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The influence of digitalisation on cultural industry

  • sl7828
  • 2020年2月13日
  • 讀畢需時 4 分鐘

The structural change of cultural industry and the increasing proportion of content industry make the development of digital cultural industry present many new trends. The digital cultural industry is the extensive application of "Internet plus" and its digital technology in the cultural field. Its nature is technological thinking, while the core of cultural industry is creativity and cultural value (including copyright). The development of digital culture industry should grasp The Times closely, fully display the new characteristics of digital culture form and its dynamic generation, enhance the interactivity, experience and interest, but also have the aesthetic feeling of art and the demand of standard cultural value and the correct historical, national and national views.

The development of Internet technology and digital new media has, to some extent, affected the changes in the forms of literature and art. The space for the development of literature and art, as well as the creation and dissemination of literature and art, have also been adjusted. Digital technology innovation has become the driving force of economic and social development. With modernization process entering a consumer society, cultural innovation and its cultural significance to the enhancement of innovation awareness have become increasingly prominent. Therefore, based on the extensive application of digital technology represented by "Internet plus", as well as the interconnection of cultural resources and cultural values, it has increasingly become the source of innovation in the cultural industry and an important way of creative transformation and innovative development of excellent traditional culture. It is worth noting that the industrial Internet is forming a cross-boundary fusion Internet with the consumption Internet, and cultural industry will play a very important role.

1. The influence of digitalization on cultural tourism

The "digital town" of Lijiang in Yunnan, China, for example, is an example of this convergence. Greco TenCent group vice President, said that the digital culture as the core of digital town, let visitors can experience not only 5 g video phone, robot service, innovative services such as automatic matching position the wisdom of the parking lot, more launched the "all things have spirit of Yunnan" and so on plan, with games, music, film and digital combination, build a virtual and reality free switch all travel experience.

2. The impact of copyright in the digital age

Though knowledge has increased, it has led to a complexity of reporting work. The concept of piracy is not new; it has existed for many decades now. Piracy has been portrayed as a grave universal predicament. For instance, the Business Software Alliance (BSA 2003) reported that the rate of piracy in emerging economies has increased in countries such as Russia (67% for software industry, 81% for movie industry, 58% for music industry, and 79% for gaming industry), Brazil (56% for software industry, 22% for movie industry, 48% for music industry, and 91% for gaming industry), and India (65% for software industry, 90% for movie industry, and 89% for gaming industry). (Gupta, 2019)

3. The impact of digitalisation on the music industry in Asia

During the 1990s, Japan and Korea developed the most advanced information and communication technology (ICT) infrastructures in the world (Frieden 607). In line with this progress in ICT, consumers have also made more effective use of related devices such as computers, MiniDisc players, and other digital devices (IPSOS and IFPI; Fuhr). Given these circumstances, the Japanese music industry operates under complicated license agreements produced by a “sophisticated” IPR regime which helps to protect the industry well (Sisario; Karp and Inada). (Parc, 2018)

Digitization has dramatically changed the production and consumption of music: from analogy to digital, from albums to songs, from access, from audio to vision, from end products to promotional products. In this globalized digital age, an aggressive embrace of digitisation could help the music industry become more competitive. The rise of K-pop and the decline of j-pop makes clear the difference between embracing and wrestling with digital. The Korean music industry was early to recognize the changes brought about by digitization and has responded positively to effective strategies. Japan's music industry, by contrast, did not immediately respond to the changes, insisting instead on rent-seeking to take advantage of its larger market size and "complex" copyright regime.

Conclusion

Technology offers unprecedented opportunities for the UK cultural sector. Daily we witness technology’s role in engaging new audiences, nationally and internationally, through digital platforms and distribution channels; in driving business models; creating art, cultural content and experiences; and increasing access to our world-class archives and collections. The Associated Board of the Royal Schools of Music sets the standard for music examinations in 93 countries. Its international reach and continued success are dependent on the use of digital tools to communicate with teachers and learners across the world. (GOV.UK, 2020)

Many countries limit the influence of foreign entertainment products such as music, films and television shows to protect their own cultural industries. But advances in digital technology have allowed consumers to access digital versions of foreign entertainment shows over the Internet, a leakage channel that bypasses government protections. This requires a re-examination of the effectiveness of these traditional tools. When we expand our analysis to account for the presence of piracy, using quotas is still the least effective strategy. In addition to the quality differences between foreign and domestic entertainment, the ratio of unscrupulous consumers and the cost of piracy determine whether tariffs or subsidies are the best policy.

Reference

GOV.UK. (2020). Culture Is Digital. GOV.UK: https://www.gov.uk/government/publications/culture-is-digital/culture-is-digital

GuptaP. SahniIndranathSanjeev. (2019). Digital Piracy: A Multidimensional Perspective.

ParcJimmyn. (2018). WRESTLING WITH OR EMBRACING DIGITIZATION IN THE MUSIC INDUSTRY.

 
 
 

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