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21662 Creative Industries in the Collaborative Economy

Warning: The information on this page is indicative. The subject outline for a particular session, location and mode of offering is the authoritative source of all information about the subject for that offering. Required texts, recommended texts and references in particular are likely to change. Students will be provided with a subject outline once they enrol in the subject.

Subject handbook information prior to 2020 is available in the Archives.

UTS: Business: Management
Credit points: 6 cp

Subject level:


Result type: Grade and marks

There are course requisites for this subject. See access conditions.


This subject explores the range of sectors that have come to be known as ‘creative industries’, interrogating how these are linked as well as the unique social, political, cultural and economic factors inherent in each. The creative industries investigated include design and the visual arts, architecture, music and the performing arts, advertising and marketing, digital and interactive media, print and broadcast media. Students will examine the particularities of each industry’s history of production, consumption, regulation and representation whilst understanding the policy developments that have identified them as ‘creative industries’ in government and industry lexicon.

Subject learning objectives (SLOs)

Upon successful completion of this subject students should be able to:
1. analyse how the creative industries have been shaped in Australia and overseas by historical, cultural, economic and political forces
2. examine the significance of creative industries in the collaborative economy within Australia
3. assess the impact of digital industries and disruption on creative and non-creative sectors

Contribution to the development of graduate attributes

The subject is part of the Digital Creative Enterprise major of the Bachelor of Management, building on skills and knowledge learnt in the core by applying them to issues that are specific to the creative industries.

Teaching and learning strategies

This subject is delivered through highly interactive face-to-face classes where key concepts are presented, analysed, discussed and involve peer-learning activities. Typically, there will be a weekly lecture and tutorial. The tutorials will provide opportunities for students to form teams, define their team charters and discuss their interests in different creative sectors. UTSOnline will be used to provide resources and activities to assist in preparing for participation in lectures and tutorials. The lectures and tutorials will incorporate a range of teaching and collaborative learning strategies including: guest lectures, team activities and the use of automated tools that provide formative feedback on reflective writing. Feedback on learning progress will be provided through tutorial exercises, in-class peer and informal tutor assessments. These informal assessments will provide valuable feedback on how to improve your written, visual and verbal presentations.

Students are required to complete all assigned preparation tasks and to attend and participate in lectures and tutorial activities. The assessment tasks are designed to be authentic and develop communication, critical reflection and teamwork skills relevant to creative industries sectors in the collaborative economy.

Content (topics)

  • The unique identities of each of the creative industries sectors (music and the performing arts; design and visual arts; film, TV and radio; print, writing and publishing; advertising, marketing and communications; digital and interactive media, architecture), how they are organised and the bodies that represent them
  • The political economy of creative industries: measuring the value of creative industries products and services.
  • The extent of government support and intervention in each of the creative industries; models of state involvement; the practice of patronage; government support as protection; the impact of subsidy on the economic organisation of creative industries.
  • The impact of digital industries on creative and non-creative sectors; how digital intersects with and pervades the creative industries and disrupts other sectors.


Assessment task 1: Presentation (group)


Industry case study, 10 marks for presentation (5 marks individual/5 marks team), 20 marks for artefact (team)


This addresses subject learning objective(s):


Groupwork: Group, group and individually assessed
Weight: 30%

There is no set time limit for the presentation. However, the presentations must approx 10 min. Everyone in the team MUST contribute to the presentation in some way and notification of each person’s contribution should be advised to the tutor prior to the presentation in their written team charter.

Assessment task 2: Critical Reflection essay (individual)


This addresses subject learning objective(s):


Groupwork: Individual
Weight: 30%

1500-2000 words

Assessment task 3: Business case study (individual)


This addresses subject learning objective(s):

1, 2 and 3

Groupwork: Individual
Weight: 40%

Report must include a copy of the business model canvas: 2000 words

Minimum requirements

Students must achieve at least 50% of the subject’s total marks.

Recommended texts

Creative Industries Innovation Centre (2013) Valuing Australia’s Creative Industries. Brisbane: SGS Economics and Planning Pty Ltd.