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