Museums as a community resource: Citizens empowerment ...€¦ · • A new wave of technological...

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Museums as a community resource: Citizens empowerment, social inclusion, and wellbeing Pier Luigi Sacco FBK-IRVAPP Trento Harvard University IULM University Milan European Commission

Transcript of Museums as a community resource: Citizens empowerment ...€¦ · • A new wave of technological...

  • Museums as a community resource:

    Citizens empowerment, social

    inclusion, and wellbeing

    Pier Luigi Sacco

    FBK-IRVAPP Trento

    Harvard University

    IULM University Milan

    European Commission

  • The Culture 3.0 paradigm• Culture 1.0 (Patronage):

    Highbrow vs. lowbrow, culture as spiritual cultivation, no industrial organization

    • Culture 2.0 (CCIs): copyright, culture as entertainment, market organization

    • Culture 3.0 (open communities of practice): blurred distinction producers/users, culture as collective sense-making, networks organization

  • Three different regimes of cultural value creation• Culture 1.0: patronage.

    • No industrial organization• Subsidies indispensable• Centered on creative development & expert

    recognition• Select audiences• Highbrow/lowbrow

    • Culture 2.0: cultural and creative industries• Industrially organized• Profitable• Centered on market outcomes• Large audiences• Copyright

    • Culture 3.0: open platforms• Commercial platforms + communities• Profits + crowdfunding• Centered on co-creation• Prosumer ecosystems• Virality

  • Mapping cultural and creative sectors The non industrial core

    (1.0)

    • Visual arts• Performing arts• Heritage and museums

    They are like the ‘R&D’ lab of cultural and creative production

    Cannot sustain themselves on the market, but are a crucial dynamic force

    They are tendentially elitarian, but must be made as inclusive as possible

  • Mapping cultural and creative sectors Cultural industries (2.0)

    • Publishing• Cinema• Music• Radio-television• Videogames

    ‘Experience economy’ industrial sectors based on the ‘first wave’ of cultural technical innovation (except videogames)

    More elitarian in Europe, more mass-market in the US and Asia

    The cornerstone of industrial cultural production

  • Mapping cultural and creative sectors Creative industries (2.0)

    • Design• Fashion• Industry of taste• Communication & advertising• Architectural design• Serious gaming

    At the crossroads between cultural and functional content

    Strong segmentation, from luxury high end to mass market

    The most dynamic component of the industrial spectrum

  • Mapping cultural and creative sectors: Open platforms (3.0)

    • Collaborative ecologies (Wikipedia)

    • Blogs and ground publishing

    • Content communities (YouTube, Instagram)

    • Social networks (Facebook, Twitter)

    • Filter communities (Reddit, Imgur)

    • Personal broadcasting (Snapchat, Whatsapp)

    • Virtual social worlds (Second Life)

    • Game worlds (World of Warcraft)

    Mostly user content-driven, but very effective for traditional cultural and creative players

    Complex mix of market and non-market element, profitable data ecologies

    A mutable space in perpetual evolution and difficult to chart, which increasingly interacts with traditional sectors

  • The 0-1 transition• The artist as an independent figure is

    increasingly recognized although craftmanship and artistry are still blended

    • The notion of authorship marks a discontinuity with grassroots culture and circumscribes the making of culture as a creative act with its own rules

    • Culture can be commissioned as an individual act of will

    • Culture relates to personal cultivation and not only to religious or civic rites

    • Culture associates with an idea of ‘good life’ and with disposable luxury

  • Culture 0.3: proto-patronage• In Greek city-states, culture

    becomes an element of social debate and even critique

    • Commissioning is supported by forced taxation of the richest citizens

    • The social role of the creators becomes more recognized and their names transmitted

    • The notion of ‘audience’ as people intentionally participating to a cultural event takes shape

  • Culture 1.0: patronage

    • The pre-industrial regime: no possibility of organized markets; culture does not produce major economic value added but absorbs it; small, elite audiences that gradually expand as more sophisticated sub-regimes emerge

    • Initially founded on the virtue of parsimonia: emphasis on human cultivation and balance

    • Classical patronage• Strategic patronage• Public patronage• Committed patronage• Civic patronage• Entrepreneurial patronage

  • Museums 1.0: temples of knowledge

    • In the patronage regime, the museum is mainly focused upon the conservation, development and presentation of its collections

    • The creation of value is connected to the strengthening and cultivation of the museum audience, and to the transfer of knowledge and competences that this implies

    • Economic sustainability concerns are seen as an interference with the pursuit of the mission of the museum, and the very goal of patronage is that of freeing the museum from the pursuit of activities that are extraneous to its educational mandate

  • The 1.0-2.0 transition

    • Modern cultural markets are created by the concurrent emergence of a wave of technological innovation at the edge between XIX and XX century: modern printing, radio, music recording, photography, cinema

    • The fact that for more than one century through the industrial revolution culture is not industrialized, however, creates a permanent frame of mind in Europe according to which culture is un-economical and needs to be subsidized anyway

    • The high-brow stigma of patronage makes commercialization of culture problematic to many cultural players and to part of the audiences

  • Culture 2.0:cultural and creative industries

    • With the massive urbanization that follows the industrial revolution, and with the ‘cultural’ industrial revolution that happens at the turn of the XX century, cultural markets can finally emerge

    • The industrialized forms of culture become profitable, the size of the audience expands dramatically, and culture becomes increasingly linked to entertainment

    • Emphasis on profitability and audience response:

    • Proto-industry• Mainstream• Counter-mainstream • Subcultures• Fan ecologies

  • Museums 2.0:entertainment machines

    • Although the museum cannot be properly ‘industrialized’, there is an increasing expectation that the museum is generating income, is managed efficiently, and contributes to the development of the tourism industry

    • Economic returns are not seen as an interference in the pursuit of the museum’s mission

    • Audience response increasingly becomes an explicit success factor and significantly constraints the museum strategies and policies

    • The museum environment itself performs a spectacular function

  • The 2.0-3.0 transition

    • We are now witnessing a new regime transition that is driven by two concurrent streams of innovation: digital content production + digital connectivity

    • Standard digital suites provide people with semi-professional packages that are cheap and easy to learn; with a modest investment they can be upgraded at the professional level

    • The same packages less than 2 decades ago would have been expensive, would have required bulky hardware and would have been difficult to use

    • Contents can be distributed almost without mediators to highly segmented and profiled audiences by means of increasingly specialized social media

  • Culture 3.0:content communities• Collapse of the separation between producers and

    audience: a blurred continuum of active/passive participation

    • A new wave of technological innovation that enables massive, shared and shareable production of content and instant diffusion and circulation

    • The production of value moves to the social domain and connects to all of the main dimensions of civic functioning: innovation, welfare, sustainability, social cohesion, lifelong learning, social entrepreneurship, local identity, soft power

  • Museums 3.0:participative platforms• The idea of a passive audience is gradually substituted by a

    spectrum of forms of direct engagement

    • Museums can create value in terms of innovation hubs, welfare hotspots, sustainability facilitators, social cohesion gateways, etcetera

    • The new forms of value entail different forms of social interaction and exchange as constituent factors

    • The museum opens its collections to the possibility of creative appropriation and remix of its contents by users

  • The culturalization of the economy

    • Ubiquitous and increasingly active participation brings cultural production into the very fabric of everyday life of everybody

    • Culture becomes a key asset at the top of any kind of value chain

    • Capacity to unleash the potential of culture as a source of value is a key factor of competitiveness and smart growth

    • But the point is: will we be able to make cultural platforms inclusive or will we make of culture another channel of income and opportunity inequality?

  • The evolution of participation• Culture 1.0: participation as co-optation (limited, passive)• Culture 2.0: participation as market access (generalized,

    passive)

    • Culture 3.0: participation as community affiliation (generalized, active)

    • We need a conceptual scheme that allows us to understand (and capitalize) the socio-economic effects of cultural participation

    • The new paradigms of cultural production do not necessarily use the market as the value-generating platform (communities of practice)

  • Shifting emphasis

  • A transition under way

  • The museum spectrum:Combinations of value creation channels

  • Eight types of museumsAuratic museum environments

    High visitor and social

    attendance

    “Gold Standard”

    (GS)

    High visitor, low social

    attendance “Ivory Tower” (IT)

    Low visitor, high social

    attendance “Midcult Theme Park”

    (MTP)

    Low visitor, low social

    attendance “One Shot Mecca”

    (OSM)

    Non-auratic

    museum environments

    High visitor and social

    attendance “Learning Center” (LC)

    High visitor, low social

    attendance “Geek Temple” (GT)

    Low visitor, high social

    attendance “Access Gateway” (AG)

    Low visitor, low social

    attendance “Open Classroom” (OC)

  • Museums as places of well-being

    • Sense of purpose• Sense of belonging• Cognition• Affect• Agora• Stage• School• Home

  • An 8-tiers approach to the indirect effects of cultural participation

    Innovation

    Health & wellbeing

    Sustainability

    Social cohesion

    New entrepreneurship

    Soft power

    Local identity

    Lifelong learning

  • Culture-innovation clusters• Top innovation + culture: Sweden, Denmark,

    Netherlands, UK, Ireland, Luxembourg, France, Germany

    • Top innovation + culture lagging: Finland, Belgium, Austria

    • Top culture + innovation lagging: Spain, Estonia• Lagging innovation + culture: Slovenia, Malta,

    Croatia, Italy, Czech Republic

    • Bottom innovation + lagging culture: Lithuania, Latvia, Bulgaria, Romania, Poland

    • Bottom culture + lagging innovation: Cyprus, Portugal, Greece, Slovakia, Hungary

  • Hierarchy of factors

    affecting psychological

    well-being

  • Hierarchy of factors affecting psychological well-being

    1 Diseases

    2 Cultural participation

    3 Income

    4 Age

    5 Education

    6 Gender

    7 Job

    8 Geography

  • Classical music concerts

  • Theatre

  • Which single variables have the strongest impact on SWB?

    Foglio1

    cinema8.0771

    arthritis6.493cinema35.6591

    jazz_concerts6.4347theatre24.0219

    male6.3456painting_exibition22.0703

    cancer6.1511disco26.7866

    depression6.1013rock_concerts28.2048

    rock_concerts5.9679jazz_concerts36.808

    North5.5602hypertension13.6327

    disco5.408heart_failure25.9642

    theatre5.2032cancer30.6704

    osteoarthritis5.1116allergy13.9448

    low_back_pain5.0017arthritis16.2703

    hypertension4.8307low_back_pain16.2188

    painting_exibition4.4108blindness17.6108

    schooling4.3383skin_diseases18.5733

    retired4.3107depression21.3112

    high_income4.2123anemia12.8838

    heart_failure4.0755osteoarthritis20.6101

    Income_no_information3.6859migraine20.4955

    skin_diseases3.6682menopause16.9347

    anemia3.6306obesity13.3665

    divorced3.6305liver_diseases2.4831

    allergy3.5995multiple_sclero1s15.7374

    semi_urban3.5659osteoporosis2.9013

    multiple_sclero1s3.2697divorced7.6578

    blindness3.1942age26.862

    migraine3.098schooling13.0948

    blue_collar3.0584semi_urban14.3713

    osteoporosis2.8383high_income15.9539

    liver_diseases2.4831Income_no_information10.3915

    age2.3439south18.1353

    obesity2.3172North11.4946

    south2.1149male21.0494

    student1.5058retired12.2512

    menopause0.9711blue_collar11.1495

    student15.6394

    Grafico1

    jazz_concerts

    cinema

    cancer

    rock_concerts

    age

    disco

    heart_failure

    theatre

    painting_exibition

    depression

    male

    osteoarthritis

    migraine

    skin_diseases

    south

    blindness

    menopause

    arthritis

    low_back_pain

    high_income

    multiple_sclero1s

    student

    semi_urban

    allergy

    hypertension

    obesity

    schooling

    anemia

    retired

    North

    blue_collar

    Income_no_information

    divorced

    osteoporosis

    liver_diseases

    36.808

    35.6591

    30.6704

    28.2048

    26.862

    26.7866

    25.9642

    24.0219

    22.0703

    21.3112

    21.0494

    20.6101

    20.4955

    18.5733

    18.1353

    17.6108

    16.9347

    16.2703

    16.2188

    15.9539

    15.7374

    15.6394

    14.3713

    13.9448

    13.6327

    13.3665

    13.0948

    12.8838

    12.2512

    11.4946

    11.1495

    10.3915

    7.6578

    2.9013

    2.4831

    Foglio2

    jazz_concerts36.808

    cinema35.6591

    cancer30.6704

    rock_concerts28.2048

    age26.862

    disco26.7866

    heart_failure25.9642

    theatre24.0219

    painting_exibition22.0703

    depression21.3112

    male21.0494

    osteoarthritis20.6101

    migraine20.4955

    skin_diseases18.5733

    south18.1353

    blindness17.6108

    menopause16.9347

    arthritis16.2703

    low_back_pain16.2188

    high_income15.9539

    multiple_sclero1s15.7374

    student15.6394

    semi_urban14.3713

    allergy13.9448

    hypertension13.6327

    obesity13.3665

    schooling13.0948

    anemia12.8838

    retired12.2512

    North11.4946

    blue_collar11.1495

    Income_no_information10.3915

    divorced7.6578

    osteoporosis2.9013

    liver_diseases2.4831

    Foglio3

  • More than you know (or imagine)

  • Implications

    • There is not a ‘right’ rule to value creation

    • Every museum must find its own proper mix of value creation channels depending on its characteristics, mandate, context, and constraints

    • The museum value creation philosophy needs to be clearly spelled, communicated, and accounted for: the crucial role of measurement

    • The value creation philosophy is to be read in the framework of the local cultural and creative ecology

    • Avoid being judged against an inappropriate benchmark!

    Museums as a community resource: Citizens empowerment, social inclusion, and wellbeingThe Culture 3.0 paradigmThree different regimes of cultural value creationMapping cultural and creative sectors The non industrial core (1.0)Mapping cultural and creative sectors Cultural industries (2.0)Mapping cultural and creative sectors Creative industries (2.0)Mapping cultural and creative sectors: Open platforms (3.0)The 0-1 transitionCulture 0.3: proto-patronageCulture 1.0: patronageMuseums 1.0: �temples of knowledgeThe 1.0-2.0 transitionCulture 2.0:�cultural and creative industriesMuseums 2.0:�entertainment machinesThe 2.0-3.0 transitionCulture 3.0:�content communitiesMuseums 3.0:�participative platformsThe culturalization of the economyThe evolution of participationShifting emphasisA transition under wayThe museum spectrum:�Combinations of value creation channelsEight types of museumsMuseums as places of well-beingAn 8-tiers approach �to the indirect effects �of cultural participationCulture-innovation clustersHierarchy of factors affecting psychological well-beingHierarchy of factors affecting psychological well-beingDias nummer 29Dias nummer 30Dias nummer 31More than you know (or imagine)Implications