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Actas da - Xunta de Galicia

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Glyn Williams<br />

Economy rationality is replaced by learning and reflexivity so that a<br />

mathematical formulation of this problem can only focus upon time, and<br />

economic 'progress' becomes one of knowledge/learning accumulation. Markets<br />

in the New Economy work on the basis of given distributions of information<br />

and knowledge, having little to do with perfect information and full rationality.<br />

This change in market conditions favours product differentiation as a means of<br />

approaching and satisfying needs.<br />

Within this transformation multimedia is an enigma in that the assoiated<br />

activites are difficult to pin down by reference to sector (Brail / Getler 1999).<br />

Thus we propose replacing it by the Digital Economy (DE) which we<br />

un<strong>de</strong>rstand as involving the fun<strong>da</strong>mental elements of any economy - the<br />

transformation of primary products or raw materials into commodified<br />

resources which can be either marketed or worked upon to generate products<br />

which can enter the market as part of product innovation. This relies upon the<br />

creation of a Digital Value Chain (fig. 1) that accommo<strong>da</strong>tes this process. It also<br />

<strong>de</strong>pends upon the existence of a Digital Asset Management System as a feature<br />

of the Digital Value Chain. This System organises the resources for distribution<br />

prior to their entry into the production process. Non-digital materials are<br />

commodified through digitisation. Consequently, materials which currently cost<br />

money to store in museums, libraries etc. assume a new value and a new<br />

potential for value ad<strong>de</strong>d reformulation. Operating this potential involves<br />

facilitating the expression of existing knowledge/content into a digital medium<br />

while also fun<strong>da</strong>mentally changing the rules of the game for new creative<br />

expression (Negroponte 1995). Convergence opens up an entirely new market<br />

involving eContent. The potential for drawing in regional Digital Economy<br />

clusters (Scott 1995; Coopers / Lybrand 1996; Cardoso 1996) together in<br />

exploiting regional cultural resources is consi<strong>de</strong>rable. Hey<strong>de</strong>brand (1999)<br />

argues that the multimedia industry by its nature contributes both to providing<br />

new images and interpretations and to re<strong>de</strong>fining changing cultural traditions<br />

and practices at the regional and local level.<br />

Particularly important for the Digital Economy is convergence. The<br />

integration and convergence of various mo<strong>de</strong>s of communication, information<br />

processing and media into an interactive network is breaking down the cultural<br />

and technological barriers that have separated the world of broadcasting,<br />

publishing, communication and IT. For the first time it also integrates the<br />

written, oral, and audio-visual mo<strong>da</strong>lities of human communication into the<br />

same system. The potential integration of text, images and sounds in the same<br />

system, interacting from multiple points, in chosen time (real or <strong>de</strong>layed) along<br />

a global network, in conditions of open and affor<strong>da</strong>ble access, changes the<br />

character of communication. The importance of these <strong>de</strong>velopments pertains to<br />

the manner in which communication as discourse conditions reality within the<br />

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