Abstract

This reflective commentary summarizes the key learnings that arose from the 2019/20 Knowledge Exchange and the Creative Industries seminar series. These seminars at the University of Bristol, UK, looked at engagement with research within the creative industries. Each seminar showcased an academic and artistic partnership from across South West England and Wales which resulted in an artistic output that could be classified as ‘immersive’, including, but not limited to, audio storytelling applications, augmented reality games, virtual reality projects, films and theatre productions. Each seminar involved collaborators sharing their experiences and thoughts on best practice, possible styles and potential pitfalls in knowledge exchange projects. My commentary provides an overview of the partnerships, which represent a snapshot of current knowledge exchange practices in the region. I summarize the common trends that emerged throughout the seminars, including methods of initiating a collaboration, the scalability of partnerships between industry and academia, the challenges surrounding process when working on multi-partner collaborations, and questions of ethics and intellectual property. I also reflect upon the processes and learnings that arose from hosting the series, to guide others who are thinking about strategies to encourage collaboration. Overall, the commentary offers a blueprint of considerations for those in both academia and the creative industries who are considering embarking upon knowledge exchange projects. By drawing attention to the lessons learned from a series of successful partnerships, the discussion paves the way for future projects of engaged research within the creative industries.

Highlights

  • This reflective commentary summarizes the key learnings that arose from the 2019/20 Knowledge Exchange and the Creative Industries seminar series

  • The series looked at engagement with research within the creative industries, and showcased academic and artistic partnerships which resulted in outputs that can be classified as ‘immersive’, including, but not limited to, audio storytelling applications, augmented reality games, virtual reality projects, films and theatre productions

  • The series focused upon partnerships that engaged with the national creative economy, but which primarily involved academics from higher education institutions (HEIs) in South West England and Wales

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Summary

Emma Cole

How to cite this article Cole, E. (2021) ‘Knowledge exchange and the creative industries: A reflective commentary on current practice’.

Initiating and scaling a collaboration
Ethics and intellectual property
Encouraging collaboration
Findings
Notes on the contributor
Full Text
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