Definitions of the creative industries
Various definitions on what activities to include in the creative industries have been suggested (DCMS 2001, p. 04) (Hesmondhalgh 2002, p. 12)(Howkins 2001, pp. 88–117)(UNCTAD 2008, pp. 11–12) and even the name itself is a contested issue - there being significant differences and overlap between the terms 'creative industries', 'cultural industries' and 'creative economy' (Hesmondhalgh 2002, pp. 11–14)(UNCTAD 2008, p. 12).
Lash and Urry suggest that each of the creative industries has an 'irreducible core' concerned with "the exchange of finance for rights in intellectual property," (Lash & Urry 1994, p. 117). This echoes the UK Government Department for Culture, Media and Sport (DCMS) definition which describes the creative industries as:
- “those industries which have their origin in individual creativity, skill and talent and which have a potential for wealth and job creation through the generation and exploitation of intellectual property.” (DCMS 2001, p. 04)
The current DCMS definition recognises eleven creative sectors, down from fourteen in their 2001 document. They are:
- Advertising
- Architecture
- Arts and antique markets
- Crafts
- Design (see also communication design)
- Designer Fashion
- Film, video and photography
- Software, computer games and electronic publishing
- Music and the visual and performing arts
- Publishing
- Television
- Radio (DCMS 2006)