Professional Documents
Culture Documents
VII
LIST OF FIGURES
V I II
List of Figures IX
9.4 Major retail distr ibution formats 284 9 .11 Piccolo Teatro: An image from
9.5 Stages in the communication process 290 The Legend of the White Snake 311
9.6 A sociogram representing a social 10.1 The vir tuous circle of satisfaction
network 294 from the customer's viewpoint 314
9.7 Types of channels 297 10.2 The double vir tuous circle of
9.8 Multi-channel and multi-media
integration during the stages of
. . .
custom er satisfaction from the
.
organization s perspective 316
customer exper ience 305 10.3 The dual strategy of a creative
9.9 Piccolo Teatro: The system of digital organization 316
touchpoints 308 10.4 The elem ents of relationship s tatus 320
9.10 Piccolo Teatro: An example of 11.1 Integration mechanisms 338
advertising for Odyssey 309 11.2 SWOT matrices 345
LIST OF TABLES
x
PREFACE
Many scholars around the globe have been researching model that places at its center the customer and his
marketing in creative industr ies for years. Despite this, or her satisfaction as the beacon for all organizational
compared to research in other fields of the business decisions. I will rely on a contemporary view of mar·
world, these efforts are relatively limited. In particular, keting that considers customer value management as
most are devoted to specific sectors within the broader the specific job of marketing people within an organi·
set of creative industries (movies, music, performing zation, and detail the four major processes that are
arts, tourism, heritage, and the like), giving emphasis their responsibility: custom er value analysis, custom er
to the specificity of each one. However, far fewer stud· value creation, custom er value delivery, and custom er
ies consider the similarities across those industr ies and relationship managem ent.
leverage these to identify and recom mend appropriate Customer value analysis will be the them e explored
managerial models. This is the main impulse that in the second part. In particular, I will separate the
drove m e to write this book. consumer side of the market of organizations operating
I've been researching, teaching, and consulting in in creative industries (the C·side) from the part made
the field of marketing in creative industr ies for many up of business customers (the B·side). In fact, produc·
years now. My aim here is to provide a marketing ers create value propositions that are of value for both
model that is effective given the specificities of the end consumers and corporate customers. The for mer
organizations t hat I've known throughout the years, get value from the consumption of these value proposi·
operating in industries that can be defin ed as creative, tions, the latter from their inclusion in productive and
whichever they may be. com municative processes. For this reason, I decided to
The three key words of this model are: value, experi· distinguish the different stages of the consumer expe·
ence, and creativity. In fact , my point is that marketing rience - through which end consumers extract value
in creative industries deals with creating customer value from creative value propositions - from the productive
through the experience of creativity. In other words, and communicative processes that are specific to how
the main objective of marketing in these industries is business customers use creative products.
to transform the creativity of creative producers into an The second part concludes with a description of the
experience for customers, so that this experience is of most typical marketing research methods and tools
some value for them . The link between creativity, cus· that creative organizations can use for their custom er
tamer experience, and custom er value is what informs value analysis processes.
and distinguishes a marketing model that is effective for The third part is devoted to the customer value crea·
those industries from others for other industries. tion process. Basically, producers creat e value for their
Specifically, this book is divided into five parts. The customers (end consumers or businesses) by realizing a
first is devoted to delineating the borders of those indus· value proposition that is aligned with the expectations
tries that I consider creative and providing an overview of the segments of the market they decide to serve. In
of the marketing model detailed in the rest of the book. other words, an organization must first identify and
In drawing these borders my ambition is not to play select the portions of the market it wan ts to serve, then
an in-out game. On the con trary, what I wish to do is design a value proposition that is adequate to satisfy
to provide a map of industry characteristics that are so their needs and desires, and finally realize those propo·
peculiar as to require a specific marketing m odel, and sitions in such a way that customers will prefer them
then apply that map to suggest which industries share over alternative ones.
those characteristics: the final list is what I consider These processes are the realm of strategic market·
creative industries. ing, which consists of market segmen tation, targeting,
Then, I will describe what to me is a customer· designing propositions, and positioning them into the
centric model of marketing, that is to say, a managerial market. I will then focus on the three main determinants
XI
XII Preface
of customer value: the product, the brand, and the price, For this reason the role of marketeers is a very dif-
seeing that value also has a negative component and the ficult and peculiar one: always keeping the creative tal·
price constitutes the most evident part of it. ent of those people aligned with the desires and wishes
Part four is about value delivery. Once the organiza· of customers. This requires not only a healthy dose of
tion has created value propositions it has to make personal skills and capabilities, but also organizational
them available - in terms of knowledge and physical structures and systems that make this task m ore
access - to target customers. For creative organizations efficient and effective.
today this m eans leveraging a multi-media and multi· To conclude, a couple of editorial choices. I strongly
channel environ ment, which requires new mindsets believe that research is only useful when combined
and n ew competences, in particular the capacity to with practice and vice versa (or, if you wish, it's not
share some control over owned processes and activities useful when one of the two is missing). For this rea-
with other par ties. son, in writing the book I took both perspectives under
The digital world offers organizations many more proper consideration. The readers I had in mind were
oppor tunities than in the past. However, since that scholars, students, and managers: people who research,
world is character ized by features that radically change work in, or are interested in marketing in creative
the way people and organizations share information, industr ies.
com municate and socialize, a multi-m edia and multi· My main m essage to them is that managerial
channel environm ent may also be rife with threats for practice will be strengthened if it is anchored to
organizations that try to operate using old paradigms. solid theoretical learning. For this reason the book is
In this part I will give emphasis to both oppor tunities crowded with mentions of solid research work (which
and threats. also make a rich bibliography at the end) and interest·
Creating value propositions for different customer ing case histories. The former are dispersed throughout
segments and making them available is not inde· the chapters with syst ematic references, and snapshots
pendent from the status of the relationship that the of specific topics identified by what I called Research
organization has with differen t customers. In every Focus (research boxes). The same is true for the second,
mom ent of its life, the organization will serve some with examples and real-life profiles that I called Case
customers for the firs t tim e, together with others who History (case boxes). Furthermore, all chapters (with
are frequent or loyal customers. This is what customer the exception of the last one) conclude with a major
relationship managem ent is all about: managing rela· case study, which represents an example of effective
tions with customers while taking into account the management of one of the topics covered in that
different stages of these relations, which calls for dif· chapter. I have included cases from different industries
ferent decisions. I will conclude part four of the book and different countries to illustrate the richness of best
by highlighting the m ost importan t ones. practices that can be found in those industries.
Th e final part is a chapter devoted to the relationship Finally, since creative industries host various kind
between Marketing and Creativity, terms that I use to of actors (be they for-profit or non-profit, individual or
name the unit/s responsible for marketing decisions organizational, local and global, or other) I have decided
and activities and unit/s responsible for creative - and to use the term 'organization' throughout the book to
often productive - on es. I think this topic is one of the mean a generic actor operating in those industries. In
most fascinating in the context of marketing in crea· fact, as I will point out very early in the book, in most
tive industries. In fact, in these industries creativity is cases I will take the perspective of an organizational
the econ omic engine, and it lies in the domain of taJ. actor (and its managers) rather than an individual one,
ented people who are very sensitive to their creativity, although I will frequently m ention the case of indi-
and the judgment and approval of people like them , vidual creative actors and their activities in the various
som etimes m ore than that of custom ers. chapters.
ACKNOWLEDGEMENTS
Trus book is a typical example of a creative product. the bibliography, and many of the figures included in the
As I will assert in the following chapters, the value of book.
a creative product is the product of the effor t of a net- Th roughout the years I had the chance to meet,
work of actors. Therefore, although this book has one work and share mutual knowledge with many brilliant
single author, the knowledge included in it is far from managers in var ious organizations operating in crea-
individual. Writing it has truly been a huge effort that tive industries. It would be too long a list to mention
could not have been under taken without the help of them all. Still, this book is r ich with case studies, short
many others whom I sincerely want to thank now that and long. The majority of them could only have been
trus effor t has been concluded. written with the gracious collaboration of many man-
A generic but genuinely wholehearted thanks goes to agers working in interesting organizations in various
my students in the 'Marketing in Creative Industries' industries and countries. I interviewed all of them ,
course that I've taught at Universita L. Bocconi over some of them wrote parts of the cases and all revised
the last ten years. They have been - and still are! - a their own . Without their time, open-mindedness, and
continual stimulus to deeper investigation, sharper genuine appreciation for my research work these cases
clarification, and above all, systematic questioning of simply would not be such an interesting part of the
long-held conventional wisdom. This book includes book. Listing their names below, and thanking each of
reflections stimulated by many years of interactions them for the great help they gave me, is my personal
with them . way of thanking all the managers from whom I learned
To two of them I'm particularly grateful. Both have so much over the years:
decided to proceed with an academic career, and now Andrea Beloni, Head of Digital Com munication,
they are involved in a Ph .D. program. Maria Cristina Cito Events & Sponsorship, Vodafone Italy; Almudena
and Elena Fumagalli helped me a great deal with some Bermejo Sanchez, Director of Espacio Fundaci6n
of the case histories, with the bibliography, and above Telefonica, Madrid; Silvia Caselli, Ex Chief Marketing
all with hours of discussions about interesting topics Officer, Feltrinelli Group; Monica da Cor ta Fumei,
regarding creative industries and their actors. Some of Marketing and Com munication Director, Fondazione
the issues raised and covered in this book are products Musei Civici Ven ezia; Antonella Di Lazzaro, Ex Head of
of challenging discussions with Cristina and Elena. Brand Management, MTV Italy; Andrea Duilio, Head
I also owe so much to Marilia Sciulli, Davide Neri of Marketing, Consumer Division, Vodafone Italy;
and Elisa Moro. Marilia did research on tango danc- Paola Giunti, Com munication and Public Relations
ers for her graduate dissertation, which we worked Director, Teatro Regio di Torino; Lidl Grimaldi,
on together to write one of the major case studies Head of Consulting, Interbrand Italy; Lanfranco
reported in the book. The same is true for Davide, who Licauli, Marketing and Communication Director,
helped me with the 'Magic: The Gathering' case study, Piccolo Teatro di Milano; Manuela Meunier, Head of
which he initially investigated in his graduate disserta· Marketing Research, Musee du quai Branly, Paris; Pepa
tion. Finally, Elisa helped me with the data analysis Octavio de Toledo, Marketing and Com munication
of box office revenues used in some of the chapters, Director, Matadero Madrid; Pierluigi Parnofiello,
saving m e a lot of time in finding the right sources and Ex Brand Manager, Wizard of the Coast Europe;
the most interesting data. Manfredi Ricca, Managing Director, Interbrand Italy;
For some of the editorial work I could rely on the pre· Sue Wilkinson, Director of Suppor ter Development,
cious help of Chiara Solerio, a research assistant at my National Trust, UK; Inna Khmyzova, Marketing
department. Without Cruara all the time needed to write Director, Shakhtar Donetsk, Ukraine.
the book would have been much longer. She made an I wan t to wholeheartedly than k the editorial team
invaluable contribution to the revision of some chapters, at Palgrave Macmillan with whom I have worked. All
XIII
XIV Acknowledgements
authors know how important t he job of an editor ial Finally, the value of the network lies in its ties.
team is . I'm truly t hankful to min e: Martin Drewe, And I'm lucky enough to rely on many very strong,
Ceri Griffith, Rachel Bridgewater, Ursula Gavin , very supportive, non-vir tual ties. Writing this book
Jenny Hindley, Holly Rutter, for their patjence, sup· has been a much longer task than I had planned and
port, and advice along the very long process that gave expected. Therefore, I'm aware I've been a taker much
life to this book. This is a team I'd Uke very m uch to more than a giver with my beloved family and friends.
work with again, alt hough I'm not sure if they feel the To all of them I owe so much. But now I can reply to
same way! all their questions accumulated in the last 18 months
Th ere are three people who had a special role in this about the end of the book, and I can finally say:
book. Imma Turbau opened the doors to me of the rich it's over!
cultural world of Spain, with her broad knowledge and •••
long contact list. Im ma is a generous person who is able
The author and publisher would Uke to thank the fol-
to combine her creative talent with a deep understand·
lowing for permission to reproduce material:
ing of marketing, and her help was indispensible a great
deal in identifying interesting case histories to share o Ipsos MediaCT for a figure from "The Pulse of
with the readers of this book. Next, Daruela Leone, who the Affluen t Market," The Mendelsohn Affluent
suppor ted me in many ways. First, by providing me Barometer (2013).
with a long list of contacts in various European creative o John Wiley & Sons Ltd for a figure from Deeter·
organizations, only a few of which, un fortunately, have Schmelz and Sojka, "Wresiling with American Values:
been used in the book; then, recommending interest· An Exploratory Investigation of World Wresiling
ing case histories identified on the basis of her innate Entertainment as a Product-Based Subculture; Journal
curiosity, many of them, fortunately, included in this of Consumer Behavior, 4.2 (2004): 132- 43; and a figure
book; and most importantly, sharing tons of optimism from Leder, Belke, Oeberst and Augustin, "A Model
and smiles, fantastic fuel for creativity! Last is Joanne of Aesthetic Appreciation and Aesthetic J udgments;
Sykes. Jo is a brilliant manager with a deep knowledge British Journal ofPsychology, 95 (2004): 489- 508.
of the marketing world, who helped me navigate the o Sports Business Group at Deloitte for a figure from
amazing and hyper-dynamic UK media and cultural Football Money League 2014 report.
system. Most of the UK data and cases come from her o National Readership Survey and Newsworks for data
contacts and suggestions. To Imma, Daniela, and Jo and figures from NRS PADD January 13- December
lots of sincere thanks. 13 I ComScore November 20 13 .
The last person that I want to thank is J ill Connelly, o Perseus Books Group for a figure from
who translated the book into English. J ill is a perfect Csikszen tmihalyi, Finding Flow (1997).
example of how a value relation functions. After o Pion Ltd for a figure from Leyshon, "Time-Space
years of joint work, J ill is much more than a transla· and Digital Compression : Software Formats and
tor. She is a personal trainer and a coach. She helped the Geographical Reorganisation of the Music
me not only in transfor ming the book in a different Indust ry; Environment and Planning 33.1 (2001):
language, but in making my thoughts sharper, bolder, 49- 77.
and clearer. I owe Jill not only days and days of patient o The American Marketing Association for a figure
Skype calls for the revisions of the chapters, but most from Plummer, J., "The Concept and Application of
importantly, her persistence in encouraging me to Lifestyle Segmentation," Journal of Marketing, 38
resist any temptation to bypass the difficulties of the (1974): 33- 7.
task, her innate optimism, and many laughs about the o Uruversity of Chicago Press for a figure from
cultural divers ity of the US and Italy. I'm the author of McCracken "Who Is the Celebrity Endorser? Cultural
the book, but without Jill the value of this book would Foundations of the Endorsement Process; Journal
have been much more limited. Consumer Research , 16.3 (1989): 315.
Part THE ROLE OF
I MARKETING IN
CREATIVE INDUSTRIES
Chapter CREATIVE INDUSTRIES
1
LEARN ING OBJECTIVES back to a creative act that leads to the realization of
products and services? So aren't all sectors essentially
After reading this chapter you should be able to: creative? Then how can we distinguish one from
o Map the landscape of the creative industries. another on the basis of creativity?
o Distinguish a creative industry from a non-creative Yet s ince the late 1990s, the term creative industries
one. has been incorporated into the lexicon of politicians,
o Tap in to the main characteristics of a creative public policy makers, entrepreneurs, managers, and
industry. exper ts in a variety of fields, probably thanks to a 1998
o Understand their relevance in today's society. publication by the UK Creative Industries Taskforce,
under the Department of Culture, Media and Sports
(DCMS, 1998). This documen t provides a map of the
1.1 A DEFINITION OF CREATIVE creative industries, quantifying their size, measuring
INDUSTRIES their per formance, and identifying their distinctive
characteristics.
Delineating the boundaries of an industry is an With this sem inal work, the British government
extrem ely complicated task. Essentially this process began a systematic m onitoring program, underscoring
calls for the inclusion of some actors, relationships, the critical role these industr ies play in the economic
and behaviors while at the same time excluding other and industrial evolution of the UK. Here the terminol-
actors, relationships and behaviors that fall within the ogy used in that report is wor th m entioning: under
confines of other industries. Today the under taking the umbrella of creative industries come the m ore
is even more complex because in m ost of the world's traditional cultural industries, a term which is a few dee·
economies even the borders of the most traditional ades older (as it was first coined in the 1960s). Beyond
industries are becoming blurred. (Can a clear line the conceptual and methodological repercussions,
be drawn between the food and pharmaceutical including traditional cultural industr ies in this way
industries, for example, when currently on e of fast· also carries symbolic weight and sends a clear signal:
est growing markets is nutriceuticals, foods with high the time has com e to recognize that traditional cultural
therapeutic value?) industries are industries in every sense of the word.
A number of phenom ena can explain this escalating More importantly, some of them satisfy similar needs,
ambiguity: the evolution of production and distribu- though they've always been considered very different
tion technologies, business strategies that trigger industries (compare fashion to video games or sport).
cross-industry competitive dynamics, and changing After the first British DCMS report was released,
consum er n eeds that prompt organizations to bundle other countries followed suit and began studying and
together in single offerings benefits that in the past monitoring the impact of creative industries on their
were provided by multiple products and services. (How national economies (in many cases, adopting a nearly
many technological tools did we once have to have to identical conceptual and methodological framework).
get all the functionalities of today's smar tphone?) These countries include South Africa (DACST, 1998),
To compound the complexity even further, if our Hong Kong (CCPR, 2003), Australia (DCITA, 2004), the
focus is a multi-sector context centered on an ambigu· US (IIPA, 2006), the European Union (KEA, 2006), and
ous and seemingly elusive concept like creativity, any Italy (San tagata, 2008), as well as the United Nations
attempt to make any sort of delimitation verges on the (UNCTAD, 2008).1 This investment in developing a
impossible. Can't the origins of all industries be traced knowledge base on creative industries has on one hand
3
4 Marketing in Creative Industries
contributed to the dissemination of the term, and on typical marketing decisions. So my aim in propos·
on the other has opened the debate on exactly which ing a possible categor ization is to formulate a working
industries should be given the 'creative' label. hypothesis that allows me to fashion a m ore effective
In light of the aims of this book, I don't see any ad hoc marketing management model.
point in scrutinizing the similarities and differences That said, the firs t consideration that will help in
in the various definitions.2 But I do believe it's worth· defining creative industries is the relevance that consum-
while to keep in mind that every attempt to delineate ers associate with the creative content of the products and
creative industries is based on specific assumptions and services offered in the industry. In creative industr ies,
objectives. To give an example, the goal of the British the value offered to the customer depends mainly on
government in setting up the Creative Industries the creative content of the offer ing, that is, products
Taskforce, which authored the first repor t mentioned and services are compared, purchased, and evaluated
above, was to identify opportunities for economic primarily on their creative content. At the begin ning of
growth in a nation emerging from two decades of deep this chapter I presented two questions that commonly
de-industrialization . Consequently, the underlying aim arise in attempting to pinpoint what makes creative
was to glean some useful indications to apply in formu- industr ies unique: Aren't all industr ies essentially crea-
lating national industrial policies in the years to follow. tive? How can we differentiat e one from another based
The end result was a definition of creative industries on creativity?
that dearly reflects an industrial view, focusing on vari· In my opinion, by adopting the perspective of value
ables such as the percentage and type of employment offered to the customer and recognizing the impor-
in these sectors, the value added of various phases of tance of the creative con tent of that offering, we can
the production and distribution process, the techno· resolve these questions by shifting our focus. Instead
logical level, and the potential impact on the economic of considering creativity as the input of production pro·
and social developm ent of Great Britain . The basic cesses, we need to think of creativity as the output. (All
premise of the study was that industries labeled as sectors make products and ser vices that spr ing from a
'creative' could and should contribute to the well-being creative idea, but only in certain sectors do customers
of the country by generating and exploiting intellectual associate the value of a product or service primarily
property. Accordingly, the broad definition of creative with its creative content.)
industries used in this report encompassed all sectors Examples are products like washing machines, cars,
in which the original source of products and services body lotion, or laundry detergents on the one hand,
lies in individual creativity and talent, and in which the and novels, video games, photography exhibits, or
protection of intellectual proper ty is possible. music on the other. Obviously, the s tarting point for
However, since this is a book on marketing, it takes the first set of products is one or m ore creative ideas
a different perspective. The key concept that underpins (input) that have led to technical solutions, which in
this work is value fo r the customer. This leads to my turn translate into specific per formances. But what the
initial premise: every econom ic phenomenon, and customer buys is a set of per formances in which the
especially every market phenomenon, should be ana· creative content isn't immediately perceptible or assess-
lyzed and interpreted from the viewpoint of the cus· able. Of course, this doesn't mean that customers don't
tam er. By customer, I refer to the recipien t of the value recognize or appreciate particularly innovative solu·
generated by the players who operate in the industry tions. But even when there's nothing innovative about
in question (in other words, the person who evaluates, these products, they can still provide the performances
appreciates, buys, and uses the product or service). My custom ers want. In other words, limit ed creative
purpose in writing this book is to propose an effective content doesn't drastically lessen the value offered to
marketing management model built on managing cus· custom ers.
tam er value, a model that is tailored to the specificities The same is not true for products and services such
of creative industries. as video games, photography exhibits, or novels for
This explains why I don't feel a pressing need to which the greatest share of value lies in the creative
stake out the exact boundaries of creative industries. content, which customers can im mediately perceive
What I believe is essential, instead, is to pinpoint their and evaluate. This doesn't mean that they completely
distinctive features, which have a much greater impact disregard non-creative factors in the value offered (the
Creative Industries 5
bulk of a book, ease of access of exhibition space in a and messages), for example publishing, music, film,
photography show, the m emory needed to download and communication.
and play a video game). But the value of the creative o Fashion, design, and architecture - Production and dis·
content outweighs all these considerations. As a result, tribution of goods with high symbolic content such
for these categories of products and services, limited as clothing, accessories, furniture, hom e accents,
creative content means little or no custom er value. and architectural design .
The second aspect we need to consider is the rel- o Entertainment and leisure - Production and distr ibu-
evance of creativity as a lever of competitive advantage, tion of recreational services, for example live shows,
as seen by the players in the sector (firms and institutions sports, natural parks and amusem ent parks, and
that offer products and services). In creative industries, tourism .
the basic ingredient in competitive advantage is the Like any classification, this one can't claim to be
creativity incorporated in products and service through exhaustive, but simply effective in light of how I intend
innovation. In fact, in these contexts, competition to apply it in the rest of this book. By the same token,
essentially orbits around innovation . This means that as I m entioned before, I don't want to be too exact in
the firms and institutions that succeed in systemati· distinguishing one area from another. So I don't see
cally feeding the flow of innovations to be laun ched in much use in debating whether or not live music should
the market will survive and prosper, while the ones be considered art or live enter tainment, or if live clas-
that fail to do so will disappear. sical music should be classified as art while musicals or
An obvious example is a publishing company, which live rock should be labeled as entertainment.
won't last long by relying solely on backlist titles What's more impor tant, as I see it, is to include all
without regularly publishing frontlists. The same can these sectors under the umbrella of creative industr ies,
be said for record or m ovie companies, as well as muse· because they share certain features that will shape the
ums, theaters, and fashion companies. For all these design and implementation of marketing strategies.
firms and institutions, their competitive advantage -
indeed their very survival - depends on their ability
to systematically channel creativity into innovation to
1.2 THE DISTINCTIVE FEATURES
offer to their customers.
Clearly the two factors are interdependent (the OF CREATIVE INDUSTRIES
relevance of creativity both for customers and for
The high creative content of the offerings of these indus·
organizations), and there's no way to deter mine which
tries, which generates customer value and a chance for
one drives the other. As in every industry, supply s tim·
competitive differen tiation for firms and institutions,
ulates demand, which in turn stimulates supply, and
gives rise to certain distinctive traits of supply and
so on and so forth. Similarly, in creative industries, it
demand. As far as demand goes, creative content affects
is creativity in supply that spurs on the search for crea·
consumer decision-making processes (choosing, buying,
tivity in demand, and vice versa. Basically, creativity is
and consuming). For supply, this same content shapes
the fuel that powers the economic engine connecting
how production and distribution processes are organ-
supply and demand. Creativity generates differential
ized, and triggers unique competitive dynamics. Below
value in competitive dynamics, and use-value in con·
is a list of the most significant specificities that impact
sumption processes. In the words of J effcut and Pratt
the design and implementation of marketing strategies.
(2002: 228): 'Creativity is the en terprise:
O n the basis of these two defining features, indus·
tries classified as creative for the purposes of this book 1.2.1 Non-objective preferences
fall into four sub-groups: Imagine we're listening in on two teens who are talk-
o Arts - Production, conservation, and distr ibution ing about two videogames and debating over which
of visual and performing ar ts, including museums, on e is best. One teen says that the first game is bet·
galleries, theaters, and festivals. ter because it has cooler special effects and a more
o Media, information, and communication - Production , exciting, less repetitive storyline. The other teen
conservation, reproduction, distribution, and trans· prefers the second gam e because it's m ore challeng-
mission of contents (texts, sounds, images, ideas, ing, and it allows for multiple players. Who is r ight
6 Mar keting in Creative Industries
about which game is best? It's hard to say - in fact, in for mation on relative product features (hence the
it's impossible. nam e). This process works because the quality of these
Leaving price aside, in creative industries products goods is associated with attributes that can be objec-
are made up of attributes for which consumer preferences tively measured, so a consumer can find out about
are not based on objectively quantifiable parameters. To them before she actually uses the product (like with
give an example, when a consumer buys a car, there are the washing machine or the laundry detergent).
param eters she can use to evaluate and compare dif- For experience products, this m echanism doesn't
ferent models objectively. For instance, she can look at apply because product attributes can't be objectively
engine power, fuel efficiency, and safety features, and associated with product quality (like the artwork or the
she can measure these attributes object ively in terms photography exhibit). So the only way a consumer can
of horsepower, miles per gallon, and number of air- get an idea of this quality is through first-hand experi-
bags. In other words, for similar products consumers ence. Only after she's played the video game, or read
can base their preferences on objective parameters, so the novel, or seen the exhibit, can she say whether she
they tend to prefer the product that offers objectively liked it or not; in other words, whether she valued its
better performance at the same price. This proper ty is quality.
what economists call vertical differentiation. There are four consequences that arise from the
But for products with high creative content, there are 'experience' status of goods that are unique to crea·
no such objective parameters; consumer preferences vary tive industries. First, consumers can't resort to objec·
widely because they are based on extremely subjective tive parameters to predict the quality of a product
criteria. Here's another example: if a consumer were before they buy and use it; so to make their buying
choosing between two contemporary works of art that decisions, they rely on subject ively defined indicators,
are different in sizes, she wouldn't necessarily prefer the called quality clues. Examples might be comments
larger one (if they both cost the same amount). Or when on a gamers' blog for a video game, or the author's
she is deciding between two photography exhibits to see, reputation for a novel, or the gallery's prestige for a
one with twice as many pieces on display as the other, photography exhibit. When consumers use quality
she wouldn't necessarily decide to go to the larger exhibit. clues, this further rein forces the chance for horizontal
The point is that preferences depend largely on a differentiation by producers, since various dues are
combination of personal experience, sensations, and subjectively defined, so they themselves can represent
inclinations which we refer to as taste (which I'll discuss differentiation factors.
fur ther in Chapter 3). This property is what economists The second consequence of qualifying goods as
call horizontal differentiation. Consumers have subjec· 'experience' is that in creative industries, consumers
tive preferences based on their personal taste, which is value product trials. Listening to a song on the radio or
why we are inclined to choose certain forms of creative during a concert, or reading a few pages of a book in
expression over others, and certain combinations of a bookshop or on an online retailer's website, seeing a
product attributes over others. But none of this can be work of ar t on display in a gallery or using a dem o of
measured in any objective way. a video game: all these tr ials encourage (or discourage)
us from buying the product in question, because these
exper iences constitute an anticipation of the product
1.2.2 Experience goods
exper ience. By trying out the product consumers get a
Let's get back to our two teenagers, and imagine they're clue as to the quality they can expect from buying and
out buying a new game, trying to choose between two consuming it.
that they've never played before. How do they figure The third effect of the 'experience' characteristic is
out which one is better? Which one is more challeng· that the reputation of the players becomes a fundamental
ing, m ore fun, more exciting? It's hard to say; in fact, in facto r in market relations. The fact is, consumers can't
many ways it's impossible. Which leads me to my next deduce the quality of experience products before they
point: Creative products are experience products, not search use them . So an alternative to actually trying out the
products. product is to rely on the reputation of the players
With a search product, a consumer can get som e idea involved - the producer, the distributor, the brand,
of its quality before she uses it by s imply searching for the critic. This becomes a very effect ive and power ful
Creative Industries 7
quality clue that consumers can instantaneously access possible combinations of directors, actors, sound
at practically no cost. tracks, editing, and so on . This illustrates how crea·
Here are some examples: a consumer can make an tive industr ies are typically hyper-fragmented, both in
educated guess as to the quality of an artist thanks to terms of supply and demand, but with opposite effects
the reputation of the gallery hosting her exhibit, or on either side. For demand, hyper-fragm entation is
anticipate the quality of a temporary exhibit based on the outcom e of unlimited variety in the subjective
the reputation of the museum that has organized it, tastes of consumers, which leads producers to launch
or get an idea of the quality of a musical by reading a new products continually. As a result of the massive
review from a reputable critic. As compared to non· number of products available on the market, consumer
creative industries, with search products and services decision-making processes have become exponentially
as their output, reputation is extraordinarily impor tant more complex. How can people navigate their way
in creative sectors because it's a key quality clue. through the infinite variety of shows, books, exhibits,
The fourth consequence of being an 'experience' and sporting events?
product is that consumers need time to actually experi- In terms of supply, instead, producers have limitless
ence the product. Attending a live concert, watching a possibilities for combining attributes to create products
volleyball game, reading a book, visiting a museum - and services that offer a differential advantage over com-
these are all things that take time. Basically, the satis· petitors. Yet all these possibilities generate trem endously
faction people get from consuming a product with high intense competition, because every single product in
creative content depends on the tim e they dedicate to any given sector competes with an enormous number
consumption. There are two reasons for this, which I'll of other products, first to capture consumer attention,
delve into fur ther in Chapter 3. The first is that the time and then consum er preference. How many local sport·
people spend consuming allows them to enhance their ing even ts can a consumer go to in a week? How many
expertise and competence with regard to the product, weekend concerts can she actually find out about? How
refining their tastes and more clearly defining their many TV programs can she watch on any given night?
preferences. The second is that it takes time to activate
cognitive processes and elicit emotional states by which
1.2.4 Structural failure
consumers can come to appreciate a creative product.
Common wisdom among exper ts holds that 70 per
cent of books can be considered flops (Thompson, 2010),
1.2.3 Infinite variety
and the sam e percentage of new CDs released on the
In 20 12 in India, 1,288 new films were produced market won't be able to cover their production costs
(UNESCO, 2012a). In 2010 in the US, 328,259 new (Wikstrom , 2009).
book titles were sold, of which only 53,139 were fiction In creative industries, the market failu re of many
(Bowker, 2012). In 2012, around 20 million songs were products is inherent to the spedfidty of production and
available for download from about 500 legal sites (IFPI, consumption processes. This characteristic is rooted in
2012). In 20 12 in the m odem art market, Edvard the hyper-fragmentation mention ed above. What
Munch's 'The Scream' fetched 192 million US dollars I mean by this is that with such extreme product
at auction, and at the sam e time m illions of works by proliferation, the fact that many products can't reach
amateur artists were sold for a few dollars a piece at market success is intr insic to the structure of creative
local art fairs . industr ies. Put another way, in these industries, the
To put it briefly, in creative industr ies, product failure of scores of products is offset by the market
variety is practically infinite (Caves, 2000, p. 6). But success of a few.
if you think about industries like cars, cell phones, Hyper-fragmentation prompts consumers to notice
detergents, or any mass market or durable goods, the only a tiny fraction of the products available on the
number of new product launches in a single year is market. Similarly, it's impossible for producers to pay
much lower than the sam e figure for any given creative the same attention to (read: invest the sam e financial
sector. and marketing resources in) all the products they sell.
Let's take a movie, for example. The same screenplay Clearly, the m ore products an organization has in its
can generate countless end products, based on all the portfolio, the m ore significant this consideration is.
8 Marketing in Creative Industries
That's why in publishing, film, music, and fashion, More broadly speaking, consumption in these
structural failure is more obvious than in other sectors industr ies is also experiential and symbolic. The first
like natural parks and amusement parks, where nor- refers to the fact that it's not the product in itself that
mally every company or institution manages a limited delivers value to the consumer, but the entire con-
number of 'products'. sumption exper ience (see Section 2.1.2). For instance,
What this means in financial terms is that produc· when a consumer goes to a stadium to watch a football
ers realize that many of the products in their portfolio match, the value of this experience doesn't depend
won't break even, so the ones that do will have to offset exclusively on how well the two teams are per forming.
the losses of the ones that don't. One outcome of this Other factors also com e into play, like the atm osphere
is that many creative sectors are 'hit-driven' or 'chart· in the stadium before and during the match, the social·
driven'. In other words, producers focus on making sure ity of sharing her passion for football with other fans,
that a certain number of their products become hits, the sense of growing anticipation in the days leading
and break into the charts or bestseller lists, because up to the match, and debates with other fans predict·
these successes provide slack resources that serve to ing the possible outcom e. All these factors enhance or
compensate for losses on less successful products. detract from the value of the consumption experience.
In commercial publishing, film, and music, as with Finally, consumption in creative sectors has a high
modern ar t exhibits, tourist cities, fashion, and design, symbolic value. In other words, it bears the message
producers need to sell a certain number of products to that an individual belongs to certain social group and
millions of consumers in order to generate volum es and shares certain values, and conveys the image that she
margins that can guarantee economic sustainability for has of herself or that she wants to transmit to others.
the entire product portfolio. If a consumer reads a newspaper, for example, she can
get up-to-date information on what's going on in her
country and in the rest of the world. But she can also
1.2.5 Non-utilitarian consumption
feel like an active participan t in her country; she can
If you were to ask som eone why she's reading a mys- share and compare her opinions with others; she feels
tery by Manuel Vasques Montalban, she'd answer: like she belongs to a certain group.
because it's exciting! If you ask a visitor at the entrance In describing consumption in creative industr ies as
to a Damien Hirst exhibit why he's going, he'd prob· hedonic, experiential, and symbolic, I don't mean that
ably answer: because I'm curious! O r, because I've all consumption is all three things at the same time, or
heard so much about it I've got to go! And if you ask a that there are no utilitarian factors involved whatso·
heavy m etal fan why she's going to see Metallica's n ext ever. (After all, listening to a talk show can satisfy the
concert, she'd answer: because they're awesome! utilitarian need to learn more about an issue, as does
Products in creative industries are consumed primar· reading in-depth coverage of a topic in a newspaper.)
ily for their hedonic, experiential, and symbolic value. The What I do mean is that consumption in these indus·
difference between hedonic and utilitarian consump· tries is predominantly characterized by hedonic, expe·
tion (and hedonic and utilitarian products) is by now riential, and symbolic elements, unlike non-creative
consolidated in the marketing discipline. Consumption sectors . What's more, the positioning of every product
is utilitarian when a consumer buys and uses products category and every single product or brand within a
to reach a goal. The product provides performance, category centers more on hedonic or experiential or
and it's product per formance that contributes to symbolic traits, or a combination of all three. We'll
reaching the goal in question. (For example, a moistur· discuss this in the next section, and go on to explore it
izing lotion, thanks to its emollient ingredients, gives further in Chapter 3.
consumers softer skin.)
Conversely, hedonic consumption does not serve
1.2.6 Aesthetic value
to att ain a goal, it is the goal. Hedonic consumption
engenders pleasure, aesthetic appreciation, and gratifi- Why would a consumer buy an ugly shirt (if she could
cation. (For example, the value in listening to a classical afford to buy a nice on e at the same price)? Why
music CD or reading a comic book lies in the aesthetic would a family buy ugly furniture (again, instead of
pleasure these activities provide.) beautiful furniture at the same price)? And why would
Creative Industries 9
a teenager download a song she's already heard and the bottom line - what delivers value for the customer,
doesn't like? and det ermines (dis)satisfaction - is the aesthetic value
In creative industries, the aesthetic value of a product of the content.
is a fundamental component - if not the sum total - of the Two more categories fall in between these two
overall value of the offering as perceived by the consumer. extrem es: products that are either primarily experiential
Granted, you might say, but people don't buy newspa· or primarily aesthetic. In the first group are goods that
pers or geography books because they're pretty. In fact, provide value which is strongly associated with an
thanks to our broad definition of creative industr ies, exper ience. For these items the aesthetic elem ent
we can easily asser t that in som e sectors the aesthetic is one of the components of the experience itself; if
component isn't all that essential. it were lacking the value for the consum er would be
What's most impor tant in a newspaper is accuracy diminished, but not cancelled out all together.
and atten tion to detail, as well as up-to-date content. Going back to the football match, the atmosphere in
And a consumer would rat e a geography book mainly the stadium is a fundamental aspect of the consump·
on how thoroughly topics are covered and how clearly tion experience, and certain elem ents of this atm os·
content is presented. Or take an adver tising campaign, phere relate to aesthetics. Just think of the visual
which more than anything else has to convey a m es- impact of a full s tadium, with all the fans wearing their
sage and resonate with a specific customer target. team colors, and the sound of music and chanting in
Therefore, it's reasonable to admit that readers appreci- the background. Without these s ights and sounds, the
ate the graphics in a newspaper, which make it easier whole experience would center on the quality of play
to read; or the quality of the pictures in a geography alone, which for spectators would probably lessen the
book, which makes the content easier to understand; perceived value considerably.
or aesthetic elem ents of an ad campaign that help Products which are primarily experien tial are posi·
capture the attention of the audience. tioned closer to the utilitarian product endpoin t of the
In sum, there is evidence that aesthetic appreciation continuum because aesthetics are important but not
applies to all the products of creative industries (as predominant in terms of the value sought after and
they are defined in this book). However, aesthetics do supplied to custom ers.
not have the same relevance for all products from the Finally, there are products which are primarily
customer viewpoint. It is therefore useful to classify aesthetic. The product categories positioned on this
products on a continuum according to their aesthetic segment of the spectrum include clothing, jewelry, fur-
content (see Charters, 2006, for a similar classification). nishings, home decor, and so forth. Here the aesthetic
At one endpoint there are products that are primarily content is the main benefit, but utilitarian factors
utilitarian. For these goods, the aesthetic content is a count too; in fact, without them overall product value
secondary benefit within the broader customer value, would be drastically reduced, to the point of preventing
without which the overall value would be compromised customers from making the decision to buy.
but not eliminated altogether. Examples of products When shopping for clothes, for instance, people
on this end of the spectrum would include daily news- make their choices mostly based on aesthetics, but also
papers and professional publications or educational because the clothing breathes in the summer or protects
texts. from the cold in the winter. Or if they're in the market
At the other end, there are aesthetic products (for for a new home, they choose which house to buy and
example, paintings, live performances, musical com- how to decorate it based on aesthetics, but faulty wir·
positions, novels). For these items aesthetic content ing or leaky faucets would reduce the perceived value
represents an essen tial and even exclusive component appreciably.
of value perceived by the custom er, without which the
product loses its primary benefit. Aesthetic products
1.2.7 Multiple product life cycles
have an intrinsic aesthetic value, which again may
encompass the entire value perceived by the customer. How long is the lifecycle of a daily newspaper? A day.
Yet other factors can also come into play. For example, A movie at the cinema? A few weeks. A hit musical?
when buying a novel a consumer might also consider A few m onths. A fashion collection? A season. After
the size (easy to carry) or the font (easy to read). But that, all of these products are replaced by new ones.
10 Mar keting in Creative Industries
But they don't disappear, far from it. They simply short. Why is that? The answer lies in the role that
reemerge, perhaps in some other form or on some creativity plays in these industries. As far as supply
other markets providing different benefits. goes, since competitive advantage is built on innova-
A single issue of a newspaper ends up in the archives tion competitors are driven to launch new products on
where it can be recovered for research and reference. the market continuously. Moreover, since the failure of
After a run at the theaters, a m ovie is released on DVD many products is structural, products that don't m eet
and then gets redistributed for pay TV and broadcast customer needs must quickly be replaced by others
TV Music from the hit musical is put into a com· that have the potential to do so. This makes planned
pilation, or it becomes the soundtrack for a film or a obsolescence a widespread product strategy in creative
television spot. The fashion collection is sold online or industries: life cycles are purposely designed to be short
in factory outlets. In creative industries, products have so as to ensure a systematic flow of new products on
multiple life cycles. The first is often shor t, sometimes the market (Section 8.1.5.1).
extremely so, but later life cycles taken together can be In terms of demand, short life cycles are rooted in the
very long indeed. variety seeking behaviors of custom ers (Section 4.5.5).
Just think of an opera, or classical music in general, In fact, to satisfy their hedonic needs, customers only
or classics from literature. There are even some con · rarely consume the same product more than once.3
temporary products that can be used as examples. Pink (That said, it's not unheard of for people to watch the
Floyd's album The Dark Side of the Moon stayed on the same film or read the same book or visit the same col·
Billboard 200 chart (the ranking of bestselling albums lection in a museum several times.) But it's much more
in the US, published weekly by Billboard magazine) for likely that people will buy and consum e other products
815 weeks, and that's not even counting prior sales. within the same category or related categories.
(The album came out before Billboard 200 was first The fact that products in creative industries have
published.) And with every new LP the group released, multiple life cycles means the brand is an essential and
fans kept going back to 'the Moon'. Other classic prod- increasingly important resource. For producers, in fact,
ucts are the Keepall and Speedy bags by Louis Vuitton, growing the value of their brands is a way to capitalize on
created in 1930, but continually updated over the investments they've already made in individual products,
years. In modern literature, Tolkien's The Lord of the in communication, in relationships with distributors,
Rings was firs t published in 1954, but much later it and of course with customers.
achieved worldwide success when it was made in to a In creative contexts, hyper-fragmentation of the offer·
series of movies. The list goes on and on . ing, combined with short, multiple life cycles, would
Some creative industries, it is true, have lifecycles make it financially unsustainable to support marketing
that are anything but br ief. Many European museums activities for every single item. The chance to capitalize
were founded in the eighteenth cen tury, as were count· a portion of these efforts on a broader resource such
less theaters. Also, since tour ist destinations are on our as brand constitutes an investment in reputation that
list of creative industries, that means the lifecycles of the organization can leverage to support new product
many 'products' can be measured in centuries or even launches. In fact, brand reputation is one of the typical
millennia . quality clues that consumers use when they buy experi·
But as I'll detail in Chapter 8, if we take the example of ence goods. So, as we'll see more clearly in Section 8.2,
a museum , its 'product' isn't the museum itself, but the the brand serves for product endorsem ent, and brand
pieces on display at any given moment. Over time this management becomes a critical competence for success
body of art changes with new purchases added to the in creative industries.
collection, or even when the same works of art are exhib·
ited in new ways, conveying different themes. (The
1.2.8 Profit and non-profit coexistence
per man ent collection is only one of a museum's prod·
ucts .) Consequently, m useum products have multiple In Europe the vast majority of theaters, opera houses
life cycles, albeit short ones, which taken together can and museums are State-owned. In fact, in most coun-
span centuries. tries of the world, the State (central or local govern-
Today, product life cycles in all sectors are shrinking, ment) intervenes directly in media sectors as owner of
but in creative industries this time span is astonishingly television and radio stations (UNESCO, 2012b).
Creative Industries 11
Essentially, for organizations in creative industries, in the creative group is more effective - I believe - than
the priority goal is not always, or not only, profit. In any ex ante definition. The more of them an industry
fact, s tate-owned organizations that operate in these possesses, the more relevant is creativity in giving form
contexts are often non-profits. What's more, in other to relative supply-demand dynamics. And the more
industries that are populat ed for the most part by necessary is a marketing management model that takes
privately-owned enterprises (for example, publishing, into account these features when providing recom -
film, tourism, and sports), the state recognizes the mendations on designing and implementing marketing
cultural and social value of the products in question, strategies and tactics.
and offers direct and indirect subsidies for relative sup-
pliers. (For data on some major European countries,
see the report by Nielsen and Linnebank, 2011.) This 1.3 THE INCREASING ECONOMIC
means profit is pertinent, but not a pressing priority. IMPACT OF CREATIVE INDUSTRIES
Finally, in all creative industr ies, both public and
private organizations, whether profit or non -profit, I The world has always had creative industries. Any one
believe that a fundamen tal aspect of their mission is of them included in the definition used here can trace
to contribute to the civil, social, and cultural progress its origins back several centuries, if not millennia. But
of their country and the world. Consequently, they never before have these industries captured so much
give other organizational goals - like promoting new attention from institutions and decision makers, both
creative talent, raising the cultural level of the general public and pr ivate.
public, and enhancing the image of their city or coun- The first indication that creative industries are taking
try - the same (or even higher) priority as profit (or the lead on the economic scene comes from economic
financial sustainability, in the case of non-profits). If data, wruch show that creative industry products (in
trus weren't the case, there would be no explanation other words, the so-called creative economy) account
for the enor mous number of market and financial for a rising percen tage of international commercial
failures in these industries. trade. In fact, the average annual rate of increase was
Figure 1.1 sums up the distinctive features of creative 11.83 per cent from 2002 to 2008 (UNCTAD, 2010),
industries. Their usage for the inclusion of an industry surpassing growt h in trade of other products by far.
Non-
objective
preferences
*
Profit and
Experience
non-profit
goods
coexistence
Multiple
.. ~
product life
cycles
• • Infinite
variety
Aesthetic Structural
value failure
Non-
utilitarian
consumption
Corrections
The first line indicates the original, the second the correction:
p. xvi
The Inventon of Printing and the Work of the First Printers of Holland and
Germany
The Invention of Printing and the Work of the First Printers of Holland and
Germany
p. xx
p. xxiv
p. xxvi
p. xxvii
p. 7
p. 15
p. 144
p. 166
p. 213
p. 217
p. 221
p. 227
In 658, S. Gertrud
In 658, S. Gertrude
p. 238
Di Sasso who, in 1481, came into asssociation with the Brothers Brushi
Di Sasso who, in 1481, came into association with the Brothers Brushi
p. 245
p. 291
p. 297
p. 300
p. 302
p. 309
p. 311
p. 390
p. 408
Jenson was afforded any opportunity for excercising his art in Paris
Jenson was afforded any opportunity for exercising his art in Paris
Footnote 320
Footnote 452
Errata
p. 255
Ibun-l-abbáns and Ibun-l-abbar should read Ibn al-Abbar
p. xxviii, Footnote 254, 303, 375
Bibliothèque de l’École de Chartres should read Bibliothèque de l’École de
Chartes
p. 462, 463
The address New York: 29 West 23d St. London: 24 Bedford St., Strand
should read New York: 27 West 23d St. London: 24 Bedford St., Strand
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