Abstract
The term "Creative City" emerged in the 90s of the 20th century reflecting the trend of transforming post-industrial cities into new creative urban centres - bases for knowledge intensive firms, highly-skilled workers and major cultural assets. The concept of culture-based urban regeneration describes a scheme where culture is purposely employed as a vehicle for an overall urban and social revitalization. The paper addresses innovative processes within culture-based urban regeneration projects in three Slovak cities - Bratislava, Zilina and Kosice - under the concept of creative city. The focus is on the implementation of a tailor-made multi-factor knowledge management model with the aim of exploring the knowledge management practices in urban development projects dealing with the adaptive re-use of industrial and cultural heritage based on the non-profit bottom-up initiatives.
Highlights
In the last decades knowledge has been increasingly recognized as the core factor of a new socio-economic model called the “Knowledge Economy”
The creative economy is based on creative industries recognizing creative labour as a vital force for the future development
Provided that the focus was on urban regeneration, the regional capitals - Bratislava, Zilina and Kosice - from western, central and eastern part of Slovakia were included into the study
Summary
In the last decades knowledge has been increasingly recognized as the core factor of a new socio-economic model called the “Knowledge Economy”. Within this paradigm the knowledge is considered to be the main source of economic progress in a nowadays society. It generates innovation, which enhances the creation of new socio-economic values and further development [1]. Florida [3] advocates knowledge networks and highly skilled labour forces in creative industries as key factors driving the economic and urban growth and highlights the birth of a parallel socio-economic phenomenon - the “Creative Economy”. Levickaite and Reimeris [4] summarized major concepts of this new phenomenon: (1) Creative industries - based on John Howkins’ creative economy [5] encompassing 15 sectors such as advertising, architecture, art, crafts, design, designer fashion, film/ video, music, performing arts, publishing, scientific research and technology, software, toys/games, TV/radio and computer games; (2) Creative class - defined by Florida [3] as people working in the creative industries;
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