Abstract

The purpose of the article is to reveal the features of digital inclusion in modern cultural industries of Ukraine and to outline promising strategies for overcoming the digital divide. Research methodology. The analytical method, the method of analysis and synthesis, the dialogical method, the typological method, the systematic method, the method of comparative analysis and the method of scientific generalisation are applied. Scientific novelty. The problem of digital inclusion in the cultural industry has been studied; the theory of digital inclusion in foreign scientific works is considered; the peculiarities of digital inclusion in modern cultural industries of Ukraine were revealed; promising measures on which the strategy for overcoming the digital divide should be based are outlined. Conclusions. The strategy of digital inclusion of cultural industries in Ukraine should be based on a set of measures aimed at overcoming the digital divide, which includes, first of all: providing high-speed Internet to as large a part of the population as possible; all kinds of assistance in the process of improving the digital literacy of potential consumers of a cultural product / service; provision of high-quality technical support; creation of specialised applications and online content, according to the specifics of the activities covered by each cultural industry. Potential forward-looking steps include providing ongoing support to users, reducing professional jargon and offering interpretive resources, and ensuring that technology and training are offered to all users on an equal basis, not just those confident enough to seek help. The study revealed that at the current stage in Ukraine, only libraries not only offer the Internet, but also provide a range of training services from basic digital literacy to the skills needed to use certain services (audio/video streaming service, file sharing services, online platforms), devices and applications that are currently actively used in the system of cultural industries (for example, applications of augmented reality in museum, exhibition activities, performing arts).

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