Essentially, the story of the CCI has been to give substance to the link between creative industries and innovation, to explore its implications for our core academic discipline fields and several policy domains and, working with industry and community, to assist in its application in practical circumstances. In short, it has sought to mainstream innovation in and through the creative industries for policy consideration, deepen it for academic engagement, and apply it for industry and community benefit.
The ‘object of study’ has been arguably more changeable over the period than fields of research intensity such as biotechnology, medical research or IT. Rapid developments, in particular in social media, have occasioned major social, economic and cultural impact. Significant theoretical work has been developed around economics and culture which attempts to feed into this volatile landscape. There is much further to be done.
This narrative is organised around the impact or ‘National Benefit’ claims the centre has set itself from day one. These are outcomes-based and thus most appropriate.
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The Working in Australia’s Digital Games Industry: A Consolidation Report is the outcome of a comprehensive study on the games industry in Australia by Dr Sandra Haukka from the ARC Centre of Excellence for Creative Industries and Innovation (CCI) based at Queensland University of Technology in Brisbane. The study responds to concerns that Australia’s games industry would not reach its full potential due to a lack of local, highly skilled staff, and a lack of appropriately trained graduates with the necessary knowledge and skills.
Click HERE for more information about the Creative Workforce 2.0 Program
The Growing Future Innovators scoping study includes a detailed review of local, national and international policy relating to arts, education and innovation and case studies of innovative and best practice schools education programs delivered by eighteen contemporary arts organisations in Australia and the UK.
In this paper, we provide specific examples of the educational promises and problems that arise as multiliteracies pedagogical initiatives encounter conventional institutional beliefs and practices in mainstream schooling. This paper documents and characterizes the ways in which two specific digital learning initiatives were played out in two distinctive traditional schooling contexts, as experienced by two different student groups: one comprising an elite mainstream and the other an excluded minority.
Story Circle is the first collection ever devoted to a comprehensive international study of the digital storytelling movement, exploring subjects of central importance on the emergent and ever-shifting digital landscape.
* Covers consumer-generated content, memory grids, the digital storytelling youth movement, participatory public history, audience reception, videoblogging and microdocumentary
* Pinpoints who is telling what stories where, on what terms, and what they look and sound like
Faculty Seminar Series
Professor Justin O’Connor, Research Capacity Building Professor Tuesday 28th April 12pm-1pm The Hall (Z2-226) CI Precinct QUT Kelvin Grove
Creative labour: emancipation or honey-trap?