Abstract

More students who majored in design should be led to be self-employment, as they can use their major advantages to lead cultural and creative industries of museums toward a more creative direction. Based on the present situation of self-employment of college students related to cultural and creative industries, developing patterns and structure of cultural and creative industries of museums are analyzed to study the practical requirement of development of creative and cultural products of museums on the students majored in design. College students and graduates (within 2 years) in design major of a college in Zhejiang province who have experience in starting a business are invited to make the questionnaire survey and to study the practical problems with motives and barriers of starting a business. After the investigation of the entrepreneurial status of cultural and creative entrepreneurs of college students, it is found that the third year is the peak period for students to choose entrepreneurship, followed by the end of the senior year. Only 36.8% of respondents are satisfied with the results of entrepreneurship, which reflects that entrepreneurs do face many obstacles in the actual process of entrepreneurship, mainly due to a lack of experience and funds. The motivation for students to stick to entrepreneurial activities mainly focuses on “obtaining personal wealth” and “realizing self-worth.” In view of this situation, universities, society, and government can provide technical support and policy support to stimulate the entrepreneurial potential of cultural and creative entrepreneurs of college students, thus promoting the efficient development of museum cultural and creative industry.

Highlights

  • In recent years, serious museums have been playing the “creative card” one after another, and they have repeatedly come up with new ideas in cultural and creative development

  • a feasible scheme to start their own business with the mode

  • which can be divided into the following specific measures

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Summary

Introduction

Serious museums have been playing the “creative card” one after another, and they have repeatedly come up with new ideas in cultural and creative development. From the design of derivative products to the change of sales platform, static cultural relics are endowed with fashionable design. It turns museum “collections” into “commodities” and directly touches the Entrepreneurial Psychology and Motivation consumer end in the form of “new retail,” turning cultural and creative development into a feasible project (Della Lucia and Trunfio, 2018). The National Museum of China is one of the most typical representatives It is widely recognized in the market and was put into market operation earlier, but it is a characteristic in product development (Huang et al, 2014; Li and Ghirardi, 2019). Internet giants who have long coveted high-quality intellectual property (IP) resources of traditional culture have extended their tentacles to the cultural and museum industry after completing the IP layout of games, animation, film, and television industries (Pan et al, 2019)

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