The creative economy, as defined by Howkins, includes all the sectors whose goods and services are based on intellectual property: advertising, architecture, crafts, design, fashion, film, games and toys, music, publishing, research and development, software, TV and radio, and videogames, and visual and performing arts.
ΟΡΟΙ:cultural industries/creative industries/ leisure industries/entertainment industries/ content industries /copyright protected industries /cultural economy/ creative economy
Ιt displays a pathway from supply to demand, from creation to production, to distribution to commercialization, and, finally, to consumption.
Explicit recognition that amongst a broad base of ideas and creations generated through innovation only a portion will become commercially viable. A feedback loop that demonstrates the critical role different incentives can play at each stage of the value chain. Emphasis on good governance and intellectual property as central crosscutting conditions that facilitate the process, underscoring the importance of institutions.