... by Semra Boğa & Murat Topcu,in Economics, Volume 8, No.2 2020, ISSN 2303-5005)
Mar 27, 2022
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CONCLUSION
Even though creativity and creative economic activities have been conceptualized today in the post-2000 period, in the historical process, they have been a recurrent process in motion as a result of the adaptation of cumulative information to human life in terms of content.
In other words, the product, service, content and value created by every new information is also a creative economic activity.
While new information added to the information used over time creates new creative products and services, it enables the old ones to disappear or to redesign them as nostalgic and cultural.
Creative individuals and intellectual property rights are the source of inspiration for creative economic activities. Although a classification has been made as creative sectors in the literature, creative individuals operate cellularly within all sectors in the general economy. In the national economy, each creative industry operates independently, as well as clustering like cells into different industries.
In this context, creative industries are in close contact with many areas of socio-cultural life in a wide range of fields through digital technologies, information communication technologies, cultural activities, cultural tourism, artistic activities, social networks, city and urban life.
Creative cities and cultural structures with which creative sectors are related play a role in encouraging the emergence of creativity and the clustering of creative individuals in a particular region or city. While rural culture continues its activities focused on daily life, big cities dominated by urban culture and a competitive environment contribute to the development of creative industries.
However, the new style culture and settlements created by the creative class in big cities are criticized as one of the negativities of creative economies, in that they cause an increase in social and cultural exclusion within the social layers.
Technology is considered as an indispensable element in creative economies. Creative industries such as architecture, art, design, games, media, e-publishing always need internet infrastructure and advanced digital technologies. Internet, digital technologies and ICTs enable the design of creative products, services and content, and the interaction of these products with other sectors. Social networks undertake the promotional distribution function of creative products. The widespread use of the internet, computing, telecommunications, television, digital platforms, large data storage in digital environments, mobile communication tools and digital media, provides the opportunity to present to consumers the revolutionary opportunities at very low costs for the promotion, distribution, marketing and consumption of creative contents and products in digital environments without sharing the physical space.
Mar 27, 2022
文創 庫
愛墾·疫後文創
在旅遊火熱的年代,
幫忙敲鑼打鼓吸引遊人的
文化創意產業,算起來
已經進入青壯年歲
(1990-2022)
過去两年給新冠疫情一鬧
大家都在同情旅遊業
誰看見文創界在折兵損將?
還是看看人家最近都在
流行哪些文創新玩法吧。
延續閱讀 》https://iconada.tv/profiles/blogs/3600580:BlogPost:1081260
May 1, 2022
文創 庫
約翰·奈斯比《藝術復興》
邁入1990年代,人類將面對一項革命性的變化,藝術會逐漸取代體育運動而成為社會主要的消遣活動。凡是進入信息社會、生活高素質的地方,人們都認為有必要通過藝術去重新審視生活的意義。人們將在視覺藝術、詩歌、舞蹈、戲劇和音樂領域發生一場現代的藝術復興運動,從而與近代的工業時代形成鮮明的對照。
美國許多企業界的商家是主要的藝術贊助者,越來越多的商家改用藝術的方式來樹立公司的形象和推銷產品。此方式更能在有教養的消費者心中贏得聲望。藝術活動的繁榮興旺,以致藝術領域中的商業活動和工作機會也激劇增多。美國政府消減藝術的贊助,反而推動了藝術的發展、企業界更積極的參與,結果是藝術變得更有生命力,甚至減少政府對基金會資助的依賴。
藝術復興現象可從紐約或倫敦百老匯劇院、歌劇院、交響樂團、舞蹈團及圖書出版業的急增顯見;許多情況從一個側面也反映了當前藝術繁榮的狀況,比如藝術作品的拍賣記錄比以前高出了兩倍、收藏藝術品的人比文藝復興時期還要多、大型藝術展覽會的參觀人數不斷的增加、歐洲許多國家到處興建新的展覽館,甚至是私人的展覽館把自己收集的收藏品珍藏,流芳百世。
藝術的蓬勃發展促使經濟發展,鼓勵商業和民用房地產建設,促進旅遊事業和吸引新的行業。換句話說,藝術既是文化資源也是經濟資源,投資在藝術上的花費不但影響整個社區的經濟發展,而且能產生多重效應。藝術是旅遊業的資產,能吸引各種商業和工業,提高房地產的價值。展覽館舉辦大型藝術展覽和夏季藝術節能為餐廳、旅館、零售店和停車場帶來可觀的收益,直接幫助地方經濟的發展奠定了基礎。
藝術事業的繁榮發展為許多新行業開啟了富裕之門,年輕人在地區管弦樂團或當地的各種表演團體中做自己喜歡做的事就能容易地養活自己。藝術行業工作的增長速度仍然遠遠超過了所有行業工作的增長速度。例如在1983至1988年間就增加了1600萬個新的工作機會。根據美國統計局提高的資料,美國藝術行業中現在有150萬人,分別是演員、導演、播音員、建築師、作家、舞蹈員、設計師、音樂家、作曲家、畫家、雕塑家、手工藝家、藝術制版家、攝影師以及教育程度更高一些的藝術、戲劇和音樂指導。此統計尚未計算與藝術有關領域的人員,如藝術經理人、古典傳播媒介工作人員等。
隨著藝術在社會中變得日益重要,個人、公司和城鎮都將在藝術形象、藝術個性和藝術生活方式的影響下不斷地決定各自的命運。
美國企業界是世界上最大的藝術贊助者,美國藝術界因此受益匪淺。這種情況已引起歐洲各國政府決策者的妒忌而試圖改變他們對藝術界提供資助的方式。然而,美國政府已消減了藝術的資助,促使藝術界對自身的經濟狀況負起更多的責任。這種變化從長遠看來使藝術團體更能走上健康發展的道路。
美國藝術界為了有效推銷“產品”,甚至挖掘新“產品”出售,藝術界的產品不得不變得更有商業化和更有革新精神。通過商業“賺錢”方法,把籌集資金的含義擴大。他們通過幾個方法,就是藝術團體通過接納更多知名的藝術界人士入會和舉行募捐活動,動員有藝術修養的公眾向他們提供資助。此傳統的方法為各藝術團體在財政上能生存下去打下了基礎。有些藝術展覽館采用一些非常規的方法:例如把場地出租給其他團體舉行慶典活動,經營銷售額達數百萬美元的零售商店等等。
現在許多展覽館和其他非盈利藝術團體已不把自己看作是他人捐贈資金的消費者了。他們可以更自由地安排計劃,制定政策而不用看別人的眼色行事。當政府緊縮藝術資金時,擁有高大寬敞、墻上掛上有價值昂貴油畫大廳的藝術館已開始出租承辦筵席和各種形式的聚會,例如提供進行會談、宴請、欣賞音樂和舉行舞會等。然而,最引人注目的利潤來自一流展覽館附設的商場。他們經營郵購服務,展覽館商店售出T衫、運動衫、展品目錄、明信片、公司掛歷等。更多賺錢的方法舉辦一些活動,例如:舉行酒會、街邊展銷會、自由演奏會、拍賣會等。雖然如此,不管采用什麽策略,藝術團體的目標只有一個,即想方法設法創收和吸引新的藝術觀眾。
今天,藝術和體育運動會競相爭奪人們的休息時間和金錢。然而,根據統計調查人們消遣方式在藝術活動多於體育活動,參加藝術活動的人數其實已經遠遠超過了觀看體育比賽的人數,但是社會只是看到這個革命性的大趨勢及其意義。有一點是明確無疑的:在決定藝術能夠多快,多廣地取代體育運動的過程中,企業界將起重要的作用。
以往婦女是廣告界難以接近重要的市場。由於調查顯示女性是藝術的愛好者,所以藝術活動已協助廣告界解決此難題。研究後的結論是他們看芭蕾舞的次數比男性多一倍,聽音樂的次數多25%,聽交響樂的次數多27%。
對愛好藝術的人說,一些最好的東西根本不在電視里,導致廣播轉向“窄播”的現象。由於大眾傳播媒介播放的藝術節目太少,許多藝術迷正在建立高級的家庭藝術圖書館,安排自己的藝術活動。
許多公司正在轉向利用藝術的形象和聲音來推銷產品。藝術和技術似乎走到一起了,它們都體現新的觀念,代表美的品質。企業對藝術的贊助這一趨勢發展之快是前幾年沒有人預料到的。藝術復興固然是一個因素,越來越多的人認識到藝術能幫助公司建立形象,爭取高級消費者也是一個重要的原因。
企業界在整個1990年代對體育運動的贊助將停滯不前,而對藝術活動的贊助將會持續大幅度地增長。不過,1990年代對體育運動的贊助無疑會帶有商業味道。此外,企業高級領導層中將出現一些女性藝術愛好者和45歲以下,在支持體育活動方面不怎麽熱心的男性。公司在他們的領導下,會認真看待投資藝術給公司帶來的好處。在企業內部,人們也越來越多地用新創造的藝術語言來描述企業的工作狀況。盡管企業在重新確定它們今後贊助和提供廣告的重點對象,但我們不可忽視藝術本身的新的活力或吸引力。藝術界只有做到少花錢,多吸引觀眾,才是推動企業進一步提供贊助的最終因素。(錄自John Naisbitt, Mega Trend 2000)
May 24, 2022
文創 庫
電子夢
臺北時間民國七十四年七月十四日,中華電視臺實況轉播了英國歌手基爾朵夫(Bob Geldof)發起的「送炭到非洲演唱會」(Live Aid Concert)。
這場盛會,號召了數十位全世界流行歌壇的超級巨星,聚集在大西洋的兩岸,共同完成了一場歷史上「最大的」義演演唱會。
其實是「在你家里舉行」
稱它是「最大的」演唱會,事實上是從媒體事件的觀點來說的。
根據新聞報導,這場義演的電視轉播,動用了十四個電視衛星(想想看,去年洛城的奧運會,不過才用了四個衛星!),收視國家達一百六十國,收視人口則估計有十五億人。
坐在臺灣的電視機前,你仍然可以感受到這個跨洲演唱會的特質。「天涯若比鄰」似乎已不足以描寫這個活動,它事實上混合了預先錄好的影帶,節目越洋互傳,現場演唱,共同結合成為一個內容,坐在臺灣的電視機前,你看到的畫面,實際上出自不同的地點,不同的來源,而得到一個有機的整體。
透過通訊媒介,演唱會從不同的地點在「空中」結合,人物化做電波,重組之後再傳到送你的客廳--演唱會實際上是在你家中舉行的!這就是為什麽「時代周刊」要說,這是「胡士托音樂節加上音樂電視臺」(Woodstock Meets MTV)。
這個事件,可以給我們什麽啟發?
整個地球進入表演廳
第一表演娛樂已經有整合性的趨勢,在這一次演唱會中,你已經很難說出它究竟是一個現場表演事件,音樂事件,還是電視事件,事實上它全都是。它一方面是一個真實的演唱會,有十幾萬人在現場參與了盛會,它一方面是一個電視事件,因為它讓十五億人在電視上看到它,它在美國「音樂電視臺」以立體音連播十七個小時,在音響講究的電視器材中,它實際上是一個音樂事件(和唱片一樣),演唱會中插播一段米奇傑格和大偉鮑埃的合唱錄影,那是一個設計性的攝制,概念上是「電影的」。--也就是說,表演藝術上,它究竟是音樂的,舞臺的,電視的,電影的,已經難以分辨,也無法分辨的意義了。
第二,表演娛樂已經有即時性的能力:不管你在倫敦,在紐約,在臺北,在北平,你完全可以共同參與一個事件--只有幾分鐘的差異。世界不僅是縮小了,表演者面對的觀眾簡直是全人類!表演廳的容納量是--一個地球。
第三,表演娛樂能有個別性的兼顧:全世界共同參與一個表演娛樂的時候,每個人又有差異選擇的機會。住在倫敦,費城的人固然可以親身體驗偉大的場面,選擇播出十七小時,美國選擇播出三小時,臺北華視選擇播出四小時,各取所需,不必強制性的統一。即使是臺北的四小時,無暇觀賞的人按下定時錄影的錄影機按鈕,實際上仍可以選擇任何時間,為自己一人播映--全世界超級巨星的總集合,主權仍歸你一人所有。
一卻神妙神奇,都來自於「電子化」。即使是娛樂,在電子化的發展中,夢境制造產業已經起了革命性的變化。
夢的電子革命
你可能還沒有注意到,如果你買了錄影機,實際上就參與了「夢的電子革命」的一部分。
錄影機革了電影賞方式的命,你不需要在一星期的電影檔期中,匆忙選擇一個片場去排隊。--電影放映的時間由你決定,為你一人播映絕不抱怨,還可以暫停(上廁所),可以重來(沒有清楚女主角換衣的鏡頭),地點就在你的客廳或臥房。
下一步,唱片和電視的界限也會模糊,電話和電腦實際上已經同居,遊樂器拉近了電視和電腦的距離,「電子娛樂」馬上是家庭娛樂中大半的內容,你其實很難區分何者的單獨地位。透過聲音,影像的聲色之娛,實際上都以電子形態的音訊或視訊表達--完成你的夢境的,都是電子之夢。
電子夢的來臨,可能會改變一卻娛樂的生產與消費的方式,甚至也改變娛樂的分配方式,娛樂事業的整合性,即時性,個別性--都將在一場發展中的產業革命里,充分地完成!(詹宏志:感性消費時代,摘自詹宏志,趨勢索隱:新工人、新商人、新社會,1986年,臺北遠流出版社)
May 25, 2022
文創 庫
詹宏志:感性消費時代
洋白菜娃娃(Cabbage Baby),是一種眉頭深鎖,衣著襤褸的布娃娃。這種娃娃,你不可以「買」,必須「領養」,先交錢,填卡,辦理領養手續,保證盡生今世永遠愛它,絕不虐待它,然後,你才能抱一個愁眉苦臉的娃娃回家。
洋白菜娃娃前幾年才上市(噢,不,應該說「征求領養」),不多時,蔚為美國的市場狂潮,家長們為了小孩子的娃娃大排長龍,欲求認養而不可得。生產洋白菜娃娃的制造商,幾乎被訂單逼瘋了,當他們把訂單轉到臺灣,香港時,此地的商人則老實不客氣仿冒一通,氣的洋商人跑來臺灣大吵大鬧(你可能還記得那些新聞)。
洋白菜娃娃的熱浪,很快地也波及歐洲和日本,日本人更為洋白娃娃撰寫專書,拍攝專集,開服裝展示會。
寵物石(Pet Rock),其實就是一塊石頭,裝在漂亮的盒子里,附上石頭的「血統證明書」(說明它的成分,來源)。推廣「寵物石」的商人說,養狗貓為寵物,不如養「石頭」。石頭不哭不鬧,不跑不跳,不打破瓷器,不到處大小便,它啊娜多姿,氣質高貴,溫順可愛,好的石頭血統純正,系出名「谷」,身價不凡。
結果,寵物石像一陣風似的席卷了美國人的心,推出的第一年,賣了五百萬美金--點石成金,斯之謂也。
洋白菜娃娃和寵物石,給我們什麽啟示?
呃,那是說,感性消費時代來了!
從量的滿足到感性的滿足
感性消費,指的是你買它為的是「一種情感上的渴求,或是一種心靈上的認同」。
洋白菜娃娃不讓你「買」,不讓你有「花錢就是」的感覺。它要你真心真意,付出愛心,才「過繼」給你。
寵物石要你用一個全新的眼光來看腳下的石頭,要你學習和一個陌生的對象「建立馴養的關系」。
洋白菜娃娃和寵物石,滿足的是一種抽象的需求,而它的創造與生產,是從概念上來下手的。
研究社會消費的日本學者,把戰後日本社會的消費需求分成三個階段。依照他們的說法:
第一個階段是「量的滿足的時代」。戰後社會物資缺乏,老百姓吃不得飽,穿難蔽體,整個社會追求的是「量的滿足」--也就是豐衣足食的意思。在日本戰後崛起的大企業家松下幸之助曾說:「產業人的使命就是消滅貧窮。」反映的就是這個階段的思想。
第二階段是「質的滿足的時代」。當社會衣豐而食之後,量不在是問題了,冬令救濟不再捐久衣服,因為窮人也有夠多的衣服了。這個時候,社會群體追求的是「質的滿足」。衣服要試樣好看,剪裁合宜,飲食要衛生可靠,精制可口,人人追求「生活品質」的提高。經濟學家高希均教授說:「一書櫃代替酒櫃。」有櫃子不稀奇,裝什麽才重要,反映的就是這個階段的思想。
第三個階段就是所謂的「感性滿足的時代」。消費行為進入一種特殊狀態,產品與消費者有著一種不可替代的認同關係。同樣是品質相當的衣服,縫上一個鱷魚標誌,就與某些消費者有不同的意義。所有的消費者都有「時尚化」「風格化」,甚至「個人化」的傾向。在這個階段里,生產者要滿足消費者心理底層的需求,要往消費者還沒有說出:「我要..........。」之前,就說:「是的,我知道您要的就是這個。」
我為人人的時代
感性消費時代,因為消費者是me-generation(人人為我的世代),所以生產必須是you-generation(我為人人的時代)。
因為產品的「品質」不再是太大的問題,問題是產品與消費者的「關係」。
這種關係像愛情一樣,非她不可,不為什麽,因為她是她。
感性消費時代先從高感應(hightouch)的產業滲進來,像軟體業(雜誌,出版,電視,電影,以及最具特質的錄影帶),像女性貼身工業(香水,化妝品,內衣,或是衛生棉),像環境情調產業(咖啡店,觀光,飯店,旅遊業,或是比較壞的例子:賓館)。
感性消費時代已經一腳跨進來了,你可能必須對「別人的需求」夠敏感,你才能在這個時代里工作,生存,成功。
在感性消費時代里,面對一切人或事,都應該注意最細微之反應,好象捧著明代瓷器一樣,請小心輕放。
May 25, 2022
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詹宏志·感性消費時代——洋白菜娃娃(CabbageBaby),是一種眉頭深鎖,衣著襤褸的布娃娃。這種娃娃,你不可以「買」,必須「領養」,先交錢,填卡,辦理領養手續,保證盡生今世永遠愛它,絕不虐待它,然後,你才能抱一個愁眉苦臉的娃娃回家。
洋白菜娃娃前幾年才上市(噢,不,應該說「征求領養」),不多時,蔚為美國的市場狂潮,家長們為了小孩子的娃娃大排長龍,欲求認養而不可得。生產洋白菜娃娃的制造商,幾乎被訂單逼瘋了,當他們把訂單轉到臺灣,香港時,此地的商人則老實不客氣仿冒一通,氣的洋商人跑來臺灣大吵大鬧(你可能還記得那些新聞)。
洋白菜娃娃的熱浪,很快地也波及歐洲和日本,日本人更為洋白娃娃撰寫專書,拍攝專集,開服裝展示會。
寵物石(Pet Rock),其實就是一塊石頭,裝在漂亮的盒子里,附上石頭的「血統證明書」(說明它的成分,來源)。推廣「寵物石」的商人說,養狗貓為寵物,不如養「石頭」。石頭不哭不鬧,不跑不跳,不打破瓷器,不到處大小便,它啊娜多姿,氣質高貴,溫順可愛,好的石頭血統純正,系出名「谷」,身價不凡。
結果,寵物石像一陣風似的席卷了美國人的心,推出的第一年,賣了五百萬美金--點石成金,斯之謂也。
洋白菜娃娃和寵物石,給我們什麽啟示?
呃,那是說,感性消費時代來了!
從量的滿足到感性的滿足
感性消費,指的是你買它為的是「一種情感上的渴求,或是一種心靈上的認同」。
洋白菜娃娃不讓你「買」,不讓你有「花錢就是」的感覺。它要你真心真意,付出愛心,才「過繼」給你。
寵物石要你用一個全新的眼光來看腳下的石頭,要你學習和一個陌生的對象「建立馴養的關系」。
洋白菜娃娃和寵物石,滿足的是一種抽象的需求,而它的創造與生產,是從概念上來下手的。
研究社會消費的日本學者,把戰後日本社會的消費需求分成三個階段。依照他們的說法:
第一個階段是「量的滿足的時代」。戰後社會物資缺乏,老百姓吃不得飽,穿難蔽體,整個社會追求的是「量的滿足」--也就是豐衣足食的意思。在日本戰後崛起的大企業家松下幸之助曾說:「產業人的使命就是消滅貧窮。」反映的就是這個階段的思想。
第二階段是「質的滿足的時代」。當社會衣豐而食之後,量不在是問題了,冬令救濟不再捐久衣服,因為窮人也有夠多的衣服了。這個時候,社會群體追求的是「質的滿足」。衣服要試樣好看,剪裁合宜,飲食要衛生可靠,精制可口,人人追求「生活品質」的提高。經濟學家高希均教授說:「一書櫃代替酒櫃。」有櫃子不稀奇,裝什麽才重要,反映的就是這個階段的思想。
第三個階段就是所謂的「感性滿足的時代」。消費行為進入一種特殊狀態,產品與消費者有著一種不可替代的認同關係。同樣是品質相當的衣服,縫上一個鱷魚標誌,就與某些消費者有不同的意義。所有的消費者都有「時尚化」「風格化」,甚至「個人化」的傾向。在這個階段里,生產者要滿足消費者心理底層的需求,要往消費者還沒有說出:「我要..........。」之前,就說:「是的,我知道您要的就是這個。」
我為人人的時代
感性消費時代,因為消費者是me-generation(人人為我的世代),所以生產必須是you-generation(我為人人的時代)。
因為產品的「品質」不再是太大的問題,問題是產品與消費者的「關係」。
這種關係像愛情一樣,非她不可,不為什麽,因為她是她。
感性消費時代先從高感應(hightouch)的產業滲進來,像軟體業(雜誌,出版,電視,電影,以及最具特質的錄影帶),像女性貼身工業(香水,化妝品,內衣,或是衛生棉),像環境情調產業(咖啡店,觀光,飯店,旅遊業,或是比較壞的例子:賓館)。
感性消費時代已經一腳跨進來了,你可能必須對「別人的需求」夠敏感,你才能在這個時代里工作,生存,成功。
在感性消費時代里,面對一切人或事,都應該注意最細微之反應,好象捧著明代瓷器一樣,請小心輕放。
May 25, 2022
文創 庫
愛墾評:從工商經濟到文創經濟
早期因貿易關系移居菲律賓的閩南人 , 多數是些商人和手工業者 , 他們傳播到菲律賓的中華文化主要是生活和經濟方面 , 而較少涉及到文學和藝術方面。 菲律賓史學家阿利珀 ( Eufro nio M. Alip) 在 《菲律賓政治文化史》 一書中就寫道: 「遺憾的是 , 在與中國交往的巨大財富中 , 菲律賓對中國的哲學、 文學和藝術懂得很少 , 原因是和我們接觸的主要是廈門人 , 他們的主要興趣是經濟。」42 蔡德博士 ( Grego rio F. Zaide) 在評論華人對早期菲律賓文化的貢獻時也說道: 「華人對古代菲律賓文化的影響 , 在本質上是經濟多於知識或社會。」43 這種現象說明 , 中華文化在菲律賓的傳播是閩南人長期移居菲律賓的結果。
閩南人在移居的過程中 , 很自然地把家鄉的風俗習慣、 勞動技能帶到菲律賓 , 通過自己堅韌不拔的辛勤勞動 , 為早期菲律賓的開發與繁榮作出了貢獻。 一位當時的目擊者胡安· 科博神父 ( Father Jua n Co bo ) 曾公正地說過: 「來這裏貿易的是商人、 海員、 漁民 , 他們大多數是勞動者 , 如果這個島上沒有華人 , 馬尼拉將很悲慘 , 因為華人為我們的利益工作 , 他們用石頭為我們建造房子 , 他們勤勞、 堅強 , 在我們之中建起了最高的樓房。」44 一些在西班牙統治的最初200年裏訪問過菲律賓的外國人 , 也證實了這種情況。 1765年 , 一位名叫利· 金特爾 ( Le Gentil) 的法國人評論說: 「這些島嶼面臨著這種情況 , 如果沒有華人就不能生存。」 另一位法國人馬拉特 ( Mallat) 亦說道: 「許多人相信 , 華人對馬尼拉是必不可少的 ,如果沒有華人 , 馬尼拉將一事無成。」45 (李金明·閩南人與中華文化在菲律賓的傳播,本文作者系廈門大學南洋研究院副教授)
42 Politi cal and Cultural Hist ory of th e Philippin es, p. 52.
43 Gregorio F. Zaide: Early Philippine History and Cu lture, Manil a, Far East ern University, 1937, p. 14.
44 Father Juan Cob o 's Account, in Th e Chinese in the Philippines, p. 137.
45 Th e Chinese Col ony in Manila, Chines e in th e Ph ilippines, vol. Ⅰ , p. 62.
Jun 13, 2022
文創 庫
In 2019, the country’s exports of creative goods were at RM220 million, comprising items such as printed book brochures, printed materials, pictures and photographs. Mohd Uzir said among the countries involved in the exports of creative goods are India, China, Singapore, Hong Kong, Thailand, Taiwan, Turkey and Poland.
In terms of imports, Malaysia has imported creative goods amounting to RM367 million in 2019. The goods include printed materials such as leaflets, printed book brochures, paintings, pastels and drawings.
Meanwhile, speaking in a live address during the forum, Communications and Multimedia Minister Datuk Saifuddin Abdullah said the threat of Covid-19 continues to loom over the creative industry, as the country races to find a solution to end this pandemic.
He added that until then, the creative industry needs maximum support to pivot, adapt and evolve.
“The silver lining to our current predicament is that it has also presented an opportunity for the industry to take the necessary steps to become more resilient and robust to face future challenges.
“We needed to find ways beyond financial subsidies and tie-over measures, to enable artists and creative enterprises to become self-sustaining and realise their potential of becoming significant income-generators for Malaysia’s economy,” he noted.
The Creative Economy 2021 Forum, jointly hosted by MyCreative Ventures Sdn Bhd, Cultural Economy Development Agency (Cendana) and Riuh, was held virtually via Zoom Webinar yesterday.
The forum brought together the arts, donors and businesses, for discussions and conversations on priorities, as well as opportunities to create a vibrant, ambitious and sustainable creative economy for Malaysia.
MyCreative, which also includes Cendana, was given the mandate to implement and carry out the short-term National Economic Recovery Plan (Penjana) for the creative industries, through a variety of schemes and initiatives such as live event grants, digital marketing grants, matching investments schemes, fast track and low-interest soft loans, as well as the digital velocity programmes comprising digital marketing and promotion training, connectivity assistance and advisory services.
A total of 1,745 applications worth RM73 million for various measures from the stimulus package are currently being reviewed by MyCreative.
In the meantime, Cendana has approved 234 applications worth about RM3.5 million.
A further 114 applications amounting to RM9.6 million were also approved for distribution to successful applicants under the Penjana for the creative industries.
Wednesday, October 21st, 2020
(https://themalaysianreserve.com)
Sep 13, 2022
文創 庫
Malaysia’s creative industry contribution to GDP remains low
by S BIRRUNTHA / pic by BERNAMA
MALAYSIA’S creative industry contribution towards the GDP stands at 2% for the last five years, according to the Department of Statistics Malaysia (DoSM).
Chief statistician Datuk Seri Dr Mohd Uzir Mahidin (picture) said at the moment, the industry contributes approximately 2% towards the GDP and employs around one million people.
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He added that while the industry’s exports maintained its contribution at 0.2%, the contribution of employment decreased to 5.7% in 2019.
“Looking at the statistics, we notice all the main indicators show a very small contribution of the creative industry towards the Malaysian economy.
“However, we do believe there is some room for improvement to increase the industry’s overall contribution towards the country’s GDP,” he said in a virtual presentation titled “Overview of the Arts and Culture Sector of Malaysia and its Future Outlook” at the Creative Economy Forum 2021.
Mohd Uzir noted that while the creative industry is significantly impacted by the Covid-19 pandemic, it is showing signs of recovery in the third quarter of 2020 (3Q20) with a growth percentage of 31.7%.
He said to further boost the industry, support from all parties including government agencies and the private sector is needed to contribute to its development.
He also said a satellite account for the country’s creative industry is now being compiled by the DoSM to further monitor its growth.
According to Mohd Uzir, the main contributions of the creative industry towards the economy are the multimedia industry with 50.7%, followed by the culture and art industry (49.2%).
Over the past years, the creative economy has made a significant contribution to world trade as world exports of creative goods increased to US$509 billion (RM2.11 trillion) in 2015 from US$208 billion in 2002. (Con't Below)
Sep 13, 2022
文創 庫
This includes RM100 million in soft loans and RM30 million in grants for the creative, events and exhibitions industries under MyCreative Ventures, as well as RM10 million under CENDANA (Cultural Economy Development Agency).
Tengku Zafrul noted that there has been a shift in countries such as Indonesia, Thailand and South Korea which have successfully grown and promoted their creative economies.
“The creative economy is also an opportunity for us to promote our Malaysian arts, culture and heritage on the world stage.
“This time, we add our own success story by creating a sustainable, resilient and thriving creative economy that will help to promote Malaysia internationally,” he added, while stressing the need to do more to empower talents across the entire creative economy.
The one-day Creative Economy 2021 Forum was organised by MyCreative Ventures Sdn Bhd.
The forum was part one of a two-part event that has been designed as a forward-looking platform that encourages sharing and canvassing of ideas and brings together all stakeholders, relevant ministries, the private sector, as well as, creative, arts and cultural activists and practitioners.
Source: Bernama Posted on : 06 October 2020
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Sep 13, 2022
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Tengku Zafrul: Creative industry could make vital contributions to high-growth sectors
With the right approach, Malaysia’s creative industry could make vital contributions to the high-growth sectors and industries such as education, science and innovation, said Finance Minister Tengku Datuk Seri Zafrul Aziz today.
He said the creative, arts and cultural industry players should no longer see themselves in isolation as this is the time when disciplines and the value of businesses are being integrated into digital and other technological means.
“Consider this for a moment… how influential global tech giants like Google, Apple and Amazon would be if they do not have this creative economy content on their platforms?
The year 2020 presented a slew of hurdles for most of those in the agriculture and farming industry. They faced the ultimate conundrum: On the one hand, they needed to continue producing fresh produce for the many households that had started cooking again because of the Movement Control Order (MCO).
“The creative economy has in fact become the competitive edge and growth of so many high-growth companies around the world,” he said in his keynote address at the Creative Economy 2021 Forum, in conjunction with Budget 2021.
Tengku Zafrul said the Covid-19 pandemic had an adverse impact on the creative industry, resulting in cash flow constraints due to income losses or deferred projects, and the industry needs rapid support in rebooting creative activities.
The Malaysian creative industry accounted for 1.9% of gross domestic product in 2015, and has an enormous potential to grow and contribute significantly to Malaysia’s economy in the long term, the minister said.
“The challenge for all parties concerned, including the government, is how we can capitalise on this foundation, and the measures that we must put in place so that the creative economy can become a substantial and sustainable contributor to the nation,” he said.
For starters, Tengku Zafrul said there is a need to dispel the illusion that the various economic sectors exist separately, and to point to the fact that the creative economy has a synergistic relationship with the wider Malaysian economy.
“A clear example of such a relationship can be seen in South Korea where the success of its film and music industries helped boost the global sales of its beauty and electronic products, and promoted their tourism industry to the world,” he noted.
To ensure the industry’s immediate survival during the Covid-19 pandemic, the government had allocated RM225 million for the arts, culture, entertainment and event industries under PENJANA (Short-term Economic Recovery Plan), he said.
Sep 13, 2022
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联合国大会8 November 2019 发布的文件(官方编号:A/C.2/74/L.16/Rev.1)
第七十四届会议第二委员会议程项目 17《宏观经济政策问题》
澳大利亚、不丹、加拿大、中非共和国、哥伦比亚、厄瓜多尔、斯威士兰、几内亚、几内亚比绍、海地、印度、印度尼西亚、约旦、莱索托、毛里求斯、蒙古、摩洛哥、尼泊尔、巴布亚新几内亚、菲律宾、塞舌尔、斯里兰卡、苏里南、泰国、土耳其和乌克兰:订正决议草案
2021 国际创意经济促进可持续发展年
大会,
重申《联合国宪章》,包括其中所载的宗旨和原则,以及联合国系统特别在促进经济、社会、文化、教育和卫生领域国际合作方面的职能和权限,又重申其 2015 年 9 月 25 日题为“变革我们的世界:2030 年可持续发展议程”的第 70/1 号决议,其中大会通过了一套全面、意义深远和以人为中心的具有普遍性和变革性的可持续发展目标和具体目标,承诺做出不懈努力,使这一议程在 2030 年前得到全面执行,认识到消除一切形式和表现的贫困,包括消除极端贫困,是世界的最大挑战,对实现可持续发展必不可少,并决心采用统筹兼顾的方式,从经济、社会和环境这三个方面实现可持续发展,在巩固实施千年发展目标成果的基础上,争取完成它们尚未完成的事业,确认需要推动持久的包容性经济增长,促进创新,为所有人创造机会、提供福利、增强权能并尊重所有人权,回顾其关于宣布国际年的 1998 年 12 月 15 日第 53/199 号和 2006 年 12 月 20日第 61/185 号决议,以及经济及社会理事会关于国际年和周年纪念的 1980 年 7月 25 日第 1980/67 号决议,特别是该决议附件中关于宣布国际年商定标准的第 1至 10 段,以及规定在为国际日或国际年的组织工作和经费筹措作出基本安排之前不应宣布国际日或国际年的第 13 和 14 段,
认识到在一些国家称为“橙色经济”的创意经济主要涉及以知识为基础的经济活动以及人类创造力与想法、知识和技术之间的相互作用,此外还有文化价值观或艺术、文化遗产和个人或集体的其他创造性表现形式,回顾《联合国教育、科学及文化组织组织法》,其中规定该组织宗旨与职能的一部分是维护、增进及传播知识,为此鼓励国家间在文化活动各个部门进行合作,并注意到联合国教育、科学及文化组织关于文化与可持续发展的报告,1 其中指出文化和创意产业应是经济增长战略的组成部分,
认识到当前需要在包括创意产业在内的可持续增长新领域支持发展中国家和经济转型国家实现生产和出口多样化,承诺支持发展中国家经济体通过高增值部门逐渐转向高生产力并使之持续,为此要促进多样化、技术升级、研究和创新,包括创造优质和体面的生产性工作岗位,途径包括促进文化和创意产业、可持续旅游业、表演艺术和遗产保护等活动,
认识到国际社会应支持发展中国家的国家努力,使这些国家进一步参与有活力的部门并从中受益,促进、保护和宣传其创意产业,包括制定战略适当保护和落实知识产权,肯定创意产业可有助于促进积极的外部因素,同时保护和弘扬文化遗产和多样性,并有助于推动发展中国家投身于世界贸易新的、充满活力的增长机会,并从中受益,欢迎联合国贸易和发展会议、联合国教育、科学及文化组织、联合国开发计划署、国际劳工组织、联合国南南合作办公室、世界知识产权组织、联合国粮食及农业组织和联合国系统其他实体努力倡导创意经济促进可持续发展,赞赏地注意到各种国际和区域会议努力促进创意经济,包括 2018 年 11 月 6日至 8 日在印度尼西亚巴厘首次举行世界创意经济大会,2019 年 9 月 9 日和 10日在哥伦比亚麦德林举行橙色经济全球峰会,期待于 2020 年在阿拉伯联合酋长国召开第二次世界创意经济大会,同时注意到成果文件“创意经济巴厘议程”,确认创意经济在支持落实可持续发展目标方面的作用,指出保护和强制遵守知识产权可支持和强化创意经济,
肯定创新对于发挥每个国家的经济潜力至关重要,并确认各国支持大众创业、万众创新的重要性,这将为经济增长和创造就业凝聚新的动力,为包括妇女和青年在内所有人创造新机遇,确认创意经济在创造充分和生产性就业、创造体面工作、发扬创业精神、激发创造力和创新、鼓励中小微企业的正规化和成长、刺激创新、增强民众权能、促进社会包容和减少贫困方面的作用,重点指出创意经济鼓励在实现包容、公平和可持续增长和发展的过程中进行创造和创新,同时便利生活转折过渡,支持妇女、青年、移民和老人,并增强弱势群体的权能,
强调指出国家为促进文化表现形式多样化制定适当政策和激发创造力促进可持续发展的重要性,
强调创意产业方面的国际贸易包括创意产品和服务贸易增长强劲,对全球经济作出了贡献,肯定创意经济的经济和文化价值,
重申应让所有员工都有终身学习的机会,所有学员都应掌握可持续发展所需的知识和技能,具体做法包括教育促进可持续发展、可持续生活方式、人权、性别平等以及增强妇女和女童权能,弘扬和平和非暴力文化,提升全球公民意识,肯定文化多样性和文化对可持续发展的贡献,
认识到需要创造促进创意经济的有利环境,如开发数字技术,发展创新经济、数字经济和电子商务,建立相关数字基础设施和连通支持可持续发展,增加公共和私营部门对创意产业的投资,制定相关法律框架,从而优化创意经济产生的经济、社会和文化惠益,强调创意经济能促进经济增长和创新,消除贫困,创造充分的生产性就业和人人获得体面工作,提高生活质量,增强妇女和青年人的权能,减少国家内部和国家之间的不平等,因而能促进可持续发展的三个方面并实现《2030 年议程》,强调指出统计创意经济对实现可持续发展目标贡献的定期、可靠和可比数据具有重要意义,
Sep 14, 2022
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The ship left Sandakan for the month-long journey calling at Singapore, Port Klang, Mumbai, Colombo, Capetown, Morocco, and several other ports along the way, before crossing the Atlantic to New York.
Saudin pointing to skyscrapers coming up in New York in 1938. during a talk organised by Martin to New York’s elite, Saudin remarked in Malay that he was surprised to see New Yorkers lived in concrete cages while in the Borneo rainforest, only wild animals lived in cages. – Pic courtesy of the Saudin household.
It was noticed that only Saudin had the special ability to calm Abai, which won him the ticket to travel to the Big Apple at a time when New York ala Wall Street was the “happening capital” of the world. This is what lends the documentary the title “Saudin: The Orang Utan Whisperer”.The documentary is a powerful story of not just the bond that developed between man and animal but also of Saudin’s internal conflicts and observations, especially of adjusting to the shock of being suddenly plucked out of the Borneo rainforest and transplanted into the concrete jungle of New York.
Among the establishments that supported the documentary is the Safari Museum in Kansas, USA, where the iconic work of the Johnsons is stored and Finas.The documentary also received the support of the State Government and Hajiji praised the producers for their extensive research and resolve to put Sabah on the world map through the documentary.
Abai the largest orang utan ever captured alive, who died in New York’s Central Zoo.
Those who were present at the briefing for the Chief Minister at the State Administration Building on Wednesday included producers Noreini Abdul Rahman, Noorhayati Abdul Rahman, Director Muhd Zaili Sulan, Norsina James Julius, a granddaughter of Saudin and James Sarda, Chief Editor of the Daily Express, who has done research on Saudin, Agnes Keith and the Johnsons. — EDITOR(Source: https://sabahbarunews.com)
Sep 15, 2022
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Murut’s 1930 New York journey going global
KOTA KINABALU: The story of Saudin bin Labutau from Kg Ambual in Keningau who became the first Malaysian – and for that matter from this part of the world – to visit New York in the 1930s and return to Sabah to tell his adventure will be known to the world soon.
Peninsula-based RYE Productions Sdn Bhd, noted for producing television dramas and concerts, has made a documentary on the exploits of the partially blind Murut. It would be shown on History Channel after the official launch in Sabah on Oct. 28 at UMS by Chief Minister Datuk Seri Panglima Hajiji Noor.
The documentary combines actual footages, dramatised re-enactments of Saudin’s life, including interviews with family members about their grandfather, who is well documented in the 1939 international classic by Agnes Keith, “Land Below The Wind”.
James briefing Hajiji about Saudin while Noreini (left) and Noorhayati look on
Sep 15, 2022
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In terms of imports, Malaysia has imported creative goods amounting to RM367 million in 2019. The goods include printed materials such as leaflets, printed book brochures, paintings, pastels and drawings.
Meanwhile, speaking in a live address during the forum, Communications and Multimedia Minister Datuk Saifuddin Abdullah said the threat of Covid-19 continues to loom over the creative industry, as the country races to find a solution to end this pandemic.
He added that until then, the creative industry needs maximum support to pivot, adapt and evolve.
“The silver lining to our current predicament is that it has also presented an opportunity for the industry to take the necessary steps to become more resilient and robust to face future challenges.
“We needed to find ways beyond financial subsidies and tie-over measures, to enable artists and creative enterprises to become self-sustaining and realise their potential of becoming significant income-generators for Malaysia’s economy,” he noted.
The Creative Economy 2021 Forum, jointly hosted by MyCreative Ventures Sdn Bhd, Cultural Economy Development Agency (Cendana) and Riuh, was held virtually via Zoom Webinar yesterday.
The forum brought together the arts, donors and businesses, for discussions and conversations on priorities, as well as opportunities to create a vibrant, ambitious and sustainable creative economy for Malaysia.
MyCreative, which also includes Cendana, was given the mandate to implement and carry out the short-term National Economic Recovery Plan (Penjana) for the creative industries, through a variety of schemes and initiatives such as live event grants, digital marketing grants, matching investments schemes, fast track and low-interest soft loans, as well as the digital velocity programmes comprising digital marketing and promotion training, connectivity assistance and advisory services.
A total of 1,745 applications worth RM73 million for various measures from the stimulus package are currently being reviewed by MyCreative.
In the meantime, Cendana has approved 234 applications worth about RM3.5 million.
A further 114 applications amounting to RM9.6 million were also approved for distribution to successful applicants under the Penjana for the creative industries.
(Wednesday, October 21st, 2020,Source: (https://themalaysianreserve.com)
Sep 16, 2022
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Malaysia’s creative industry contribution to GDP remains low
by S BIRRUNTHA
MALAYSIA’S creative industry contribution towards the GDP stands at 2% for the last five years, according to the Department of Statistics Malaysia (DoSM).
Chief statistician Datuk Seri Dr Mohd Uzir Mahidin said at the moment, the industry contributes approximately 2% towards the GDP and employs around one million people.
He added that while the industry’s exports maintained its contribution at 0.2%, the contribution of employment decreased to 5.7% in 2019.
“Looking at the statistics, we notice all the main indicators show a very small contribution of the creative industry towards the Malaysian economy.
“However, we do believe there is some room for improvement to increase the industry’s overall contribution towards the country’s GDP,” he said in a virtual presentation titled “Overview of the Arts and Culture Sector of Malaysia and its Future Outlook” at the Creative Economy Forum 2021.
Mohd Uzir noted that while the creative industry is significantly impacted by the Covid-19 pandemic, it is showing signs of recovery in the third quarter of 2020 (3Q20) with a growth percentage of 31.7%.
He said to further boost the industry, support from all parties including government agencies and the private sector is needed to contribute to its development.
He also said a satellite account for the country’s creative industry is now being compiled by the DoSM to further monitor its growth.
According to Mohd Uzir, the main contributions of the creative industry towards the economy are the multimedia industry with 50.7%, followed by the culture and art industry (49.2%).
Over the past years, the creative economy has made a significant contribution to world trade as world exports of creative goods increased to US$509 billion (RM2.11 trillion) in 2015 from US$208 billion in 2002.
In 2019, the country’s exports of creative goods were at RM220 million, comprising items such as printed book,brochures, printed materials, pictures and photographs. Mohd Uzir said among the countries involved in the exports of creative goods are India, China, Singapore, Hong Kong, Thailand, Taiwan, Turkey and Poland.
Sep 16, 2022
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Creative Industries Policy in Malaysia 2009

Malaysia’s DIKN document issued in 2009 is to date the only policy document that defines and
articulates a creative industries policy for Malaysia. When it was launched the DIKN was touted to
“empower the creative industries as a whole based on creativity and innovation, thus contributing to a high income economy and to uphold the nation's cultural heritage” (Yatim, 2011). DIKN divides the creative industries into three categories: Creative Multimedia, Creative Cultural Arts, and Creative Cultural Heritage (see Table 1 below). Whereas the DCMS model does not differentiate between different sectors, the DIKN acknowledges that there are technological, creative, and platform differences between the three. It also makes explicit the emphasis given to digital media which has become a focus of government agencies, and the only creative industries sector targeted explicitly in the 2015 Budget (“Bajet 2015,” 2014).
The twin emphasis in the DIKN is on the economic contribution of the creative industries and on
mainstreaming intellectual property. Expanding employment opportunities is emphasised as is the need to find markets overseas and export cultural products. According to the DIKN document, Malaysia’s creative industries contributed only 1.27% to national income, less than half of what comparable countries record (DIKN quotes figures of 3%-5%). Clearly Malaysia finds itself in a position of relative disadvantage in terms of the size, contribution, status, strength, and visibility of the creative industries in comparative terms. (Creative Industries Policy in Malaysia, 2015)
Sep 17, 2022
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Boosting The Exports of Malaysia's Creative Content Through Partnership
MONDAY, JANUARY 23, 2017, KUALA LUMPUR: Malaysia External Trade Development Corporation (MATRADE) and China Intercontinental Communication Co.,Ltd (CICC) marked a momentous occasion today by signing a Memorandum of Understanding (MoU) to promote trade of creative contents between Malaysia and China. The MoU signing was witnessed by Minister II of International Trade and Industry (MITI) YB Dato' Seri Ong Ka Chuan.
MATRADE was represented by its Chief Executive Officer Dato' Dzulkifli Mahmud and CICC by its Vice President Mr. Jing Shuiqing.
The MoU aims to strengthen communication and cooperation between media organisations in China and Malaysia by leveraging on China's One Belt, One Road (OBOR) initiative. The MoU will see MATRADE and CICC working together to link industry players from both countries to embark on exchange of creative content (such as films, documentaries and television shows, among others) and business matching (through MATRADE's International Sourcing Programme) for the purpose of driving trade of creative contents for both nations. The collaboration will strengthen the existing professional ties between both countries and could also initiate the sharing of experience, knowledge and best practices with China.
According to Dato' Dzulkifli, the MoU is an important step forward for both parties to promote cultural exchange through each other's media channels. "This partnership will facilitate and coordinate the communications between media players of both countries. With this partnership, Malaysian media can rest assured that they have a partner in China to assist them in areas such as co-productions," he said.
The Malaysian government has identified creative content as one of the Entry Point Projects (EPP) under the Economic Transformation Programme to enhance capacity, capability and competency of the industry in producing world-class content and additionally making Malaysia a regional hub for digital content.
In the EPP, the creative content industry is expected to contribute RM3.04 billion to Gross National Income (GNI) and produce more than 10,000 jobs by year 2020. The industry is also targeted to have an annual growth rate of 20 percent.
In the latest figures recorded in 2015, creative content contributed RM9.55 billion and represents 6.4 percent of the total Gross Domestic Product (GDP). To date, Malaysia has exported RM6.8 billion worth of creative contents.
With China as one of Malaysia's biggest trading partners, the MoU sets to further strengthen China's and Malaysia's relationship by leveraging on the OBOR Initiative, which is a development strategy and framework of China's government to boost connectivity and cooperation between China and the rest of the world.
MATRADE as Malaysia's export promotion agency provides various export facilitation such as market intelligence, trade advisory, export promotion and capacity building programme for Malaysian companies. The agency, under MITI, has trade offices in Beijing (beijing@matrade.gov.my), Shanghai (shanghai@matrade.gov.my), Guangzhou (guangzhou@matrade.gov.my) and Chengdu (chengdu@matrade.gov.my) that functioned to help Malaysian companies penetrate into the China market. (Source: https://www.matrade.gov.my)
Sep 18, 2022
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What about the Oscars?
CJ Entertainment is in charge of overseas sales and the marketing of The Garden of The Evening Mists, touted as Malaysia’s most well-funded film to date (said to be RM20 million), jointly produced by Astro Shaw and HBO Asia. Asked about Malaysia’s chances of securing an Oscar nomination with The Garden of The Evening Mists, Astro Malaysia Bhd group CEO Henry Tan would only say what is important is that the group continues to strive for excellence in content production. The movie received nine nominations (including for best film, best director and best screenplay, and best actress for Malaysian actress Angelica Lee) at the 56th Golden Horse Film Festival and won the award for Best Makeup and Costume Design.
Tan noted, though, that Taiwanese-American Oscar-winning film director and screenwriter Ang Lee said he “hopes to see more films like this” after watching the film in Taipei.
“Both the book and the film are high-quality works with a strong positive message. I do believe both the book and film will stand the test of time and leave a mark on both Malaysian literature and Malaysian cinema,” says Taiwanese Tom Lin Shu-Yu, who directed the film based on a screenplay by British screenwriter Richard Smith, adapted from Malaysian novelist Tan Twan Eng’s book.
Twan Eng reckons that the film is already a landmark for Malaysia “just based on the scale of the production alone”. “The cast and crew are highly talented and diverse, coming from all regions of the world. The production values are world-class. The film looks lush and gorgeous. It focuses on a turbulent period of our history, and Tom Lin has created a sensitive, nuanced, restrained film,” he tells The Edge.
Why should policymakers pay attention to the rise in the Asian narrative on the global stage and how can they help people in the creative arts?
“Artists need time to master their craft, and it’s important that policymakers protect the seedlings of creativity from global capitalism and consumerism. For example, Korea has policies protecting Korean Cinema by ordering that movie theatres play at least 50% local films in their theatres. If it was all up to the theatres, they would only play what sells most, but culturally and artistically, it may become hard for that nation to improve,” Lin tells The Edge, noting that education is also key in ensuring that youths are on the same page in terms of the value that the creative arts bring to the nation and society.
“If we are to catch the attention of the West, we will need support from the entire country, and at the same time, the country itself needs to promote all the goods — whether it’s literature, cinema, food, music — that are local to the international scene. Like Parasite again, it’s getting the attention it has because it’s a good film, but also, because of how Koreans have risen their image in the hearts of minds of the West, and this takes an entire nation to achieve,” adds Lin.
While one can argue that Parasite “may not be Boon Joon Ho’s strongest film”, Lin notes that “it has gotten him furthest into the mainstream in the west”.
“If Parasite was made 10 to 15 years ago, it might not reach where it is now… this wouldn’t have been possible if not for the whole K-Pop culture getting into the West first,” Lin says. (The Edge Malaysia,November 10, 2020)
Sep 19, 2022
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《山打根八號娼館》

阿崎婆自小被賣到南洋沙巴當雛雞,年邁回到日本。其口述歷史造就了山崎朋子的名著《山打根八號娼館》。靠著一位小學四年級的女孩,文盲的她一直和山崎朋子保持通信,女孩的稚拙的筆跡飽含童心,寫著老奶奶身邊大大小小的趣事。
Sep 19, 2022
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爲「漢麗寶公主」勤背書 林美芬轉戰舞台
幾乎每個舞台劇演員都有一個登上國家文化宮(Istana Budaya)的夢,去年,連國語都不太會説的林美芬卻演了5場《Takhta 3 Ratu》舞台劇中漢麗寶公主(Hang Li Poh)的角色。今年,她擠下蘇盈之主演2月13至21日演出的馬來舞台劇《Zombie La La La》,正式成爲本地華人圈第二人入主馬來舞台劇。
比賽之後,我參與了ntv7電視劇,如《時光電台》、《懼場》及《分身乏術》等作品的演出,可是當新人倍出,我的邀約就少了。這期間我試過轉到幕後,Astro的福建戲劇《家緣》就是我冩我公公的故事,也試過回家幫忙做了3年生意,但蘇盈之的一通電話,讓我再度回到了娛樂圈。
去年原是蘇盈之主演《Takhta 3 Ratu》舞台劇中漢麗寶公主的角色,但因爲檔期關係,她有5場戲沒辦法出演,所以推薦了我去面試。我的國語其實很差,面試的時候都説英語,導演都快看不 下去,但我真的很想得到這個角色,所以從下午拿到劇本開始一直背書,到晚上才面試,導演聽了,決定給我機會,我很感恩。
整個科系只有我一個華人,還是最老的一個,哈哈!不過其他同學都對我這個「kakak」很好。一開始,別人用一小時做好的功課,我要花4小時,一字 一字地翻譯和整理語法,但同學們都知道我的程度較差,平日也會借我重點筆記。我印象最深刻的是有一次考試,那一段類似古文的台詞我背了很久,在考試的時候還是忘了後半段!同學們幫我向老師求情,讓我有第二次重考的機會,可是我又在台詞的部分「卡住」,當時同學們在台下比手劃腳地給我貼士,真的讓我很感動!
籌備《Zombie La La La》時有何趣事?《Takhta 3 Ratu》開會時有五六十人,説話的速度又快,有時候我會聽不懂。可是時間很緊迫,不可能停下來解釋給我聽,幸好之後其他演員會解釋給我聽。這一次雖然我 的國語比之前好,但偶爾還是會跟不上。我記得有一次導演開玩笑説我是「sengkuang」,我以爲他是在吃沙爹要配料沙葛,引來哄堂大笑!後來他們告訴 我,是笑我糊裡糊塗、萌呆的意思。
在馬來舞台劇這一行漸漸被關注的初期,我的心情有點微妙,感覺像是被中文娛樂圈拋棄了,但蘇盈之跟我説「馬來領域其實是一塊寶地」,讓我改觀不少。 我中學畢業後曾想過專攻舞台劇,但父母認爲沒前途,所以不讓我繼續,之後我就只有在教會的舞台劇上演出,就此累積了一些小基礎。其實我沒想過接下來的發展 會是怎樣,我才剛入行舞台劇,有很多部分需要加強進修。現在因爲唸書住在學院的宿捨,所以拍戲的檔期很難安排,所以就順其自然吧!
不能説野心,但我期望有一天我能冩、演另一版本的「漢麗寶公主」。在《Takhta 3 Ratu》中的漢麗寶公主,是一名從國外來到馬六甲,爲了獲得蘇丹的心而努力獻慇勤的人。而再更之前2004年左右,國家文化宮也有過一出漢麗寶公主的舞台劇,但那段冩的卻是漢麗寶公主對蘇丹不忠,出軌的故事。漢麗寶公主是故事裡華人的縮影,我爲這個角色做考究的時候,發現漢麗寶公主不過是個離鄉背井來到 大馬後,愛上蘇丹也愛上這片土地的女人,所以我希望有機會能改編這段歷史故事,去詮釋我心中的漢麗寶公主。
林美芬小檔案
生日日期:6月29日
身高∕體重:169公分/56公斤
出道:第一屆《我要做Model》
演出經歷:
2007-08年 電視遊戲節目《一擲千金》
2013年 《時光電台》
2014年 《懼場》、《分身乏術》
(2016年2月14日 詩華日報)
愛墾網:馬素麗故事
浪礁嶼的馬蘇麗是馬來西亞的潘金蓮?
Sep 20, 2022
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There’s certainly ample room to grow the industry’s contribution to Malaysia’s economic growth. As it is, the creative industry contributes around 2% of Malaysia GDP, makes up 0.2% of exports and employs about one million people, chief statistician Datuk Seri Mohd Uzir Mahidin told participants at the Creative Economy 2021 Forum.
Noting that the promotion of the creative industry and entrepreneurs was mentioned in the 11th Malaysia Plan (2016 to 2020), Saifuddin said efforts to leverage the country’s rich cultural heritage in promoting sustainable development would continue to feature in the 12th Malaysia Plan to be tabled in January 2021. “We’re committed to building a better ecosystem … the models can be borrowed from countries like South Korea, the ideas are there ... it is about working together and getting things done, putting everyone on the same platform.”
It remains to be seen if the creative economy will feature prominently in Budget 2021, which is set to be tabled in parliament this Friday (Nov 6). To help the industry amid the Covid-19 pandemic, the government allocated RM225 million for the arts, culture, entertainment and events industry under the RM35 billion Penjana (Short-term Economic Recovery Plan) announced on June 5. That includes RM100 million in soft loans and RM30 million in grants under MyCreative Ventures and RM10 million under the Cultural Economy Development Agency (Cendana).
In March, Singapore — which in 2002 introduced a Media 2021 blueprint to increase the sector’s GDP contribution and transform itself into a global media city — allocated another S$55 million in aid for the arts and culture sector in its supplementary budget to counter Covid-19.
In July, South Korea pledged KRW156.9 billion (US$131 million) to support its arts sector, including KRW23.2 billion in grants for financially strapped artists and KRW31.9 billion in wage support for people in the performing arts such as theatre, musicals and classical concerts. South Korea’s Ministry of Culture, Sports and Tourism received KRW6.48 trillion (US$4.9 billion) in Budget 2019, with KRW1.1 trillion to be invested in the virtual reality content sector and KRW40 billion on a new VR content exhibition space in Seoul. Some KRW113 billion was allocated to content creators while KRW32.3 billion was earmarked to support local filmmakers, cartoonists and fashion designers looking to expand overseas, according to Korean news reports.
According to the Hyundai Research Institute (HRI), the annual economic impact from South Korean popular global idol group BTS alone was about US$5.6 billion as at June 2020 and is set to reach KRW56 trillion (US$49.8 billion) over 10 years from 2014 to 2023. BTS alone had helped sell over US$9 billion worth of clothing, cosmetics and food currently, says HRI, which in 2018 estimated that the boy band contributed some US$1.1 billion or 1.7% of total Korean consumer goods exports in 2017. Prior to the pandemic, local news reports had indicated around 1% boost each to the GDP for the cities of Seoul and Busan from just one BTS concert, owing to its army of global fans that are kept constantly engaged by a team of online professionals in different time zones.
To be sure, the creative industries have not only become an increasingly important contributor to GDP growth but have proved to be transformative in terms of generating income, jobs and exports, United Nations resident coordinator Stefan Priesner said at the online forum, noting the tangible benefits of integrating the 2030 Agenda and Sustainable Development Goals related to the cultural and creative industries in national development plans and budgets.
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Sep 21, 2022
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Cindy Yeap·Harnessing the economic benefits of the creative content industry
MALAYSIA will be stepping up the promotion of its creative content industry as “one of the hard areas of economic growth”, Communications and Multimedia Minister Datuk Saifuddin Abdullah told participants at an online forum on Oct 26 to mark the country’s adoption of the United Nations International Year of Creative Economy for Sustainable Development 2021.
He revealed that he and Tourism, Arts and Culture Minister Datuk Seri Nancy Shukri had just co-chaired the National Creative Economy Council a fortnight ago and discussed funding issues for the creative industry and even having something like “a road [map] to the Oscars”.
Presumably, he was using the Oscars merely as a symbol of the government’s desire to support the creation of more great Malaysian content for a global audience. After all, insiders familiar with awards politics say winning an Oscar has more to do with [the potentially very expensive affair of] selling the movie well to Academy voters in Hollywood rather than making an outstanding movie or supporting the idealistic souls in the creative arts.
Malaysian companies forging sustainability-driven practices
For companies with sizeable environmental footprint, could financial incentives be offered in exchange for less emissions, consumption and waste?
It is also in line with the renewed hope of Asian content and narrative garnering greater acceptance among a global audience, after South Korean director Bong Joon-ho’s Parasite made history in February as the first non-English language film to win the Oscar for Best Picture. Parasite was also the first South Korean film to receive the Palme d’Or at the 2019 Cannes Film Festival.
Optimism aside, industry insiders say the win was decades in the making. Behind Parasite’s big win is 61-year-old Miky Lee Mie-kyung, vice-chair of Korean conglomerate CJ Group, who is seen as the “godmother” of South Korea’s film industry and credited with playing a crucial role in promoting the Hallyu (Korean cultural) wave. A regular consumer of South Korean exports may recognise the CJ brand of consumer goods as well as CJ E&M Co’s TV channels TVN, TVN Movies and OCN, and the annual Korean wave convention (KCON) that it has organised in Los Angeles and multiple locations across the globe since 2012. CJ’s bakery franchise Tous Les Jours shuttered its Malaysian outlets in 2017 and recently sold its 50% stake in home shopping venture CJ Wow Shop, to make it wholly-owned by Media Prima Bhd.
A granddaughter of Samsung Group founder Lee Byung-chul (Miky is cousin to Samsung Electronics heir apparent Lee Jae-yong), Miky was an early investor in DreamWorks SKG (whose founders include Steven Spielberg) in 1995. The US$300 million deal reportedly gave CJ the film studio’s Asian distribution rights as well as access for her Korean filmmakers to study under DreamWorks.
Industry stimulus
In his opening address at the Creative Economy 2021 Forum held in early October in conjunction with Budget 2021, Finance Minister Tengku Zafrul Tengku Abdul Aziz cited the success of South Korea’s film and music industry in boosting tourism as well as the country’s exports of consumer goods and services. He said players in the creative arts scene “should not see themselves in isolation” but position themselves to become “substantial and sustainable contributors” to the nation’s economy and high-growth sectors like science and innovation. After all, part of what makes Apple or Samsung phones a worldwide success is their design.
Sep 21, 2022
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“丝绸之路”文化智库
陈明发博士2016年受邀到中亚哈萨克斯坦阿拉木图,为该哈国文化首都一大学所举办的“一带一路”国际纪念会议开幕式作专题分享。三日会议后,个人在城里自由行了一天。其中一个景点便是“二十八烈士纪念公园”,纪念的英雄是在莫斯科抵抗纳粹德军壮烈牺牲的二十八名阿拉木图军人。这二十八名烈士的牺牲,关键地保存了莫斯科的安全。纪念碑上精致的浮雕让人感受战争的壮烈。
/ 主席陳明發博士的话
“丝绸之路”文化智库是一家研究与推广单位,以南海文化運營為核心。配合“一带一路”10週年与大马立国60载一甲子的历史契机,集合有关特色社区文史与創生的探索、交流、分享与学习等功能,计划採取策略伙伴、网络平台、書刊出版、在線講座、線下分享与业者運營大會等形式,协助经营者、推动者在各自岗位/社区引入新理念与新技能,面向疫後重建的建设需求发挥影响力。(21.9.2022)
公园林荫中有一座全世界第二高的木制建筑,兴建过程中奇迹地没使用一根钉子,它就是东正教升天主教座堂(Co-Cathedral of the Ascension of the Lord in Almaty)。哈萨克斯坦脱离苏联独立后重新开放为教堂,得到联合国教科文组织的古迹保护奖。教堂旁边是哈萨克民俗乐器博物馆。
Sep 21, 2022
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文創産業智慧產權機制
1 施沛琳,2008,〈生活美學産業〉見夏學理《文化創意産業概論》台灣五南圖書,317-356頁
Oct 2, 2022
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企業舵手新召喚
(續上)今天,許多企業主都為人力資源問題苦惱,面對一個奇怪的現象:這廂是,大量的工作找不到適當的人做;那廂則有大量的失業人士,主要是大專生,找不到適當的工作。這不是一個新問題。返回管理學案例,早在四分之一個世紀前,管理學大師杜拉克就提出了警告,當經濟生產對知識的需求越來越高時,職位空缺和失業者也將越來越對不上口。換句話說,居於能力、期望與價值觀問題,失業人士可沒條件填補既有的空職。
舉個例子,電腦化、智能化的結果,使到資訊與文書處理,不再需要那麼多的中層行政人員,許多經理人因此丟了工作。另一方面,電腦化、智能化,又對經理人提出了新的職務:擁有足夠的技術文化素養,去帶領相關的技術員工。而那些失去原有工作的經理人,往往並沒法子滿足這新要求。
有了越來越精明能幹的電腦,再加上後來的互聯網工藝,企業湧現了種種的新可能,例如以最平價而有效的方式,投進電子商貿、企業資源規劃或再造工程。「想像力有多大,天空就有多高」的新景況,對企業同人產生了壓力:「創新,要不就死啦!」
有創造力的男女,成了這一波的寵兒。永遠先知先覺的杜拉克建議,想給企業找到適當人才,得將上門問工的人,看成是「顧客」,設法在工作內容上滿足他們; 「職業如同商品一樣,必須為特定的買主而設計,然後向他們宣傳和銷售。」
這是給公司僱員創造體驗的另一種說法。新的經濟演變階段,需要對口的技術文化素養。透過故事為公司注進喜悅、智慧;幫助同人實現自我,挖掘傳統的工作美德,轉換組織的命運,這是創新紀元對企業舵手的召喚。(2010年5月19日 南洋商报經濟版專欄)
福建惠安美女文創
朱千華《中國美女地圖》
張曉梅《中國美:中國首部美女標準粉皮書》
康 德·美和崇高
艾蓮·穿在身上的文化 融進圖文裏的傳統
彼得·梅爾《品味》往哪邊穿
怡保西装叙事·穿西裝漫步怡街頭
[德] 格羅塞《藝術的起源》
蘇芒·時尚江湖路
黃厚銘:風格、名牌、與符號消費
Oct 5, 2022
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陳明發博士談纺織與時尚文創《寬鬆上衣緊身褲》
有一陣子,我和大兒子住在南肯辛頓。對面就是維多利亞愛伯特(V&A)博物館(下圖)、自然歷史博物館和科學博物館毗鄰。
三家博物館都聞名遐爾,我卻情有獨鐘,沒事只泡V§A;對文化創意有興趣,走進世上最大的時尚與設計珍藏處,一天是看不完的。人家經營了百多年,來自五湖四海、上下三千載的文物,待在一百四十五個展覽廳裏。一個雕花門框、一個瓷甕,細細欣賞,原來都是心醇的故事。
藝術建在學術上
在此,碰得上薇安魏斯伍德(Vivienne Westwood 下圖)。我的意思是,她的創作和身世。一位小學老師,怎麼在時裝界蛻身一轉,變成挑釁傳統的叛逆聖母,深深影響了1970年代的龐克搖滾(Punk Rock)大潮?
看清楚,褲檔倒是縫上了無花果圖形。使人想起,阿當和夏娃偷吃了禁果,就快被趕出伊甸園。有學問吧?薇安的藝術,可是建立在學術上,就像她本身說的:「回顧過去很重要,因為人們有品味,有卓越的理想。除非我們看一看往昔,否則這些事物不會出現。」
故事豐富工作體驗
薇安從被控傷風敗俗的邊緣人,成為二十世紀三大重要的女設計家之一。作品不僅張揚於伸展臺與精品屋,風靡全球,更被奉為藝術進駐到大英博物館等聖殿。她只上過一個學期的美術課,居然也當上一些大學的教授。
成功的奧秘?不妨從她本身的註解去想像:「我的激勵總是學院式的。」她對現狀的抗爭與不妥協,是從傳統中找到力量的。返回文化遺產,願意鐵棒磨成針,總能挖掘到動人的東西。例如格子呢、粗花呢與皇室服飾等,都是英國人所引以為榮的特色。換一個面貌,進入現代人的眼光,往往牽引了人們微妙的情感。欲望,以及說故事的趣味。
薇安魏斯伍德的商品傳奇,就像任何其他有力也有利的企業敘事,帶給我們娛樂、學習、圓夢、美感與轉化的珍貴體驗。革新力、轉變力、影響力、溝通力、說服力……,對領導人種種能耐的期望,歸根究底,都是敘事力;有能力創造並說好故事,豐富、蘇醒工作夥伴和消費者的感性。(下續)
Oct 5, 2022
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女裝品牌太平鳥與敦煌博物館合作、COCOON與V&A博物館合作,配飾品牌She's與大英博物館聯名……服飾品牌與博物館的IP跨界聯名合作可謂風生水起,大量跨圈文創產品成為爆款。
博物館之外,遊戲動漫、影視、劇院文創的市場也在迅速擴大。沈迷遊戲、動漫、看劇的年輕人們,對相關周邊產品、衍生品的需求直線上漲。
得益於遊戲與電視劇《你是我的榮耀》的聯動,《王者榮耀》與禮服品牌WECOUTURE推出聯名款婚紗;《三生三世十里桃花》的商品授權更是覆蓋十大行業、超60個品牌,相關衍生品在電商平臺交易超過3億元,一些服飾品牌已經借助此番超高流量實現銷售轉化。
無獨有偶,這兩年,熱門演出多了,也帶火了劇目周邊文創衍生品。《劇院魅影》、《德齡與慈禧》、《葉普蓋尼·奧涅金》、《三姐妹·等待戈多》、《巴黎聖母院》、《搖滾莫扎特》、《羅密歐與朱麗葉》等熱門劇目吸引了大批年輕人走入劇場,他們具有文化消費力,願意為自己喜歡的劇目和演員去消費,這是整個市場的轉變,也給市場提供了更多創意、設計和發展的空間。印有臺詞、劇目logo、主演卡通頭像的帆布包、T恤衫、衛衣成了劇迷們看劇必備,更有許多劇迷專門通過彼此的裝備來尋找同好,劇院內外常常上演大型「認親」現場。
影視、劇院場景外,中國探月、知名城市/景點、故事傳說等有著文化認同、粉絲積澱的事物都正在成為文創IP,老乾媽的衛衣、李寧的「長安少年」系列……多重風格、多重風貌的年輕一代,追逐個性化文創帶來的獨特體驗式消費的同時,也在加速著文創的多元內核裂變。萬物皆可IP、一切皆可授權的時代已然到來。
但文創並非出品即熱銷,精雕細琢、拿捏「萌點與文化」的高質量、創意文創才能將消費者轉化為話題熱度的「自來水」。與紡織服裝相關的文創產品的創新、創意開發,急需品牌方與設計師的文化創意重構與時代個性表達,也更有待作為創意設計基石的面料企業打開腦洞、盡情「做夢」,從材料、色彩、花型、風格、品類等多重維度予以建議與引導。接下來的intertextile展,會有更多有想法的「破圈」買家攜需求而來,如何暢通交流、達成合作?也許這期的內容能給大家一些思考。(原刊/原題 2022 intertextile 春夏 | 破圈記:文創+紡織,比想象中更無界 2021-12-30)(圖片和部分素材來源於網絡)
Oct 7, 2022
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纺織時尚文創~文創+紡織,比想象中更無界
隨著民族自信、文化自信的不斷提升,以華夏5000年厚重歷史與文化為支撐的中國文創產業,也愈發快速地增長。2020年國家統計局數據顯示,過去5年我國文創產業增加值高達66.09%,未來幾年,潛在文創產業市場規模將達到10萬億元。
文創與衣、食、住、行、娛等產業的跨界、滲透、增強、融合,加速推動著各產業的轉型升級,而文創與紡織,更憑借著天然優勢的關聯性與普及性,成為文創走進千家萬戶的關鍵。當我們把目光聚焦在文創產品與服飾品牌、文創IP的跨界聯合時,我們會發現這種跨界,遠比想象中更無界。
2013年起,靠著會賣萌的乾隆系列產品,故宮博物院成功出圈,開啟了博物館文創的新篇章。有著豐富歷史文化IP的博物館,順勢成為文創產業中最醒目的標簽。除了故宮外,中國國家博物館、陜西歷史博物館、三星堆博物館、敦煌博物館等也通過自營、聯合開發、IP授權等一系列的方式,不斷引爆博物館文創IP熱度。
打開電商平臺,搜索博物館旗艦店的產品,可以發現諸多紡織元素,服裝、帽子、圍巾、絲巾、領帶、圍裙、手套、真絲眼罩/口罩、帆布包/收納袋、襪子、抱枕套……不同材質的紡織元素在文創產品中的應用可以說是五花八門。
無數館藏藏品為文創產品的開發提供取之不盡的靈感。印有宮廷花紋樣式、取名富有寓意的吉服、設計簡單卻非常有梗的T恤衛衣、房檐獸脊花鳥魚蟲絲巾手帕,既能快速捕獲年輕人的喜好,也能激發大家了解歷史、學習歷史的興趣。
運動巨頭安踏2019年推出的冬奧特許產品故宮特別版,便是從北京故宮博物院館藏畫卷《冰嬉圖》中汲取靈感,無論是冰嬉系列,還是旗開得勝系列,T恤、衛衣上古今融合的滑雪、旗幟圖樣,與「得勝」字樣,都潮流滿滿,一經推出就大受年輕潮人們青睞。
Oct 7, 2022
文創 庫
中國文化産業分類與成長
為適應當前中國文化新業態不斷湧現的新形勢,更好滿足文化體制改革和文化發展規劃的需要,新修訂的分類類別共設置9個大類,分別是——
1、新聞信息服務;2、內容創作生產;3、創意設計服務;4、文化傳播渠道;5、文化投資運營;6、文化娛樂休閑服務;7、文化輔助生產和中介服務;8、文化裝備生產;9、文化消費終端生產。根據活動相似性,在每個大類下設置若干中類、共計43個中類,在每個中類下設置了若干具體的活動類別、共計146個小類。
殷國俊介紹,為確保新分類的文化特征,本次修訂對新增分類內容繼續堅持如下處理原則:凡屬於農業、采礦、建築施工、行政管理、體育、國民教育、餐飲等活動均不納入分類,如茶葉種植、國民教育系列中的藝術院校、咖啡館和酒吧等服務;對於雖有部分活動與文化有關但已形成自身完整體系的生產活動不予納入,如旅遊、快遞服務、互聯網批發、綜合零售等。
近些年來,中國文化產業經濟總量持續快速增長,占GDP比重穩步提升。根據《2017年國民經濟和社會發展統計公報》,2016年中國文化及相關產業增加值30785億元,比上年增長13%,高出GDP增速6.3個百分點,成為經濟增長中的新亮點;其占GDP的比重為4.14%,比上年提高0.19個百分點,達到歷史新高,在推動經濟發展、優化產業結構中發揮著越來越重要的作用。
在文化產業增長迅猛的同時,文化產品和服務的生產、傳播、消費的數字化、網絡化進程加快,基於互聯網和移動互聯網的新型文化業態成為文化產業發展的新動能和新增長點,「互聯網文化」優勢明顯,文化創意和設計服務業蓬勃發展。以「互聯網 」為主要形式的文化信息傳輸服務業,2015年實現增加值2858億元,比2013年增加1055億元,年均增速為25.9%;文化創意和設計服務業,2015年實現增加值4953億元,比2013年增加1237億元,年均增速為15.4%。(陸婭楠·文化家底理得更清 Posted by Host Workshop )
Oct 7, 2022
文創 庫
陳明發《印刷文創》
短短一句話,臺灣文教基金會創建人朱學恒真的提醒老編一些事。
把“基金會”換成“社團”,在馬來西亞的情況也是一樣。要把社團辦好,需要一定的歷練,累積一定的社會資源,然後把創造力聚焦于社團的既定目標。
車上,老編職業病發作,沿途問這位朋友,大馬從商環境轉變中,印刷行業可有對策?老編從事企業創新研究,當然要累積各方面的創新故事。
面對數碼出版的沖擊,傳統印刷業是否會消失?
這位兄長說,印刷已經是一門很難賺錢的行業,許多印刷商當然要動腦筋做出蛻轉,已經有的對策是:
從印刷前的美工、設計、編版以及制版去設法賺錢;
投進書籍的出版,但也要考慮語文問題,馬來西亞文的漫畫曾高峰沖到一個月20萬本的記錄。現在走紅的馬來漫畫大概有12萬本,銷路掉了一半。反觀中文出版市場則小得多;
投進小量印刷,就算是一本也可能做到。
投進一些商品如日記、日歷的設計與印刷。
社團組織要與會員共前進,需要更深入了解他們的處境與愿望。這也是一種歷練與資源累積。
老編之前在報上讀過一條新聞,說全國約有五、六千間印刷廠,但加入馬來西亞印刷商公會的,僅有約600名或10%加入成為會員,反應非常冷淡。
面對電費與其他成本高漲,印刷商的競爭能力日益受到考驗。
總商會怎樣和各商團一道前進,是一個很合時宜的行動。
Oct 8, 2022
文創 庫
Budget 2023: Promoting language and cultural diplomacy on global stage
KUANTAN: The allocation of RM5mil to the Foreign Ministry under Budget 2023 for language and culture diplomacy programmes is a new element akin to start-up funding to promote the Malaysian language and culture on the international stage, says Datuk Seri Saifuddin Abdullah.
The Foreign Minister said the allocation would enable language and cultural diplomacy to be carried out holistically and comprehensively and to share the Malaysian experience with the outside world.
The ministry received a bigger allocation of RM920mil next year, compared to RM868mil allocated under Budget 2022.
Saifuddin referred to the first Special Programme to Promote Language and Cultural Diplomacy in Berlin and Frankfurt, Germany from Sept 28 to Oct 1, organised by the Sarawak state government.
"Language and cultural diplomacy does not only include performing arts, but also philosophy, thinking, cultural arts and creativity. Like in Germany, we had round-table lectures and conferences, in addition to food festivals and cultural performances.
"After that we will start it (language and cultural diplomacy programmes) through Bahasa Malaysia courses more systematically, which can be held in our diplomatic mission offices, universities or other suitable locations.
"This will also include a series of lectures by national academics, round tables and art demonstrations, such as dance, music, food demonstrations, textile exhibitions, clothing and film screenings," he said at a press conference here on Saturday (Oct 8).
New look to reflect a new era of learning
Saifuddin said the ministry had set up a Language and Cultural Diplomacy Advisory Committee chaired by Dewan Bahasa dan Pustaka Board of Governors chairman Prof Datuk Seri Dr Awang Sariyan.
The committee includes representatives from the Ministry of Tourism, Arts and Culture, Ministry of Communications and Multimedia, Education Ministry and Higher Education Ministry, as well as arts and culture personalities and some Malaysian representatives abroad.
Saifuddin singled out the efforts of Awang in starting a Bahasa Malaysia class in China which saw 15 Chinese universities now teaching the language and Rosita Rahman-Heilek’s instrumental role in organising the food festival in Frankfurt, Germany. - Bernama (The Star Sunday, Saturday, 08 Oct 2022)
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Oct 9, 2022
文創 庫
用審美思維構建文化旅遊產業,就是通過創意設計和場景營造,讓消費者在消費和體驗具體的文化和旅遊產品時,發生移情效應,在大腦中生成一種「完整的、充滿意蘊的感性世界」,達到消費者觸景所生之「情」與身體所接之「景」產生情景交融的效果。
由於技術創新,在數字化時代通過審美思維構建文化和旅遊產業成為可能。數字化時代,我們可以對消費者和顧客進行精準的畫像,從而可以把每一個消費者作為一個具有獨立思想、心靈和精神的個體,然後可以有針對性地進行創意、設計、生產和營銷相應的文化和旅遊產品,使消費者與文化和旅遊產品產生共鳴。
用審美思維構建文化和旅遊產業,必須做到三個統一:
首先是意象世界與生活世界的統一。用審美思維構建文化和旅遊產業,就是要讓消費者在消費、體驗文化和旅遊產品時產生出美的意象,這個意象要與消費者期望的或者經歷過的生活世界產生統一或者共情的時,價值才能發生。
其次是超越與回歸的統一。一方面要超越構建者自我認知,回歸商業的本質——人性。另一方面要超越過分關注產業的實用功利,回歸理性價值,與目標用戶產生精神共鳴。
最後是真、善、美的統一。我們需要把對規律理解的「真」與激發消費者快適的「美」和在精神領域提升人生境界的「善」統一起來,這樣就能實現把社會效益放在首位、社會效益和經濟效益相統一的目標。
由此,通過對自然、社會、藝術、科學、技術等方面美的解構與創造,傳達出優美與崇高、悲劇與戲劇、醜與荒誕、沈郁與飄逸、空靈與無言等等不同的審美意象。
在數字技術快速發展背景下,一體化思維成為文創4.0時代文化和旅遊產業發展可以也必須做好的底層邏輯。
首先是資源、創意、生產、營銷、銷售、投資、服務等一體化策劃。文化和旅遊產業發展的前期一定要做好一體化的頂層設計,要把運營前置到策劃階段,避免走彎路。
其次是城市、行業、類別、企業等文化資源一體化運營。文化和旅遊產業的發展,要做城市文化的代表、行業文化的代表、時尚文化的代表,在運營前期就必須把能整合的文化資源進行全面整合,實現多贏的局面。
最後是目標客戶、供應商、投資者、競合企業、標桿企業等相關利益者的一體化戰略。一方面要全面調動產業鏈各相關利益者參與產業生態互動的意願來構建一體化戰略,另一方面把這些利益相關者作為價值創造的生命共同體進行整合,使之成為創意者、營銷者、銷售者等多重身份合一的價值夥伴。
做好這三個一體化,才能統籌策劃與運營、兼顧自身與行業、協調內部與外部,使產業按照數字化時代要求進行發展。(來源:中國經濟網 2022-01-06)
Oct 10, 2022
文創 庫
文創4.0:一個核心要素和兩個底層思維
中國文化和旅遊產業正在跑步進入文創4.0時代,這是技術、政策、新冠肺炎疫情、社會等多重因素疊加的結果。
隨著語音識別、圖像識別、自然語言理解等技術的提高,人工智能(Artificial intelligence)在智能寫作、設計、音樂、遊戲、展陳、講解、老照片修復等領域的應用逐漸得以提升。在區塊鏈(Blockchain)方面,用區塊鏈進行版權保護、流通和內容創意等方面都有所突破。在雲計算(Cloud computing)方面,各種文化雲、媒體雲如雨後春筍般湧現,雲計算在文化和旅遊產業、公共文化服務、文化場館服務等方面得以全面應用。在大數據 (big Data)和社會化計算(Social computing) 方面,一批文化大數據公司和社會化計算公司的出現,有效地推動了文化和旅遊產業的發展。以ABCD‘S為代表的新技術的進步加速了重塑傳統文化和旅遊產業數字化的進程。
一系列推動數字文化和旅遊產業發展的政策出臺,極大地推動了相關產業的發展。2018年11月25日,《文化和旅遊部關於提升假日及高峰期旅遊供給品質的指導意見》發佈,指出,要提升智慧旅遊管理水平;2019年4月16日,文化和旅遊部辦公廳印發《公共數字文化工程融合創新發展實施方案》指出,要創新驅動,突出效能。加強雲計算、大數據、人工智能等現代科技應用,創新公共數字文化服務業態,促進工程轉型升級和服務效能提升。2019年8月23日,《國務院辦公廳關於進一步激發文化和旅遊消費潛力的意見》發佈,並指出要促進文化、旅遊與現代技術相互融合,發展基於5G、超高清、增強現實、虛擬現實、人工智能等技術的新一代沈浸式體驗型文化和旅遊消費內容。2021年4月29日文化和旅遊部發佈《「十四五」文化產業發展規劃》,指出推動新一代信息技術在文化創作、生產、傳播、消費等各環節的應用,推進「上雲用數賦智」,加強創新鏈和產業鏈對接。
2020年開始的全球新冠肺炎疫情加速了中國文化和旅遊產業的數字化發展。2020年10月15日第128屆廣交會首次采用互聯網形式在線上舉辦,雲會展達到了很多原來意想不到的效果,推動了數字會展產業的發展。
據國家統計局數據顯示,2020年上半年,全國5.9萬家規模以上文化及相關產業企業實現營業收入為40196億元,按可比口徑計算,比2019年同期下降6.2%。但是文化新業態特征較為明顯的數字出版,動漫、遊戲數字內容服務,互聯網遊戲服務,多媒體等16個行業小類實現營業收入12939億元,比上年同期增長18.2%,這表明雖然從總體數據上來看,上半年文化產業營業額是下降的,但以文化科技為特征的文化產業新業態卻是逆勢上揚的。這主要是因為疫情改變了人們的文化消費模式,尤其是線上消費成為新常態,雲會議、雲展覽、雲音樂、雲旅遊、雲觀影、在線教育等蓬勃發展,從而加快了文化產業與新技術的融合發展,推進了文化產業轉型升級。
從社會來看,以95、00後為代表的移動互聯網原住民的消費崛起,推動了數字文化和旅遊產業的創新。這些被稱為Z世代的消費群體,按照互聯網方式思維生產、傳播和消費文化產品,願意接受新鮮事物,重視文化產品的社交化、潮流性和個性化。
正是以新一代信息技術、產業政策、新冠肺炎疫情、社會變遷等為主要因素的疊加影響,極大地推動了文化和旅遊產業新業態的快速發展,形成了文化和旅遊產業發展的新特征,讓文化和旅遊產業跑步進文創4.0時代。
文創4.0時代包括一個核心要素和兩大底層思維。
核心要素是全面數字化。至少包括三個方面。首先是全產業門類數字化。不管是新聞、藝術、設計,還是音樂、文化園區、景區等,所有的文化和旅遊產業業態都要考慮與數字化的融合。其次是全產業鏈數字化。從文化和旅遊資源、文化和旅遊創意、文化和旅遊產品生產、文化和旅遊營銷、文化和旅遊消費到文化和旅遊服務,都要考慮與數字化融合,建立新的業態。第三是全產業要素數字化。從版權、人才、市場、技術、資金,甚至機制都要考慮與數字化相適應。
當然,數字化不是簡單的把傳統資源變為數字資源,或者簡單做個數字營銷、數字產品等,而是要按照數字經濟快速發展催生出的全新數字生活空間的要求,建立數字社會的運營思維進系統謀劃。
兩大底層思維分別是審美思維和一體化思維。
文化和旅遊產業本質是審美的產業,要以審美的思維來構建數字經濟時代的文化和旅遊產業。
Oct 10, 2022
文創 庫
中國年輕人文化圈層全景圖
物以類聚人以群分,不用想著全能選手,能掌握一兩項技能就很好了。
近年來,圈層的概念被頻繁拋出,「圈層營銷」一時間成為營銷業界的熱詞。代際更疊變化,把更多的話語權交到了 95 後、00 後的手中,在「品牌年輕化」被奉為未來戰略的當下,品牌迫切想要找到一個切口,融入新生代。聚集 TA 們的「圈層」成為品牌讀懂年輕人,和 TA 們「玩在一起」的主要途徑。
關於圈層的理解和劃分標準眾說紛紜,青年誌作為領先的年輕人營銷咨詢機構,綜合多年來對年輕人和圈層文化的系統性研究,在《青年誌圈層營銷方法論 2021》白皮書中,繪製出最新文化圈層全景圖,並且從圈層定義、適用性、選擇邏輯的維度,建立起新的圈層營銷邏輯框架。SocialBeta 獲得授權,對該報告及青年誌圈層營銷系列文章內容進行梳理整合,以期為營銷從業者帶來更多的視角和靈感。( 2021-08-20 青年誌)


Oct 13, 2022
文創 庫
纺织时尚文创:桃金娘叙事
桃金娘是一种常绿灌木,粤、闽山野很多,叶对生,夏天开淡红色的花,很好看的,花后结圆形像石榴的紫色果实。有一个别名广东土话叫做“冈拈子”,夏秋之间结子像小石榴,色碧绎,汁紫,味甘,牧童常摘来吃,市上却很少见,还有常见的蒲桃,及连雾,也是桃金娘科的植物。
一个人没有了母亲是多么可悲呢!我们常看见幼年的孤儿所遇到的不幸,心里就会觉得在母亲的庇荫底下是很大的一份福气。我现在要讲从前一个孤女怎样应付她的命运的故事。
在福建南部,古时都是所谓“洞蛮”住著的。他们的村落是依著山洞建筑起来,最著名的有十八个洞。酋长就住在洞里,称为洞主。其馀的人们搭茅屋围著洞口,俨然是聚族而居的小民族。十八洞之外有一个叫做仙桃洞,出的好蜜桃,民众都以种桃为业,拿桃实和别洞的人们交易,生活倒是很顺利的。洞民中间有一家,男子都不在了,只剩下一个姑母一个小女儿金娘。她生下来不到二个月,父母在桃林里被雷劈死了。迷信的洞民以为这是他们二人犯了什么天条,连他们的遗孤也被看为不祥的人。所以金娘在社会里是没人敢与她来往的。虽然她长得绝世的美丽,村里的大歌舞会她总不敢参加,怕人家嫌恶她。
她有她自己的生活,她也不怨恨人家,每天帮著姑母做些纺织之外,有工夫就到山上去找好看的昆虫和花草。有时人看见她戴得满头花,便笑她是个疯女子,但她也不在意。她把花草和昆虫带回茅寮里,并不是为玩,乃是要辨认各样的形状和颜色,好照样在布匹上织上花纹。她是一个多么聪明的女子呢!姑母本来也是很厌恶她的,从小就骂她、打她,说不晓得她是什么妖精下凡,把父母的命都送掉。但自金娘长大之后,会到山上去采取织纹的样本,使她家的出品受洞人们的喜欢,大家拿很贵重的东西来互相交易,她对侄女的态度变好了些,不过打骂还是不时会有的。
因为金娘家所织的布花样都是日新月异的,许多人不知不觉地就忘了她是他们认为不祥的女儿,在山上常听见男子的歌声,唱出底下的词句:
你去爱银姑,
我却爱金娘。
银姑歌舞虽漂亮,
不如金娘衣服好花样。
歌舞有时歇,
花样永在衣裳上。
你去爱银姑,
我来爱金娘,
我要金娘给我做的好衣裳。
(见原籍台中的五四时期文学家许地山的小说《桃金娘》)
纺织文创:传统很美丽~蓝染工艺
纺织时尚文创~文创+纺织,比想象中更无界
陈明发博士谈纺织与时尚文创《宽鬆上衣紧身裤》
福建惠安美女文创
越南卢族的手织经典“昼夜包”
文化创意产业中情境创意研究 及其在江苏的实践
彼得·梅尔《品味》往哪边穿
Oct 21, 2022
文創 庫
台灣文創分類
1)視覺藝術產業:
藝術評論
藝術作品修復
字畫裱背
藝術品鑑定、鑑價
藝術品物流及倉儲
藝術保險
出版產業
展覽籌辦
2)表演藝術產業 &
3) 流行音樂及文化內容產業:
服裝指導、表演造型設計
燈光、舞臺設計服務
未分類其他藝術表演輔助服務
舞臺燈光音響設備出租
工作平臺架設工程
觀光旅遊
4)工藝產業:
原材料提供及研發
展覽籌辦
觀光旅遊
5)出版產業:
版權經紀
印刷業
展覽籌辦
6)廣告產業、設計品牌時尚產業:
市場研究
民意調查
行銷開發
7)產品設計產業:
市場研究
模具製造
8)文化資產應用及展演設施產業:
藝術經紀及顧問、藝術策展
9)電影產業 &
10) 廣播電視產業:
其他藝人及模特兒等經紀
電影及電視節目拍攝器材設備出租
11)創意生活產業:
觀光旅遊
Oct 25, 2022
文創 庫
Program Adiguru CENDANA
NILAI GERAN
bertujuan untuk menunjang perkembangan dan memastikan kesinambungan bentuk-bentuk kesenian tradisional Malaysia, serta melahirkan kesedaran dan menggalakkan pemindahan pengetahuan dan kerja-kerja pendokumentasian.
Program Adiguru CENDANA menyediakan pembiayaan sehingga RM30,000 bagi setiap permohonan untuk tempoh masa sehingga dua belas (12) bulan untuk membangunkan program-program atau menambahbaik infrastruktur berkaitan dengan bentuk kesenian masing-masing.
KRITERIA PROGRAM
Program Adiguru CENDANA merupakan sebuah program kesenian masyarakat yang bermatlamat untuk:
Menghargai individu atau kumpulan atas kepakaran (amalan-amalan dan ungkapan-ungkapan yang diwarisi dari generasi ke generasi, serta pengetahuan, kemahiran dan nilai berkaitan yang dianggap oleh masyarakat tempatan sebagai sebahagian daripada bentuk-bentuk kesenian tradisional mereka) dan pencapaian seumur hidup dalam memupuk kecemerlangan, daya tahan dan perkembangan kesenian tradisional Malaysia dalam masyarakat mereka;
Mengutamakan sokongan para adiguru atau pengamal kesenian tradisional yang berpengalaman dalam mengajar seni mereka kepada golongan muda setempat;
Memperkuat usaha-usaha para adiguru atau pengamal kesenian tradisional yang berpengalaman dalam memastikan kelestarian amalan seni mereka dalam masyarakat;
Meningkatkan penonjolan diri para adiguru atau pengamal kesenian tradisional yang berpengalaman melalui proses dokumentasi yang akan dilaksanakan oleh CENDANA dengan rakan program PUSAKA bagi menggalakkan lagi penghargaan dan pemahaman;
Membolehkan para adiguru atau pengamal berpengalaman untuk menyelenggara/ menambahbaik infrastruktur (contoh: panggung awam) atau menambahbaik kelengkapan lain (contoh: kostum tradisional, alat muzik) bagi kesenian tradisional dalam masyarakat setempat;
Memudahkan jalinan dan perkongsian antara para adiguru atau pengamal berpengalaman, masyarakat mereka, dan pembangunan koridor ekonomi wilayah, mempromosikan bentuk-bentuk kesenian mereka kepada masyarakat yang lebih luas dan menyumbang kepada kelestarian dan daya maju amalan kesenian mereka. Ini termasuk penyertaan dalam program jangkauan yang berkaitan seperti program perantisan yang dianjurkan oleh CENDANA dengan rakan program PUSAKA.
Kesemua permohonan yang diterima akan melalui satu proses penilaian yang kompetitif oleh Jawatankuasa Penilaian CENDANA dan/atau Panel Penasihat Industri dan diluluskan oleh Pihak Pengurusan tertakluk kepada kriteria-kriteria yang telah ditetapkan, kekuatan permohonan dan dokumen-dokumen sokongan yang disertakan semasa permohonan. Sila merujuk kepada Terma Rujukan untuk maklumat lanjut.
Sekiranya terdapat sebarang persoalan atau ingin mengetahui berkenaan program ini dengan lebih lanjut, boleh hantarkan emel kepada grants@cendana.com.my
Oct 27, 2022
文創 庫
臺灣文創產業發展現況與趨勢|文創產業發展總論|



在聯合國2015年9月通過的永續發展目標(SDGs)架構內,國際發展議程首次提及文化。聯合國教科文組織認為保護和促進文化本身就是目的,同時直接為許多永續發展目標做出貢獻—安全和永續的城市、工作和經濟成長、減少不平等、環境、促進性別平等以及和平與包容社會。永續發展係在思考經濟發展與成長之外的概念轉變,若是將經濟、社會和環境目標作為永續發展的三大支柱,聯合國教科文組織認為文化和創意對這些支柱中的每一面向都有橫向貢獻。永續發展的經濟、社會和環境層面反過來又有助於保護文化遺產和培養創意。(見pdf《 2021 臺灣文化創意產業發展年報》)
Oct 28, 2022
文創 庫
書中將故宮文化與中國古典文化進行趣味結合,包含了較簡單的禮樂度量、時令節氣、棋譜書畫、五行八卦等知識,拓寬了博物館文化的外延。故宮出版社社長王亞民認為,是「與科技創新、多媒體進行融合」的跨界文創,「讓故宮的文化更好地走向社會、走向大眾、走向青少年的心中」。
還有蘇州博物館的「融」模式,也是4.0版文創擴展博物館外延的優秀案例。據蘇州博物館副館長謝曉婷介紹,「融」的對象包括不同行業的合作夥伴、不同領域的專家、不同需求的群體,包括媒體、旅遊、金融、科技等六個板塊。謝曉婷指出,這樣的深度合作,可以「助力博物館走進大眾」。
博物館文創的4.0版是目前博物館文創跨界合作的高級階段。此時的產品已不再是1.0版的文具、包包,而是深挖了博物館的文化潛能,跨界合作更系統、科學、擁有著較為成熟的運作體系。例如,敦煌研究院將自家文創中心分為「如是敦煌」「念念敦煌」「星空下人類的敦煌」三個子品牌,分別來挖掘闡釋敦煌藝術、對外品牌合作和組織舉辦公眾活動;將反彈琵琶、飛天、駱駝、藻井、九色鹿、菩薩等特色元素融入文創中;跨界合作啟動「數字絲路」計劃,推出敦煌動畫劇、「敦煌詩巾」小程序等數字產品,形成了網絡時代文創產品開發新模式,用大眾喜聞樂見的方式,生動解讀了跨越千年的壁畫故事。
總體來看,4.0版的博物館文創產品,更加注重提高博物館文化對於社會的影響力,極具創新意識和大局觀。它們能夠無限拉近博物館與公眾的距離,貼切生活,走近千家萬戶。正如河南博物院副院長李琴所說,「用古今對話抓住觀眾的心」,通過對傳統文化的創新表達,令公眾感悟中華文化的堅實內核,提升文化自信,也助推文旅融合發展。
從1.0版到4.0版
博物館文創的發展趨勢
文創產品內涵和形式越來越豐富多樣。目前,許多博物館立足本館的文化內涵,以創新為中心,把有自身文化特色的元素融入新研發的文創產品之中。比如,敦煌研究院研發的金屬書簽,就選擇了敦煌壁畫中最具代表的九色鹿、飛天、寶相花、三耳兔等元素,體現了敦煌壁畫圖案紋樣豐富、色彩絢麗等特點,並通過隨書簽所贈送的精美產品信息卡,對產品背後的壁畫原型進行了生動精簡的雙語介紹。
另一方面,博物館逐漸開始根據時尚潮流創新產品形式。比如結合近年來興起的「盲盒文化」,河南博物院推出了考古盲盒,受到眾多年輕人的喜愛,每次上新都供不應求。考古盲盒並不是簡單地復製盲盒這種形式,而是加上「考古」這一元素。將仿製的「寶物」包裹起來,贈送「考古神器」洛陽鏟供消費者「挖寶」,整個過程新穎有趣。
各大博物館逐步開始線上線下相結合的創意營銷。博物館借助互聯網提高文創產業和本館的傳播度和關注度,以相對輕松的方式講好文創故事,並通過線下展覽和演出與線上演播和推廣相結合的方式,開展文創產業的創意營銷。中國絲綢博物館從2019年開始,舉辦的「國絲漢服節」都規定了明確的主題,從「明之華章」到「宋之雅韻」再到「唐之雍容」,圍繞每年的主題,在線下開展專業導覽、專家講座、文物鑒賞、漢服之夜等一系列活動。同時利用微博、b站、抖音等平臺,吸引漢服文化愛好者深入參與,激發年輕人對漢服文化的熱情。絲綢博物館利用這一活動,在宣傳傳統文化的同時,也推動相關文創產品的營銷推廣,比如漢服走秀活動,創造了許多「漢服爆款」,博物館也適時推出了本館的聯名漢服。
此外,除了博物館自身發力,網絡的力量也不可或缺。去年,三星堆出土新文物的消息引起眾多人關注。三星堆博物館把握這一熱點,趁著這股「東風」,推出了「青銅面具」雪糕。
文創產業逐漸走出文博機構,聯合各方力量,構建新的產業形態。在文創產品的推廣銷售方面,文博機構緊跟風口的同時,與當下流行的推廣銷售方式結合。例如2020年、2021年「雙11」前,故宮淘寶、上海博物館旗艦店等文創網店也開始嘗試直播帶貨,參與到購物節營銷之中。
此外,博物館的IP授權、跨界聯名正在成為新的發展趨勢。在IP授權方面,2019年國家文物局發布的《博物館館藏資源著作權、商標權和品牌授權操作指引(試行)》,對博物館資源授權內容做出了比較清晰的界定,在政策上實現了博物館館藏資源授權的「松綁」。同時跨界聯名也發展得風生水起,大量文創產品以博物館之名滲透到多個消費領域,多個「跨圈文創產品」成為爆款。敦煌博物館旗艦店與運動品牌李寧的聯名,將敦煌元素與運動服飾相結合,很好地趕上了當前流行的「國風」浪潮。
博物館文創產業開始嘗試走出國門。目前,中國博物館文創產業主要還是聚焦於國內市場,盡管發展迅速,但與國內外發展均比較成熟的大英博物館文創產業相比,還有很大的距離。現如今,中國博物館文創產品走出國門還是以參加大型國際展覽為主。如2017年首次在海外集中展示中國的文博文創產品,2018年在德國法蘭克福國際文具及辦公用品展上開展了「中國文博創意」主題展示活動,2019年在泰國曼谷舉行了「今日中國」中國博物館文化創意產品展銷等。
總體來說,博物館文創產業發展迅速,在相關政策的支持下,博物館聯合多方力量,不斷促進文創產業的提質升級。博物館的文創產品開發隊伍在不斷地擴大,各類新文創產品相繼面世,引領國潮消費新時尚。目前中國數千家博物館推出了難以計數的文創產品,有的尚處於1.0版的「小白」階段,有的已率先進化到4.0版。當然,在博物館文創發展中仍然存在許多問題,比如文創產品同質化仍然比較嚴重、部分產品質量需要完善、跨界聯名形式還比較單一、成熟完整的文創產業鏈還未形成、文創產業走出去戰略還處於起步階段等,還需要重點關注。(2022-03-21 搜狐)
Nov 5, 2022
文創 庫
2.0版
提取文物元素,創意生活
2018年,博物館文創進入一個特殊的轉折點。當《關於進一步加強文物工作的指導意見》發布後,92家博物館成為首批全國博物館文化創意產品的開發試點單位。這意味著,文化創意產業在政策和實踐層面正式成為博物館的「標配」,博物館文創從1.0版進入2.0版。
比如北京故宮博物院推出的朝珠耳機,就巧妙利用了朝珠和耳機外形的相似性。有人戲言戴上耳機仿佛瞬間「老佛爺附體」;再比如上海博物館的「天下一人」帆布包,提取了宋徽宗在《柳鴉蘆雁圖》中的簽名畫押進行設計,做成的帆布包極具個性。文創少了「冰冷」,多了「鮮活」。
2.0版的博物館文創,產品使用場景逐漸生活化,一個個既有顏值又有實用性的文創陸續走紅。膠帶、鎮尺、手機座、帆布袋、雨傘……這些產品頗具個性和時尚感,既符合了現代人的審美需求,又滿足了人們「穿越時空」的愉悅感,成功吸引了公眾對博物館文化的關注。
正如中國文物學會會長、原故宮博物院院長單霽翔所說,「把文化資源提煉出來,和人們的生活對接,人們才會喜歡。」這個版本的博物館文創,除了文具、日用品外,也開始有了電子產品、食品、護膚等種類新的嘗試。從摸得到的實物到看得見的創意,從功能性定位到文化品位,從有趣的表現形式到豐富的文化內涵,文創產品不斷「上新」的背後是博物館對傳遞歷史文化的「上心」。越來越多的文創產品已經走出博物館大門,「活」進了老百姓的日常生活中。
對於2.0版文創,博物館一方面嚴格把控文創產品的質量,一方面在文創產品價格上有意識地進行分層設置,以滿足不同群體的消費需求。同時,銷售渠道也從單一的館內櫃臺,拓展到網絡營銷。
3.0版
樹立文物品牌,跨界聯合
當博物館文創升級到3.0版時,就進入到「大步」跨界階段。文創開始打破次元壁,玩轉流行文化,逐漸向「國潮」靠攏。隨著博物館跨界品牌授權合作的深入,各種各樣令人耳目一新的「博物館+」紛紛出現:+餐飲、+科技、+金融、+美妝、+旅遊、+遊戲……
比如,中國國家博物館與歐萊雅聯名推出的《千秋絕艷》系列口紅,將五種「明星色號」與五位「古典美人」相對應,將中國古典優雅感融入美妝;故宮博物院與網易遊戲聯合開發的手機遊戲《繪真·妙筆千山》,以《千里江山圖》為創作藍本,玩家如身臨其境,一秒穿越回北宋的大好河山;三星堆博物館在微信表情商店上線「古蜀萌娃」系列表情包,原本神秘、嚴肅的青銅面具變身可愛的萌娃,配上趣味十足的四川方言,風格輕松愉悅,引發網友紛紛下載;湖南省博物館與長沙銀行、奶茶品牌「茶顏悅色」聯合推出了信用卡「喝唄卡」,以湖南省博「君幸食貍貓紋漆盤」IP為主題,用美食話題輸出歷史和文化……
打造3.0版的文創時,博物館開始關注到知識產權的保護和利用。各大博物館文創有意識地開始樹立品牌形象,打造本館特色IP。博物館文創讓歷史文化資源「活」起來的關鍵在於「擁有故事和文化」,其開發或設計應該「從藏品中獲得靈感」。
同時,博物館加強網絡銷售渠道的宣傳。開通天貓、京東、微信等多平臺的銷售渠道,且重視線上宣傳力度、著意維護品牌形象。例如,故宮博物館、陜西歷史博物館、蘇州博物館、四川博物館等。
2019年8月15日,天貓還發布了「天貓新文創2.0計劃」,天貓平臺營運事業部總經理家洛表示,未來3年,讓全球博物館的「鎮館之寶」都上天貓,並與1萬個品牌進行跨界合作。
3.0版本的博物館文創更注重文創的附加價值,比如頗費心思的包裝盒,足以讓產品再上檔次。不少觀眾將博物館文創作為贈送親朋禮物的優質選擇,可以說是人氣滿滿。
當博物館文創發展到3.0版,已經擴寬了文創的創意思路,讓文創全面開花。這時候的博物館文創已經打破了傳統的實物產品界限,延伸到無形的產品之中,各種創意聯動層出不窮,迎來博物館跨界新風貌。「博物館文創IP的新時代已經到來」,原陜西歷史博物館館長強躍如是說。
4.0版:打破文物局限,深挖潛能
4.0版的博物館文創,不僅是對於博物館原有內容的開發,還盡力擴大其外延,實現自我價值的創造,是博物館文創跨界合作的又一次「升級更新」。
例如,北京故宮博物館出版社聯合真人密室逃脫遊戲連鎖品牌「奧秘之家」,推出互動解謎書《謎宮·如意琳瑯圖籍》《謎宮2·金榜題名》。(下續)
Nov 5, 2022
文創 庫
博物館文創從1.0到4.0,實現「野蠻生長」到「絕妙創意」的跨越
從簡單的「貼圖」生產旅遊紀念品,發展到利用館內豐富的文創資源和平臺轉化為文創產品的階段,博物館文創實現了從1.0版逐步發展到4.0版的質變。
從一路「野蠻生長」,到絕妙的創意大受歡迎,博物館文創到底經歷了怎樣的蛻變?
1.0版
復印文物印象,簡單疊加
這是博物館文創「亮相」的初級階段,它們充當了博物館旅遊紀念品的角色。比較常見的是文物仿製品,還有馬克杯、T恤、便利貼、書簽、筆記本、冰箱貼等小件生活日用品或文具。
1.0版的博物館文創,通常是將文物按一定比例仿製,或者是將文物的形象、博物館建築圖案、logo的元素直接印製到產品上面。其中,仿製品只有純觀賞性功能、缺乏實用價值,且定價較高,常有觀眾高呼「買不起」。而印製圖案類的文創設計普遍比較簡單,只是直接、機械地復印圖案,缺乏創新點。這樣一來,文創價格往往兩極分化,無法分層照顧不同群體的消費需求。另外,這個版本的文創品種有限,同質化嚴重,銷售也主要是在博物館里售賣。
總體來說,1.0版的文創,跨界幅度比較小,產品帶給公眾的吸引力不足。很長一段時間內,這是博物館文創的主要呈現方式。事實上,時至今日,仍有相當一部分中小博物館的文創還停留在1.0版。
Nov 5, 2022
文創 庫
陳明發博士〈華團文創〉
在馬來西亞現實中,有三股力量在形塑著華人社會:政治、經濟與文化;分別由華基政黨、中華商會與華團挑大梁。這是為了討論方便而作的表層分工,在實際操作上,彼此相互影響則在所難免。近年來,在「超越政治、關心政治」的趨勢下,彼此涉入也似乎無需避諱。還有一個相互涉入的現象就是,部分華團在其傳統文教活動之外,也開始組織與本身血緣或地緣有關的總商會以投入經濟计划。這種既不忘傳統角色而又嘗試影響其他領域的動向,在日益開放的社會更是無可避免,其形塑社會整體的程度因而日益擴散挺深。在這麽一個時代背景下,適宜引進一個新興動力,以整合華社目前在傳統政治、經濟與文教領域的各項努力,成為這個國家在立國一甲子後,既能超越疫後振興的艱辛挑戰,又可掀開新的建國議程。我稱之為“文創動力”;其優先行動是立足華社,協助華團進入國家的主流文創發展,與各族并肩與時俱進。(28.11.2022)
文創領域粗略概念
多媒體文創(影視與廣播、廣告、設計、動漫及數字内容)
藝術文創(音樂藝術、視覺藝術、表演藝術、工藝、創意寫作、纺織及時尚)
文华遺產文創(博物館、檔案局、修復、維護)[馬来西亞2009年國家創意産業政策]
每個領域有其次分類,如相關的研發、規化、傳播、諮詢等支援活動。
Nov 6, 2022
文創 庫
陳明發博士〈路線圖〉
隨著全球掀起文創產業大潮,作為民族文教事業基地的華團,隱藏著深厚文史底蘊與眾多文教人才。一旦這些人才掌握了文創的動能,文史資源也就可能提煉、轉化成本土文創的文化資產。一種比現有會所產業、銀行定存等有形資產更可貴的財富。
什麼財富呢?首先是結合上時代的脈搏,促使組織在國族振興上扮演更高層次的要角;有助於創富、精神更新、重塑社會風氣,並為新一代製造更多更穩靠的就業、創業機會。
我們並不是從頭做一件完全新的事,而是世界諸多國家早已推動、實驗,並一再從實踐中改進的一項生產活動。
從東盟各邦及中國、日本與韓國等戰略夥伴,到歐美澳紐等先進國,無一例外地都把文創產業作為支柱產業,放到整個國家競爭力發展戰略的高度而加以規劃。
什麼是文創産業?它是立基於創意與文化的社會經濟生產活動。透過個人或集體的創作、創造與創新等智力劳作,投入新創觀念、技能與資訊等知識,生產出文化內容與創意成果等核心價值,具有知識產權或消費市場為交易保證,為公眾提供有異于前的文化體驗,也就是具有內在感情、認同等抽象聯系的行業集群。具體領域包括文化產物貯藏單位如檔案局、圖書館、文物館、博物館、美術館;古跡、非物質文化遺產;電影廣播電視、數字內容、廣告、動漫、視覺藝術、表演藝術、音樂、新聞出版、設計、廣告、節慶、會展、工藝品、藝術品、文物古董、時尚消費、旅遊休閑娛樂,及相關的研發、咨詢、策劃、承辦等輔助服務等大門類。目前最迫切的行動,是整理好加快社團投入這創意產業發展大計的路線圖。(9.11.2022)



Nov 9, 2022
文創 庫
陳明發《創新求勝》
讀過一本份量很重的書《創新求勝》;它的論點很特別,人人說“知識是力量”,它卻說“企業的力量在于它創造知識的能力。
現在,學校、企業'城鎮與社會都知道,知識是競爭力的重大元素。
但很少人在研究,知識是怎樣創造出來的。就像人人現在都懂得上網去”挖掘資訊“,可是你可能挖掘到的資訊,人人〔包括你的對手)也一樣能挖掘到,那來”不一樣的競爭力“?
《創新求勝》一書引述日本的例子,說明他們意識到,能夠形諸于文字的知識(或稱“外顯知識”)只是真正知識的冰山一角;而“內隱式的”(tacit)知識,却不易看得見也不易表達。
內隱式的知識極為個人化且難以形式化,因此不易溝通或與他人分享。主觀的洞察力、直覺和預感均屬于這一類。再者,內隱式的知識深植于人的行動與經驗當中,同時也深植于個人的理想、價值和情感之上。
對于推廣本地旅游、美食與房地產等產品,也要找出這地方的“內隱的”、“獨特”的知識,這需要不一樣的知識工作者與傳播者。
Nov 12, 2022