Recently in Infrastructure and Culture Category

From Mamet to the "Office" the discusssion over Hollywood Financials is gaining traction in the public arena. I call this phase one, dispel myths and get real.

Hear the noteworthy Leonard Lopate Podcast Interview here

Download the MP3 here.

I am not sure if anyone noticed the parody about our common misconceptions and outdated notions about creativity and art as they relate to the economy on last night's episode of "Office" called aptly enough "Business School" (Episode 3)

Television has never been better and I have great faith in the generation of artists and creators coming off age today.

Once again, these two small examples are symptomatic of the larger movement and discussion within the creative industries about solving the endemic vagueness around creative financials that I alluded two last year in one of my first posts. This discussion will intensify in the coming years and include Wall Street and private equity funds and emergent media firms like Google, Itunes, and Amazon.

Before I left for vacation last month, I sketch out for you my undigested thoughts on the emerging aethetics of the game generation (35 and under):  there is a degrading of image quality and techniques that lower-end digital technologies have supplanted into the aesthetic psyche of many younger viewers – just look at the ads created and aimed at the under 30 demographic. Old tricks. Why is that? Perhaps because these kids are expert consumers of electronic stories and know it’s manufactured.... They are deconstructing the image.

Today Patricia Winters Lauro writes in the New York Times that

[s]traight direct-response pitches hardly ever work anymore, and increasingly agencies have turned to spoofing their own industry to attract viewers long enough to deliver a new message...Direct-response advertising as a genre is especially appealing to parody because it’s “so cheesy,” Mr. Jendrysik said. It is an inside joke that the public gets, he added, even the GameTap target audience of 25- to 35-year-olds, who may be too young to recall the ’70s pioneers like Ronco, K-Tel or Ginsu knives.

Mr. Jendrysik said the spoofs were also a good strategic fit for GameTap, which was introduced nationally last year and is trying to build its subscription base.


Registration for the subscription only online analysis and research service, Cable U, opens today for those who want to know everything that pertains to 24 hour US cable networks: "the constants of nearly every deal, including: budgets, co-productions, distribution, international sales, legal, pitching, press & publicity and pricing."

Servicing networks hungry for content with the explosion of world wide cable as well as less vertically integrated organizations or professional looking for centralized information, this site is another example of what I have referred to elsewhere on The Second Sight as efficiency measures arising organically alongside the creative economy, manifested to solve the endemic vagueness around creative financials.  (See Hedgefunds for Hollywood).

I will not have access to the Internet between November 4th and the 18th, because I will be traveling on a sail boat from Grenada to Antigua. Please excuse the blog interruption.

I leave you for the time being with my undigested thoughts on the broad and relevant topic “the evolving nature and aesthetics of creative content”.

First, it covers the evolving structures of storytelling via new media. Examples of new media structures are foureyedmonsters.com and lonelygirl15.com; and interactive television content that is created on the web to supplement traditional shows. Reality TV is obviously interactive but LOST is the best original dramatic example of this interactivity; and then of course, their is the growth of user generated content from channels like YouTube and CNN): What do these new storytelling structures look like? How are these structures similar and different to their predecessors?

Television, can have a relationship with the internet that film cannot. I imagine that the nature of going to the movies will still demand High Imaging that allows for suspension of disbelief...but there is a degrading of image quality and techniques that lower-end digital technologies have supplanted into the aesthetic psyche of many younger viewers – just look at the ads created and aimed at the under 30 demographic. Old tricks. Why is that? Perhaps because they are expert consumers of electronic stories and know it’s manufactured.... They are deconstructing the image.

Another thought, I think of Mark Chiolis’ (Grass Valley) remark to me in my interview with him:

"Today there are a number of thought provoking questions that are being asked. What happens when there is a true RGB 4k (there isn't one today) sensor that rivals, if not exceeds, that of today's film stock? One of the arguments for film is that people like the "look" which includes the grain and movement through the gate. What happens when the "game-boy" generation takes over? Having grown up with "video" is this the "look" they want to see? Will they have a different set of standards to compare to?"

Film (theatrical features) is (are) different. I think they will demand even more heighten realism and I suspect that Digital 3D will become increasingly popular in that format in the years to come (an outgrowth of the gamers demand for a heightened experience).

What are the fundamental relationships that the younger generation seem to be exploring via this new media content and traditional content? Some may say the subject matter is generally solipsistic, passive - an outgrowth perhaps of the individuals solitary communion with the anonymous web or with media itself...but look at the bleeding edge technology and science of virtual reality. Look at the studies of the psycho-physical effects of these media tools on users in medical and defense research. Passive is not the right word to describe this relationship. Interactive is better. But with what (media) and whom (other players)?

I say one cannot understand this generation unless they have a MySpace page and love it. Why? There is a freedom of movement in the field of archetype and symbol that enables both artist and audience to observe without disclosure, absorb without acquisition, and create without the demand for conclusion. The repetition of archetypical representation uncovers both artist's and audience's collective mythologies, thereby revealing: The anonymous is personal.

Renowned urban planer Richard Florida notes that the fundamental social and economic changes that underpin the Creative Economy, demonstrate that in “virtually every aspect of life, weak ties have replaced the stronger bonds that once gave structure to society. Rather than live in one town for decades, we now move about. Instead of communities defined by close associations and deep commitments to family, friends, and organizations, we seek places where we can make friends and acquaintances easily and live quasi-anonymous lives. The decline in the strength of our ties to people and institutions is a product of the increasing number of ties we have.”

How have television and new media influenced the sensibility and subject matter of creative content. I see the primary relationship that the younger generation is exploring, is with the media itself (I am not talking about the news media, I am talking about media itself). You may critiqued the passivity of video games...but, perhaps that passivity masks an exploration with identity that is not understood by non-participants and therefore disregarded as irrelevant. I say this exploration is powerful and emergent in movies like Adaptation and I Heart Huckabees. This relationship between identity and media is increasingly portrayed as mystical, interactive, and “high touch”. Their is a propensity for role playing, a desire for authenticity coupled with a disdain of truthiness and even traditional ideology. For dramatic content and docu-reality, they create satire and even sarcasm (the mass may also create cynicism, but I would never characterize this generation as cynical. They know the line of complicity runs through each of them).

In some respects, “reality shows” seem like an outgrowth of this propensity for role-playing, a study of the dramas of personality. In deconstructing the “sit com” and “documentary” and even the “commercial brand”, there appears to be an investigation of topics like truth and being.

Regarding lonelygirl15.com. As one writer I spoke with remarked, “Entertainment is always flirting with reality. It seems that things that don't aim to be thought of as real do a much better job. Verisimilitude, it's what it's all about."

Is there a common thread in the subject and structures explored by newer creative content, a post-post modern sensibility? See the NYT’s article, “Brand Underground”:

http://www.nytimes.com/2006/07/30/magazine/30brand.html?ex=1311912000&en=82edb890b1d6c977&ei=5088&partner=rssnyt&emc=rss

There are several larger forces manifesting in the recent development of MTV's Virtual Laguna Beach for example. One of them is the evolution of brand: how the concept has extended itself into the realm of branded communities in the digital age. Gamers (the generation under age 35 and including generations X and Y) have grown up in a world saturated by brand so that the phenomenon is now a vehicle for personal expression and identity beyond the ostensible confines of a corporate mandate (well, except their own). Commentators like Rob Walker (The Brand Underground, NYT) have elucidated the social phenomena well, however, they tend to look at the expression as another failed modernist attempt to beat the system. Hand me the cyanide, the revolution is over and we lost!

Boomers are wired to view creativity as a choice between “selling out” or “sticking it to the man” and the quest for the great society as a dogmatic battle between the mediocrity of relativism and the virtue of absolutes. To use former bohemian terminology, today’s generation does not have that hang up. “They have relatively little generational consciousness,” writes David Brooks, “because this generation is for the most part not fighting to emancipate itself from the past.” The suggestion is provocative considering that while “the baby boom included the largest U.S. birth cohort to date, the game generation will ultimately outdo the baby boom in size, in scope, and presumably in influence,” notes John C. Beck and Mitchell Wade in their study of the game generation’s influence on organizational values in business. “The total size of the game generation is already greater than the baby boom ever was,” and the whole generation of gamers, “including X and Y and letters to be named later-simply approach the world differently than their predecessors.”

I am a broken record, but like dissident antipoliticians from the former Czechoslovakia, who used satire and absurdity to highlight the fact that in a postmodern consumer society the “line of complicity runs through each of us," this new American generation distrusts political grandstanding and even traditional forms of organized politics. Hence, the popularity of so-called no brow satires like South Park, The Colbert Report, and The Daily Show.

The playwright Heiner Mueller once remarked that the potency of theater in his native East Germany was based on the absence of other ways of getting messages across to people. "As a result," Mueller says, "Theater here has taken over the function of other media in the West," before now. While the never ending surface chatter of talking points and double speak on both the left and the right continue to erode the value of words, they also inflate the space between the lines.

None of this mentions how the game generation take globalization for granted and the growing crossover of cultural content from other traditions, “bollywood”, Japanese Anime et cetera.

The Second Sight Podcast, © 2006 Alexa D. O'Brien, (26:35)

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The Second Sight offers insight and analysis on the media and entertainment industry - an often misunderstood or mischaracterized sector of the American economic and cultural landscape in the midst of its own technological and cultural shifts - from globalization and the emerging creative economy; to digital technology and the evolving aesthetic and nature of content; to the growing technological cross fertilization between media, defense, and medicine.

My name is Alexa D. O'Brien Gault. For the next two months, we will focus our attention towards understanding the evolving nature of the below-the-line training cycle for motion picture technicians, in the face of both digital technologies and newer end to end digital workflows; and the coming of age, so to speak, of the game generation - the older cusp of which, now in their mid thirties, having finally entered their productive years as journeymen technicians and content creators.

Today, we are talking with cameraperson, John Clemens. For seventeen years now, Clemens has ac'ed and operated for directors of photography like Lance Acord (Buffalo 66 and Lost in Translation). His most recent work with Acord was on a Mercedes Benz spot that Acord shot and directed. John has also worked with Joseph Yacoe, known for his commercial and music videos work. Clemens most recent job with Yacoe included a hair product commercial with Penelope Cruz. Director of photography, Darren Lew, who has shot commercials for the likes of Clinique, Versace, Nike, and Adidas, and who began his own career as a still assistant to renowned fashion photographer, Steven Meisel, has said of John Clemens:

"I have never worked with a camera assistant who had it more in his blood than John. He has got a sixth sense for focus and a working method of military precision and consistency, it is no wonder he works with the greatest DP's from all over the world. His skill goes beyond the technical--he quietly contributes to the art of camera work each time we work together everyone else becomes second best after working with John."

John Clemens' credits include Buffalo 66, Naqoyqatsi: Life as War, and Requiem for a Dream. I am honored to have John Clemens on the line for a Second Sight pod cast interview.

Alexa D. O'Brien Gault

Hi, John. How are you?

John Clemens

Good. How are you doing?

This month we focus on understanding the evolving below-the-line training cycle and the newer end-to-end digital work flow as it relates to acquisition and post. The traditional training cycle of below-the-line technicians has slowly eroded over the last ten years. Now the older cusp of the game generation in their mid-thirties have recently entered their productive years as journeyman technicians and content creators. These technicians and artists came up in an infrastructure married to film but sleeping with video, an infrastructure infiltrated more and more by electronic acquisition and digital post - a result itself of the explosion of world wide cable and the desire to stem the rising cost of production. A corollary of this would also translate to the growing outsourcing of production and post, and the changing nature and aesthetic of content in the form of both docu-dramas, generated by professionals and users alike, and advanced CGI.

I remember having the opportunity to compare formative experiences with Dedo Wingert, inventor of the dedo light, at a lighting expo one rainy winter night in New York City in 2000. No one showed at the event except myself and a few other below-the-line technicians. This fact alone is important to note. One executive at a prominent rental house in New York City recently mentioned to me that attendance at seminars has been declining over the last few years. This phenomena, according to elder technicians, is evidence of the arrogance of today's younger generation. After listening to Wigert talk of his traditional film apprenticeship, I couldn't help but feel inadequate.

Ultimately, the generational myopia and phenomena alluded to above are symptomatic of larger forces and better understood in context: These are the advance of digital post and acquisition technologies, the evolution of the below-the-line training cycle and infrastructure, the emerging ethos of the game generation and its influence on culture and business, and finally both globalization and the creative economy as it relates to media and entertainment.

Today digital cinematography and digital end-to-end workflows are reaching critical mass. The culture war I came up in between film and "video" has given way to hybrid projects with newer digital formats that incorporate the best of both worlds. The change is liberating for me because I am a member of the game generation and the newer tools are more natural to my sensibilities, even as they complicate the creative process with an increase in variables that influence image quality along the digital supply chain.

Rather than inundate you with a dissertation on these matter I have decided to break my thoughts down and post them in easily digestible gruel (just kidding!) courses. By months end you shall understand why monkey brains are a delicacy. And lucky for you, the meal will be topped by an even better desert in the form of pod cast conversations with highly respected below-the-line technicians.

Here's are planned stops along the topic route:

I. The Creative Economy

II. Creativity is Expensive and Time Consuming

III. The Creative Factory - a. Globalization and Convergence, b. Outsourcing Production and Post

IV. The Horizontal Labor Market - a. Culture of Tradesmen vs. Culture of Technicians, b. Art at the fringe vs. Creativity as Mainstream

IV. The Cultural Ethos of The Game Generation - a. Generational Myopia and Culture War, b. Evolving Nature and Aesthetic of Content

V. The Digital Work Flow

Posted on CML by Mark Forman

SMPTE NY Media Chair


SMPTE Technical Conference & Exhibition
October 18-21, 2006
Renaissance Hollywood Hotel, Hollywood, CA

SMPTE
is the leading organization for professionals in motion imaging
technology, and for 90 years we've been bringing together industry
experts who are on the technological cutting edge to share their
knowledge. This October, we're amalgamating a SMPTE Technical
Conference that is going to bring you the latest in High Definition,
Film Technologies, the Digital Intermediate, Video IP Workflow, and a
host of other hot topics. With an eye to the future, we're going to
bring you the latest on these technologies and others.

Wednesday, October 18
Morning
Professional Displays, with Session Chair Ron Williams, Landmark
Film Technology and Archive Futures, with Session Chair Andy Maltz, Academy of Motion Picture  Arts and Sciences
Afternoon
HD for the Consumer, with Session Chair Mark Johnson, MRJ Consulting
New Infrastructure: AV/IT Systems and Technology, with Session Chair Al Kovalick, Avid Technology

Thursday, October 19
Morning
Digital Cinema: The Intermediate Train Has Left the Station, with Session Chair Wendy Aylsworth, Warner Bros.
Sound for Pictures: Media in Transition, with Session Chair Lorr Kramer, DTS
Afternoon
Compression: The Next Generation Gets Real, with Session Chair Michael D. Smith
Content Protection/Piracy, with Session Chairs Rob Bauer and Jim Williams, MPAA

Friday, October 20
Morning
The Renaissance of the Stereoscopic Cinema, with Session Chair Lenny Lipton, REAL D
HD for Broadcasting, with Session Chair Sterling Davis, Cox Broadcast
Afternoon
Realizing
IPTV: Further Issues and Angles on Content Management, Deployment, and
Systemization, with Session Chair Steve Wynn, Sony
Image Acquisition - Recent Advances, with Session Chairs Marker Karahadian, Plus 8 Digital

Saturday, October 21
Morning & Afternoon - Historical Seminar
FILM AND TELEVISION HISTORY DAY!
Our
entertainment technology industry—film, video, and audio—helped
shape the 20th Century and will continue to define the 21st. Old or
young, you're a part of that history! Stories from those early days
offer as much fun as the entertainment our equipment and techniques
helped produce. Join us for some great sessions covering, among many
topics, videotape recording, which is celebrating its 50th anniversary
this year, kinescope video-on-film that preceded the VTR, Vitaphone
"talking pictures," probably one of the most important breakthroughs of
all time, and other topics like color TV, videotape editing, cameras,
and microphones. Some of the pioneers who made it happen will share
their memories with us. The Hollywood Section's access to a treasure
trove of classic gear for our "mini-museum" will make this a
"don't-miss" event!

SMPTE Student Event!
All members,
especially students, are invited to our special student event, as SMPTE
once again underscores the importance of our next generation of motion
imaging professionals.

Special Events
Don't miss our special events, giving you a chance to
network, meet new colleagues, and just maybe, have some fun!

SMPTE's 90th Anniversary Bash and Special Movie Screening at Warner Bros. Studios!
Wednesday – Evening

Industry Luncheon
Thursday - 12:15 -1:30 pm
with Keynote Speaker Kirk Paulsen,
Apple Senior Director of Professional Applications Marketing

Honors and Awards Reception
Friday - 7:00 - 9:00 pm

SMPTE Fellows Luncheon
Saturday - 12:15 - 1:30pm
with Keynote Speaker Wendy Aylsworth, Vice President of Technology for
Warner Bros. Technical Operations

Please Contact SMPTE for Details http://smpte.org

Timothy Moenk | Catching Up With the MySpace Generation | What a Concept! | Business Intelligence | Networking

Murdoch_MySpace.jpgMoenk's piece on the game generation's social application of technology and its influences on Web 2.0 design is both insightful and uniquely refreshing.  While everyone is talking about marketing on MySpace, Moenk focuses on the effect of the MySpace ethos on business culture as the game generation matures into their productive years.

“They have relatively little generational consciousness,” writes political columist David Brooks about the game generation.  Why?  "[B]ecause this generation is for the most part not fighting to emancipate itself from the past.”  This suggestion is provocative considering that while “the baby boom included the largest U.S. birth cohort to date, the game generation will ultimately outdo the baby boom in size, in scope, and presumably in influence,” notes John C. Beck and Mitchell Wade in their study of the game generation’s influence on organizational values in business.  In fact, “the total size of the game generation is already greater than the baby boom ever was,” and the whole generation of gamers, “including X and Y and letters to be named later-simply approach the world differently than their predecessors.” 

This generational amnesia is partly the result of the movement away from traditional forms of social capital towards weaker, and more numerous ties.  Renowned urban planer Richard Florida notes that the fundamental social and economic changes that underpin the Creative Economy, demonstrate that in “virtually every aspect of life, weak ties have replaced the stronger bonds that once gave structure to society.  Rather than live in one town for decades, we now move about.  Instead of communities defined by close associations and deep commitments to family, friends, and organizations, we seek places where we can make friends and acquaintances easily and live quasi-anonymous lives.  The decline in the strength of our ties to people and institutions is a product of the increasing number of ties we have.”  Continues Florida:

"What appears to be self-indulgence to conservatives or devices of corporate oppression to liberals in fact turns out to be the result of the rational evolution of economic forces.  Changes in taste and lifestyle that at first glance seem superficial and unrelated turn out to be rooted in widespread, fundamental economic change.”
Excerpts and Highlights from Moenk's article:

While much of the discussion regarding social networks in the business community is focused on word of mouth marketing and user generated content, this trend has even greater ramifications for the way it will impact businesses internally.

    Many analysts are of the opinion that applications of the future will be increasingly web based. While this idea has been met with much skepticism, Microsoft has aggressively begun to shift gears in order to adapt to these developments.
      The timing for this is impeccable as Google is currently threatening to eat into their Microsoft Office market share with free web based solutions such as Google Writely and Google Spreadsheet.
        Given that there are now web based alternatives to much of the productivity software that we use every day, how does this new generation of tools differ and improve upon what’s already out there? The answer lies, believe it or not, with social networking services like MySpace, social bookmarking sites like Yahoo’s del.icio.us, and peer to peer social networks like the blogosphere.
          The most successful of these services are designed to be intrinsically social, while focusing on the utility they provide to individuals. Thus the web not only becomes a great place for individual productivity, but also real time group collaboration and community building around the information that is being interacted with. This balancing of needs between that of the individual and the group perhaps gives us an indication of what was missing in enterprise ‘groupware’ of the nineteen nineties.
            In the past few years there has been a fundamental change in the way teenagers socialize which can be credited with two developments: the proliferation of cell phones, and the rapid adoption of the social networking sites MySpace and Facebook. The most profound ramifications of Web 2.0 won’t be fully felt nor understood until the MySpace generation begins to enter the workforce in the next few years. The current level of connectivity between students in high school and college is drastically different from anytime in the 20th century or even the first three years of the 21st.
              In the Information Age where the adage "it’s not just what you know but who you know" is increasingly relevant towards maintaining a competitive advantage, today’s teenagers are learning and largely influencing the development of new networking practices that are foreign to current business professionals.
                While the old paradigm of the web is focused on static information, the new web is developing into a dynamic collaborative medium where the social network is ubiquitous with content creation and information flows from person to person more efficiently with the individual in control of what they see and whom they interact with.
                  Email may currently be the most used application for collaboration because it is what the first generation of web users are familiar with, but as the MySpace generation begins to enter the workforce they will rapidly influence the adoption of tools that embody the collaborative social practices to which they are growing accustomed.

                    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:

                    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.”[48] 

                     

                    Meanwhile, firms in the gaming industry, the fastest growing entertainment sector, search for gifted grads with degrees like Carnegie Mellon’s new Masters of Entertainment Technology or MET.  “The larger FX houses are constantly asking us about our students," says Professor John Kundert-Gibbs, Director of Clemson’s Digital Production Arts Program - whose alumnae work for the likes of ILM, Pixar, EA, and Nintendo.  As one game developer put it to columnist Tom Loftus, “Changes in the way games are built indicate less of a future demand for coders, but more of a demand for artists, producers, story tellers, and designers.” [49]    

                     

                    Film and video games are to this generation what journalism was to Bob Woodward’s.  Media and art programs are busting at the seams.  Enrollment at the Savannah College of Art and Design has increased fifty-two percent in the last five years.  “When I arrived at USC in 2000,” says Susan Hogue, Media Arts Instructor at the University of South Carolina and documentarian,  “there might have been two-hundred and twenty majors in Media Arts, and now it’s over four hundred.”

                     

                    In his prescient and aptly titled book, The Rise of the Creative Class, urban planner Richard Florida identified the emergence of the new economic and social class of “thirty-eight million Americans roughly thirty percent of the entire U.S. workforce,” whose creativity is the driving force of our nation’s economic growth. [50]   The key difference between the Creative Class and other classes lie in what they are primarily paid to do.  Those in the Working and Service Classes are primarily paid to execute according to plan.  The core of the Creative Class includes people in science and engineering, architecture and design, education, arts, entertainment, and the media whose economic function is to create new ideas, new technology, or new creative content and intellectual property.[51]  Around this core, exists a broader group of creative professionals in business, finance, law, health care and other related fields, who engage in complex problem solving that involves a lot of independent judgment and requires high levels of education or human capital.[52]   Today in the United States, the Creative Class is larger than the traditional Working Class.  The Service Class, totaling fifty-five million workers or forty-three percent of the U.S. workforce, is the largest of all.  The growth of the Service Class, according to Florida, is also largely a response to the demands of the creative economy.  “Members of the Creative Class, because they are well compensated and work long and unpredictable hours," writes Florida, “require a growing pool of low-end service workers to take care of them and do their chores.”[53]

                     

                    Our collective blackout about the central driver in our economy flows partly from the intoxicating polemics of the previous generations’ culture war that eclipse most public discourse about the shifting boundaries of our social geography and economic life.  On the left, critics bemoan the commodification of art and corporate America’s cooption of the symbols from the former bohemian and newer alternative counterculture.  “Hip is how business understands itself," writes Tom Frank, suggesting that the emerging culture is just another aspect of capitalism.[54]  On the right, detractors echo related themes about the devolution of society.  David Brooks describes the members of today’s generation as “The Organization Kid," part of the “Future Workaholics of America, obsessively career conscious and deferent to any authority that will get them ahead."  Brooks argues that the game generation lacks defining concepts of “character and virtue," because they have "been reared in a country that has lost, in its frenetic seeking after happiness and success, the language of sin and character-building."  "When I asked about moral questions they often flee such talk and start discussing legislative questions," writes Brooks: "These young people are not part of an insurrection against inherited order. They are not even part of the conservative reaction against the insurrection.  It's not that they reject one side of that culture war, or embrace the other. They've just moved on.” [55]    

                     

                    Yes, they have, and the notion illustrates a fundamental difference between today’s generation and the boomers.  The latter are wired to view creativity as a choice between “selling out" or “sticking it to the man”, and the quest for the great society as a battle between the mediocrity of relativism and the virtue of absolutes.  To use former bohemian terminology, today’s generation do not have those hang-ups.  Perhaps like earlier dissident antipoliticians from the former communist Czechoslovakia, who used satire and absurdity to highlight the fact that in a post-modern consumer society the “line of complicity runs through each of us," this new American generation distrusts political grandstanding and even traditional forms of organized politics.  “Ideology is a specious way of relating to the world,” writes Vaclav Havel former antipolitician later turned President of the democratic Czech Republic - especially when it fails to find solutions that arise organically outside the limits of its proverbial box.  “All of us,” writes Virgina Postrel, “must give up the cultural baggage we've inherited from the romantics, who set art against tech, and feeling against reason; from the modernists, who treated ornament as crime and commerce as corruption; and from the efficiency experts, who valued function while disdaining form.  We must abandon our prejudices regarding the sources of economic value. The production of wealth comes not simply from labor or raw materials or even intellectual brilliance. It comes from new ways to give people what they want. By matching creativity and desire, the economy will renew itself.”[56]

                     

                    The discussion continues online.  For an in-depth look at this and other related topics, visit http://www.alexaobrien.com/TheSecondSight.  If you would like to share your thoughts with me, or if you are a Nigerian official seeking to bequest the estate of a distant O'Brien relation who died unexpectedly without an heir, my email address is email@alexaobrien.com.



                    The term "no brow" is attributed to writer John Seabrook, Nobrow: The Culture of Marketing, the Marketing of Culture (New York: Alfred Knopf, 2000).

                     



                    [1] Paul Taylor, “Outsourcing of IT Jobs Predicted to Continue," Financial Times 17 March 2004; John C. McCarthy. 3.3 Million U.S. Service Jobs to Go Offshore. Forrester Research, 11 November 2002.  Online.  Available: http://www.forrester.com/ER/Research/Brief/Excerpt/0,1317,15900,FF.html

                    [2] Daniel Pink, “Revenge of the Right Brain,” Wired February 2005.  Online.  Available: http://www.wired.com/wired/archive/13.02/brain.html

                    [3] Software That Writes Software. Futurist Update, March 2003. Online.  Avaliable: http://www.wfs.org/futuristupdate.htm

                    [4] Jennifer 8. Lee, “Dot-Com, Esquire: Legal Guidance, Lawyer Optional,” The New York Times, 22 February 2001.  Online.  Available: http://www.nytimes.com/2001/02/22/technology/22LEGA.html?ex=1150084800&en=35db8cfb8e6f2494&ei=5070

                    [5] John Howkins, The Creative Economy: How People Make Money from Ideas (New York: Allen Lane, Penguin Press, 2001) 116.

                    [6] Copyright Industries in the U.S. Economy: The 2004 Report. International Intellectual Property Alliance, 2004: 7-8.  Online.  Available: http://www.iipa.com/pdf/2004_SIWEK_FULL.pdf

                    [7] Jack Valenti, president and CEO, MPAA, Too Much, Too Little, or Just Right? Intellectual Property Protections and Technological Innovation in the Broadband Economy.  Forum On Technology and Innovation, June Lunchtime Policy Briefing, Washington D.C., 27 June 2002.  Online.  Available: http://www.tech-forum.org/upcoming/transcripts/062702COC.pdf; Bureau of Economic Affairs, U.S. Department of Commerce. The Migration of U.S. Film and Television Production Impact of "Runaways" on Workers and Small Business in the U.S. Film Industry.  Export.gov, Office of Public Affairs, 2001: 10. Online.  Available: http://www.ita.doc.gov/media/filmreport.htm

                    [8] PriceWaterhouseCooper, Global En