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DT:TV Case Studies

Towards a digital content ecology

Arts & Business have published an insightful new report that shows the benefits of the digital industries working with the cultural industries – Evolution of Partnerships: Impact of Technology on Cultural Partnerships.

It’s a great interactive online read (videos, case studies) on how arts organisations are partnering with digital business to create new platforms, apps, and ‘social’ audience builders for the cultural sector. (If you like this style of online document presentation, but would like to be able to embed it on your website or social network pages, see Yudu).A&B say:

The arts have three ingredients that make them so web 2.0 friendly:

– The most exciting and emotional content going.
– Loyal, passionate and highly ‘social’ audiences.
– Superb venues for digital location marketing.

Let’s put that another way.

– Shakespeare to stream
– an army of followers and retweeters
– Guggenheims for Gowalla

The partnerships between creative and digital industries aren’t solely beneficial to the creative industry. The producers of Fable III, one of the most eagerly awaited video games of the year, have worked out that to make outstanding quality content and to be be attractive to new game playing audiences, video games need quality and integrity in all areas of execution, not just in the graphics and gameplay. Talent from the creative industries – scriptwriters and actors, whose work is usually in the theatre (John Cleese, Zoe Wanamaker, Ben Kingsley), have been recruited to voice the characters.

This cross-over of skills between the creative and digital industries creates a stronger digital product. A strong digital content ecology has to involve the talents of both sectors.