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Culture	3.0:
Building	
competitiveness	and	
innovative	capacity	
through	culture
Pier	Luigi	Sacco
FBK-IRVAPP	Trento
Harvard	University
IULM	University	Milan
European	Commission
The	Culture	3.0	
paradigm
• Culture	1.0	(Patronage):	
Highbrow	vs.	lowbrow,	culture	
as	spiritual	cultivation,	no	
industrial	organization
• Culture	2.0	(CCIs):	copyright,	
culture	as	entertainment,	
market	organization
• Culture	3.0	(open	communities	
of	practice):	blurred	distinction	
producers/users,	culture	as	
collective	sense-making,	
networks	organization
Three	different	regimes	of	cultural	value	
creation
• Culture	1.0:	patronage.
• No	industrial	organization
• Subsidies	indispensable
• Centered	on	creative	development	&	expert	
recognition
• Select	audiences
• Highbrow/lowbrow
• Culture	2.0:	cultural	and	creative	industries
• Industrially	organized
• Profitable
• Centered	on	market	outcomes
• Large	audiences
• Copyright
• Culture	3.0:	open	platforms
• Commercial	platforms	+	communities
• Profits	+	crowdfunding
• Centered	on	co-creation
• Prosumer	ecosystems
• Virality
Mapping	cultural	and	creative	
sectors	The	non	industrial	core	
(1.0)
• Visual	arts
• Performing	arts
• Heritage	and	museums
They	are	like	the	‘R&D’	lab	of	
cultural	and	creative	
production
Cannot	sustain	themselves	on	
the	market,	but	are	a	crucial	
dynamic	force
They	are	tendentially	elitarian,	
but	must	be	made	as	inclusive	
as	possible
Mapping	cultural	and	creative	
sectors	Cultural	industries	(2.0)
• Publishing
• Cinema
• Music
• Radio-television
• Videogames
‘Experience	economy’	industrial	sectors	based	on	the	‘first	
wave’	of	cultural	technical	innovation	(except	videogames)
More	elitarian	in	Europe,	more	mass-market	in	the	US	and	
Asia
The	cornerstone	of	industrial	cultural	production
Mapping	cultural	and	creative	
sectors	Creative	industries	(2.0)
• Design
• Fashion
• Industry	of	taste
• Communication	&	advertising
• Architectural	design
• Serious	gaming
At	the	crossroads	between	
cultural	and	functional	content
Strong	segmentation,	from	
luxury	high	end	to	mass	market
The	most	dynamic	component	of	
the	industrial	spectrum
Mapping	cultural	and	creative	
sectors:	Open	platforms	(3.0)
• Collaborative	ecologies	(Wikipedia)
• Blogs	and	ground	publishing
• Content	communities	(YouTube,	Instagram)
• Social	networks	(Facebook,	Twitter)
• Filter	communities	(Reddit,	Imgur)
• Personal	broadcasting	(Snapchat,	Whatsapp)
• Virtual	social	worlds	(Second	Life)
• Game	worlds	(World	of	Warcraft)
Mostly	user	content-driven,	but	very	effective	
for	traditional	cultural	and	creative	players	
Complex	mix	of	market	and	non-market	
element,	profitable	data	ecologies
A	mutable	space	in	perpetual	evolution	and	
difficult	to	chart,	which	increasingly	interacts	
with	traditional	sectors
The	0-1	transition
• The	artist	as	an	independent	figure	is	
increasingly	recognized	although	
craftmanship	and	artistry	are	still	blended
• The	notion	of	authorship	marks	a	
discontinuity	with	grassroots	culture	and	
circumscribes	the	making	of	culture	as	a	
creative	act	with	its	own	rules
• Culture	can	be	commissioned	as	an	
individual	act	of	will
• Culture	relates	to	personal	cultivation	and	
not	only	to	religious	or	civic	rites
• Culture	associates	with	an	idea	of	‘good	
life’	and	with	disposable	luxury
Culture	0.3:	proto-
patronage
• In	Greek	city-states,	culture	
becomes	an	element	of	social	
debate	and	even	critique
• Commissioning	is	supported	by	
forced	taxation	of	the	richest	
citizens
• The	social	role	of	the	creators	
becomes	more	recognized	and	
their	names	transmitted
• The	notion	of	‘audience’	as	
people	intentionally	participating	
to	a	cultural	event	takes	shape
Culture	1.0:	patronage
• The	pre-industrial	regime:	no	possibility	of	organized	markets;	culture	
does	not	produce	major	economic	value	added	but	absorbs	it;	small,	
elite	audiences	that	gradually	expand	as	more	sophisticated	sub-
regimes	emerge
• Initially	founded	on	the	virtue	of	parsimonia:	emphasis	on	human	
cultivation	and	balance
• Classical	patronage
• Strategic	patronage
• Public	patronage
• Committed	patronage
• Civic	patronage
• Entrepreneurial	patronage
Museums	1.0:	
temples	of	knowledge
• In	the	patronage	regime,	the	
museum	is	mainly	focused	upon	
the	conservation,	development	
and	presentation	of	its	collections
• The	creation	of	value	is	connected	
to	the	strengthening	and	
cultivation	of	the	museum	
audience,	and	to	the	transfer	of	
knowledge	and	competences	that	
this	implies
• Economic	sustainability	concerns	
are	seen	as	an	interference	with	
the	pursuit	of	the	mission	of	the	
museum,	and	the	very	goal	of	
patronage	is	that	of	freeing	the	
museum	from	the	pursuit	of	
activities	that	are	extraneous	to	
its	educational	mandate
The	1.0-2.0	transition
• Modern	cultural	markets	are	created	by	the	
concurrent	emergence	of	a	wave	of	technological	
innovation	at	the	edge	between	XIX	and	XX	
century:	modern	printing,	radio,	music	recording,	
photography,	cinema
• The	fact	that	for	more	than	one	century	through	
the	industrial	revolution	culture	is	not	
industrialized,	however,	creates	a	permanent	
frame	of	mind	in	Europe	according	to	which	
culture	is	un-economical	and	needs	to	be	
subsidized	anyway
• The	high-brow	stigma	of	patronage	makes	
commercialization	of	culture	problematic	to	many	
cultural	players	and	to	part	of	the	audiences
Culture	2.0:
cultural	and	creative	
industries
• With	the	massive	urbanization	that	
follows	the	industrial	revolution,	
and	with	the	‘cultural’	industrial	
revolution	that	happens	at	the	turn	
of	the	XX	century,	cultural	markets	
can	finally	emerge
• The	industrialized	forms	of	culture	
become	profitable,	the	size	of	the	
audience	expands	dramatically,	and	
culture	becomes	increasingly	linked	
to	entertainment	
• Emphasis	on	profitability	and	
audience	response:
• Proto-industry
• Mainstream
• Counter-mainstream	
• Subcultures
• Fan	ecologies
Museums	2.0:
entertainment	machines
• Although	the	museum	cannot	be	
properly	‘industrialized’,	there	is	
an	increasing	expectation	that	the	
museum	is	generating	income,	is	
managed	efficiently,	and	
contributes	to	the	development	
of	the	tourism	industry
• Economic	returns	are	not	seen	as	
an	interference	in	the	pursuit	of	
the	museum’s	mission
• Audience	response	increasingly	
becomes	an	explicit	success	factor	
and	significantly	constraints	the	
museum	strategies	and	policies
• The		museum	environment	itself	
performs	a	spectacular	function
The	2.0-3.0	transition
• We	are	now	witnessing	a	new	regime	transition	that	is	driven	
by	two	concurrent	streams	of	innovation:	digital	content	
production	+	digital	connectivity
• Standard	digital	suites	provide	people	with	semi-professional	
packages	that	are	cheap	and	easy	to	learn;	with	a	modest	
investment	they	can	be	upgraded	at	the	professional	level
• The	same	packages	less	than	2	decades	ago	would	have	been	
expensive,	would	have	required	bulky	hardware	and	would	
have	been	difficult	to	use
• Contents	can	be	distributed	almost	without	mediators	to	highly	
segmented	and	profiled	audiences	by	means	of	increasingly	
specialized	social	media
Culture	3.0:
content	communities
• Collapse	of	the	separation	between	producers	and	
audience:	a	blurred	continuum	of	active/passive	
participation
• A	new	wave	of	technological	innovation	that	enables	
massive,	shared	and	shareable	production	of	
content	and	instant	diffusion	and	circulation
• The	production	of	value	moves	to	the	social	domain	
and	connects	to	all	of	the	main	dimensions	of	civic	
functioning:	innovation,	welfare,	sustainability,	
social	cohesion,	lifelong	learning,	social	
entrepreneurship,	local	identity,	soft	power
Museums	3.0:
participative	platforms
• The	idea	of	a	passive	audience	is	gradually	substituted	by	a	
spectrum	of	forms	of	direct	engagement
• Museums	can	create	value	in	terms	of	innovation	hubs,	
welfare	hotspots,	sustainability	facilitators,	social	cohesion	
gateways,	etcetera
• The	new	forms	of	value	entail	different	forms	of	social	
interaction	and	exchange	as	constituent	factors	
• The	museum	opens	its	collections	to	the	possibility	of	
creative	appropriation	and	remix	of	its	contents	by	users
The	culturalization	of	
the	economy
• Ubiquitous	and	increasingly	active	
participation	brings	cultural	production	into	
the	very	fabric	of	everyday	life	of	everybody
• Culture	becomes	a	key	asset	at	the	top	of	any	
kind	of	value	chain
• Capacity	to	unleash	the	potential	of	culture	as	
a	source	of	value	is	a	key	factor	of	
competitiveness	and	smart	growth
• But	the	point	is:	will	we	be	able	to	make	
cultural	platforms	inclusive	or	will	we	make	of	
culture	another	channel	of	income	and	
opportunity	inequality?
The	evolution	of	
participation
• Culture	1.0:	participation	as	co-optation	(limited,	passive)
• Culture	2.0:	participation	as	market	access	(generalized,	
passive)
• Culture	3.0:	participation	as	community	affiliation	
(generalized,	active)
• We	need	a	conceptual	scheme	that	allows	us	to	
understand	(and	capitalize)	the	socio-economic	effects	of	
cultural	participation
• The	new	paradigms	of	cultural	production	do	not	
necessarily	use	the	market	as	the	value-generating	
platform	(communities	of	practice)
An	8-tiers	
approach	
to	the	indirect	
effects	
of	cultural	
participation
Innovation
Health	&	wellbeing
Sustainability
Social	cohesion
New	entrepreneurship
Soft	power
Local	identity
Lifelong	learning
Culture-innovation	
clusters
• Top	innovation	+	culture:	Sweden,	Denmark,	
Netherlands,	UK,	Ireland,	Luxembourg,	France,	
Germany
• Top	innovation	+	culture	lagging:	Finland,	Belgium,	
Austria
• Top	culture	+	innovation	lagging:	Spain,	Estonia
• Lagging	innovation	+	culture:	Slovenia,	Malta,	
Croatia,	Italy,	Czech	Republic
• Bottom	innovation	+	lagging	culture:	Lithuania,	
Latvia,	Bulgaria,	Romania,	Poland
• Bottom	culture	+	lagging	innovation:	Cyprus,	
Portugal,	Greece,	Slovakia,	Hungary
Hierarchy	of	
factors	
affecting	
psychological	
well-being
Hierarchy	of	
factors	
affecting	
psychological	
well-being
1	Diseases
2	Cultural	participation
3	Income
4	Age
5	Education
6	Gender
7	Job
8	Geography
Classical	music	concerts
Theatre
Which	single	variables	have	the	strongest	impact	on	SWB?
Cultural	value	and	the	
riddle	of	productivity
• May	the	indirect	effects	of	active	cultural	participation	affect	
productivity?
• Possibly	yes	for	innovation,	health&wellbeing,	social	
cohesion,	entrepreneurship,	lifelong	learning
• The	potential	further	mediating	role	of	meaningfulness	in	the	
workplace
• Case	studies	of	companies	that	actively	integrate	cultural	
participation	in	their	organizational	model
• Social	contagion	of	production	attitudes?
• The	research	agenda	on	the	topic	is	still	to	be	written
How	to	be	competitive	and	
innovative	in	a	creative	economy?	
What	to	avoid
• Avoid	naïve	clustering	strategies:	non-
industrial	tourism	&	heritage	clusters	are	
a	thing	of	the	past
• Avoid	cutting	the	budgets	on	non-
industrial	sectors	such	as	museums	or	
libraries	because	they	are	not	‘profitable’
• Avoid	building	mono-sectorial	cultural	
and	creative	clusters
• Avoid	passively	copying	formulas	and	
business	models	that	have	been	
developed	in	other	socio-cultural	
contexts
• Avoid	sticking	to	the	status	quo	business	
models	because	they	are	familiar
• Avoid	centering	strategies	on	customers	
rather	than	on	users	(including	citizens	
even	when	they	are	not	customers)
How	to	be	competitive	and	innovative	in	
a	creative	economy?	What	to	pursue
• Pursue	physical	proximity	among	players	belonging	to	different	
cultural	and	creative	sectors
• Pursue	cultural	contamination	and	crossovers	between	different	
cultural	and	creative	fields
• Pursue	strong	levels	of	cultural	participation	and	cultural	capability	
building	before	attraction	of	strong	customer	bases
• Pursue	business	models	that	do	not	entirely	rely	upon	copyright
• Pursue	forms	of	expression,	creativity	and	talent	that	are	distinctively	
local	but	with	a	potential	non-local	appeal
• Pursue	a	real,	active	dialogue	between	tradition	and	innovation	
instead	of	freezing	local	cultural	identity

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