Recently in Entertainment and Media Economy Category

Though not well known, there exists a dynamic cross-fertilization between media, entertainment and defense technology: i.e., military surveillance, targeting, and weapons systems use technology that was developed primarily for motion pictures and entertainment software. In fact, the U.S. government currently employs Panavision's 300x compound zoom lens for military surveillance; and according to an interview I conducted for The Second Sight (http://www.alexaobrien.com/TheSecondSight) with Bob Harvey, senior vice president of worldwide sales at Panavision, federal contracts with the U.S. State Department are the fastest growing segment of Panavision's business.

More provocative is how Hollywood and video games drive the development of high-speed, high-resolution digital image capture, management, transmission, and display that have implications for fields where these advanced technological applications would be economically unviable to develop on their own. Entertainment software has lead to faster introduction and deployment of processors, broadband networks, and high definition disks like HD-DVD and Blu-Ray. But, "IBM places value on chips made for entertainment software that goes beyond revenue and profits," says Dr. John Kelly, senior vice president and group executive for IBM Technology Group: "These chips help drive technology in other areas." The Mercury Computer's CELL based blade server, for example, can handle the requirements of sonar and radar computation for military or scientific applications, because of its ability to process real time data streams. "The Cell BE processor was originally designed for the volume home entertainment market," says Craig Lund, chief technology officer of Mercury Computer Systems, "but its architecture of nine heterogeneous on-chip cores is well-suited to the type of distributed, real-time processing that will power tomorrow's digital battlefield."

If the U.S. military is the primary global military power, and this hegemony is based on the ability of the U.S. Navy to dominate the world's oceans, then the condition of hegemony is partially based on the superior numbers and technology of U.S. naval vessels and augmented significantly by U.S. dominance in space-based reconnaissance technology, made possible by entertainment software consumers and movie goers world-wide.

Most Americans, however, are oblivious to the considerable role that content industries play in job and wealth creation - not only in terms of regional economic development and growing high-tech industry, but also in terms of U.S. global economic competitiveness:

  • In fact, the media, entertainment, and cultural copyright sectors create new jobs at a rate three times faster than the remaining economy. In 2002, these sectors employed 5.48 million workers and accounted for six percent of U.S. gross domestic product. These sectors also generated $89.26 billion in export revenue - surpassing every other category including automotive, aviation, agricultural, as well as chemical and allied products.

  • Foreign sales of motion pictures alone totaled $17 billion in 2002. The motion picture industry is the only U.S. sector that boasts a surplus balance of trade with every other country in the world; and the international sale of filmed entertainment plays a significant role in our nation's overall trade surplus in services.

  • U.S. sales of entertainment software also totaled $8.2 billion in 2004, and U.S. game designers exported an additional $2.1 billion the same year. Deutsche Bank forecasts that global revenue for game software will grow at thirteen percent annually over the next four years, while PricewaterhouseCooper projects that the U.S. media and entertainment industries will be worth $690 billion by 2009.

This development has hastened the transformation of the U.S. economy from one based largely on information and knowledge to one driven principally by creativity. John Howkins categorizes the creative economy to include fifteen creative sectors - such as research and development, software, design, and content industries like film, music, and video games - that produce intellectual property in the form of patents, copyrights, trademarks and proprietary designs. The annual global revenue for Howkin's fifteen identified sectors was $2.24 trillion in 1999. The U.S. share represents forty percent of the market with revenue totaling $960 billion. The U.S. share also accounts for more than forty percent of research and development, forty percent of television and radio, and thirty percent of film. Howkins calculates that core copyright industries will be worth $6.1 trillion internationally in fifteen years. U.S. dominance in these segments - more than productivity improvements related to new technology and new manufacturing methods - is responsible for much of the nation's global economic competitiveness since the nineteen-eighties.

Most likely fresh from reading Joe Studwell's China Dream, an anonymous Hollywood executive was quoted by LA Times writer Bruce Wallace in December 2005, saying, "People have been waiting for China to open up since Marco Polo."  " It is wrong...to assume that just because the Communist Party is slowly relaxing its grip over its markets that China will someday become an open media market. 'People forget...It's not just a Communist Party thing. It's a Chinese cultural thing.'"  China will never buy from you.  They'll copy your IP and sell it to their own markets. 

In the same article Wallace goes on to say:

Rupert Murdoch, who in early 2004 gave a speech proclaiming that "the potential for China to become a new global center for media and entertainment is slowly becoming more real." By last September, one month after Beijing's decision to re-tighten regulatory controls on foreign media, Murdoch was publicly lamenting that News Corp.'s China business had hit a "brick wall." When it came to foreign media, he complained, China's political leadership was "quite paranoid about what gets through."
All this reminds me of what Simon Cowell remarked to Larry King in March this year when asked about the prohibition of "American Idol" like shows in China.  Says Cowell:
 
"Well, because it's a democracy, isn't it? You know, I mean, it's the public voting. So you can understand why they're getting slightly nervous about it. Because it wasn't our show in China, it was the laughing cow, so-and-so, so-and-so competition. And the public got to vote. And suddenly there were demos, and it was democracy. And I think the government went, we don't want this. So then they put out a stupid comment like that. You know? It's that we must control the public. Crazy.

I am not a China believer, yet.  AP reports on Chinese TV stations rampant piracy.

Chinese filmmakers accuse TV stations of film piracy

Excerpts:

BEIJING — Chinese moviemakers are accusing Chinese TV stations of becoming part of the nation's thriving movie piracy industry.The Chinese Movie Copyright Association says TV stations here air up to 1,500 pirated Chinese movies a year, costing studios up to $9.4 million in lost revenues, the official Xinhua News Agency reported Sunday.

East West Magazine - India Ink

    Excerpts:

    Picture this: A global pop-culture renaissance out of India.  Headquartered in New York and Bangalore, a small army of writers and artists unleashes a new breed of India-infused comic books and Asian-edged animated film.These works captivate the world on a scale previously achieved only by Hollywood, Japan or rock and hip-hop. They shape new mythologies for the 21st century.
      That’s the vision behind Virgin Comics and Animation, a media company founded by an unlikely group of business partners:  Deepak Chopra, the renowned self-help author; Richard Branson, whose Virgin Enterprises business empire covers travel, entertainment, mobile phones, lifestyle products, and, recently, space tourism; filmmaker Shekhar Kapur; and South Asian comics publisher Gotham Entertainment Group. The joint venture also includes Chopra’s son, Gotham.

        "Look I think we have to pay attention to the extreme drop off in box office. It’s real," says Megan Wolpert, executive VP of Spyglass Television when I interviewed her in January this year: "People can say it's because of the content.  People can say it's because of the options.  People can say it’s because of piracy.  Regardless, it’s real."

        Digital cinema according to most industry spokesmen just might save the theatrical box office.  3D is especially promising for the younger demographic who have been raised with the hyperrealism of entertainment software. “I believe we are back," National Association of Theatre Owners president and CEO John Fithian said as he proclaimed the long-awaited arrival of the digital-cinema age at ShoWest this year: "We stand now at the dawn of the biggest technological revolution since the advent of sound. Digital cinema starts right now, in the year 2006, and it couldn't come at a more important time."

        Bob Gibbons, Director of Marketing and Communications at Kodak Digital Cinema remarked when I interviewed him in April. "The other thing is that you have got to use digital in a way that lets you enhance the entertainment experience, or changes the entertainment experience, or ad an incremental entertainment experience, or do something that you can't do with film; because some of us are convinced that if you simply put a sign on your door that says, 'I am going to show you this movie digitally, and by the way I want you to pay more for it.'  People in essence won't pay more for it.  If you are just reinventing the wheel and calling it fire, that is a little foolish." Gibbons sums it up: "So the point is that you have got to be able to do more with a digital system than you can do with an analogue system, and in fact you can.  You can do a lot more.  One of the ways you can do that is by having a network, so you can now not only get content, you can in fact manage you business." 

        Gibbons continues, “It's being done though over in Europe on a per capita, per person basis.  When you walk into the door the exhibitor makes some money from you, and the money they make from you is partially from ticket price, it's partly from what you spend on concessions, it's a little bit if you play games, and stuff like that.  If you are an exhibitor and you have a slide show, and a lot of them still do, they are probably making seven cents from you when you walk through the door.  Over in Europe, when you walk through the door they are making up to ninety-four cents from you. Why?  Because the have targeted stuff, they have sold it differently, they are showing you stuff you absolutely can't see on television; it's just different and they can sell it for a lot more money.  It's the same thing."

        The question is: would advertising ruin the movie experience?  According to John Horn in the Hollywood Reporter: “Los Angeles moviegoer Leonard Kolod recently spent $9.50 for a Beverly Center showing of new Line’s “A History of Violence,” only to be bombarded by nearly a dozen advertisements and previews preceding the film.  Kolod complained to Loews Cineplex, but rather than placate its customers, “Loews admonished Kolod in an email that ads 'have been part of the cinema experience for many years,' and are necessary to offset costs as 'screen actors are now receiving upwards [of] twenty million dollar salaries per movie and the films themselves are costing over one hundred million dollars to produce.'  To which the Leonard Kolod's of the world will say, 'next time, I’ll wait for the DVD'”  (Horn, The Los Angeles Times, “Hollywood should rewrite own script” December 26, 2005).

        Then again maybe they won't. Maybe they will wait for the Blu-ray, but in actuality I think developments like the one elucidated below will offer theater owners more flexibility to deal with the challenges.

        Kodak developing digital theater software | CNET News.com

        Excerpts:

        Kodak Digital Cinema and National CineMedia, a partnership of the three top U.S. movie theater chains, on Wednesday said they are developing theater management software to automate digital cinema systems now being installed at movie theaters worldwide.

        One of the main challenges for media firms in the Creative Economy is market retention. "The media content provider resembles a hunter gatherer in that for the creator of the media you start from scratch and need to capture or kill your prey each time, if you wish to prosper," says William Drury, Senior Marketing Consultant formerly with IBM EMEA, "You are only as good as your last effort. Quality, measured as you wish, is primary."

        A thousand options fragment the audience for mainstream broadcaster and advertiser alike. What this means for mainstream broadcasters is that marketing television shows that appeal to broad audiences has also becomes more expensive. One of the growing trends in prime time television today is how TV shows with a broad demographic are marketed more like films. "The Premier means everything, says Megan Wolpert, executive VP of Spyglass Television, "just like it does in the film and the music industry. Today, television is starting to put much more stake into the premier of a show. So where it use to be the box office weekend would make or break how many screens you stay in over the next couple weeks in order to see if you can make more money. Today the same phenomenon is happening with television."

        What this means for advertisers is that they are paying more to reach those broad audiences, while their effect is less potent. Companies that continue to capitalize on customer relations and experiential marketing are the real winners in this scenario. Market retention is the key to deriving sustainability in the disposable and immediate age of rapid product turnover and new media. Brand awareness or identity alone are no longer enough.

        Advertising Age - McKinsey Study Predicts Continuing Decline in TV Selling Power

        Excerpt:

        "Should everybody shift 30% of their dollars to the web?" asked Amy Guggenheim Shenkan, senior practice knowledge specialist in McKinsey's San Francisco office. "No. There wouldn't be room today if everybody wanted to shift online. Last year [online media] was $12.5 billion, by end of 2007 digital advertising will be $18 to $25 billion. ... So we're seeing a lot of growth, but if you want to match up share of attention and share of dollars it couldn't happen for that reason." The TV ad industry is a $68 billion one.

        Reality television is a result evolving market forces.  Certainly, the rising cost of production and the demand for content with the worldwide proliferation of cable is one obvious driver.  Reality television especially of the type that is integrated with the Internet or with direct viewer response is also part of the evolving trend towards interactive media with the younger demographic.  Interactivity is also part of the gaming generation's fascination with role-playing.  Sims in the world of traditional television content is found in the form of reality television.  According to John C. Beck and Mitchell Wade, in their study of the gaming generation's attitudes towards business, entertainment software has trained this generation to expect a heightened relationship based on immediate rewards or consequences with media and the world at large.  I believe this ethos towards role-playing and interactivity is seen in the form of reality-based shows like "American Idol" and the "Apprentice".

        With advertising in turmoil on broadcast TV, reality shows - like American Idol or even Tommy Hilfiger's less successful "The Cut" - take product placement well beyond a can of Coke enjoyed by our favorite television show's character. "Idol was simply a marketing tool for me to sell records," says Simon Cowell on "Larry King Live."  "The show was one thing but it was actually my record label, which was the most important thing.  So, my background is I run a record label, and I still run a record label and that's really my passion.

        The real winner of "American Idol" is Cingular Wireless. Cingular has an exclusive deal with the show's producers that let customers text their votes instead of trying to call in on busy lines. In Season Four last year, 41.5-million text votes were sent in; Cingular charges between $19.99 per month for a text package with 2,500 messages included and 10 cents per message on a pay-as-you-go plan, meaning the company raked in as much as $4.15-million in text messaging fees from American Idol votes alone last year. When the Apprentice was at its peak, Ad Age writes, Yahoo's product placement was a solid success, "After the ice cream challenge during the second season, viewers were told to go search Yahoo, and “Within three hours of the end of the show, the term ‘Apprentice Ice Cream’ was the third-most-searched term on Yahoo that day. By 5 o’clock the next afternoon, the ice cream was sold out,” says Yahoo VP Jim Moloshok. And the results kept coming.  After the Levis challenge, “[f]our days after that episode ran, viewers were still searching Yahoo avidly for ‘Apprentice Jeans’ to get a copy of the catalog.  And "Apprentice Jeans" was still ranked No. 1 among Yahoo Web searches,” AdAge reports. Using secret tracking devices, Yahoo discovered that “The core demographic for the ice cream was 21 to 34 years old. For the jeans, it was 35 to 44.” Yahoo VP  Moloshok says, “If you can complete the loop, product placements like Mark Burnett is doing are one of the most effective ways to get people engaged with a product.”

        Now CNN like MTV Flux are taking "reality" one-step further implementing an infrastructure for user-based content.

        Advertising Age - MediaWorks - Dell to Sponsor CNN's 'Citizen Journalism'

          Excerpts:
          NEW YORK (AdAge.com) -- At a time when much of the digital media world's focus is on how to monetize user-generated content, CNN has signed Dell as a major sponsor of its foray into citizen journalism -- iReports and the CNN Exchange program.

            Guardian Unlimited Business | | MTV hooks up with Google

              Excerpts:
              MTV is to supply segments of its programmes to the thousands of websites and blogs affiliated with search giant Google.

              MySpace a launch pad for next-gen media biz

                In late July Diane Mermigas wrote a series on Fox News Corp that included an interview with Rupert Murdoch.  In this piece she focuses on Fox Interactive Media and MySpace.

                Excerpts:
                  It's too soon to know the future of paid content downloads on MySpace, having recently launched its first offering: $1.99 downloads of the Fox series "24," sponsored by Burger King. However, paid search represents a considerable revenue-generating opportunity for MySpace and a search partner.

                    News Corp. sculpting bold plan for growth

                      Late in July, Diane Mermigas wrote a multipart series on Fox News Corp that included an interview with Ruport Murdoch.  Her second piece focused on how the media firm is leveraging its branded content and traditional distribution organs to both build a digital distribution model based on consumer interactivity and to develop its presence in emerging international markets. 

                      Excerpts:

                      News Corp. in the past 12 months has been forging media's future by buying and riding the likes of social networking leader MySpace.com and video gamer IGN to meteoric heights while also enjoying record performance levels at its core broadcast and cable television, film and print operations, even as they struggle to reinvent their business models.
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                        One of my favorite jobs of all time was as the Key Electrician on the Bollywood film Aa Ab Laut Chalen (1999) directed by Rishi Kapoor and shot in New York City.

                        Besides one other American Key Grip, the entire crew was comprised of Indian men and who all referred to themselves as Camera Assistants. At first, they were quite skeptical about having a lady technician on set, but with the assurance of my male compatriot, they warmed up to me immediately. I had a blast. They were lovely to work beside and the footage was beautiful. I love Bollywood films, and if my comparable wages in rupees were enough to live and thrive, I would have moved to India in a heartbeat long ago. Alas, I did not. Luckily, the Eagle Theater in Jackson Heights keeps me up to speed. The latest of which was Krish thoroughly enjoyed by both my cousin and myself.

                        Of all the films that I have watch as an adult Bollywood cinema still can captures me in much the same way most movies did when I was a child. This fascination dates back to a summer I spent in Ireland as a child. I was in Waterford with not much to do except bake cookies with Auntie Annie and watch Indian cinema on BBC 2. These heavenly days were finished with the network premier the Thorn Birds miniseries in the evenings. While the Thorn Birds no longer holds my fancy quite the same as it did back then, Bollywood cinema does.

                        Here is an interesting article on the cross over reality and potential for Bollywood content now and in the near future:


                        The Hindu News Update Service

                          Yash Raj Films, one of India's largest film producers and distributors, has reportedly said in September 2005 that Bollywood films in the US earn around 100 million dollars a year through theatre screenings, video sales and the sale of movie soundtracks.

                            News From broadcastbuyer.tv - GDC Technology Delivers Monster House In Digital 3D In Asia

                              Excerpts and Highlights:
                              GDC Technology says its proud to be the first to deliver Columbia Pictures’ Monster House in 3-D on its flagship SA1000 DSR Digital Film Server in Asia.

                                USNews.com: Money: MySpace for boomers

                                Excerpts:
                                  Now a new venture, Eons, aims to give baby boomers a place to gather online with other people in the same age group. Jeff Taylor, founder of the popular job website Monster, created this MySpace-like site with features specifically crafted for a 50-plus, Web-savvy user. In fact, you can't even log into the website unless you are over age 50.

                                    Business Standard - Disney in India

                                      Rajat Jain is the managing director of World Disney Company (India) Pvt Ltd.  According to an interview with the Business Standard Mr. Jain has big plans to build the Disney brand in India. The acquisition of Hungama TV and a strategic stake in UTV is only the beginning. Here are some excerpts from the interview:

                                      How soon shall we see a Bollywood film made by Disney?

                                      It’s a matter of time but not in the too distant future. Our intention is to make Disney-branded clean family movies for the entertainment of the local Indian market. But we have to first make sure that it works for the Indian audience, then this will go to the Indian audience around the world. If we make two to three movies in the next three or four years, I think it is a good beginning. We have recently hired P S Shyam, the executive director for Rakesh Mehra’s Rang de Basanti. He is head of studio production in India and currently looking at scripts, ideas.

                                      EContentMag.com: Group Members Only Launches MySpace Type Technology for Businesses

                                        Excerpts and Highlights:

                                        Group Members Only has announced a MySpace type social networking technology to help corporations solve issues related to collaboration, innovation, communication, and networking between employees, customers, vendors, and partners. Group Members Only was recently launched by a group of business and technology entrepreneurs whose background include Hewlett Packard, Microsoft, Oracle, Peoplesoft, and Amazon.com.
                                          There are roughly 130 million television households in Western Europe.  In the United there are roughly 99 million.  However, Western Europe is not a unified market, while the U.S. is.   U.S. broadcasters can benefit from the economies of scale and therefore the  U.S.  dominates cultural copyright exports to Europe with its sizable trade surplus.

                                          Will the growing segmentation and narrowcasting of television and the Internet erode this dominance?   How will the  intermix of television and the internet contribute to this?  I ask myself these questions.

                                          I believe U.S. media and entertainment are undervalued assets in the American economy.  It trendy to say that American films are of poor quality and that our media is valueless.  Certainly, the media may deserve criticism for becoming in some respects the "un-ratified fourth branch" of American government.  However, outside the context of THAT discussion, U.S. media and entertainment industries are the only U.S. sectors that boast a surplus balance of trade with nearly every nation in the world.  That deserves some attention, consideration, and respect.

                                          Creative copyright industries will always engender debate as to their cultural and social effect.  Since these industries are at the core of the emerging global creative economy we can expect these discussions to become more heated as time goes on: whether the topic be American movies, Disneyland, or cloning.  The point I want to make is this:  These debates about cultural effect  can also overpower our discussions about these sectors' legitimate economic benefit.  Many countries may also use these debates as smoke screens to cover up their protectionist policies. 

                                          Media heir wants 'Airbus of the web' - Financial Times - MSNBC.com

                                          Excerpts:

                                          Christoph Mohn, the heir to the Bertelsmann media empire, has called for Europe to create an Airbus of the internet, to compete with US giants such as Google and Ebay.
                                          "So far, we have not built up a sizeable internet company in Europe," he said. "It's not good for the European Union. Nano-technology, biotechnology and the internet are the growth industries but in most of these the position is not good for Europe."
                                            Mr Mohn endorsed the controversial Franco-German plan to build a state-funded European search engine called Quaero, saying: "It's a little bit like Airbus Industries. I don't think it requires consolidation [of Eur-ope's internet industry] but it needs co-ordination."
                                              Quaero was launched this year with initial funding of €1.7bn ($2.2bn) to develop voice-based and picture-based search technologies. "[Quaero] is not just about 'let's beat Google'," Mr Mohn said. "It's 'let's build up a competitive internet industry'." Bertelsmann and Lycos Europe are members of the Quaero consortium, which includes Siemens, Deutsche Telekom, Thomson and France Telecom.

                                                CinemaTech: From AlwaysOn: `How Far Will Consumer-Generated Media Go?'


                                                New York Times writer, Scott Kirsner, stopped in at the AlwaysOn conference at Stanford and posted a report about the panel 'How Far Will Consumer-Generated Media Go". The panel featured YouTube co-founder Chad Hurley, the CEO of MP3 Tunes, and execs from Yahoo and Sony Pictures Digital Entertainment.

                                                While I do believe distribution becomes more fluid with the continued evolution of digital technology along all points of the media supply chain, I do not believe that digital technology will democratize film making. Multinational corporations and conglomerates have the scope and capital to market and distinguish their product from the glut of global competitors (whether that competition is created by Chinese manufacturing or American independent filmmakers). Certainly the segmentation or "narrow-casting" currently developing with the expansion of world-wide cable and the internet creates spaces for creative expression produced, say, less expensively with digital technology; however, outside of those exceptions eventually marketed to broader audiences, digital technology will not disturb media firms' control over the organs of distribution. The question ALWAYS remains: Who reaps the benefits of copyright? Is it the content creator or the media firm that owns the intellectual property that the content creator sold to the distributor for a profit?

                                                Indeed, media firms may be held captive at choking points along the supply chain - a consequence of handing their brands over to stars or whomever - but media firms are more apt to forge strategic partnerships or acquire internet portals like Amazon et cetera, then wither away and die. In an economic environment starved for content, the power does shift to the content creator or more specifically, whoever owns the copyright, but corporations are the ones most likely to benefit from this paradigm; because they can exploit their natural economies of scale. The myth of democratizing filmmaking is techno-utopianism. The creative economy needs a mixture of small, medium, and large size creative industry firms.

                                                Excerpts from CinemaTech:

                                                The first link is the raw data from the BEA sorted by state and region alphabetically from 2000-2004. 2005 has not been released as yet. The links below that are then sorted by highest gross state or region decending for each respective year. It should be no surprise that California and New York and their respective regions rank highest for all years:

                                                Murdoch surprised by MySpace growth | Tech&Sci | Internet | Reuters.com

                                                  The Hollywood Reporter interviewed Rupert Murdoch, chairman and CEO of The News Corp. 

                                                  Excerpt:

                                                  The Hollywood Reporter: DO YOU THINK THAT WILL BE A CHALLENGE GIVEN WHAT YOU HAVE BEEN UP AGAINST BEFORE?

                                                  Murdoch: Probably not. It will be a little bit different in each country. The English-speaking world will be easy. We will have to think about going with a slightly different model or architecture in Japan or Germany or some other countries. It will be driven by exactly the same principles. Young people are the same everywhere. They are curious. They want to take control of things. They want to live in their own world.

                                                  The Hollywood Reporter: THIS IS A REMARKABLE TIME. YOU HAVE CALLED THIS THE GOLDEN AGE OF MEDIA. WHAT WILL IT EVENTUALLY MEAN TO THE INDUSTRIES YOU ARE IN AND TO YOUR COMPANY?

                                                  Murdoch: There are new capital advantages to get things done. You go to these conventions and see all the new technologies being rolled out. But they are all meaningless unless they have content. There is going to be more and more demand for content, and there will be more ways for us to develop more content. And we've got to use these platforms to monetize all of our existing content.

                                                  In The Experience Economy, Joseph Pines II and James H. Gilmore spell out how experiences are the fourth economic offering as distinct from services:

                                                  "Consumers don’t want services, financial or otherwise - they want experiences. Consumers dine at theme restaurants such as the Hard Rock Cafe or Planet Hollywood, shop at experiential destinations such as Universal CityWalk in Los Angeles or Beursplien in Rotterdam, and vacation at a Disney theme park or other venues that stage a feast of engaging sensations and dramatic stories for them."

                                                  Pines and Gilmore continue:

                                                  "Experiences have always been at the heart of entertainment, from plays and concerts to movies and T V shows. Over the past few decades, however, the number of entertainment options has exploded. Today, the universe has expanded to encompass a vast array of new kinds of experiences, as new technologies encourage whole new genres of experience, such as interactive games, World Wide Web sites, motion-based simulators, 3D movies and virtual reality."

                                                  In "Good Morning, Hollywood," Munarriz offers an interesting proposal to theater owners faced with a waning box-office and increased competition from alternative media. Munarriz' suggestion elaborates on this growing trend towards experiential marketing and the ethos of the creative economy.

                                                  Munarriz writes:

                                                  "The studios can deal with the audience shift from theater to DVD. They'll get their money for delivering the content either way. It's the theater chains that are spooked, because their reach begins and ends with the theatrical run. The studios take a generous cut of the box-office take, so theaters have been relying on things like marked-up concessions... I may never understand, however, why concession menus err on the side of boring. I mean, sure, I understand the magic of high-margin wieners, salty snacks, and candy. But what I don't get is how nearsighted an industry can be by not realizing that the whole "dinner and a movie" mindset can be altered in its favor with a more meal-worthy, experience-driven approach to feeding the captive film buffs."

                                                  New York Times published a piece today "Studios Shift to Digital Movies, but Not Without Resistance" by Scott Kirsner:

                                                  The product market for digital cinematography has established first entrants like Panavision and Thomson Grass Valley ( and Arriflex), but writes Scott Kirsner:

                                                  "[M]any new cameras are on the way, from established companies like the ARRI Group of Germany and a start-up, Red Digital Cinema."

                                                  Also cited:

                                                  “We’ve reached what may be looked at, five years from now, as a tipping point in the use of digital cameras,” said Curtis Clark, a cinematographer who is chairman of the American Society of Cinematographers’ technology committee."

                                                  Aside from technological advances in image quality vis-à-vis 35mm, I would add that digital acquisition is reaching critical mass as the gaming generation of below and above-the-line creators and technicians enter their "journeyman" or productive years. Unlike their predecessors, this generation does not have the residue of the long-standing infrastructural culture war between film and "video".

                                                  The cost savings of newer technology are often emphasized by OEM's, and certainly the viability of digital technologies arises primarily from the growing emphasis on solving the endemic vagueness and inefficiency in Hollywood financials. This trend is ultimately a result of the emerging Creative Economy. The engine of economic growth in the developed world is sustained creativity and the production of high-value intellectual property whether pharmaceuticals, video games, or movies.

                                                  In the shift to digital, infrastructure is often overlooked by commentators; while emphasis is frequently placed on the efficiency and aesthetics benefits of newer technologies. As the gaming generation matures, the industry will continue to develop a culture of technicians with dramatically different training cycles and models then its traditional and waning culture of apprenticeship. OEM's, however, are not in a rush to push out traditional acquisition technologies, unless they rely solely on digital for revenue streams. In fact, revenue streams inform the marketing strategies and angle of manufacturers when it comes to their positioning on newer digital technologies. Are they still making money from traditional technology? Then why disparage film. Are they a diversified? Then why not emphasize their choice. Common wisdom in business is that the most profitable years in a technological lifespan are the last years when there is less money invested R&D. Then, it's pure profit.

                                                  Here is a summary of upcoming pieces in my four part series on digital technology and emergent media trends for 2006:

                                                  The second installment will focus on the changing nature of our industry’s below-the-line labor market vis-à-vis digital acquisition and post, and how newer technologies are transforming our industry’s culture and training cycle. I will illustrate how our industry is moving from a culture of apprenticeship to a culture of technicians, and how this development fits into the larger context of globalization and the creative economy.

                                                  The third piece will focus on growing demand for greater clarity and efficiency in the way that Hollywood and other creative industries do business. I see the viability of digital technology as part of an emerging trend in Hollywood towards solving the endemic vagueness around creative financials that are symptomatic of our outmoded ideas about creativity.

                                                  The fourth piece will focus on emerging markets and the changing nature of content that is resulting from these newer technologies and other generational and economic trends.

                                                  Cheers,

                                                  Alexa D. O'Brien

                                                  A specter is haunting America - a specter of the creative economy.  Its expressions are the lifeblood of our nation's economic muscle, and the metamorphoses of our social and economic organs are symptoms of its manifestation.  Yet, we are largely unaware of its existence, and its ideation remains unarticulated in our public discourse - obscured as it were by the rapping bare knuckles of narrow-minded extremities on the left and right hands of our cultural divide.  The more opposable of left-handed thumbs call the phantom menace capitalism and condemn the corporatization of art and the commodification of culture.  On the right, all fingers - except pinkies - point to the sun setting in the West and call the umbrage Hollywood.  For it is better, that one of your fingers should perish rather than have your whole hand cast into Gehenna. 

                                                   

                                                  I have reduced these analogue dubs into binary code - comprised of the numeral zero and - for the increasing number of this magazine's bilingual readers - the numero uno.  I then filtered out discordant noise using compression algorithms that preserved each sound bite's ideological fidelity, but I scrambled the signals so that left and right channels reversed stereophonic polarity.  Presto change-o!  At zero decibels, the human ear perceives near silence - or the sound of both hands clapping for the "no brow" culture of today's youth. The canine ear, however, would still detect the looping chant of hippies asking if that is freedom rock they hear, and if so, that the volume be turned up.

                                                   

                                                  Friends, country/city men/women!   Before you hand cyanide to the old man behind the curtain - excuse me, 35mm camera - or have postmodern nightmares of movie executives screaming, “What are our theaters now if not the tombs and monuments to Film?” Before you condemn the blasphemy of Technicolor's "technology agnostic" e-cinema rollout; or become a digital Bolshevik, shooting at the heart and mind of film's aristocracy with your web clips of skateboarding dogs; before you write that long-procrastinated blog manifesto on the weak social capital of myspace friendship; or, better yet, one to educate our Prince de’ Medici; keep in mind: This is no joke.  Call it what you will, but the creative economy is here, and our nation's and your region's wealth depend upon it.

                                                   

                                                  Our means of production is no longer capital, natural resources, or labor, declares economist Peter Drucker. It's information. Yet, one in four IT jobs and ten to twenty percent of financial services jobs in the United States and Europe will be offshored by 2010.  Forrester Research estimates that from 2000 to 2015 some 3.3 million white-collar jobs and $136 billion in wages will shift from the U.S. to lower-cost countries like India, China, and Russia.  Manufacturing bore the brunt of outsourcing in the past.  Today, the service sector, which employs four-fifths of the labor force, is increasingly affected.[1]

                                                   

                                                  “In the old days," says computer scientist Vernor Vinge, “anybody with even routine skills could get a job as a programmer.  That isn’t true anymore.  The routine functions are increasingly being turned over to machines.”[2]  Appligenics, for example, a small British company, has created software that writes software.  The application is "up to 500,000 times faster than human programmers and completely error-free," says Jim Close, the company's business development director: "That means whereas a human would consider four hundred lines of computer code a good day's work, our software writes that in under a quarter of a second."[3]  Even online à la carte legal services have made inroads into the legal industry.  Analysts say, "As online resources grow, the demand for traditional services force lawyers to lower fees."[4]

                                                   

                                                  More provocative than outsourcing, is the magnitude of convergence between telecommunications, digital technology and industry.  This development has hastened the transformation of our economy from one based largely on information and knowledge to one driven principally by creativity.   John Howkins categorizes the creative economy to include fifteen creative sectors - such as research and development, software, design, and content industries like film, music, and video games  - that produce intellectual property in the form of patents, copyrights, trademarks and proprietary designs.  The annual global revenue for Howkin’s fifteen identified sectors was $2.24 trillion in 1999.  The U.S. share represents forty percent of the market with revenue totaling $960 billion.  The U.S. share also accounts for more than forty percent of research and development, forty percent of television and radio, and thirty percent of film.  Howkins calculates that core copyright industries will be worth $6.1 trillion internationally in fifteen years.  U.S. dominance in these segments - more than productivity improvements related to new technology and new manufacturing methods - is responsible for much of the nation’s global economic competitiveness since the nineteen-eighties.[5]

                                                   

                                                  core_industries.jpg

                                                  The creative economy suggests more than technological progress or the growth of media and entertainment.  However, the latter development is important to emphasize.  Most of us are oblivious to the considerable role that content industries play in job and wealth creation - not only in terms of regional economic development and growing high-tech industry, but also in terms of our nation's global economic competitiveness.  In fact, the media, entertainment, and cultural copyright sectors create new jobs at a rate three times faster than the remaining economy.  In 2002, these sectors employed 5.48 million workers and accounted for six percent of U.S. gross domestic product.  These sectors also generated $89.26 billion in export revenue - surpassing every other category including automotive, aviation, agricultural, as well as chemical and allied products.[6]  Foreign sales of motion pictures alone totaled $17 billion in 2002.  The motion picture industry is the only U.S. sector that boasts a surplus balance of trade with every other country in the world; and the international sale of filmed entertainment plays a significant role in our nation's overall trade surplus in services.[7]  U.S. sales of entertainment software also totaled $8.2 billion in 2004, and U.S. game designers exported an additional $2.1 billion the same year. [8]    Deutsche Bank forecasts that global revenue for game software will grow at thirteen percent annually over the next four years, while PricewaterhouseCooper projects that the U.S. media and entertainment industries will be worth $690 billion by 2009.[9] 

                                                   

                                                  U.S. regions are increasingly unable to compete against places like Bangalore, India or other lower cost localities for the routine information and knowledge jobs considered to be the holy grail of economic development.  Emphasis is frequently placed on attracting and growing high-tech to the exclusion of all else.  In reality, the high-tech sector does not grow in a vacuum.  It certainly will not grow without the creative forms of the content industries that drive technological advance for fields as diverse as real estate and medicine, and that also add high-value to technology products and consumer goods in today's glutted marketplace.  “You can’t have high-tech innovation without art and music," writes urban planner Richard Florida: "All forms of creativity feed off each other."[10]  Ultimately, high-tech requires a creative social milieu - what Florida has termed "the creative ethos".  This chief ingredient underpins the entire creative economy and those fertile regions that establish tangible high-tech hubs.

                                                   

                                                  Even firms cannot compete exclusively with technology in today's global market.  Technology is cheap and ubiquitous until it acquires the high-value-added context of creative forms like branding, content, and design.  “At Sony, we assume that all the products of our competitors have basically the same technology, price, performance, and features," says Norio Ohga, former chairman at Sony. “Design is the only thing that differentiates one product from another in the marketplace.”[11]  Global competition has pushed quality so high and prices so low that the pressure to add value is intense.  “We can’t compete with the pricing structure and labor costs of the Far East," remarks Paul Thomson, director of the Cooper-Hewitt Museum in New York City. “So how can we compete?  It has to be with design.”[12] 

                                                   

                                                  Stock from companies that place a heavy emphasis on design outperform their counterparts by a wide margin.[13]  For every percentage of sales invested in product design, a company’s profits increase by an average of three to four percent.[14]  In 2001, Whirlpool introduced its Duet line of washers and dryers.  By 2003, the company had nineteen percent of the front-loading washer market, up from zero, two years before.  "If you looked four or five years ago, the average life of a washing machine was something like thirteen years," says CEO, Jeff Fettig: "We're surveying owners and finding out a lot of people are replacing their washing machine with the Duet after five, six, or seven years because they want it, not because their old machine broke or wore out."[15]  Coleman Coolers was long considered the industry standard until competition began to erode the company's market share.  In 1999, Coleman redesigned its coolers.  Two years later, the company's cooler sales increased by forty percent and Coleman led its product market for the first time in years.[16]

                                                   

                                                  “Jeff Grady, CEO of Charleston based DLO,” remarks Director of the Charleston Digital Corridor, Ernest Andrade, “was smart enough to figure out that you've the iPod, but you don't have the little accessories to go along with it.”  Design also has the powerful capacity to create new markets - whether for ring tones, medical devices, or cutensils.  “Abundance, Asia, and Automation turn goods and services into commodities so quickly,” explains business writer Daniel Pink, “that the only way to survive is by constantly developing new innovations, inventing new categories.”[17]  “Every product from sneakers to software is constantly being upgraded," writes Florida, “and everything from mutual funds to potato chips now comes in an ever-proliferating variety of types - because the Creative Economy is largely based on selling novelty, variety, and customization.”[18]  "Design has expanded its definition to include creating, recognizing, and developing opportunities to build business," says Tim Brown, president and CEO of IDEO, a design firm based in Palo Alto.[19]

                                                   

                                                  While the creative economy does not represent the first time application of the high-value-added context of creative forms to technology products or consumer goods, it does embody the large scale and pervasive use of this methodology - what Virginia Postrel has termed the "aesthetic imperative" - and the considerable bearing that this approach has on the profit margins of every major industry sector.  “Manufacturing and technology generate wealth only when they make matter and information serve human desire," writes Postrel: “Desire is the true source of economic value.”[20]  When The New York Times asked GM Vice Chairman, Bob Lutz how his approach differed from his predecessors, Lutz responded, “I see us being in the art business.  Art, entertainment and mobile sculpture, which, coincidentally, also happens to provide transportation.”[21]

                                                   

                                                  Branding, like design, can distinguish a product from the glut of global competition, but firms today cannot succeed with a brand strategy based on awareness and identity alone. “Mastery of design, empathy, play, and other seemingly, 'soft' aptitudes," explains business writer Daniel Pink, is “the main way for individuals and firms to stand out in a crowded marketplace.”[22]  "It may seem odd to hear a designer discuss brand positioning," writes John Tanz in Fortune: "Get over it.  No longer the wacky freethinkers whose work may never exist anywhere beyond their sketchpads and computer screens, designers are developing serious business chops, becoming better versed in the concerns of the manufacturing, finance, and marketing departments."[23] 

                                                   

                                                  When I asked media-christened branding expert, Rob Frankel, how companies protect brand in the digital age with its lower barriers to market entry, he responded: "Most of these guys confuse 'brand' with identity or product. Identity is one small fraction of brand and products are merely 'proof' of your brand's promise."  Frankel distinguishes himself from "old school" marketing consultants like Jack Trout and Al Ries "by redefining brand in a way that impacts the bottom line."  "Branding," Frankel continues, "is not about getting your prospects to choose you over the competition.  It's about getting your prospects to see you as the only solution to their problem. Everyone makes a PC, but why do some people insist on a Mac, when it costs more and ostensibly has less software?"

                                                   

                                                  When you look at the size and scope of the global advertising industry, you can appreciate how creativity factors into our economy.  Zenith Media estimates that global expenditure on advertising totaled $403 billion in 2005.[24]  According to economists Deidre McClosky and Arjo Klamer, persuasion, advertising, counseling, and consulting account for twenty-five percent of U.S. gross domestic product.[25] Economist Gillian Doyle also notes that when “expenditure on advertising is calculated as a percentage of GDP, the pattern that emerges indicates that as the national economy has grown over time in real terms, advertising has not just grown in parallel, but has grown even faster.  So the amount of advertising activity in an economy is related to the size and growth rates of the economy itself, and advertising has tended to account for a progressively more significant portion of GDP as time goes on.”[26] 

                                                   

                                                  The convergence of digital technology, telecommunications, and industry has also eroded product market boundaries.  Sectors that were once distinct and unrelated now overlap through their shared use of media and information technology.  "What we do in medicine now relies on digital imaging.  It also relies on high-resolution, high-speed data processing," says Dr. John Raymond, Vice President for Academic Affairs and Provost at the Medical University of South Carolina.  So do digital cinema and entertainment software.  "MUSC was one of the first institutions in the U.S. to have a sixty-four slice CT scan that gives amazingly high-resolution pictures of the heart," continues Dr. Raymond, "Some people believe that this technology may even supplant doing cardiac catherizations for diagnosing cardiac disease.  But trying to enhance the images, learn how to use computer algorithms to read them correctly, or transfer the data rich files to a distant site to be read by an expert; those are issues we have to deal with, that we haven't dealt with adequately."  

                                                   

                                                  The CELL based Mercury Computer blade server is a perfect example of a direct technology transfer from entertainment software to medicine.  Video games rely on powerful CPUs for the high-speed data processing required to render 3D images in real time.  As gamers demand a more heightened experience and greater realism, the data rich digital graphics and audio require more processor speed. Advanced scanning techniques - like the one described by Dr. Raymond - lead to huge amounts of data.  Using a traditional computer processor, reconstructing an image takes two seconds per slice, or over five minutes for a full image, but using the CELL processor, a central processing unit developed and optimized for gaming and broadband by Sony, IBM, and Toshiba, an image is processed in seconds. 

                                                   

                                                  Digital cinema technology has repercussions for any application where the display and transmission of high-speed high-resolution data rich images are required: for example, high-resolution satellite imagery or telemedicine.  Consequently, the National Institute of Standards and Technology developed scientific measures and test materials to assess image quality and the effects of compression for the display and transmission of digital content in collaboration with the Digital Cinema Initiatives LLC - a consortium formed by seven major movie studios to create a digital equivalent to 35mm film.  Before a cinema can screen digital movie content, the presentation is compressed using high-speed high-resolution algorithms, encrypted, and transported to theaters via satellite, broadband, or hard drive.  In the end, "networks don't care what kind of data you are sending over them," says Bob Gibbons, Director of Marketing and Communications at Kodak Digital Cinema.

                                                   

                                                  Military surveillance, targeting, and weapons testing also use technology that was developed for motion pictures and entertainment software.  The U.S. government currently employs Panavision's 300x compound zoom lens for military surveillance.  The lens made its television debut during ESPN's coverage of the Mercedes Championship in Maui this year.  Applying Panavision's lens technology with a high-speed high-resolution digital camera like the Panavision HDMAX - that incorporates the QuadHD CMOS sensor - detailed images of test missiles or objects of interest can be captured for analysis or target verification.  The Mercury Computer’s CELL based blade server can also handle the requirements of sonar and radar computation for military or scientific applications, because of its ability to process real time data streams.  “The Cell BE processor was originally designed for the volume home entertainment market," says Craig Lund, chief technology officer of Mercury Computer Systems, "but its architecture of nine heterogeneous on-chip cores is well-suited to the type of distributed, real-time processing that will power tomorrow's digital battlefield.”[27] 

                                                   

                                                  Hollywood and video games drive the development of high-speed high-resolution digital image capture, management, transmission, and display that have implications for fields where these advanced technological applications would be economically unviable to develop on their own.  Digital Light Processing technology (DLP) from Texas Instruments uses Digital Micromirror Device light modulators (DMD).  DMD technology has made significant inroads into both the home and theatrical digital projection display markets, but the technology also has applications ranging from volumetric display, holographic data storage, lithography, scientific instrumentation, and medical imaging.  Entertainment software has lead to faster introduction and deployment of processors, broadband networks, and high definition disks like HD-DVD and Blu-Ray. The “media richness demanded by gamers and game developers drives progress in graphics and audio for the entire PC industry,” notes John C. Beck and Mitchell Wade in their study of the game generation's influence on organizational values in business.[28]  “IBM places value on chips made for entertainment software that goes beyond revenue and profits," says Dr. John Kelly, senior vice president and group executive for IBM Technology Group: "These chips help drive technology in other areas."  Online gaming and game downloads are one of the fastest growing uses for bandwidth connections, and entertainment software stimulates the demand for third and fourth generation cellular telephony with broadband speed capability.  PricewaterhouseCooper projects that wireless games in the U.S. will grow from $142 million in 2003 to $2.8 billion by 2008.[29]  

                                                   

                                                  Despite a prima facie assumption regarding technology's cardinal role and inherent value in our local and national economies - technology, while an important catalyst, is not the central driver of long-term economic growth.  Although, we are not used to "thinking of ideas as economic goods," writes economist Paul Romer, "they are surely the most significant ones that we produce." Unlike traditional goods such as raw materials or machines that diminish or deteriorate with repeated use, ideas offer us increasing returns and actually grow in value the more they are used.[30]  The increased competition and shorter product cycles of the global market, however, have made time a scarce commodity.  As Florida writes, "Time is literally worth more than it use to be."[31]  Therefore, sustained and consistent creativity is the keys to deriving durable economic growth in today's economy.  The "only way for us to produce more economic value-and thereby generate economic growth," continues Romer, "is to find ever more valuable ways to make use of the objects available to us.”[32]  

                                                   

                                                  The changes in our economic, social, and cultural organizations that have been developing for decades and define the landscape of the creative economy are not the result of new forms of technology.  Technology, innovation, and creativity are the products of these broader and deeper shifts; because, it is these structures, and not technology, that consistently support and elicit the very conception, production, and transmission of ideas that generate economic wealth.  The “most important ideas of all are meta-ideas," writes Romer, “ideas about how to support the production and transmission of other ideas.”[33]

                                                   

                                                  Creativity is expensive and time consuming.  The production of commodities in the creative industries, which include film and television, is said to suffer from "Baumol's disease":  Costs in these sectors tend to climb faster than the rate of inflation, chiefly because creativity is dependent on highly specialized human capital and inherently labor intensive. Labor costs in the creative sectors also tend to rise more rapidly than others do. [34]

                                                   

                                                  Conventional creative sectors - like high tech and entertainment - have always fallen under the traditional research and development model with its characteristic high production and low replication costs; intrinsic risk; and dependencies on intellectual property and human capital.[35]  Once the first generation of a pharmaceutical like Lipitor or a movie like Episode III: Revenge of the Sith is produced in its expensive and lengthy R&D phase, it costs comparatively little to reproduce and supply it to extra customers.  In the United States, the period from development, to FDA approval, to market for a new prescription medicine is ten to fifteen years, and typically costs $802 million.[36]  While corresponding data for the time it takes an average feature to make it to market varies, the industry slang "development hell" is frequently used to emphasize the notoriously long periods projects can remain in development before they are finally scrapped or "green lit."  Spiderman, for example, was announced as a film in 1986 but not released until 2002.  In 2005, the cost of an average feature released by MPAA members was $96.2 million. About thirty-seven percent of, that was spent on marketing.  The norm for expenditure on an hour-long television episode is $2 million, not counting development costs.[37]  Console game development costs between $3 million to $10 million per title,[38] with time from inception to market ranging from one to four years.[39]  Meanwhile, costs are projected to rise as demand for third party intellectual property becomes more desirable to game companies looking to mitigate escalating risks from fewer profitable titles.  Along with the increase in licensing fees from proven sports and movie franchises, development costs for three dimensional graphics, artificial intelligence, and enhanced voice and sound effects for the next generation game consoles are also projected to rise.

                                                   

                                                  Creativity carries tremendous risk.  Only five of every five thousand medicines tested, according to the Pharmaceutical Research and Manufacturers of America, make it to clinical trials.  Based on research by the Tufts Center for the Study of Drug Development, only one of these five is eventually approved for patient use. Of the roughly forty thousand feature scripts that are written on spec in any given year, three thousand are optioned and a mere fifty actually made.[40]  In 2005, new releases totaled five hundred and forty-nine.  One hundred and ninety-four or roughly thirty-five percent were released by the majors and the other three hundred and fifty-five or sixty-five percent by independent distributors.  According to media analyst Christopher Gasson, only two out of every ten films made by even the most successful Hollywood studios, make a profit. [41]   Most films lose money.  "It’s a very frustrating process," remarks Megan Wolpert, Executive Vice President of Spyglass Television, "In terms of television very little work is done on spec.  Development has a seventy-five percent failure rate every year and that’s part of the game.  You buy eighty projects knowing that fourteen will be good enough to shoot.  Then of that fourteen, six will be on the air, and the rest just go away."  In 2004, three percent of PlayStation 2, Xbox, and GameCube titles accounted for 30 percent of the firms' combined 2004 revenues.  The total market for games included 1,751 separate titles, of which 91.3 percent sold fewer than 500,000 copies.[42]

                                                   

                                                  Writers like Thomas Friedman and others have referred to the flattening or horizontal effect of globalization on business.  The trend is fundamentally a direct result of the emergence of the creative economy.  Urban planner Richard Florida notes how the formal venture capital system, high-tech startup phenomenon, and rise in research spending have now combined with the creative factory and subcontract-manufacture systems - translate outsourcing - and a new creative social milieu to form an “age of pervasive creativity that permeates all sectors of the economy and society.” [43]   Focus on creativity, while outsourcing or automating production, provides firms with the most efficient division of labor.  According to Timothy Sturgeon of MIT’s Industrial Performance Center, this model has another benefit; subcontracted manufacture can also capitalize on risk spreading and economies of scale.   “I think that quality wins in the long run.  Now, quality can also mean that it is downsized that means that you may be the best but you’re not the biggest," says Bob Harvey, Vice President of Worldwide Sales at Panavision: "I believe that Panavision is the best but we are not the biggest.  We manufacture everything here in this country for the most part.  That isn't fair with digital obviously, but we design everything here.  That is fair with digital.”

                                                   

                                                  Despite our old-fashioned notions about creativity as something relegated to the fringe, or worse, the elite, creativity is mainstream.  More Americans work in art, entertainment, and design, than as lawyers, accountants, and auditors.[44]  In the United States, professional artists, writers, and performers have increased three hundred and twenty-five percent from 525,000 in 1950 to 2.5 million in 1999.[45]  Graphic designers outnumber chemical engineers by four to one, and more Americans are directly employed in film production than in the steel industry.[46] 

                                                   

                                                  Corporate recruiters visit graduate art schools looking for talent, and design schools emphasize corporate skills along with draftsmanship.  Northwestern's Master's program in product development at the McCormick School of Engineering and Applied Science includes courses in basic accounting, marketing, conflict resolution, statistics, and ethics. Design programs at Stanford and the Illinois Institute of Technology are also adding business courses to their curriculums.[47]  The “MFA is the new MBA,” writes Daniel Pink, because, in today’s Creative Economy, “the high-concept abilities of an artist are often more valuable than the easily replicated [left brain] directed skills of an entry-level business graduate.”