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25 Artificial Intelligence and the Creative Industries

  • Terry Flew , Jonathon Hutchinson and Wenjia Tang
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Abstract

The Hollywood Writers Strike of 2023 drew attention to the extent of the emerging conflicts between creative workers and major creative industries over how artificial intelligenceartificial intelligence (AI) may be used in creative work. While earlier debates about the impacts of AI on the future of work tended to differentiate between unskilled work which was seen as highly susceptible to automation, and creative work which was seen to be largely immune to being replaced by machines, the rise of Generative AI has drawn attention to the degree to which automated text, sounds and images may substitute directly for human labour. This chapter critically examines the relationship between human creativity and technology with reference to the uses of AI for creative work across a range of creative industries. It considers different approaches to the relationship between people and technology in creative work, from those who stress the uniqueness of human capabilities, to those who have long stressed how augmentary digital technologies fundamentally shape human creative capacities at any given time. It also notes that sitting under the general umbrella term ‘creative work’ are a range of both highly abstract and specialised activities and those of a more mundane nature, with the latter particularly susceptible to transformation through AI. The chapter concludes with a discussion of how governments, labour unions, artists, activists and others have been responding to these challenges.

Abstract

The Hollywood Writers Strike of 2023 drew attention to the extent of the emerging conflicts between creative workers and major creative industries over how artificial intelligenceartificial intelligence (AI) may be used in creative work. While earlier debates about the impacts of AI on the future of work tended to differentiate between unskilled work which was seen as highly susceptible to automation, and creative work which was seen to be largely immune to being replaced by machines, the rise of Generative AI has drawn attention to the degree to which automated text, sounds and images may substitute directly for human labour. This chapter critically examines the relationship between human creativity and technology with reference to the uses of AI for creative work across a range of creative industries. It considers different approaches to the relationship between people and technology in creative work, from those who stress the uniqueness of human capabilities, to those who have long stressed how augmentary digital technologies fundamentally shape human creative capacities at any given time. It also notes that sitting under the general umbrella term ‘creative work’ are a range of both highly abstract and specialised activities and those of a more mundane nature, with the latter particularly susceptible to transformation through AI. The chapter concludes with a discussion of how governments, labour unions, artists, activists and others have been responding to these challenges.

Chapters in this book

  1. Frontmatter I
  2. De Gruyter Handbooks in Business, Economics and Finance V
  3. Foreword VII
  4. Contents IX
  5. Editors and Contributors XIII
  6. A Quarter-Century of Creative Industries: Promises, Disillusions, and Hopes 1
  7. Part A: Work in the Creative Industries
  8. 1 Creative Industries, ‘Conspicuous Production’, and the Social Life of Markets 9
  9. 2 From Creation to Monetization: Value Capture in the Digital Creator Economy 27
  10. 3 Creating Digital Value: The Role of Independent Creators as Multi-platform Users 41
  11. 4 Platformization of Performing Arts and Streaming Culture in China 55
  12. 5 Fair Practice and Creative Industries: Evidence from Cultural Policy Lens 69
  13. 6 Broadcasting Eating: North Korean Women in Digital Creative Industries 81
  14. 7 Identity Tensions Among Artists and Creative Workers 93
  15. Part B: Spatial Dynamics in the Creative Industries
  16. 8 Unpacking Creative Ecosystems: A Place-Based Perspective 107
  17. 9 Theme Parks as Creative Industries: From Entertainment Venues to Creative Clusters 123
  18. 10 The European Creative City: Contextualising Urban Policies and Strategies for Creative Industries 135
  19. 11 Middleground Hubs in Entrepreneurial Ecosystems of Innovation: The Case of GameBCN 151
  20. 12 Music Scenes and Music Zones: Cultivating the Independent Venue Ecosystem as a Talent Catalyst 167
  21. 13 The Regeneration of a Creative Hub: Critical Episodes of Organizationality 181
  22. 14 Researching Creative Ecosystems: Reflections on Applying an Ecological Approach 197
  23. Part C: Current Issues in the Creative Industries
  24. 15 The Precarity of Diversity Services in the Creative Industries 213
  25. 16 Strategic Sustainability Communication in the Branding Strategy of Cultural Institutions 229
  26. 17 Doing Sustainability Begins with Being Sustainable: Five Learning Principles for Inclusive Gamification 243
  27. 18 Stronger Together? The Resilience Challenge of Meta-Organizations in CCIs 257
  28. 19 Tourism and Creative Industries: Insights from France and Italy 269
  29. 20 Openness, Trust, and Sharing in the Creative Industries: Lessons from the Finnish Video Game Industry 283
  30. 21 Structuring the Social Impact of an Extreme Music Festival through Its Boundaries: Lessons from Hellfest’s Strategic Trajectory 295
  31. Part D: Emerging Outlooks in the Creative Industries
  32. 22 Mapping and “Futuring” Strategic Competencies for the Creative Workforce: A European Outlook 309
  33. 23 The Impact Challenge: Moving from Output to Impact 323
  34. 24 Blockchain and NFTs: Shaping the Futures of the Music Industry 335
  35. 25 Artificial Intelligence and the Creative Industries 351
  36. 26 Randomly Uniform: Horkheimer and Adorno’s Critique of Culture and Creative Industry 365
  37. 27 A Performative Genealogy of the Creative Industries and Policy Implications 377
  38. Index 393
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