Professional Documents
Culture Documents
IN CREATIVE
ECONOMY
A MODULE
CIPG 2017
[RICE]
Research in creative economy:
A module
First Edition
2017
[RICE] Research in creative economy: A module
CIPG (2017) i
Acknowledgement
This document was prepared by Leonardus Kristianto Nugraha, Klara Esti, and Mona Luthfina
Usmani with contributions from Nurul Indah Widyaningrum and Pravitha Lascaria Utami on
analysis of past publications. The team is grateful for guidance received from Jimmy Tanaya and
Felencia Hutabarat as advisors, translation from Thalia Shelyndra Wendranirsa, and assistance with
the report’s layout from Mona Luthfina Usmani.
Throughout the programme, the team was privileged of the collaboration with Tanah Indie in
Makassar and C2O Library & Collabtive in Surabaya for gathering facts and data as well as for
providing comprehensive narrative.
The research activity was commissioned by British Council and undertaken by the Centre for
Innovation Policy and Governance (CIPG), Jakarta.
CIPG (2017) v
This is why in countries such as the UK the question of which is the best way to provide policy
makers, civic leaders and creative practitioners with the evidence and frameworks of analysis
necessary to improving the understanding and awareness of a place’s unique creative ecology has
become central to policy making not just in culture, but also in urban and economic development
too.
As a result, the past decade has seen a flourishing of creativity indexes and toolkits designed to
deliver evidence and to measure the creative capacity of places. However, while most toolkits
developed so far take a statistical and quantitative perspective in their research, only a small number
take a qualitative approach. As well as perceptions, ideas and visions about how local creative
resources should be mobilized, consultative qualitative mapping methodologies can be useful in
providing evidence for what, where and why public investment should be made. This is the type
of information policy makers and creatives alike need to have if they want to be proactive and
responsive, and make the most of their local creative ecology.
To this end, in 2014 the British Council Indonesia, together with their UK counterpart and the
Jakarta-based Centre for Innovation Policy and Governance (CIPG), launched a research
involving six grassroots cultural organisations to map the inherent creative and cultural assets of
six cities across the country (Jakarta, Yogyakarta, Bandung, Solo, Surabaya and Makassar). Our
organization, Noema, was asked to act as mentor to the project by providing expertise in
conducting qualitative diagnostic assessments of the creative potential in two of the six cities acting
as pilots (Makassar and Surabaya). Noema’s role in the research was to devise and apply a bespoke
diagnostic framework for assessing the overall strengths and the weaknesses of the sector – and
for gathering evidence about the general socio-cultural context, the current policies, the character
of the private sector, the quality of the local arts scene and infrastructure, and the role educational
institutions have taken in enabling the creative sectors to flourish in the two pilot cities.
The diagnostic qualitative tool used for the first part of this exercise (i.e. the creative industries
mapping element) was based on a three-way cross-referenced assessment of the potential of each
sub-sector of the core cultural and creative industries. This was done by grading the local cultural
and creative infrastructure on a scale of 1 to 10, by taking each sub-sector’s value chain as a
baseline, and then performing an overall SWOT analysis. In the ranking system assigned by
Noema, level 1 means minimal activity and facilities, and level 10 is a fully integrated creative
industry structure (where strategic decision-making, communication nodal points and value-added
services are located together). The ranking system was underpinned by the creation of five
dedicated grids (one each for the audiovisual, design, music, fashion and culinary sub-sectors)
containing a series of score questions aimed at eliciting information about the status of the local
infrastructure and the potential of each sub-sector across the production chain.
The qualitative information gathered by means of this process was then used by the stakeholders
on the ground to make the argument for targeted sector support interventions and for laying the
ground for an environment in which creativity is seen as a positive contributor to local
development and to the quality of life in cities across Indonesia.
The research kicked off with a capacity-building workshop held in Yogiakarta, which focused on
learning about qualitative evidence gathering tools, group work and analysis of case studies of
CIPG (2017) vi
successful creative cities. The workshop was then followed by a period of distance (Skype)
workshops and mentoring sessions with the coordinators of the research on the ground. The
mapping exercise culminated with a review by Noema of the evidence gathered in the two cities
throughout 2015.
The results presented in this report show that in Makassar (e.g. in the district of Panakkukang and
the Central part of the city), fashion and the culinary sub-sectors are doing particularly well. The
district has grown rapidly in the past decade, with a number of facilities such as the Panakkukang
Mall becoming the focus of attraction for the fashionable crowd. Some business people call
Panakkukang Makassar’s “Dragon's head" and an indicator of the success of this part of town is
that the price of land in November 2013 reached Rp 30 million per square metre. The Government
offices of South Sulawesi Province and several representative offices of the Central Government
and the provincial level are also in the area of Panakkukang district. This critical mass of activity
has generated a growth in the demand for advertising and graphic design skills which are provided
by an increasing number of small to medium size firms who have chosen to locate there in the
past five years or so.
In Surabaya, a key trade and services hub, the picture is slightly more complicated. Surabaya has a
specific ecosystem as far as higher education for creative industries-related courses are concerned,
and in particular for the Visual Communication Design sector (a major contributor to the local
creative economy). There are eight universities that teach Visual Communication Design
programmes and two SMK (High School) institutions with these courses in the city. Most
designers who work in Surabaya obtain their education in these institutions. The issues that arise
are mainly in the gulf between academic learning and employment in the relevant industry, and the
negative impact of technology on demand for well-designed products (as well as the dominance
of the Food & Beverage businesses, which are virtually the only clients for graphic designers). At
the level of production, designers tend to be young people who work on a freelance basis, but
limited broadband reach and low download speeds; the lack of platforms for networking; a low
awareness of the value of visual communication among the public at large; coupled with a poor
level of appreciation by the local government of the importance of the creative industries; risks
endangering Surabaya’s unique potential.
These are just some of the findings that emerge from the research mapping. Generally speaking,
there is a massive untapped potential across all six Indonesian cities involved in the research for
scaling up and fully developing the creative economy across the board. This report contains a
number of recommendations, which we subscribe to. Now policy makers, politicians, civic leaders
and all the relevant stakeholders within the creative community need to take notice and keep the
momentum going.
Acknowledgement ......................................................................................................................................iii
Foreword .......................................................................................................................................................v
Table of Contents .......................................................................................................................................ix
Figures ..........................................................................................................................................................xi
Tables ............................................................................................................................................................xi
Chapter 1 Creative Economy in Indonesia ..............................................................................................1
1.1 Preface: Idea and Creativity as Economic Creation.....................................................................1
1.2 The Needs to Map Creative Economy Potential .........................................................................2
1.3 RICE: An Offer to Answer the Needs ..........................................................................................3
1.4 How to Read This Book ..................................................................................................................4
Chapter 2 Activity Design ..........................................................................................................................5
2.1 Designing the Research ....................................................................................................................6
2.1.1 Understanding Case Study .......................................................................................................6
2.1.2 Conducting Policy Analysis .....................................................................................................8
2.2 Activity and the Implementation ................................................................................................. 10
2.3 Conclusion ...................................................................................................................................... 11
Chapter 3 Policy Analysis ........................................................................................................................ 13
3.1 Preface ............................................................................................................................................. 13
3.2 The Growth of Creative Economy in Indonesia ...................................................................... 13
3.2.1 The Embryo of Creative Economy in Indonesia .............................................................. 13
3.2.2 Heading to Democratic Country.......................................................................................... 14
3.2.3 The Tipping Point .................................................................................................................. 15
3.3 Policy for Creative Economy ....................................................................................................... 15
3.3.1 Creative Economy Policy: The Lovechild in Indonesia’s Policy ..................................... 17
3.3.2 Creative Economy Development Plan 2015-2019 ............................................................ 17
3.3.3 Creative Economy Agency.................................................................................................... 20
3.4 Conclusion ...................................................................................................................................... 21
Chapter 4 Study Findings ........................................................................................................................ 23
4.1 Preface ............................................................................................................................................. 23
4.2 Makassar City .................................................................................................................................. 23
4.2.1 Methodology ........................................................................................................................... 24
4.2.2 Panakkukang Creative Economy ......................................................................................... 24
4.2.3 Creative Economy Timeline in Makassar ........................................................................... 26
4.2.4 Drivers and Barriers ............................................................................................................... 27
4.2.5 Conclusions ............................................................................................................................. 27
4.3 Surabaya City .................................................................................................................................. 27
4.3.1 Creative Economy in Surabaya City .................................................................................... 27
4.3.2 Visual Communication Designers in Surabaya .................................................................. 30
4.3.3 Drivers and Barriers ............................................................................................................... 31
4.3.4 Conclusion ............................................................................................................................... 32
Chapter 5 Conclusion and Agenda for Change .................................................................................... 33
5.1 Mapping Out Creative Economy Potentials: Conclusions ...................................................... 33
5.2 Looking Forward: Some Follow Up Suggestions ..................................................................... 34
Reference.................................................................................................................................................... 37
Annexes ...................................................................................................................................................... 39
CIPG (2017) ix
Figures
Tables
CIPG (2017) xi
Chapter 1
Creative Economy in Indonesia
CIPG (2017) 1
labour absorption. As a new industry sector category, creative economy has contributed 7.05% of
Indonesia’s GDP in 2013 (Central Bureau of Statistics, 2013). This number has improved from
2006 contribution that has contributed for 5.67% GDP. This is in line with the growth of creative
economy from year to year2. From the labour absorption side, creative economy has absorped
almost 11% of total national labours in 2013.
Considering its big potential, Indonesia launched the Creative Economy Development Plan
(Rencana Pengembangan Ekonomi Kreatif) 2025 as a design of long term creative economy sector
development. Through the blueprint of Creative Economy Mid-Term Development Plan 2015-
2019, at the moment the development of creative economy has entered the third phase; with the
aim to develop creative economy that are based on local potential. This local potential-based not
only targets the economic growth, but also the comfort and the direction to stimulate creativity of
the people. As a follow-up, a plan to develop creative industry regions has been drafted to target
the development of creative cities in Indonesia.
As a part of the Indonesia Creative Economy Development Blueprint 2009-2025, Creative
Economy Development 2015-2019 vision is “The establishment of a strong platform for creative economy
development that is globally competitive”. That vision will be reached through three main creative
economy development missions which aim to enhance human resources and raw materials
availability, creative industry growth and competitiveness, and the creation of conducive
environment to be competitive in global level (Ministry of Tourism and Creative Economy, 2014). 3
By accelerating regional development thematically through considering local potential and people
creativity condition, for the time being Indonesia has declared four cities, namely Bandung,
Yogyakarta, Solo and Pekalongan as creative cities. Besides those four cities, some cities are paving
their way to be a creative city, namely Denpasar, Malang, Bukittinggi, Singkawang, Sawahlunto,
and Palembang. The other two cities that have the potential to be developed as creative city are
Makassar and Surabaya.
2 The growth of creative industry sector in 2013 reached 5.76%. This percentage raised from 4.27% in 2010. Wihin
the same period, this sector always provides trade surplus value.
3 Of the main three missions, the targets of creative economy development are determined by various indicators, there
are: The contribution to PDB (Gross Domestic Product), labour absorption, and contributions from foreign exchange
and export value. Furthermore, the improvement of numbers on creative cities is also a part of indicator of success,
including the quality of creative cities.
4In April 2014, Bandung joined the South-East creative city network along with Penang (Malaysia), Cebu (Filipina),
and Chiang Mai (Thailand).
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city and has entered the UNESCO creative city network. In the same year, there are three other
cities that were proposed but all of them failed to be nominated. Those three cities were Bandung,
Solo, and Yogyakarta.
Driven to develop regions thematically by considering local potential, the development of creative
city in Indonesia is imperatively local wisdom oriented but competitive globally. Based on that, a
map to monitor local potential of various cities is needed, mainly those who are claimed as creative
city champion in Indonesia. That map will have the function to develop creative economy
development strategy in micro or macro scales. Within this framework, the availability of a map
on the potentials of every creative city in 15 creative economy sub-sectors in Indonesia5, for
example, will function to be the reference of the central and local government to develop creative
city model that is based on local potential according to the Creative Economy Development vision
2025. With the same spirit, that map will also be aligned with the categories in UNESCO creative
city network such as literature, cinematography, traditional art and craft, design, multimedia art,
and gastronomy or culinary. Unfortunately, there is not any document about creative city map in
Indonesia with the orientation on local wisdom. The mapping activity that is conducted within this
corridor will be important to be done for a comprehensive guidance on the development of
regional creative potential in Indonesia.
5 During these series of events, the 15 sub-sectors of Indonesia Creative Economy , according to Bekraf (Creative
Economy Agency), are (1) architecture; (2) design; (3) film, video, and photography; (4) culinary; (5) handcraft; (6)
mode; (7) music; (8) publishing; (9) interactive games; (10) advertising; (11) research and development; (12) fine arts;
(13) performing arts; (14) information and technology; and (15) tv and radio.
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1.4 How to Read This Book
After elaborating the background, the second chapter of this document will elaborate the design
of Indonesia’s creative economy potential mapping activity. Thereby, in the second chapter there
will be the designs from Makassar and Surabaya case studies. Moreover, several things behind the
policy analysis implementation will be elaborated. Furthermore, the next three chapters are the
findings. In Chapter 3 and Chapter 4 respectively, the exposure on the findings from each case
will be presented. As the last chapter, Chapter 5 will provide the conclusions and inputs for the
practice of creative economy potential mapping in Indonesia.
Modul Research
Preface Case #1
Case #2
Activity
Design • Surabaya
• Makassar
Figure 1 Structure of the Book
Source: Authors
After explaining the structure of this book, the next part will analyse the basis behind the offered
activity design.
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Chapter 2
Activity Design
Every research needs a design to systematically direct the research. A research design completely
depends on the raised research questions, so research questions are the heart of a research. This
illustration will explain the stages that have been done by the research team for Makassar or
Surabaya case studies in this programme.
Determining research
design
Data analysing and
writing
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Even though prior researches had used qualitative approach in mapping the creative economy
potential of a region, it does not mean that there is not a new thing to be offered by this
programme. Through GRID as the unique analysis tool6, this programme offers a new thing in the
mapping of creative economy potential by using qualitative approach, complementing the previous
researches. Through a workshop in Yogyakarta, the people who do the mapping in every city had
been trained to identify asset and creative potential of each city by using GRID. Through this
analysis, the infrastructure related to creative city assets can be identified in details. The same
analysis also can be used to unravel Creative Economy Agency’s 16 creative economy sub-sectors.
In the next part, how each case study used that approach and how that approach implied the whole
research process will be explained.
6GRID concept is introduced by Noema (http://www.noema.org.uk) as a way to analyse and record creative potential
of each city, per sector. GRID name refers to the plural columns as in modified table. The number of the rows is
called GRID.
7 Besides Collective or multiple Case Study and Intrinsic Case Study, Cresswell mentions the other type named Single
Instrumental Case Study. Single Instrumental Case Study is a case study research that is done by using a case to depict
an issue. In this research, the researchers take a closer look at and assess an issue, then use a case as a mean/protocol
to depicting issue in details.
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2. Surabaya: Intrinsic Case Study
Underpinning on the visual communication design sector of creative economy, the
research team in Surabaya emphasised a context-specific research. Nevertheless, this
research took cases that had high peculiarity and uniqueness. The focus of this type of
research is on the case itself, whether the location, programme, event, or activity. This in-
depth case study research is similar with narrative research, but has an assessment
procedure that is more detailed on the case and its relation to the surrounding environment
that is made integrated and as the way it is.
Even though the types of case studies that were referred by Makassar and Surabaya teams had
differences, both teams had been through the same stages. The stages that were done by the teams
referred to the general stages of case study implementation. Generally, those stages are:
1. Making case study protocol
This protocol is to decide which techniques that are needed in the case study, such as: in-
depth interview technique, developing the questions and interpreting the answers from
respondents, as well as having the deep understanding on the case study itself.
2. Conducting the case study
After all protocols have been properly identified, it is the time for conducting the case
study. There are three important things in conducting case study, namely data collection
preparation, questionnaires distribution and interview. Data collection should be designed
to strengthen the internal or external construction and validation of the ongoing study.
Data can be in form of document, observation results, and interview results. The
questionnaires are distributed to see the differences on how participants perceive a thing.
Interview can be considered as the most important part of case study as in interview the
researchers not only can focus directly to the participants, but also can do observation
from the movements and behaviours of the participants.
3. Analysing case study results
After conducting the case study, the researchers can continue with analysing the gathered
data. Data analysis consists of checking the gathered data, categorising data, tabulating data,
or re-combining the gathered data and evidence to see research proposition. In data
analysis, the resarchers have to be able to identify which data they will analyse and the
purpose of data analysis. Data analysis technique can be in form of patter-matching,
explanation building and time-series analysis:
3.1. Pattern-matching
In pattern-matching analysis, the researcher compares empirical pattern with the
predicted pattern beforehand. If the patterns match, the internal research testing
should be enhanced. In this technique, the researcher has the discretion to interpret
the data.
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This technique is a cycle from some concecutive processes, namely: making theoritical
statement; filtering the statement; and proposition review. These three processes are
conducted repeatedly to get an accurate explanation of a case. This technique is very
useful for exploratory and explanatory case studies. But the researcher should be aware
and careful because of that repeated processes, quite often the researcher losts the
initial focus of the study.
3.3. Time Series Analysis
This technique is usually used in experimental analysis where the researcher tracks the
data based on the time series. Through this technique, researcher can predict the next
incident based on the certain stages of incidents.
Good-quality data analysis is the anaysis which shows that the relevant evidence is utilised
properly, so it can bring out significant aspects from the case study. In analysing the data,
researcher should be able to give all of their knowledge and experiences to make an
accurate and comprehensive data analysis.
4. Developing conclusion.
The last stage of case study is making a report that consists of conclusion; including
recommendation and implication from the study based on the gathered relevant evidences.
The important thing and the one that should be noted is conclusion, recommendation and
implication in this report should be easily understood by the reader. A well-structured
research would not be successful if the results cannot be comprehended. Therefore,
conclusion development should be made as clear as possible and can answer the initial
goals of the research comprehensively
CIPG (2017) 8
3. Government’s official document on creative economy sector policy
We set the list of policy and regulation in a chronological order. The analysis period was
constrained between 1997 until 2015. This period was chosen with these considerations:
1997-1998 is one of the important milestones in Indonesia’s history. Multidimensional
crisis that had happened during this period changed Inonesia’s development order. This
crisis was also one of the triggers to the rise of creative economy in Indonesia.
2015 is also chosen because in this year there was a change in Indonesia’s leadership, from
the sixth president, Soesilo Bambang Yudhoyono to the seventh president, Joko Widodo.
8 During Joko Widodo era, this ministry are divided into two: Ministry of Tourism and Creative Economy Agency.
CIPG (2017) 9
snowballing, we also had chosen keywords based on the timeline in “Creative Economy:
Indonesia’s New Power towards 2025” book.
The results from context understanding and policy and regulation compilation then were
formulated into a timeline that can be seen in Figure 3. Our analysis and reflection on that timeline
can be read in Chapter 3.
CIPG (2017) 10
By refering to the previous table, each research team had done the activities within the corridor in
each phase to reach the activity goals. Nevertheless, each change in research design can be tracked
in every phase.
2.3 Conclusion
The design of a research depends so much on research questions. There are several types of
research approaches, which then influence the research design choosing. Each design has its
methodology implication, one of them is data collection instrument choosing.
CIPG (2017) 11
Chapter 3
Policy Analysis
3.1 Preface
Policy analysis will help us to understanding the context of an issue from government and public
policy perspectives. In this chapter, the way policy analysis in Indonesia’s creative economy sector
is conducted will be elaborated briefly. The scope of the policy analysis is in national level.
Generally, the results of the analysis are divided into:
1. Explanation of creative economy context in Indonesia (how creative economy grows and the
timeline of creative economy in Indonesia).
2. National policies in creative economy sector that have been formulated and that are still
applied until now.
Policy analysis process was done by desk study method. The sources were:
1. List of laws in creative economy sector.
2. News and articles in print and online media.
3. Government’s official documents on creative economy sector.
91997 Financial Crisis (usually referred as Monetary Crisis) initially had triggered by the depreciation of Thailand’s
currency, Baht (July-September 1997) - which then spread to the depreciation of Indonesia’s currency, Rupiah and
South Korea’s currency, Won (between September 1997 and January 1998).
10 Kompas 21 December 1998 Edition Economic Sector Year-End Report: 1998 Economic Crisis, An Unforgettable Tragedy.
CIPG (2017) 13
was originated from foreign exchange crisis and had developed into economic and social crises.
Its peak was the fall of President Soeharto after 32 years in power.
To support their family, the terminated employees then moved to informal sectors, whether by
opening their own business, working to their family, or even voluntarily working. This had been
supported by the findings from Knowles et. al. (1999) which stated that between 1997 and 1998,
informal sector had increased by 6.9% from 62.8% to 65.4% (within 1990-1996 period, the average
of yearly increase is only 0.4%).
11Tempo Magazine had been banned twice in 1982 and 1994. See the History of Tempo Magazine.
https://korporat.tempo.co/tentang/sejarah Accessed on 25 January 2017
12 Law No. 40 Year 1999
President Abdurrahman Wahid regime was impeached by the People’s Consultative Assembly on 23 July 2001.
13
Megawati Soekarnoputri replaced President Abdurrahman Wahid as the fifth president of Indonesia.
CIPG (2017) 14
issued Presidential Decision No. 19 Year 2001 which stated that Chinese New Year was a
facultative holiday (only for those who celebrating). Khonghucu religion was also acknowledged
as official religion in Indonesia. Khonghucu acknowledgement and the inauguration of Chinese
New Year had pushed the economic and cultural activities around the celebration. This is one of
the milestones of creative economy development in Indonesia.
CIPG (2017) 15
Law and Regulation Context and Impact
Femi na magazi ne published (1972) | Putri Indonesia Contest was held for the first
1996
Pre-1997 time (1992) | Visual Communication Design Studio was opened in ITB (1994) | MTV
Indonesia was launched (1995) | UNKL347, the first distro in Bandung, was opened
(1996)
Law No. 12/1997 on Copyright (Communication & Information Technology, Television &
Radi o, Photography, Fine Art, Craft, Adv ert ising, Research and Dev elopment, Publishi ng, Asia's Financi al Crisis >> tri ggered multi dimensional crisis in Indonesia for
Music) | Law No. 13/1997 on Patent (Communication and Information Technology, 1997
upcoming years | Google was start ed to be used in t he world
Design) | Law No. 14/1997 on Trademark (Craft)
Law No. 13/2003 on Manpower (Adv ert ising) | Law No. 20/2003 on Nat ional Education Jal anSutra mailing list was established | Distribution outlet (distro) booming in
System (Fine Art)
2003 Bandung
Law on Limited Li abilit y Company was the starting point of Corporat e Soci al
Law No. 17/2007 on 2005-2025 RPJPN | Law No. 26/2007 on Spatial Pl anning Responsibility (CSR) growth, one of t he examples was by community
(Architecture) | Law No. 40/2007 on Limited Liability Company
2007 empowerement i n creative economy sect or | iPhone and Android phone were
sold for the fi rst time (smartphone era)
Law No. 11/2008 on Electronic Information and Transactions (Communication and Information Indonesia's Creative Economy Development Plan 2009-2015
Technology) | Law No. 12/2008 on Region al Administration (Television & Radio) | Law No. 14/2008 on the
Open ness of P ublic Information (Publishing) | Law No. 20/2008 on Small and Med ium Enterprise 2008 Global Financial Crisis | Lat ivi changed i nt o TVO ne
(Advertising) | Law No. 44/2008 on Pornography (Photography, Fine Art, Advertising) Jakart a Fashi on Week was held for the first time
Law No. 10/2009 on Tourism (Fine Art) | Law No. 28/2009 on Regional Tax and Retri buti on Indonesia Creative Year | SB Y was re-elected as the President, Mari Elka
(Adv ert ising) | Law No. 45/2009 on Archi ves (Fine Art) | Presidential Instruction No. 6/ 2009 Pangestu as the Minister of Trades | Batik was officially ackno wledged by
2009 on Creative Economy Development UNESCO | Ind onesia's Cultural Products Week was held
Instagram was launched | Creati ve Indonesia Pl atform was launched | Lebaran Fai r
Law No. 11/2010 on Cultural Conserv ation (Fine Art) 2010 Bank Mandiri was held (the embryo of Pasar Indonesia) | Pasar Rakyat Festiv al
Bank Danamon was held | Bank BNI started Kampoeng BNI Program
Law No. 12/2012 on Higher Education (Fine art) | Law No. 13/2012 on Foods (Culinary) 2012
Law No. 3/2014 on Industry | Law No. 23/2014 on Regional Admi nistration (Television &
Joko Wi dodo was elected as the seventh President of Indonesia (the Working
Radi o) | Law No. 28/2014 on Copyright (Communication and Information Technology,
Television & Radi o, Design, Photography, Fine Art, Craft, Adv ert ising, Research &
2014 Cabinet) | The Ministry of Tourism and Creati ve Economy changed into the
Ministry of Tourism
Dev elopment, Publishi ng, Music)
Creative Economy Agency was established, Triawan Munaf was
Presidential Regulation No. 72/2015 on Creative Economy Agency 2015 appointed as the first head of Creative Economy Agency
Figure 4 Creative Economy Timeline in Indonesia
ASEAN Economi c Communit y start ed (31 December 2015)
Sources: Authors. Processed from various data.
CIPG (2017) 16
3.3.1 Creative Economy Policy: The Lovechild in Indonesia’s Policy
Economy and creative industry in Indonesia can grow was not because it was designed to grow. It
rather grew because of the excess from policies in reformasi era. Furthermore, digital revolution in
around 2000 had forced Indonesia and other developing countries to grow and follow the fast
pace of information flow. Not only Indonesia, there were so many countries that find it difficult
to face information era. Government policies and regulations that were issued at that time had a
purpose to accommodate Indonesia’s transition period in reformasi era. Even so, that policies
indirectly grew new ecosystem in the community, creative economy ecosystem. For some times,
creative economy discourse has rise and developed wildly in community level.
Generally, the policies that were issued post-reformasi and before 2005 were made to encourage the
growth of symbolic, cultural, and social products. This can be understood because 1997-1998
economic crisis was a multidimensional crisis that messed up economic, political, social, and
cultural dimensions in Indonesia. Policies were made with the purpose to re-structuring the
country after crisis. Economic growth is not seen as the priority target, but rather as a product of
that policies.
The policies for creative economy growth had been arranged properly at the first time in President
SBY regime. In 2008, the government developed Indonesia Creative Economy Development Plan
2009-2015. After that, the plan was renewed in 2014 to be Creative Economy Development Plan
2015-2019. This document was developed under the coordination of the Ministry of Tourism and
Creative Economy.
CIPG (2017) 17
It is not the same with 2009-2014 mid-term creative economy development plan that divides
creative economy into 15 sub-sectors, in this “Creative Economy: Indonesia’s New Power toward
2025, 2015-2019 Mid-term Action Plan” document, there are 18 sub-sectors that are directed to
be creative industries. Here is the comparison of creative economy sub-sectors that be the focus
of development plan in 2009-2014 period and 2015-2019 period.
Table 2 Comparison of Creative Economy Sub-Sectors within the National Creative Economy
Development Mid-Term Plan 2014-2015 and 2015-2019 Periods
Creative economy sub-sector Creative economy sub-sector
No. No.
2009-2014 2015-2019
1 Film, video, and photography 1 Animation
2 Photography
3 Film business
4 Video
2 Architecture 5 Architecture
3 Design 6 Design
4 Music 7 Music
5 Craft 8 Craft
6 Culinary 9 Culinary
7 Fashion 10 Fashion
8 Research and Development 11 Research and Development
9 Publishing 12 Publishing
10 Advertising 13 Advertising
11 Interactive games 14 Interactive games
12 Performing arts 15 Performing arts
13 Fine arts 16 Fine arts
14 Information and technology 17 Information and technology
15 Television and radio 18 Television and radio
Sources: Authors, from 2009-2014 and 2015-2019 Mid-Term Creative Economy Action Plans
The vision of 2015-2019 creative economy mid-term development plan is for the establishment of
a strong platform for creative economy development that is globally competitive. Creative
economy itself intersecting with other issues, such natural resources and local culture management,
education, to the protection of intellectual property right. Because of that, creative economy
development along 2015-2019 targets some things, from creative education to creative product
appreciation.
Generally, this creative industry development action plan involves various parties. For example,
the attempts to achieve targets number 12, 13, 14, 15, 16, and 1716 requires the involvement of
several ministries/agencies that focus on education, culture, research and technology, law, social
welfare, tourism, creative economy, communication and information, cooperation and micro
business, industry, trades, public work, labour, and regional government in every level. Researches
are needed to understand the potential and condition of each region. Policies harmonisation are
encouraged to enhance the quality of creative economy development climate includes various
aspects from upstream (raw materials, creative people capacity, access to supporting infrastructure)
to downstream (marketing of the products/creative products). Active participation from various
16 Table of Targets, Strategy, and 2015-2019 Creative Economy Development Action Plan can be seen in the annexes.
CIPG (2017) 18
actors is important due to in praxis level, creative economy development strategy is done by
regional approach.
Creative industry development strategy is delivered through regional approach and is targeted to
seven regional groups, namely Sumatra, Java-Bali, Kalimantan, Sulawesi, Nusa Tenggara, Maluku,
and Papua. Development strategy in Sumatra is by continuing the development of Medan, Batam,
Pekanbaru, and Palembang as the processing industry centres that serve creative industries.Then,
creative industries and tourism destinations are synergszed to become a marketing tool for creative
industry products.
Creative industry development strategy in Java-Bali is by strengthening the competitiveness of
small and medium industries, especially craft, performing arts, computer service and software, as
well as research and development in Yogyakarta, Bandung, Denpasar, Pekalongan, Solo, Jakarta,
and other strategic regions. It includes the improvement of access to creative industry education
and the enhancement of innovation capacity in order to increase a sustainable creative industry
competitiveness.
The direction of creative industry in Kalimantan is targeted to the growth of new creative industry
clusters that develop special product of each region. The activation of creative industry business
incubation is hoped to encourage research and development on natural resources in Kalimantan
to be processed to creative product. Meanwhile, the creative industry development in Sulawesi is
directed to develop new flagship industry clusters, by continuing the development of Manado-
Bitung as the centre of sea product processing industry, and also developing Gorontalo, Palu,
Kendari and Mamuju as the centre of food crops and horticulture processing industry. The rise of
Makassar as the centre of economy in Eastern Indonesia has also opened the chance to develop
this city as one of the creative cities in Indonesia.17
For Nusa Tenggara, creative industry policy is directed to develop Mataram and Kupang as the
centre of processing industry for flagship commodities, especially culinary and weaving. The Nusa
Tenggara development strategy is by enhancing the innovation and capacity of creative industry
science, digging creative product that can be used as regional icon, as well as the capacity building
of creative resources and the synergy of creative industries with tourism.
Maluku is directed to develop the diversification of convenience fish products for internal and
overseas markets, develop marine industries with Ambon as the centre of processing industry, as
well as the diversification of coconut processing products. Maluku’s richness in terms of art and
culture, especially in music sub-sector will also be developed along with creative rooms for
discussions and dialogues. While in Papua, with its cultural richness and unique nature, creative
industry development strategy is directed to enhance the capacity to innovate and the quality of
creative resources, as well as an increase in the use of technology in local product-based creative
industries.
In 2015, there were five cities that had the potential to be proposed to be creative cities, namely:
17“Makassar Has the Potential to be UNESCO Creative City” can be seen on this link:
http://www.tempo.co/read/news/2014/07/05/090590527/Makassar-Potensial-Jadi-Kota-Kreatif-Unesco
CIPG (2017) 19
1. Malang (East Java)
Famous for its cool nature and horticulture products, Malang is considered to be able to
increase the added value of horticulture product by making it as dried food or new
processing product.
2. Bukittinggi (West Sumatra)
Bukittinggi was the capital of Indonesia’s Emergency Government within December 1948
to June 1949. Apart from its hand crafts that are already developed, Bukittinggi has cultural
and historical tourism potentials.
3. Singkawang (West Kalimantan)
Known for the assimilation of local and Chinese cultures, Singkawang is rich with its
tourism places, such as panjang beach, Teratai Indah Lake, Sinka Island Park, and
agritourism locations. Singkawang is also the centre of decorative stone and Sekok ceramic.
4. Sawahlunto (West Sumatra)
Sawahlunto is also considered to be able to change the image of mining location to be
tourism destination location. Its tourism potential is developed with old city tourism
concept, by walking down the mining traces in that city. Cultural tourism potential in
Sawahlunto is Silungkang weaving.
5. Palembang (South Sumatra)
Famous for its Ampera bridge that crosses Musi River, Palembang plans to develop itself
to be an international level metropolitan city by arranging tourism location on Musi
riverside.
The other cities that have the potential to be developed as creative cities are Makassar (South
Sulawesi), Denpasar (Bali), and Surabaya (East Java). Makassar has drastically developed as one
of the main knots of Eastern Indonesia. Cultural richness of Makassar can be the platform of this
city’s development. Denpasar (Generally Bali) has been known as an artistic tourism destination,
where cultural elements integrate with regional development. The potential of its art product is
abundant, such as dancing performance, blaganjur gamelan, ogoh-ogoh, endek weaving, penjor, kite, and
hand fan. The creative human resource is also adequate. Meanwhile, Surabaya is seen as a city
that successfully creates a public space through parks and green open spaces. This city offers
interaction and creation rooms for its people.
CIPG (2017) 20
7. Film, animation, and video
8. Photography
9. Kriya
10. Culinary
11. Music
12. Publishing
13. Advertising
14. Performing art
15. Fine art
16. Television and radio
Creative economy focus in Jokowi-JK era is facilitating creative people along creative economy
value chain, from creation stage, production, distribution, to conservation. 18 Creative Economy
Agency has the task to build creative economy ecosystem that is efficient and conducive. Thus,
the actor can be more productive and creative economy can increasingly contribute to national
GDP.19
3.4 Conclusion
Public policy analysis that is done by historical pint of view will help us to understand the context
on how the government sees an issue. In creative economy context, the government’s policies on
creative economy are not specifically formulated for creative economy growth. Creative economy
rises and develops as the effect of policies that are aimed to face multidimensional crisis and the
change in socio-political, economic and cultural constellations in Indonesia.
The embryo of creative economy in Indonesia started from the 1997-1998 multidimensional crisis.
Public policies at that time and during reformasi era did not aim for economic growth, but rather to
re-arrange the country after crisis. Policies on creative economy sector were formulated at the first
time during President SBY regime and were carried on to President Jokowi regime.
18 See http://www.bekraf.go.id/berita/page/9/tugas-bekraf-dalam-mendorong-kemajuan-pelaku-ekonomi-kreatif.
Accessed on 25 January 2017.
19 See http://www.bekraf.go.id/profil/tugas. Accessed on 25 January 2017.
CIPG (2017) 21
Chapter 4
Study Findings
4.1 Preface
This chapter elaborates the findings from two case studies, Surabaya and Makassar, as one of the
attempts to see creative potential in urban community - mainly in Indonesia’s second tier cities.
(British Council 2014)
The designs of those two case studies were made by involving some parties, such as C2O Library
& Collabtive Surabaya, Tanah Indie Makassar, NOEMA, Centre for Innovation Policy and
Governance, and British Council. Three days workshop, from 6 until 9 October 2014, was held to
build the capacity and ability on research methodology (Bobisse 2014) as well as designing the
strategy and action plan that would involve stakeholders. The stakeholders consist of
entrepreneurs, academics, and policy makers in creative economy.
The research focus in both case studies was related to (i) Current situation of creative economy
through sub-sector proxy in each city; (ii) Barriers and driving factors that enable creative economy;
and (iii) Follow up to optimise related sub-sectors. Those three focuses were the elaboration of
the targeted outputs. After that, those questions were explored in research area and data collection
instrument by the researchers in each city. By using qualitative approach, both case studies intend
to review the creative economy phenomenon completely, deeply and detailed. This would be
reached through digging qualitative data in forms of perspectives, opinions, and secondary data
from various publications that are available. Data collection instruments such as in-depth
interview, Focus Group Discussion, group interview, and literature review were done to enrich the
gathered data.
The findings from Makassar City will be elaborated first before the findings from Surabaya City
complement and close this chapter.
CIPG (2017) 23
4.2.1 Methodology
1. This research used space approach (Panakkukang Sub-district) through observation and
registering the business types with the name of the businesses, and actor approach through
snowball technique. The data was collected by questionnaires and interviews within January-
April 2015. Respondents: 250.
2. This research did not use one specific theory, but ‘Mapping the Creative Industries’ toolkit
from British Council.
T H E S U B - S E C TO R S O F C R E AT I V E E C O N O M Y
AC TO R S I N PA N A K K U K A N G S U B- D I S T R I C T
0.8% 1.6% 0.4% 0.4% 0.4% 0.4%
CIPG (2017) 24
Makassar City20. The interaction and cooperation between the members of these communities
produce many creative businesses in Makassar.
If we see the timeline, the tipping point of creative economy in Makassar - especially in
Panakkukang Sub-district - is in 2010 when internet and social media started to be popular. This
was because the creative economy actors in Makassar were young generation (15-39 years old) that
were lay with social media. Nine respondents stated that they had started the business before the
internet and social media booming in 2010-2011.
From nine respondents, 67% of them did not use internet as their main advertising idea, and 33%
now use internet to spread the info of their businesses. For them, offline activities are the main
means to keep the business alive. Their businesses develop from the recommendations between
friends and customers. Offline activities are mostly done in coffee shop/café.
1. Based on the data from Makassar City Office of Tourism and Creative Economy (2015), there
are 75 communities in Makassar.
2. Fashion:
a. The distribution of fashion businesses based on the location (name of the street)
Table 3 The Distribution of Fashion Businesses in Makassar Based on the Location
CIPG (2017) 25
5. Research and Development
a. Tanah Indie research and development is located in Abdesir Street, integrated with
Kampung Buku library and Ininnawa publisher.
CIPG (2017) 26
d. 2014: Makassar StartUp Community, gathered those who owned or wanted to open
startup.
e. 2014: Phinisi Dev, community that produced Jappa-Jappa application which contained
the info about historical places in Makassar.
f. 2011: Makassar Art Gallery, painters community in Losari Beach. Other painters
communities: Kasumba, Makassar Sket, Celebassi.
g. 2011: FM3 (Photographers, Models, and Moslem Community in Makassar), Hijabers
Makassar were founded through Facebook.
h. 2013: Kepo (Kedai Pojok) Adhyaksa was established, added the meeting and networking
spaces.
4.2.5 Conclusions
Panakkukang area is creative economy locus in Makassar. In this area fashion business is rapidly
developed, apart from culinary and printing and advertising. These three sub-sectors make
Panakkukang becomes leisure area.
While from the workshop it can be said that historically, Makassar is more suitable to be an area
that focuses on literature sector, an additional notes should be inserted. At the moment, the more
developed sector is culinary sector. Unfortunately this part is not well-explained in the research
report.
CIPG (2017) 27
Indonesia - Surabaya Office, 2014). With large amount of human resurces within productive age,
this really helps Surabaya City’s vision as a service and trading city.
Looking at Surabaya City’s history, there is a slight change in the industry dynamic of Surabaya
City. At the end of 19th century, Surabaya was a city that depended on sugar production. In its
growth, the dynamic of this city is coloured by industries that are based on steel, cement,
automotive, machinery and shipping, and other heavy industries. The establishment of Surabaya
Industrial Estate Rungkut (SIER) in 1974 marked the industrialisation era in this city. But since
1997, the trend moved from heavy industries to service industries. At this point, the embryos of
creative industry started to emerge in Surabaya. The rise of these embryos was supported by the
local government that is now actively support creative industry. Some cooperation have been done
to enhance this sector. One of the famous ones is the cooperation between Surabaya City
government, Kibar (Google Business Group, based in Jakarta), Spazio (property that is managed
by Intiland), Suara Surabaya, and Enciety that make Start Surabaya (startsurabaya.com) since
November 2014. It is an incubator that facilitates Forward Factory21 (Hidayat 2014).
This kind of cooperation is in line with 2011-2015 Surabaya’s vision that aspires to be a “Service
and trading city which smart, humane, dignified, and environmentally sound.” However, the
efforts that have been done to promote creative industry sector have not been maximum yet. Lack
of plans and long-term policy direction to ensure this sector works sustainably give some effects
to the cooperation mechanism that is sporadic and limited to certain networks.
According to Bank Indonesia East Java Region, at the moment in Surabaya, the industry power
related to creative economy is in food/beverage sub-sector (culinary) as well as skin and wood
processing (craft) (Herdiawan 2014). These three sectors have worked quite stable with or without
the support from creative economy policies implementation. However, Surabaya case study tries
to promote the strategic values of design sub-sector, especially visual communication design.
At least there are two reasons behind this selection. First, the strategic values of this sub-sector
compared to creative economy sub-sector or other industries. Conceptually, the working area of
visual communication design intersects with other sub-sectors in creative industry or other
economy sectors in Indonesia. Design is considered as creative industry sub-sector that can drive
and support the sustainability of other industries. This can be seen from the role of design in giving
added value to a product, for example for processing and packaging. Second, the analysis to this
strategic sub-sector is considered can be the gate to highlight the factors that influence the creative
economy development of a region. By seeing the design conceptualisation since being proclaimed
by Gert Dumbar, the analysis on this sub-sector will provide the enabling/hindering factors of the
implementation of creative economy in a region, including the characteristic of the people and the
government policies implementation.
21 It is an accelerating program which targets Surabaya citizen within 18-25 years old and starts a technology-based
startup. See Hidayat, 2014.
CIPG (2017) 28
By considering the strategic values of creative industry in Surabaya, the development of visual
communication design22 is needed to support service and trading sector in Surabaya. Design is
seen as one of the ‘roots’ of the whole creative industry, considering design is a creative sub-sector
with broad working coverage and can support the sub-sector in the categorization of creative
industry or other economy sectors. This view is included in 2015-2019 National Design
Development Plan. Specifically, design is very related to the fields that are supported by design or
new fields that are made by design, such as film, video, photography, publishing, advertising,
animation, and interactive games (See Figure 6).
Figure 6 The Scope and focus of creative economy design development 2015-2019
Sources: The Ministry of Tourism and Creative Economy, 2014
The linkage between creative industry sector and design as shown in the above figure also can be
seen from the high linkage rate in Surabaya. Design has linkage value as the supplier with 2,2
backward linkage (third rank) or as the absorber with 1,2 forward linkage (sixth rank) from 15 sub-
sectors (The Ministry of Tourism and Creative Economy 2014:53). As the comparison, publishing
as the sub-sector with higher BL and FL is in weaker position in Surabaya.
Visual communication design is a service that is related to other industries. The biggest cake that
gives livelihoods for Surabaya graphic designer comes from food and beverage sector with 38%.
Food and beverage is followed by governance (17%), property (9%), and Meeting Incentive
Conference Exhibition (MICE) with 8%. While the rest are from banking, personal client, cigarette
industry, health, and education as seen in this diagram.
22In2015-2019 Mid-Term Action Plan (The Ministry of Tourism and Creative Economy 2014), visual communication
design is one of the design sub-sectors besides product design and interior design.
CIPG (2017) 29
4.3.2 Visual Communication Designers in Surabaya
To understand design sub-sector in Surabaya means that we should understand this sub-sector
ecosystem as the prototype of the ideal condition for industry that depicting activities in each
creative step. In design, prototyping that is done to map this ecosystem consists of four
components, namely: (i) Creative value chain; (ii) Market-audience; (iii) Development environment
and; (iv) Archiving.
By considering the components within aforementioned sub-sector ecosystem, the illustration on
the linkage between visual communication designers in Surabaya can be shown in the following
chart:
Figure 7 The actors in the ecosystem of Surabaya’s visual communication design sub-sector
Sources: C2O Library & Collabtive 2015
As being demonstrated in the above picture, Creative Value Chain is the main component that
happens in each creative industry sub-sector. In this phase, there is a creation process as the initial
of output production in creative industry. This will be shown to or absorbed by the market. In the
second component, it is depicted from the market, public, and consumer in each creative industry
sub-sector. On the other side, development environment as the third component is needed to
support creative chain process.
Development environment consists of two main activities, namely appreciation and education. In
this case, appreciation activity has the purpose to give acknowledgement to the industry actors. It
also can give the understanding on that sub-sector. This includes awards, incentive, and
appreciation to Intellectual Property Right. Besides appreciation, education is the main tool to
produce creative individual. This education activity can be done through formal, non-formal, and
informal educations. The last component is archiving that means to be the media which can be
accessed by public to gather the information and data related to creative industry. Generally the
archiving process is done through collection, restoration, storage, and preservation stages.
CIPG (2017) 30
With that elaboration, basically the profiles of the actors related to visual communication design
sub-sector are not limited to the designers, but also the parties within related sub-sector
ecosystems. This illustration underlines how strong the linkage between one party to another
parties in development environment, appreciation, production, and archiving fields.
CIPG (2017) 31
visual communication design on every layer of the community. The concreteness of cooperation
model between designers with the government that has not been clear also adds more problems.
Even there are some barriers to develop visual communication design sub-sector in Surabaya,
some existing potentials can be utilized and deepen to respond to that barriers. In C2O Library
and Collabtive’s perspective, weak communication between designers can be overcome by utilizing
the existence of association, socialisation, or directory. All of these three are the locus of sharing
values and media information exchange for graphic designers in Surabaya. Not only these that can
enable the linkage between designers or between clients and designers, but also will strengthen the
appreciation to design. This includes various dialogues and design discourses to open new
possibilities on graphic design practice in Surabaya.
Besides the design discourses inside or outside of this sub-sector, the attempts to archive or
research on visual communication design sub-sector condition in Surabaya should be done
periodically to support the availability of data and actual images on the business situation in
Surabaya. This includes comprehensive mapping of city potentials related to visual communication
design sub-sector, either directly or indirectly. The attempts to raise the appreciation through
media and activities like Ayorek!, Grand Story Magazine, Design It Yourself, and Tata Rupa as
well as mapping initiative from ADGI SUB at Surabaya local level should be enhanced for the
development of this sector. The stakeholders should coordinate, evaluate, and utilize the existing
channels to optimize the role of design to respond the needs and to raise economic added value
of Surabaya City.
4.3.4 Conclusion
Nowadays, creative industry and economy are believed to be one of economic growth sources.
Indonesia is not an exception, within the last decade the discourses on creative industry have
influenced some strategic economy planning policies. In national level, 2014 Indonesia's Creative
Economy Long Term Development Plan can be the reference on creative economy development
in national level.
Change from triple-helix (government, business, academic) model to quad-helix (government,
business, academic, communities) model.
Within Surabaya context, the existence of development agency (education agency) that
teaches visual communication design. This includes the linkage between education
agencies and industries (regarding the standardisation of labours).
The size of the market, especially the one with service in creative economy sector.
The existence of communities with cultural-emotional relation that “maintain” the creative
values. Not only physical building like Makassar case through various libraries, but first
thing first the locus for the creative agents to gather.
Information technology development enables new opportunities for creative economy, as
well as making the actors “depended” on utilizing its potentials to develop creative
economy.
CIPG (2017) 32
Chapter 5
Conclusion and Agenda for Change
Designing a programme with the purpose to diagnose sub-sector potentials of creative industry in
a city qualitatively is not common in Indonesia. While statistical and quantitative measurements
are more common to be done, qualitative approach offers new knowledge that can help the
creative economy stakeholders to be more proactive and responsive in optimizing creative ecology
of their regions.
Practically, this programme has offered an analysis on creative economy activities from the
perspective of selected sub-sectors and according to the potentials and economic contribution in
each city. Nevertheless, there are some challenges that need to be overcome in order to perceive
deeper understanding and comprehensive knowledge in the future.
CIPG (2017) 33
how visual communication design students are demanded to learn various skills, but that skills do
not really fit with the chosen profession orientation. After the formal education, media and
networking platforms for the designers are very limited. Less attention from local government also
limits the capacity of design sub-sector in Surabaya. The lack of direction or long-term (sustainable)
policies also cause more problems. Whereas this sub-sector can support the growth of other
sectors like trades, hotel, and restaurant that contribute the biggest number of regional GDP in
Surabaya.
Fifth, initially, public policy did not intend to increase the growth of creative economy. Creative
economy ecosystem had formed by the effects of public policies during Reformasi era. The aim of
public policies during Reformasi era was to re-structure the country after 1997-1998
multidimensional crisis. The new government specifically issued policies on the development of
creative economy during president SBY regime.
Various findings in this research will be useful to complement previous researches on creative
economy, especially the one that highlighted the vital role of grass root communities in mapping
the cultural assets as well as utilizing those assets.
CIPG (2017) 34
of creative economy potential. Not only provides an easier access to data and network, but also
the point of view is more precise. Even so, caution should be taken. Time availability is also a
challenge because they need to separate the role as the actor and the researcher. Moreover, the
involvement as an actor should not sacrifice the high rigor and robustness of the research.
Third, a deeper policy analysis is needed to help the researchers understand the context of an issue
or sector from the perspectives of the government and public policy. This point of view is
important as the government creates ecosystem through the public policies. In analysing policies,
the understanding on history, background, and goals of each policy formulation should be done.
This is important to see how relation and relevancy of a policy to the issue that is being discussed.
The findings from this programme show that there is a potential to reach the full capacity of
creative economy in current cities. This report also contains some lessons learned to do creative
economy potential mapping from the perspective of communities. It indicates some
recommendations to the relevant policy makers and stakeholders to keep this momentum.
CIPG (2017) 35
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Annexes
Table of Targets, Strategies, and Action Plans of Creative Economy
Development 2015-2019
Source: The Ministry of Tourism and Creative Economy, 2014
Total
Total
No Targets Action Notes
Strategies
Plans
3 The availability of raw materials 4 11 Including the facilitation on research and development
from natural resources with local of Indonesia’s natural resources with its information
characteristic, sustainable and system, to the increase of production scale and the
eco-friendly competitiveness of local raw materials.
8. The availability of funding that is 4 11 Including the facilitation on financial institution for
suitable and easy to access creative industry that based on technology, content, art
and culture, to the facilitation on alternative funding
models for creative industry.
CIPG (2017) 39
Total
Total
No Targets Action Notes
Strategies
Plans
14. The establishment of creativity as 5 11 Including the increasing supports for creative industry
the development paradigm and development in RPJMN (National Mid-Term
within people’s daily lives. Development Plan), strategic plan of related
ministries/agencies, and RPJMD (Regional Mid-Term
Development Plan), to the facilitation on developing
and activating public spaces.
15. The increase of Indonesia’s 3 6 Including strategic partnership with the countries with
position, contributions, advance creative value chain and with potentials to be
independence, and leadership in a market for creative products, and facilitation on
international forums. Indonesia’s participation in prestigious international
creative events.
16. Increasing appreciation to the 9 15 Including facilitation on creative activities that can dig
local creative actors, products, and promote local creative actors, products,
entrepreneurship, and businesses entrepreneurship, and businesses, facilitation on the
inside and outside the country. active communication to use local products, to
increasing information, protection, and enforcement of
intellectual property rights.
17. Increasing appreciation on local 2 2 Including the facilitation on access and distribution of
natural and cultural resources information on natural and cultural resources to
community, as well as education to community about
eco-friendly products.
CIPG (2017) 40
Table of Researches on Creative Cities
1 Bandung 2014 Grounding mobile Dan Cohen This paper explores the The research suggests
policies: Ad hoc ad hoc networks that that the concept of policy
networks and the form to move policies to motilities would be
creative city in new sites by examining enriched by a closer
Bandung, Indonesia the process through which attention to the way
the city of Bandung, power is used to construct
Indonesia adopted a networks that promote
creative city policy. specific policies and
places as sites of ‘best
practice’.
2 Bandung 2015 Analysis of C0- Ratih The purpose of this study Co - creation experience
Creation Experience HURRIYATI was to investigate the gives positive influence
Towards a Creative and effect of co-creation on creative city as a
City as a Dara Myrna experience on a creative tourism destination. A
Tourism Destination Pusparani city as a tourism creative city -
and its Implementation SOFWAN destination, as well as its as a tourism destination
on Revisit Intention impacts on travelers‟ contributes positively on
intention to revisit the city the attitude of the
of Bandung. tourists. Co - creation
experience has a
positive influence on
revisit intention of an
individual.
3 Bandung 2015 Identification of the Iwan The objective of the This paper discusses
Creative Capacity of Kustiwan, paper is the the concept of creative
Kampong's Community Ibrahim identification of Kampong as an
towards Sustainable Ukrin, Astri community’s capacity alternative for
Kampong (Case Aulia toward creative establishing kampong as
Studies: Cicadas and kampong that promotes defensible living space
Pasundan Kampong, sustainability. The and
Bandung): A identification is for enhancing the
Preliminary Study undertaken by observing community’s capacity to
kampong in the city improve physical
center of Bandung and condition of the
interviewing the kampong.
stakeholders: creative
community, community
leaders,
and government official
4 Bandung 2015 Enhancement of Rina This research may Bandung City has been
Creative Industries In Hermawati become a reference appointed as a pilot
Bandung City Through and Nunung for regional governments project of
Cultural, Community, Runiawati intending to create creative cities in East
And Public Policy creative and innovative Asia due to the role
Approaches cities to improve the of creative industries
business of creative which swiftly develop in
industries and to the city. There are
optimise the three factors that
genuine local revenue influence the
improvement of creative
industries in Bandung
5 Bandung 2012 The City of Bandung: Adiwan In context of The paper found that
Unfolding the process Aritenang decentralisation, this path dependency as
of a Creative City study aims to understand historically centre of
the role of both bath creative class has
dependence and process accelerate the city's new
of developing a creative economic activities
city.
CIPG (2017) 41
No City/District Year Title Researcher Research Goals Summary
6 Indonesia 2015 Creative economy Fikri Zul To illustrates that there This paper investigates
policy in developing Fahmi, Philip are possibilities for a how the creative
countries: The case of McCann, developing country such economy discourse is
Indonesia Sierdjan as Indonesia to adopt the interpreted and
Koster vision of a creative implemented in the
economy by reshaping context of Indonesia as a
local institutions to developing country. Our
support successful main conclusion is that the
experimentation with this discourse is interpreted
new idea. differently across
localities.
7 Yogyakarta 2015 Green IT Muafi This study aims at The research
Empowerment, Social analysing the role of concluded that the
Capital, Creativity empowerment of empowerment of
and Innovation: Green Information Green IT provides a
A Case Study of Technology (IT) in Small significant
Creative City, Bantul, Medium Entreprises role in creativity and
Yogyakarta, (SMEs) and social innovation as well as
Indonesia capital of the social capital, and at the
creativity and same time it also supplies
innovation of creative a
SMEs in Bantul, significant role in
Yogyakarta, Indonesia. innovation.
8 Jayapura 2016 A Study of Indigenous Westim The research aims to Both indigenous
Community-Based Ratang, Jhon discover the potential of communities have their
Economy at the Blesia, local natural resources in local
Regency of Jayapura Andika improving the wisdoms that are
Rante, economic life by utilizing believed to have rewards
Andreas the indigenous if they obey and
Kuddy communities’ local wisdom sanctions or punishments
at the regency of if disobeyed. Some local
Jayapura. government’s strategies
are recommended to be
done in order to help
both communities to
improve better quality of
life.
9 Bogor KJKS BMT Creative Nur Azizah, to shows how agrotourism Eplaining how an
Economy: A Proposed Galishia is expected to be a agrotourim based on
Model Putry, strong sector in the community development
of Islamic Abdullah economy, provide (in this case A Model of
Cooperation for Syafi’ie employment, contribute KJKS BMT for Community
Agrotourism significantly to the Based Agrotourism) can
Development Based nominal GDP, reduce support agro tourism
on Community unemployment, and give business grows in
welfare for the citizens in Indonesia
the future.
10 Yogyakarta 2013 Creative Cluster or Asmorowati The main research The researcher believes
Creative Class? : A objective is to understand that by understanding
Case Study of why Nitiprayan kampong why creative people
Nitiprayan Artist has emerged and tends to live in certain
Kampong, grown as a creative place and create a
Yogyakarta economy. This include creative center and
why artists settle in revealing the key factors
Nitiprayan and why the underlying the success of
creative economy has creative class due to
grown clustering will give a
great contribution to
urban management
studies,
especially in the local
context of Yogyakarta
city.
CIPG (2017) 42
RESEARCH IN CREATIVE ECONOMY