Abstract
The computer games industry can be regarded, in many ways, as a paradigmatic sector of the creative economy. It has been firmly on the policy agenda in the United Kingdom since New Labour’s election in 1997 and, in particular, since 1998 with the inclusion of digital games as a sub-sector of creative industries as defined by the Creative Industries Task Force. Its high public profile has been justified by claims of economic weight and potential externalities (DCMS, 2012a; TIGA, 2012). As well as a belief that the sector can provide direct benefits to the economy, it is suggested that it also provides additional advantages through a multiplier effect and can even ameliorate the impact of the recent recession. In terms of policy interventions aimed at fostering growth within the computer games industry, many efforts have taken a spatially targeted focus including the funding and development of hubs and clusters. The rationale for this attention rests on a belief that the sector has a particular spatial logic in common with the wider creative industries, which preferences proximity and is subject to advantages of agglomeration. Despite a paucity of empirical research specifically reviewing the spatial rationale of the computer games sector, significant work has been undertaken to identify the location patterns within the wider creative economy. The existing research suggests that the creative industries have a dominant spatial rationale which tends to favour co-location, and that large metropolitan centres act as natural hubs of activity, but there remain gaps in the evidence base.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Antcliff, V., Saudry, R. and Stuart, M. (2005) Freelance worker networks in audio-visual industries, Lancashire Business School Working Papers, Preston: University of Central Lancashire.
Appold, S.J. (1998) Labor-market imperfections and the agglomeration of firms: evidence from the emergent period of the US semiconductor industry, Environment & Planning A, 30(3): 439–62.
Bakhshi, H. and Mateos-Garcia, J. (2010) The Innovation Game: Adjusting the R&D Tax Credit: Boosting Innovation in the UK Video Games Industry, London: NESTA.
Banks, M., Lovatt, A., O’Connor, J. and Raffo, C. (2000) Risk and trust in the cultural industries, Geoforum, 31: 453–64.
Bathelt, H., Malmberg, A. and Maskell, P. (2004) Clusters and knowledge: local buzz, global pipelines and the process of knowledge creation, Progress in Human Geography, 28(1): 31–55.
Bathelt, H. (2005) Cluster relations in the media industry: exploring the ‘distanced neighbour’ paradox in Leipzig, Regional Studies, 39: 105–27.
Bayliss, D. (2007) The rise of the creative city: culture and creativity in Copenhagen, European Planning Studies, 15(7): 889–903.
Champion, K. (2008) The business of creative cities, Journal of Urban Regeneration and Renewal, 2(2): 111–23.
Champion, K. (2010) Hobson’s choice? Constraints on accessing spaces of creative production in a transforming industrial conurbation, Creative Industries Journal, 3(1): 11–28.
Cook, G.A.S. and Pandit, N.R. (2007) Service industry clustering: a comparison of broadcasting in three city-regions, Service Industries Journal, 27(4): 453–69.
Cornford, J., Naylor, R. and Drive, S. (2000) New media and regional development: the case of the UK computer and video games industry, in A. Giunta, A. Lagendijk, and A. Pike (eds), Restructuring Industry and Territory: The Experience of Europe’s Regions, Norwich: Routledge, pp. 83–108.
Cornford, J. and Naylor, R. (2001) Cutting edges in strange places: new media debates and the computer and video games industry in the UK, CURDS Discussion Paper 01/1, Centre for Urban and Regional Development Studies, University of Newcastle upon Tyne.
Crewe, L. (1996) Material culture: embedded firms, organizational networks and the local economic development of a fashion quarter, Regional Studies, 30(3): 257–72.
DCMS (2001) Creative Industries Mapping Document, London: DCMS.
DCMS (2011) Creative Industries Economic Estimates Full Statistical Release, London: DCMS.
DCMS (2012a) Budget boost for creative industries, http://www.culture.gov.uk/news/news_stories/8932.aspx.
DCMS (2012b) Ten super-connected cities announced, http://www.culture.gov.uk/news/news_stories/8931.aspx.
de Propis, L., Chapain, C., Cooke, P., MacNeill, S. and Mateos-Garcia, J. (2009) The Geography of Creativity, London: NESTA.
Drake, G. (2003) ‘This place gives me space’: place and creativity in the creative industries, Geoforum, 34: 511–24.
Ekinsmyth, C. (2002) Project organization, embeddedness and risk in magazine publishing, Regional Studies, 36(3): 229–43.
Flew, T. (2002) Beyond ad hocery: defining creative industries, Paper presented at the Second International Conference on Cultural Policy Research, Te Papa, Wellington, New Zealand, 23–26 January.
Florida, R. (2002) The Rise of the Creative Class, New York: Basic Books.
Galloway, S. and Dunlop, S. (2007) A critique of definitions of the cultural and creative industries in public policy, International Journal of Cultural Policy, 13(1): 17–31.
Garnham, N. (2005) From cultural to creative industries: analysis of the implications of the ‘creative industries’ approach to arts and media policy making in the United Kingdom, International Journal of Cultural Policy, 11: 15–29.
Grabher, G. (2002a) The project ecology of advertising: tasks, talents and teams, Regional Studies, 36: 245–63.
Grabher, G. (2002b) Cool projects, boring institutions: temporary collaboration in social context, Regional Studies, 36: 205–14.
Grabher, G. (2004) Learning in projects, remembering in networks? Communality, sociality, and connectivity in project ecologies, European Urban and Regional Studies, 2: 103–23.
Helbrecht, I. (1998) The creative metropolis: services, symbols, and spaces, International Journal of Architectural Theory, 3(1): 1–10.
Higgs, P., Cunningham, S. and Bakhshi, H. (2008) Beyond the Creative Industries: Mapping the Creative Economy in the United Kingdom, London: NESTA.
Horkheimer, M. and Adorno, T.W. (1944) Dialectic of Enlightenment, London: Verso.
Hutton, T. (2004) The new economy of the inner city, Cities, 21(2): 89–108.
Hutton, T. (2009) Trajectories of the new economy: regeneration and dislocation in the inner city, Urban Studies, 46: 978–1001.
Landry, C. (2000) The Creative City: A Toolkit for Urban Innovators, London: Comedia.
Leadbeater, C. and Oakley, K. (1999) The Independents: Britain’s New Cultural Entrepreneurs, London: Demos.
Leadbeater, C. and Oakley, K. (2001) Surfing the Long Wave: Knowledge Entrepreneurship in Britain, London: Demos.
Markusen, A. (2006) Urban development and the politics of a creative class: evidence from a study of artists, Environment and Planning A, 38: 1921–40.
Matarasso, F. and Landry, C. (1999) Balancing Act: 21 Strategic Dilemmas in Cultural Policy, Strasbourg: Council of Europe Publishing.
Mommaas, H. (2004) Cultural clusters and the post-industrial city: towards the remapping of urban cultural policy, Urban Studies, 41(3): 507–32.
Montgomery, J. (2007) The New Wealth of Cities: City Dynamics and the Fifth Wave, Aldershot: Ashgate.
Oakley, K. (2004) Not so cool Britannia: the role of the creative industries in economic development, International Journal of Cultural Studies, 7(1): 67–77.
O’Connor, J. (2000) The definition of the ‘cultural industries’, The European Journal of Arts Education, 2(3): 15–27.
O’Connor, J. (2004) ‘A special kind of city knowledge’: innovative clusters, tacit knowledge and the ‘creative city’, Media International Australia, Incorporating Culture and Policy, 112: 131–49.
Pratt, A. (2005) Cultural industries and public policy: an oxymoron? International Journal of Cultural Policy, 11(1): 31–44.
Rantisi, N., Leslie, D. and Christopherson, S. (2006) Placing the creative economy: scale, politics and the material, Environment and Planning A, 38: 1789–97.
Reimer, S., Pinch, S. and Sunley, P. (2008) Design spaces: agglomeration and creativity in British design agencies, Geografiska Annaler, Series B, Human Geography, 90(2): 151–72.
Santagata, W. (2002) Cultural districts, property rights and sustainable economic growth, International Journal of Urban and Regional Research, 26(1): 9–23.
Scott, A, J. (2001) Global City-Regions: Trends, Theory, Policy, Oxford: Oxford University Press.
Scott, A. J. (2004) The cultural products industries and urban economic development: prospects for growth and market contestation in global context, Urban Affairs Review, 39: 461–90.
Selwood, S. (2006) A part to play? The academic contribution to the development of cultural policy in England, International Journal of Cultural Policy, 12(1): 35–53.
Selwood, S. (no date) ESRC Seminar at LSE, http://www.lse.ac.uk/collections/ geographyAndEnvironment/pdf/Sara_Selwood.pdf#search=%22esrc% 20seminar%20lse%20sara%20selwood%22.
Skillset (2009) 2009 Employment Census, London: Skillset.
Skillset (2010) Computer Games Sector - Labour Market Intelligence Digest, London: Skillset.
Stolarick, K. and Florida, R. (2006) Creativity, connections and innovation: a study of linkages in the Montreal region, Environment and Planning A, 38(10): 1799–817.
Sydow, J. and Staber, U. (2002) The institutional embeddedness of project networks: the case of content production in German television, Regional Studies, 36(3): 215–27.
Taylor, C. F. (2006) Beyond advocacy: developing an evidence base for regional creative industry strategies, Cultural Trends, 15(1): 3–18.
Tepper, S. (2002) Creative assets and the changing economy, The Journal of Arts Management, Law and Society, 32(1): 159–68.
TIGA (2012) UK Video Games Industry, http://www.tiga.org/about-us-and-uk-games/ uk-video-games-industry.
Tschang, F.T. and Vang, J. (2008), Explaining the spatial organization of creative industries: the case of the U.S. videogames industry, Paper presented at The 25th DRUID Celebration Conference 2008 on Entrepreneurship and Innovation, Copenhagen, Denmark.
UNCTAD (2008) Creative Economy Report 2008, Geneva: UN.
Watson, A. (2008) Global music city: knowledge and geographical proximity in London’s recorded music industry, Area, 40(1): 12–23.
Work Foundation (2007) Staying Ahead: The Economic Performance of the UK Creative Industries, London: DCMS.
Wu, W. (2005) Dynamic cities and creative clusters, World Bank Policy Research Working Paper 3509, New York: World Bank.
Editor information
Editors and Affiliations
Copyright information
© 2013 Katherine Champion
About this chapter
Cite this chapter
Champion, K. (2013). Problematizing a Homogeneous Spatial Logic for the Creative Industries: The Case of the Digital Games Industry. In: Hotho, S., McGregor, N. (eds) Changing the Rules of the Game. Palgrave Macmillan, London. https://doi.org/10.1057/9781137318411_2
Download citation
DOI: https://doi.org/10.1057/9781137318411_2
Publisher Name: Palgrave Macmillan, London
Print ISBN: 978-1-349-33819-1
Online ISBN: 978-1-137-31841-1
eBook Packages: Palgrave Business & Management CollectionBusiness and Management (R0)