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MAPPING CULTURE

Mapping-Culture-Venues-and-Infrastructure-in-the-City-of-Sydney

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Hesmondhalgh also incorporates another set of ‘peripheral’ cultural industries in his<br />

model. Whilst acknowledging the importance of and creativity involved in these<br />

industries, he differentiates the peripheral from the core cultural industries on the<br />

grounds that they either reach fewer people or have less social and cultural influence<br />

because their (re)production of ‘text’/symbols’ is based on semi- or non-industrial<br />

method. Examples of these ‘peripheral’ cultural industries include theatre, making,<br />

exhibition and sale of art etc, which are similar to the ‘core creative industries’ in<br />

Throsby’s model, as well as sport, electronic hard- and software, and fashion.<br />

The latter he classifies as a third layer of borderline or problem cases that provide<br />

hardware for the reproduction and transmission of texts and rely on the cultural<br />

input of designers. But they are not centred on the production of symbolic goods<br />

and/or their functional dimension is more important than their aesthetic dimension.<br />

Examples of this layer include manufacturing of consumer electronics (e.g. TV<br />

manufacture), information technology (computer design, programming) and Internet<br />

industries. However, web design is classified as a core cultural industry as it is<br />

primarily based on cultural content. Fashion and sport are also referred to as<br />

borderline/problem cases, as the former he regards as a ‘hybrid’ consumer good with<br />

a high level of functionality, whilst the latter does not produce any symbols or texts<br />

as such, but is focused on competitive, rule-bound improvisation for entertainment<br />

purposes.<br />

Core cultural industries<br />

● Broadcasting<br />

● Film industries<br />

● Music industries<br />

● Print and electronic publishing<br />

● Video and computer, games<br />

● Advertising, marketing and public relations<br />

● Web design<br />

Peripheral cultural industries<br />

● Theatre<br />

● Making, exhibition, sale of painting<br />

● Sculpture<br />

● Installation<br />

Borderline & problem cases<br />

● Consumer electronics/cultural industry hardware<br />

● Information technology<br />

● Internet industries<br />

● Fashion<br />

● Sport<br />

Table 2. Hesmondhalgh (2013) ’s classification of cultural industries<br />

23

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