Select Committee on Culture, Media and Sport Minutes of Evidence


Joint memorandum submitted by DCMS/DTI

INTRODUCTION

The Importance of the Creative Industries to the UK Economy

  The UN estimates that Creative Industries account for 7% of global GDP and are growing at 10% a year. It is important that the UK can build on that success nationally and internationally.

  The Creative Industries are an important and dynamic sector of the UK's economy. See Annex A. It is instructive to compare the situation set out in DCMS's 1998 Creative Industries Mapping Document with the situation today. In 1998 Creative employment stood at around one and a half million people. Today it's over 1.8 million. In 1998 the Creative Industries contributed 4% of the domestic economy. According to the latest research the Creative Industries made up 8% of GVA in 2003. The software industry alone achieved a net export value of £3.9 billion in 2004, more than double its exports in 1997. Between 1997 and 2004 the Creative Industries as a whole averaged 6% growth. That's around twice that of the economy as a whole.i

  Technological innovation, particularly the transition to digital technologies, has opened up further opportunities for the Creative Industries. In the last 10 years mobile phone ownership has gone from below 10% of the UK population to near ubiquity. In the last six years the penetration of digital television has gone from a standing start to over two-thirds of homes. And the pace of change is accelerating. More than 250,000 households are switching to digital television every month. Most dramatic of all has been the growth of broadband. The number of new broadband connections per week has increased almost 15-fold in three years—from 5,500 a week in 2001 to over 70,000 in 2004. Over a third of homes now have broadband and it's getting faster and cheaper.ii

  Consumers are currently undertaking a greater range of leisure activities, more intensely, demanding greater levels of innovation and faster product development cycles from producers than ever before. But it's not just that consumers are buying more, they are also buying a wider range of products. The long tail is an entirely new economic model for the media and entertainment industries which moves away from hit driven sales to niche markets associated with online retail. This means a greater diversity of products can reach larger potential markets, and the proliferation of digital content devices from Play Station Portables (PSPs) to DVDs is increasing the shelf-space available for content.

  Technological change is helping to release the creativity of more and more people by putting the means of creation and distribution in the hands of the citizen. We are moving from a one-to-many broadcast model (traditional analogue broadcasting) to one-to-many, one-to-one (phone, email), one-to-many (blogs) and even many-to-many models (Wiki). This shift has been facilitated by the internet and is growing exponentially as the cost of broadband connections, software and hardware declines, and the speed increases.

OPPORTUNITIES AND CHALLENGES PROVIDED BY NEW MEDIA TECHNOLOGIES

    "Consumers are increasingly calling the shots in a converged media world. They use Apple iPods to make their own music playlists. Personal Video Recorders allow them to customise television line-ups. These consumers pull stock-market updates, text messages, wallpaper ringtones and short-form video into their mobile phones. They come together in online communities, generate their own content, mix it and share it on a growing number of social networks. No longer a captive, mass media audience, today's media consumer is unique, demanding and engaged."

The Rise of Lifestyle Media—Achieving Success in the Digital Convergence Era—PricewaterhouseCoopers ©2006iii

  These new lifestyle patterns demonstrate that, at the same time as convergence has gone from being a prediction to a reality, what the consumer notices is increasing convenience rather than the technologies involved. Convergence, associated with digital technologies, is enabling content to be delivered over a variety of different carriers to a growing array of platforms. These digital technologies have removed many of the prior bottlenecks in the creation, duplication and dissemination of content. By 2010 industry analysts anticipate that 90% of all Internet connected households in the UK will have a broadband connection, which would represent 60% of all households. All this opens up substantial opportunities for new media, leading to more consumption. It also creates real uncertainty in a world of rapid technology change.

  For the Creative Industries to exploit the opportunities and challenges of rapid technological change and consumer choice, the regulatory and economic climate needs to be right. Convergence is pulling together several industry sectors that have had very different regulatory regimes: broadcasting—traditionally heavily regulated for content; traditional telecoms—regulated for price, availability and technical standards; Internet services—very little statutory regulation, essentially through existing general law and self regulation rather than industry-specific legislation. It is crucial to have converged regulation that can apply the same principles to different situations and the flexibility to allow markets and consumers to devise and choose products, not to shape those products through pre-emptive regulation. The policy challenge is therefore to establish firm principles that regulators, such as Ofcom, are able to apply in different situations in a rapidly changing world.

  New digital technologies are having a disruptive impact on established value chains across the Creative Industries. The traditional business models of organisations as seemingly diverse as the record industry, voice telephony and newspapers have been subject to similar challenge. The record industry is adapting to meet the challenge of digital rather than physical distribution of content. The newspaper industry and the local press in particular is having to adapt as advertising (in particular classified) moves online. For broadcasters, the shift from an analogue to a digital world allows spectrum to be used much more efficiently and enables convergence with other digital devices for production and access. For example, consumers can now see television over their mobile phones. The growth in Personal Video Recorders has resulted in viewers being able to time-shift programming. Audience fragmentation and the ability to avoid advertising are real issues for traditional broadcasters funded by advertising.

  All these changes represent both a challenge and an opportunity for the Creative Industries. The proliferation of new business models is challenging companies across the Creative Industries which are characterised by a small number of very large firms with global reach alongside a large number of small to medium sized enterprises (SMEs).iv These large firms need to be able to raise venture capital finance to meet capitalisation requirements to compete effectively in global markets where size is becoming increasingly important.v For their part, SMEs require access to start-up and second stage finance from banks, debt and public sources. In these increasingly competitive markets, the creative sector is adapting to these challenges by pooling resources and banding together: into networks, clusters, and forming new partnerships, including with consumers who are now using and creating content.

  For the first time since the early printing press, technology is putting the means of media production and mass distribution in the hands of consumers and citizens. Consumers are becoming increasingly proactive in terms of their relationship with content rather than simply taking a passive role. More than half of American teenagers online are creating their own content.vi The Internet is facilitating new forms of innovation, interactivity and creativity as individuals are co-operating across time and space. The success of Wikipedia and Linux are just two examples. The challenge is for the Creative Industries to work with this new behaviour and adapt. The BBC Creative Archivevii is a potentially interesting development in this area enabling people within the UK not only to watch and download content but also to edit clips and programming as long as it is for non-commercial purposes. Channel 4 is also developing an on-line interactive archive for personal programme making.

  Raising awareness among both creators and consumers of the value of intellectual property in this increasingly digital world is essential. A digital world makes it more important that intellectual property is respected and enforced. But there must also be flexibility to create an environment in which people can make the most of legitimate opportunities to access content in new ways (including, eg for wider social purposes such as education and for new business models to develop). For thriving Creative Industries to be maintained, a robust legal framework is therefore required that provides appropriate protection for rights owners whilst making proper allowances for the requirements of consumers. Digital Rights Management (DRM) is an essential tool for enabling a Creative Economy to function in a digital world.

  Annex B provides more detail on the opportunities and challenges for the Creative Industries resulting from new media business models and converging media platforms, together with the legal and technology challenges for Intellectual Property in an increasingly digital world.

THE GOVERNMENT'S ROLE

Whitehall Responsibilities

  DCMS sponsors the film, broadcasting, music and designer fashion industries, and jointly with DTI sponsors the advertising, computer games, design and publishing industries. The DTI works closely with DCMS on the Creative Industries and has specific responsibility for competition, innovation, consumer policy, the science base and ICT sector; it also supports small businesses (through the Small Business Service), Intellectual Property (though the Patent Office), and trade (through UK Trade and Investment, which also is accountable to the Foreign and Commonwealth Office).

Coordination with Key Stakeholders

  DCMS and DTI work in close partnership on Creative Industries policy and engage with all other Government Departments which have an interest, such as DfES, DCA, Home Office, FCO, ODPM, HMT and the Devolved Administrations. In addition, we work with a wide range of public bodies including Ofcom, Regional Development Agencies (RDAs) and our Non Departmental Public Bodies (NDPBs) such as NESTA, the UK Film Council and the Design Council. We also work in close partnership with industry and consumer representatives.

  The importance of the Creative Economy has been recognised at European level. The i2010 Strategy, which was adopted by all Member States at the end of last year, clearly seeks to address the opportunities provided by the increased convergence between traditional information society and new media services. The UK actively influences EU regulations to meet the needs of the Creative Industries. The UK hosted a Creative Economy Conference during our Presidency of the EU last year, which was attended by the representatives of the public and private sectors from across Europe. Information about engagement with stakeholders is expanded in Annex C.

  The remainder of the evidence focuses on the programmes and initiatives that the Government is taking to support the growth of the Creative Industries.

What is the Government doing?

    1.  Making Britain the World's Creative Hub.

    2.  Promoting the protection and exploitation of Intellectual Property.

    3.  Influencing appropriate regulation of content on non-traditional platforms.

    4.  Stimulating technology and innovation.

    5.  Achieving balance between the BBC's role as a Public Service Broadcaster and innovation in the Private Sector.

    6.  Government as an intelligent buyer.

    7.  Promoting Education and Skills.

    8.  Promoting Trade and Investment.

1.  MAKING BRITAIN THE WORLD'S CREATIVE HUB

  In July 2005, the Government announced its ambition to make Britain the world's creative hub and in November DCMS announced the Creative Economy Programme (CEP) to drive forward that ambition. This Programme, working in close partnership with DTI, will join together cultural institutions, government policy makers and funding organisations to support the growth and productivity of the Creative Industries.

  The Creative Economy Programme has the following aims:

    —  Developing a strategic vision for the Creative Industries that can be shared at national, regional and local level.

    —  Developing new policy for the Creative Industries, generating ideas from a wider range of contributors, NDPBs, industry and other stakeholders.

    —  Creating better coherence for current policies, funding programmes and workstreams.

    —  Creating new projects between NDPBs and across sectors.

  We have developed a structure for the Creative Economy Programme, which revolves around seven issues that we believe are the key productivity levers in the Creative Industries:

    1.  Skills and education.

    2.  Competition.

    3.  Technology.

    4.  Business support and access to finance.

    5.  Diversity.

    6.  Infrastructure.

    7.  Evidence—(underpins work—not a driver of productivity).

  This work will be overseen by a steering group made up of senior members of the private and public sectors. Two separate branches will feed into this steering group. First, there will be consultation with the private sector and other stakeholders. This will be achieved through a series of seminars—some of these will look at the issues faced by an individual sector (eg on music or fashion); others will look at how the productivity levers cut across different sectors. In tandem to this private sector consultation, there will be an exercise to look at the effectiveness of our public support for the Creative Industries. This will be led by seven investigatory groups made up of members of our NDPB's as well as Government Departments and RDAs. They will look at the coherence of current schemes and policies, as well as come up with new proposals.

2.  PROMOTING THE PROTECTION AND EXPLOITATION OF INTELLECTUAL PROPERTY

Legislation

  Intellectual Property is at the heart of the economic value of the creative economy. Protection of IP through copyright regulation and enforcement as well as Digital Rights Management (DRM) will be crucial to the exploitation of content. We are well placed in terms of modern copyright legislation that is up to date, and strikes a balance between the need for the right holders to be able to extract economic value from creativity and the legitimate expectations of others. These expectations centre on a combination of flexibility, interoperability, accessibility, choice, and the chance to enhance personal creative output exploiting a variety of user-generated media. But the pace of technological change is such that we need to ensure that the legislation remains fit for new market realities. It must not become a barrier to innovation and the development of new business models. That is why we are reviewing the appropriateness of our copyright legislation.

Manifesto Commitment and New Review

  The Labour Party Manifesto in 2005 included a commitment to "modernise copyright and other forms of intellectual property so that they are appropriate for the digital age". The Chancellor of the Exchequer announced as part of the Pre Budget Report in December 2005 that a review led by Andrew Gowers would look at these issues and report in Autumn 2006. While the Government considers the present intellectual property regime broadly strikes the right balance between consumers and right holders, the review will examine whether improvements could be made within the context of promoting competitiveness and innovation. Mr Gowers and his team will be actively consulting stakeholders throughout the duration of the review. A copy of the Terms of Reference can be found at Annex D.

Enforcement

  Having the right legislative structure is only a start; it must also be effectively enforced on the ground. The digital world poses unprecedented threats because it potentially enables perfect but illicit copies to be made available to millions of others. The Government is determined to work with industry to combat IP crime and online infringement. In 2004 it was estimated that counterfeiting and piracy cost the UK computer games industry, for instance, in excess of £2 billion at retail value.

  The Government is working hard to tackle piracy. In July 2004, DCMS in partnership with the DTI, established the Creative Industries Forum on Intellectual Property. The Recommendations from the Forum and the Government's response were published on 5 October 2005.

  The Government is working on a range of initiatives to take the Forum's recommendations forward. For example:

    —  The Patent Office's National IP Crime Strategy has been established to deliver better enforcement action across the UK. By bringing together all enforcement and intelligence agencies with industry representatives for the first time, Government has been better at targeting the counterfeiters. The first series of raids took place before Christmas and over £1.5 million of goods were seized. The new Creative Industries Focus Group, which reports directly into the Patent Office's National IP Crime Group, has already met twice and is looking specifically at the recommendations of the IP Crime & On-Line Infringements group.

    —  From 1 April 2006, in England and Wales, all asset recovery agencies, including the Trading Standards Service, will be able to get back 50% of the assets they recover under the Proceeds of Crime Act from action related to the confiscation of pirated goods.

    —  In addition, the Forum pointed to the importance of raising education and awareness. Tackling piracy is vital and an essential part of the solution will be through building respect for creators' rights. Failure to respect creators' rights is ultimately self-defeating for consumers.

    —  The Patent Office has brought stakeholders together in the IP Crime Group. Group members, including the police, Trading Standards Agency and industry representatives, are working together to ensure that criminal activity, from the large importers to the small dealers, are dealt with in a co-ordinated way. This collaborative approach is already producing results. We have put in place a structure for pooling information and identifying priority areas to target enforcement action. The Creative Industries have their own Focus Group within the over-arching IP Crime Group work, chaired by industry itself.

3.  INFLUENCING APPROPRIATE REGULATION OF CONTENT ON NON-TRADITIONAL PLATFORMS

Audiovisual content and new channels for distribution

  For over a decade, commentators have been discussing convergence between broadcasting and ICT technologies. That convergence has now become a market reality. It is changing consumer habits—through Personal Video Recorders (PVRs) or MP3 players, such as iPods, or downloads, they increasingly expect to be able to watch what they want, when they want it, where they want it.

  The potential growth of on-demand services could also mean the erosion of simultaneity as a defining condition of much television.

  The implications of the disappearing distinctions between delivery mechanisms, and the crossover with telecoms are likely to affect ongoing regulation:

    —  growth in number of content sources;

    —  sources will become harder to identify, and content may become less easily identified with particular known sources; and

    —  regulating content at source will become very difficult.

  For example, Internet Protocol TV (IPTV) is increasingly effective and important as a mode for conveying televisual content on the Internet and elsewhere. Typical IPTV services provided are the ability to freeze live TV, video on demand and multiplayer video games. In-home networks will provide a range of services to a range of devices with a large selection of such services being made available on the large screen. Existing broadcasters will increasingly move towards multi-platform delivery of personalised and interactive services in response to Internet-based competition. Content generation, distribution, storage and consumption are likely to become increasingly participatory—impeding attempts to structure regulation around control of content. Multiple delivery options may impede attempts to structure regulation around specific delivery "channels".

  Although the distinctions between broadcasting and other digital services are blurring, for the foreseeable future the Government considers there still to be a clear case for regulation of "broadcast" content. Nobody knows precisely how services are going to develop in the medium to long term. Hence different regulatory approaches, or indeed in some cases light touch or no regulation, may be required for services accessible over these digital platforms. This will prompt consideration of whether and how to:

    —  regulate access to content that is illegal or undesirable (for example in the context of consumption by minors); and

    —  define public service provision in the new environment.

  The Government considers that consumers will need to take a more active role in choosing themselves what digital content they wish to watch, listen to and read, enabled by effective labelling, including age banding, to suit groups of consumers. Industry is strongly supportive of a co-regulatory approach of voluntary labelling codes that the public know, understand and can trust.

  We highlight below some of the key challenges of regulating content on non-traditional media platforms.

(i)  Television Without Frontiers Directive

  The European Commission has been reviewing the framework of EU broadcasting regulation—"Television Without Frontiers" (TVWF)—and recently published its formal proposal to amend TVWF. The TVWF directive is the main EU instrument for the regulation of television broadcasting. It contains rules about jurisdiction over TV services and about their content, whilst ensuring the free movement of TV services within the EU. The Government wants regulation that promotes varied and innovative content and recognises that technology is shifting editorial responsibility towards the consumer. TVWF has been and will continue to be important in creating a single market in EU television services and in ensuring harmonised minimum standards in them, and it will continue to be important in the future since broadcast TV is likely to remain an important mass medium for years to come. However, there is a potentially serious negative impact from imposing any new and complex rules on the emerging digital content sectors while business models are still evolving. It is vital to make sure that we do not regulate in a way that is unnecessary, that will be unenforceable or that will discourage the growth of e-services and technology developments in the EU. So, we welcome the re-examination of this Directive, but we want to see a Directive which is future proof, flexible and proportionate, and which adheres to the better regulation principle, and which does not counter the aims of the i2010 or the Lisbon Strategy. This is not unfortunately what the Commission has proposed; especially in their proposal to regulate (so-called) non-linear (ie pull) services. UK stakeholders and Government are continuing to actively engage with the Commission.

(ii)  Undesirable and Illegal Content

  The rule of law applies on-line as well as off-line. There are effective steps that can be taken to remove content from the Internet. For example, The Internet Watch Foundation (IWF) enables members of the public, via a hotline, to report illegal material, particularly child pornography, in a newsgroup or website. If the material is considered illegal, the Foundation passes details to the UK police to start action against the originators and asks ISPs to deny access to the sites concerned.

(iii)  Advertising

  Where there are particular consumer issues with on-line services such as advertising, the EU Electronic Commerce Directive allows member states to remedy the situation by invoking a derogation for consumer protection. Self-regulation remains the most flexible approach to policing advertising in a fast-moving environment. We advocate a system based on the British Advertising Standards Authority (ASA) system.

4.  STIMULATING TECHNOLOGY AND INNOVATION

  The Government is stimulating technology innovation by:

    —  creating the research infrastructure to develop the high-level knowledge required for this diverse set of sectors;

    —  encouraging exploitation of the research base and technology transfer through the Technology Strategy and promoting business R&D through R&D tax credits;

    —  raising awareness of technology developments and best practice overseas through the Global Watch Service; and

    —  promoting confidence in new technology and processes through a more forward looking standards policy.

Creating the Research Infrastructure

  The Government has placed considerable emphasis on developing a world leading capability in research which supplies the creative industries with expertise both in technology and the creative arts, for example, through the Arts and Humanities Research Council (AHRC). The AHRC has launched its Designing for the 21st Century programme in collaboration with the Engineering and Physical Sciences Research Council (EPSRC).viii The Bristol Creative Technologies Network (BCTN) is a strong example of an effective and sustainable knowledge transfer relationship between the Creative Industries and the Higher Education research base.ix

Technology Programme

  The Government's Innovation Report of December 2003, "Competing in the Global Economy—The Innovation Challenge", emphasised the need to combine creative strengths with technology to generate whole new industries, such as digital content. The report identified the need for a more strategic approach and emphasised that in developing a technology programme it was essential to have:

    "close alignment with priority market applications such as transport (including aerospace and automotive), health care, construction (including sustainable buildings), digital content, retail/logistics, and financial services." (Chapter 3 Summary and para 3.36)

  To date, there have been four competitions on collaborative R&D and the following technology areas have been relevant to the interests of the digital content/media community. The Creative Industries have had success in winning funding from the competitions.


April 2004:Inter-Enterprise or Grid Computing.
November 2004:Design, Simulation and Modelling; Pervasive Computing.
November 2005:Data and Content Storage, Management, Retrieval and Analysis.


  Such research on technologies around aggregation, search, personalisation and navigation of online content will help make digital content of all kinds more accessible and attractive both to consumers and businesses.

  The Technology Strategyx is being further developed during 2006 and DTI will continue to ensure that it meets the needs of the Creative Industries.

Fiscal Incentives through R&D Tax Credits

  The Creative Industries benefit from the existing R&D tax credit scheme. The aim of the tax credits is to encourage greater R&D spending in order to promote investment in innovation. Between April 2000 and April 2005 around 17,000 claims for R&D tax credits were made with around £1.3 billion of support claimed. The R&D tax credit works by allowing companies to deduct up to 150% of qualifying expenditure on R&D activities when calculating their profit for tax purposes. Companies that are SMEs can, in certain circumstances, surrender this tax relief to claim payable tax credits in cash from the HM Revenue & Customs.

Global Watch Service

  The DTI's Global Watch Service provides support dedicated to helping UK businesses improve their competitiveness by identifying and accessing innovative technologies and practices from overseas. In addition to the supply of comprehensive information to UK companies in the form of research and business initiatives, collaborative programmes and funding sources, there are three main areas of activity benefiting the Creative Industries:

  Missions—enabling teams of UK experts to investigate innovation and its implementation at first hand. The technology-focused missions allow UK sectors and individual organisations to gain international insights to guide their own strategies for success. Recent missions relevant to the Creative Industries include e-Learning (US), radio (Singapore and Korea) and Broadband (Japan and Korea).

  Secondments—helping SMEs to send employees abroad or receive key people from another country. Secondments are an effective way of acquiring the knowledge, skills, technology and connections essential to developing a business strategically. The Creative Industries have benefited from these.

  Technology Partnering—providing free, expert support to SMEs seeking partnerships with world-leading organisations overseas, delivered by a network of 22 specialist International Technology Promoters (ITPs); helping companies to identify overseas technology partners, develop or transfer technologies, products, processes or management practices, and gain entry to new industrial and geographical markets. For example, one of the ITPs, specialising in the digital content area, has generated 80 such collaborations between January 2004 and January 2006. Another major partnering initiative is Knowledge Transfer Partnerships (KTPs), which enable Higher Education Institutions to apply their wealth of knowledge and expertise to important business challenges. As of January 2006, 13 KTPs are active in the Creative Industries.

Forward Looking Standards

  Standards play a key role in encouraging innovation, opening markets and creating competitive opportunities. They can be developed in open fora that are representative of all those with an interest in the standard, for instance through collaboration between business, government and users. They may also be developed privately by businesses wishing to address an individual need, or by closed alliances of businesses to address a strategic aim. All of these types of standardisation create a platform for knowledge sharing that in turn enhances research and development. Importantly, standards establish best practice, increasing efficiency and protecting consumers by ensuring the reliability, safety, accessibility and quality of products and services. Standards are principally a matter for industry in terms of their actual development.

  Convergence will demand a major shift from an emphasis on how the services are carried to how they are accessed and used by consumers themselves. This has the advantage of making it easier and quicker to release products, but leads to more standards and a greater likelihood of an individual product failing. Major issues in this area include the carriage of content and services across disparate networks (interoperability); connectivity and interoperability between digital devices; finding content from increasing large libraries of available material (metadata, standardisation); harmonisation, ease of use and technology neutrality.

5.  ACHIEVING BALANCE BETWEEN THE BBC'S ROLE AS A PUBLIC SERVICE BROADCASTER AND INNOVATION IN THE PRIVATE SECTOR

  The area of New Media cannot be looked at without considering the role of the BBC which has a huge role in commissioning and creating content both for the general public and schools, as part of a wider Public Service Broadcasting (PSB) landscape. Government has a responsibility to ensure that the interests of broadcasters, consumers and industry are all respected in this regard.

Importance of the BBC

  The BBC is one of the country's most powerful creative engines with over a 50% share in radio and 35% of television audiences in the UK. It stimulates creative activity and innovation in business. It plays an important role in knowledge transfer and supporting creative excellence, and in developing cultural partnerships with other public bodies working in support of the creative sectors. The BBC's work stimulates the Creative Economy through its investment in original programming and commercial ventures. It also invigorates the creative sectors, influencing our culture, inspiring creativity and curiosity in business and consumers. Through its broadcasting, commissioning and education functions the BBC is able to engage with diverse and difficult-to-access consumers, opening up untapped markets to the wider creative sectors. BBC R&D's leading role in technological development and innovation promotes a pioneering creative sector which keeps the UK's creative economy at the global cutting edge of digital progress and drives growth and productivity across the Creative Industries.

Balance with Private Sector

  While the BBC should have the ability to adapt its range of services in order to remain relevant to licence fee payers, it should only do so following proper scrutiny of the proposals, including consideration of market impact. As part of Charter Renewal, proposals have been made for new public services and major changes to existing services to be subject to a Public Value Test (PVT) before they are approved, including a market impact assessment.

6.  GOVERNMENT AS AN INTELLIGENT BUYER

  One of the most important ways in which Government can support the Creative Industries is by acting as an intelligent and demanding buyer in its own right and by ensuring that all members of society have access to the benefits of digital technology through digital inclusion. It is achieving these objectives mainly through the HMG Digital Strategy.

HMG Digital Strategy

  Alun Michael acts as Ministerial champion across Whitehall for HMG's Digital Strategy,xi which aims to stimulate take-up and use of digital technologies and services across society. This presents significant opportunities for the Creative Industries to help Government exploit new technology. With 99.6% of all households connected to a broadband-enabled exchange, there is a solid foundation in place as we try and drive up usage beyond current levels.

  Three key strands of the Digital Strategy are of particular relevance to the Creative Industries:

    (i)  DTI is raising awareness across Government departments of the potential of innovative broadband content, for example, audiovisual media, delivered on multiple platforms to enhance the delivery of public services. [Action 4 of the Strategy]. This is being pursued in partnership with the creative and the wider ICT industries. Government's goal here is to help industry, especially SMEs, to sell more effectively to the public sector; and for the public sector to get better products and value for money. Industry makes a convincing case that the creative use of broadband content/rich digital media can make a difference to the efficiency (by reducing use of more expensive channels, eg telephone) and effectiveness agendas (by engaging citizens across all socio-economic groupsxii) across Government departments.

    (ii)  The "Transformational Government—Enabled by Technology" strategy [Action 5 of the Strategy] looks at transforming public services and demonstrating how technology can improve Government services so more resources can be released to deliver "frontline" services. In a similar vein, the transformation of learning [Action 1 of the Strategy] will enable ICT to facilitate better ways of learning, whilst offering better school-parent, school-higher education institutes and school-school collaborations.

    (iii)  Government and industry stakeholders have committed a total of £9 million (£4 million public sector contribution) worth of support to the Digital Challengexiii [Action 2 of the Strategy], which is being coordinated by ODPM. Based on the city of culture model, a competition judged by an independent panel will allow local authorities to display new and innovative services delivered digitally and that can be transferred elsewhere. The Challenge will look to develop a truly innovative digital vision for an area/region/city that identifies how they could combine, expand and utilise digital technology to combat exclusion and deprivation and demonstrate the benefits to local industry and all their citizens. The competitive nature of the Challenge will naturally lend itself to attracting innovative, groundbreaking projects, pushing the boundaries of creative technologies and multimedia content, and provide an exemplar for others to follow.

Serious games

  DTI and other Government departments—most notably DfES and MoD—are becoming increasingly interested in the potential to use games technology and content in non-entertainment applications. For example, the MoD is working with games developers on interactive training simulations and visualisation tools, eg to assist with the training of army medics and is working with another developer on a simulation game for firefighters. DfES is looking at the possibility of an investment fund to support the take up of educational games in schools. We are looking towards promoting a more coordinated approach across Government on the exploitation of games-type content and technology in non-entertainment applications.

  The Creative Industries have a key role in all of the above projects. There is a real opportunity to change behavioural approaches to learning and interaction with public services; something that can be facilitated through engaging content.

  Many of the skills needed to properly commission the above projects and initiatives are currently in short supply within the public sector and this is one of the areas where effective action needs to be taken.

Government advertising

  The shift towards new media for advertising is a significant recent trend. The latest figures from the Advertising Association suggest a 50% year-on-year increase for online advertising to £266 million for Q3 2005. This is against a backdrop of decline or slow growth for all other forms of advertising.xiv Government is of course a big purchaser of advertising, and in recent years there has been considerable interest in the migration to online advertising for many public sector jobs. In their trading statement of 27 September 2005, EMAP stated that the 14% decline in recruitment revenues was due to their public sector titles.xv

  There is clearly potential for Government to make considerable efficiency savings through the move to e-recruitment—following the practices already well established in the private sector. But in order to maximise the possible benefits, and avoid the pitfalls, it makes sense for public sector officials to act as intelligent and informed customers. Dialogue between industry players (including publishers) and officials can help with this process, and also helps the private sector by keeping a level playing field, and giving maximum advance warning so that companies can plan the necessary changes to their business models. Officials from DTI have brokered dialogue between industry representatives and major projects (eg NHS Online), and have published best practice guidance to help with setting up new public sector e-recruitment projects.

7.  PROMOTING EDUCATION AND SKILLS

  The changes taking place in the creative world require a capability not only to stay abreast of rapid technological change but also to understand and identify the organisational changes which technological convergence make inevitable.

  The UK's Creative Industries are competitive and innovative and have a global reputation for excellence based on high-level craft, technical and creative skills. It is essential that these skills continue to be developed if this global position is to be maintained. UK industry is working hand in hand with Government to help make the UK the perfect environment by ensuring we have the right skills base.

  There are two Sector Skills Councils (SSCs), owned and managed by their industries, covering the digital Creative Industries. They act together with these industries and the Government to identify and manage the skills and productivity requirements of the Creative Industries throughout the UK.

    —  Skillset is the Sector Skills Council for the audiovisual industries in the UK. Skillset's footprint covers 10 sectors: film, television, radio, interactive media, computer games, animation, photo imaging, commercials, corporate production and facilities.

    —  Creative and Cultural Skills is the newly licensed SSC covering advertising, crafts, cultural heritage, design, music, performing, visual and literary arts.

  They are both currently developing skills strategies to ensure fit-for-purpose provision and opportunities for progression for all learners including pre-16 year olds, 16-19 year olds, graduates, new entrants and the existing workforce (employees or freelancers).

  Alongside and relating to the work of Skillset and Creative Cultural Skills, e-Skills is the SSC for IT, telecoms and contact centres looking to promote the IT user skills every person needs to participate in the e-economy.

8.  PROMOTING TRADE AND INVESTMENT

  To exploit the capabilities of the UK's creative industries in a global environment, UK Trade & Investment (UKTI) supports companies in the UK trading internationally and overseas enterprises seeking to locate in the UK.

  For those exporting for the first time or businesses experienced in international trade expanding into new markets, the trade arm of UKTI helps develop export capabilities and provides expert advice, reliable data, and professional research. Music and design are two sub-sectors that benefit from the support of expert help from dedicated sector advisers and several case studies highlight recent export successes.

  UKTI also actively targets inward investment from key overseas companies in the creative industries sectors. Working with the DTI, RDAs, devolved administrations, trade associations and other specialists, UKTI's key role is to project the UK's strengths in these sectors to new potential investors. In the games sector, for example, the work involves supporting existing US, Japanese, Korean and European games and design sector companies including Electronic Arts, Activision, Sega and Nintendo. Examples of projects include: supporting and co-organising with DTI a games mission to Asia to promote UK strengths in the games industry to generate interest in further foreign direct investment into the UK; also, co-sponsoring a UK pavilion and related events at E3 in Los Angeles, the world's largest computer games show.

CONCLUSION

  The UK's creative industries are well placed to move forward and take advantge of opportunities offered by technological development. But there are many challenges—from access to capital, to traditional business models, to traditional regulatory models, harnessing the research base, exploiting innovation between the creative industries and other sectors, skills, and the relationship between the creative industries and the consumer. Government is actively involved in helping to address these challenges and assist the UK's creative industries to maintain and improve their current high standing.



 
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Prepared 16 May 2007