Research Note: Reimagining Creative Economy through the lens of Multiple Colonialisms

By Adam Saifer

In April 2017, I traveled to Edmonton, Canada to sit in on the Reimagining Creative Economy: Transnational Histories, Local Practices, Regional Struggles workshop (RCE) at the University of Alberta. Two weeks earlier, Richard Florida—originator of the celebrated and derided (depending on who you ask) theory of the creative class—published his newest tome, The New Urban Crisis: How Our Cities are Increasing Inequality, Deepening Segregation, and Failing the Middle Class—and What We Can Do About It (2017).
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Literature and Labor under Neoliberalism

By Walter Oliver Baker

Sarah Brouillette. Literature and the Creative Economy. Stanford University Press, 2014. 238 pp.

What is the difference between the worker and the artist under capitalism? Historically, the two can be distinguished by object of their labor: the artist works for the sake of work itself, a disinterested labor whose autonomy gives rise to creativity and self-expression, whereas the worker, compelled by the necessity, works for a wage whose function is merely to sustain and thus reproduce the worker’s life.
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The False Freedom of Rock Stardom

By Sarah Brouillette

Matt Stahl. Unfree Masters: Recording Artists and the Politics of Work. Duke University Press, 2012. 296 pp.

Academic and policy studies of creative labour have tended to suggest that creative work is unique and desirable because it is more autonomous than regular employment, meaning that it is more self-directed, expressive, and self-actualizing, and also more authentically separable from employers’ prerogatives.
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From Virtuality to Actuality: The Power, Wealth and Ambivalence of Video Games

By Lisa Dusenberry

Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games. University of Minnesota Press, 2009.

Nick Dyer-Witheford and Greig de Peuter’s Games of Empire: Global Capitalism and Video Games deftly merges a critique of Empire and its practices with the social and historical context of video games and the gaming industry.
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Rebuilding the Machine

By Matthew MacLellan

Gerald Raunig. A Thousand Machines: A Concise Philosophy of the Machine as a Social Movement. Trans. Aileen Derieg. Semiotext(e), 2010.

A follow-up to his Art and Revolution (2007), Gerald Raunig’s A Thousand Machines uses a combination of Marxian theory and Deleuzian philosophy to examine today’s radical social movements as they negotiate the post-fordist landscape.
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The Depths of Design

By Melissa Aronczyk

Guy Julier and Liz Moor, eds. Design and Creativity: Policy, Management and Practice. Berg, 2009.

It must have been inconceivable to the audience at the 8th International Design Conference, held in 1958, why the sociologist C. Wright Mills was invited to give a lecture. Only a few sentences into his speech, Mills thrashed the design industry for pulling art and craftsmanship under the umbrella of the market, and for joining the ranks of ad men, PR flacks and market researchers to ally “the struggle of existence with the panic for status” (Mills, The Man in the Middle” 70):

The silly needs of salesmanship are thus met by the silly designing and redesigning of things.
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The Trouble with Creativity

By Sarah Brouillette

Andrew Ross. Nice Work If You Can Get It: Life and Labor in Precarious Times. New York University Press, 2009.

In the first dozen or so pages of his new book, Andrew Ross suggests that high-end creative industries (CI) work and low-level service or manufacturing labour have something in common. Both manifest the spread throughout the workforce of conditions of “precarity,” defined by the absence of social welfare, by “intermittent employment” and by “radical uncertainty about the future” (4).
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