Revista de Ciencias Humanas y Sociales
© 2022. Universidad del Zulia
ISSN 1012-1587/ ISSNe: 2477-9385
Depósito legal pp. 198402ZU45
Portada: Allí estás!
Artista: Rodrigo Pirela
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Técnica: Mixta sobre tela
Año: 2011
Año 38, Regular No.97 (2022): 20-46
ISSN 1012-1587/ISSNe: 2477-9385
DOI: https://doi.org/10.5281/zenodo.7486085
Recibido: 01-01-2022 Aceptado: 21-02-2022
Social Creative Economy: A prototype for Social
Innovation
Javier Castro Spila
SOCINNOVA (España), e Investigador Asociado en Ecole Supérieure
des Technologies Industrielles Avancées (ESTIA) (Francia)
ORCID: https://orcid.org/0000-0002-1433-7734
jcastro@socinnova.net
David Alonso González
Universidad Complutense de Madrid, España
ORCID: https://orcid.org/0000-0002-8876-8916
dalonso@ucm.es
Abstract
This article presents the concept of "social creative economy"
as a pragmatic model to promote social innovation in the creative
economy. Throughout the text it describes the methodology (Agile
Labs and collaborative experimentation) for the design of Pilot
Actions (cultural experiences) co-developed among groups at risk of
exclusion, social enterprises and organizations of the creative
economy. The article presents three key concepts: social creative
economy, social innovation in the creative economy and Agile Labs as
an experimental platform for the promotion of the social creative
economy. This model boost social enterprises as catalysts for social
innovations.
Keywords: Social creative economy, agile labs, social
innovation, collaborative experimentation.
Economía Social Creativa: Un prototipo para la
Innovación Social
Resumen
Este artículo presenta el concepto de "economía social
creativa" como modelo pragmático para promover la innovación
social en la economía creativa. A lo largo del texto se describe la
metodología (Agile Labs y experimentación colaborativa) para el
diseño de Acciones Piloto (experiencias culturales) codesarrolladas
entre colectivos en riesgo de exclusión, empresas sociales y
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organizaciones de la economía creativa. El artículo presenta tres
conceptos clave: economía creativa social, innovación social en la
economía creativa y Agile Labs como plataforma experimental para la
promoción de la economía creativa social. Este modelo impulsa las
empresas sociales como catalizadoras de innovaciones sociales.
Palabras clave: Economía Social Creativa, Agile Labs,
Innovación Social, Experimentación Colaborativa.
1. Introduction
The cultural industries, cultural heritage and creative industries
have been analysed from different institutional and academic
perspectives. There is extensive literature that discusses the sectors and
sub-sectors that compose them (Brithish Council, 2010; DCMS, 2001;
UNTACD, 2008), their spatial distribution (BAGWELL, 2009;
FLORIDA, 2011; WAITT & GIBBONS, 2009), their talent (creativeness
kind) and their relation to social development (FLORIDA, 2002, 2014;
MARKUSEN, 2006; PRATT, 2008); their connection to public policies
(CUNNINGHAM, 2018; GALLOWAY & DUNLOP, 2007;
GARNHAM, 2005), their clusterisation strategies (BAGWELL, 2009;
HARVEY et al., 2012; PRATT, 2018), and their relation to cultural
tourism (HELGADOTTIR, 2011), among other relationships.
All these relations have been articulated around the concept of the
creative economy (HOWKINGS, 2001; UNTACD, 2008; WAITT &
GIBBONS, 2009). The creative economy is generally defined as the
interface between creativity, culture, technology, and market within the
framework of the creative industries. The creative economy promotes job
creation and export earnings while promoting social inclusion, cultural
diversity and human development. It embraces economic, cultural and
social aspects interacting with technology, intellectual property and
tourism objectives; at the heart of the creative economy are the creative
industries (UNTACD, 2008: 15). There is a significant effort to
demonstrate that the creative economy represents a clear opportunity for
social inclusion and socio-economic development of cities and regions
(FLORIDA, 2014; STERN & SEIFERT, 2008; UNTACD, 2008).
However, while recognising the social impact of the creative economy,
there is no model that connects the creative economy to social inclusion
beyond general statements and a social cohesion rhetoric.
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The aim of this paper is to introduce the concept of "social
creative economy". Whereas the creative economy links creativity with
market opportunities through technological innovation and its digital
technologies; the social creative economy links creativity with
opportunities for social inclusion through social innovation and its
social technologies. This double role of creativity-oriented to the
market / oriented towards social inclusion- is conceptualised in this
article as the double helix of creativity. This notion of double helix
implies that creativity is a social process (WILSON, 2010) that can be
spurred in different directions by the design of creative-fostering
contexts (AMABILE, 1998; CUMMINGS & OLDHAM, 1997) and
the drive of collaborative models (UZZI & SPIRO, 2005) for
knowledge generation. Thus, creativity can be a driving force for both
technological innovations and social innovations (MARCY &
MUMFORD, 2007; MUMFORD, 2002; OLIVEIRA & BREDA-
VÁSQUES, 2012).
How can creativity-fostering contexts and collaborative models
be developed to boost creativity in the social creative economy? The
article offers an operational concept of collaborative experimentation.
Collaborative experimentation has been conceptualised within the
framework of collaborative research which is the process of
multidisciplinary collaboration across multiple organisations
(CUMMINGS & KIESLER, 2005). Collaborative experimentation is
a relational competence for the co-production (designing,
prototyping, testing and transferring) of knowledge by asymmetrical
participants in conditions of uncertainty.
The methodology to stabilise these interactions -Agile labs and
collaborative experimentation- allows for the prototyping of Pilot
Actions (cultural experiences) by groups at risk of exclusion and social
enterprises, together with organisations of the creative economy
(organisations classified as cultural and creative industries, and cultural
heritage).
The article is a contribution to a better understanding of the
relationship between social innovation, social enterprises and the
creative economy. It provides a model of how social innovations are
created, legitimated, absorbed and institutionalised in the creative
economy through the intermediary role of social enterprises.
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The paper is organised into four sections. The first section is
devoted to the difference between the creative economy and the
social creative economy, establishing parameters for action. The
second section is an introduction of the concept of social enterprises
conceived as catalysers of social innovation in the creative economy.
The third section is focused on the methodological framework of the
social creative economy. Agile Labs and collaborative experimentation
are a model that facilitates the pragmatical articulation between groups
at risk of exclusion, social enterprises with organisations of the
creative economy. Lastly, the concluding section is dedicated to final
remarks and the description of some impacts of the model.
2. Framing the scene
2.1. Creative Economy
The creative economy is a relatively new concept. In general
terms, the creative economy conceives creativity as the driving force
for a globalised, increasingly technological economy. The creative
economy is a socio-technical network based on 6 basic principles: the
invention of an industry (the creative industries), the boost of a
privileged technology (the digital technologies), the circumscription to
a prevailing spatiality (the creative cities), the development of a
particular type of human resources (the creative class, artists and
engineers), and the academic and institutional diffusion of a particular
development model (the creative economy).
Thus, the creative economy is the result of a political process,
the clustering of very heterogeneous cultural and technological sectors
(theatre, music, museums, software, architecture, video games, etc.)
These inorganic agglomerations make it possible to structure an
"economic entity" sufficient enough to justify an institutional and
political intervention (policies, resources and discourses) in order to
steer creativity towards the market (O’CONNOR, 2000; WILSON,
2010).
The first sectoral clustering initiative to drive creativity into the
market is the "cultural industries". The Frankfurt School has already
advised about the cultural industry understood as the mass
consumption of culture, that is, the commodification (in the Fordist
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sense) of culture and the consequential loss of authenticity and
originality of cultural artefacts (ADORNO & RABINBACH, 1975).
This critical perspective anticipated very early on the dilemma
between the economic dimension (profitability and consumption) and
the cultural dimension (originality and identity) of cultural industries.
Despite the warning, international organisations such as UNESCO
encourage the artificial agglomeration among highly heterogeneous
economic and artistic sectors (cinema, music, TV, radio, plastic arts,
theatre) (UNESCO, 1982) as a strategic means of boosting the link
between culture and economy and establishing a field suitable for
institutional intervention.
The second sectoral clustering initiative intended to boost
creativity in the market is the "creative industries". These constitute a
political response to the emerging role of new technologies (ICT) in
the global economy and to the problem of capitalising on and
profiting from their creativity. It is for this reason that the first
definitions of creative industries are concerned with industries and
sectors (design, software, video games, etc.) whose products are (or
may be) subject to intellectual property rights (DCMS, 2001).
Finally, the cultural heritage field constitutes the stage of the
third clustering wave. Originally, the cultural heritage field was limited
to monuments (considered as art objects), historic cities, and the
preservation of antiques. At present, cultural heritage has extended
from tangible to intangible and even digital heritage, thus encouraging
the transition from memorials (recovery and preservation) to
experiences (innovation and transformation) (AHMAD, 2006;
MUNJERI, 2004; VECCO, 2010). With this new impetus, cultural
heritage has transformed into a complex and transdisciplinary
approach, which supports a set of heterogeneous developments: a)
the exploitation of the creativity of cities, based on new ways of
valorising local culture; b) the improvement of social inclusion by
facilitating and promoting the building of cultural identities, and
rooting citizens to the heritage (tangible/intangible); c) the boost of
economic development by fostering different business models and
types of cultural tourism; and d) the increase of urban development,
by preserving and reinventing urban areas (old factories, districts,
docks, etc.); thus modifying urban landscapes (HOSAGRAHAR et al.,
2016).
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2.2. Social Creative Economy
Unlike the creative economy, with its long history of clustering,
the social creative economy has not yet been developed neither in
academic nor in institutional literature. For the moment, it is an
experimental concept that relates the social economy to the creative
economy.
The social economy is a long-established paradigm that
promotes a set of social values (solidarity, mutuality, cooperation) that
go beyond the values associated with the market (benefits,
profitability, competitiveness). Thus, the social economy fosters social
and inclusive entrepreneurship and the creation of business
organisations that operate in markets with social purposes and under
the principles of solidarity and cooperation. Many of the activities of
the social economy are related to those of the third sector (non-for-
profit, NGOs), thus encouraging hybrid activities (monetary/non-
monetary) oriented towards the inclusion of vulnerable groups to
favour their transformation into agents and citizens economically and
politically active.
All these principles of the social economy are not present in the
conceptual or practical corpus of the creative economy. This way, the
Social Creative Economy seeks to set a new scenario for social
enterprises and social innovation as drivers of social cohesion within
the creative economy.
In practical terms, the Social Creative Economy can be defined
as the socio-economic space in which creativity and social problems
are connected to create opportunities for social inclusion through
knowledge alliances between vulnerable groups, social enterprises and
organisations of the creative economy (museums, software
companies, video games industry, theatres, archaeological sites,
sustainable cultural tourism, etc.).
In figure 1 the double helix of creativity is presented through
the differences between the social creative economy and the creative
economy. Some dimensions allow to compare them: the place of
creativity, key agents, the creative context, the place of the creative
industries, clustering and alliances, the relations of knowledge, the
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spatial scope of the impact, the dynamics of innovation and the type
of value chain that both types of economy give rise to.
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3. Framing the concepts
3.1. Understanding the social innovation process: anomalies and
institutionalisation
Social innovation is a "quasi-concept", which is plural and
fragmented in nature, and is scattered across different fields and
disciplines (sociology, economics, political science, communication,
anthropology, design) and policy domains (CAJAIBA-SANTANA, 2014;
VAN DER HAVE & RUBALCABA, 2016; SIEGLER, 2017).
In this paper, social innovation is understood as the creation of
resilience strategies embedded in products, methods or services to
develop mechanisms focused on the inclusion of vulnerable groups
(CASTRO SPILA et al., 2016; ALONSO, 2021; WESTLEY, 2008).
Vulnerable groups are those social groups that share one or more
common attributes (age, sex, ethical condition, health, economic, cultural
condition, etc.) and which are exposed to risks of exclusion (in a higher
proportion than other social groups). Vulnerability is the relationship
between exposure to risk (social, economic, institutional or
environmental) and the relative inability to cope with or adapt to it
(CASTRO-SPILA et al., 2016).
By this definition, social innovation is a micro-process focused on
specific target groups, which changes the concrete conditions of
exclusion (technological, social, cultural and institutional) and enhances
their competencies (reducing their vulnerabilities). In this sense, social
innovation is a process for empowering people through identifiable and
measurable results.
In this model, social innovation does not refer to the solution of
social problems in a general sense (BONIFACIO, 2014), but to the fact
that focusing on the inclusion of vulnerable groups, social innovation
creates the conditions to solve an anomaly (CASTRO SPILA et al.,
2016). An anomaly is a dimension of a social problem that cannot be
addressed with the knowledge and resources available inside the localised
institutional mainstream. The mainstream articulates ways to resolve (or
not) anomalies within the local (or national) standard of welfare. An
anomaly is not a generalised social problem, but rather a specific one that
produces specific vulnerabilities for which the institutional context does
not have any satisfactory solution. Thus, an anomaly is a specific problem
that exposes a general inability of the prevailing paradigm to solve
problems of such a nature (KUHN, 2012).
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In this model of social innovation, the anomalies are the starting
point for social innovation. In this model, the social innovation process
has four phases (figure 2):
1) Exploration phase: In this phase social innovation works
understanding the anomaly, transforming the social problem into a causal
hypothesis, defining the problem in manageable and solvable dimensions
(UNCETA et al., 2016). In this phase, social participation (vulnerable
groups) has a contributory character and the production of knowledge is
focused on the capture of existing knowledge to understand the problem,
generate ideas and prototype solutions.
2) Experimental phase: In this phase the social innovation works
selecting and testing solutions (failure, error, with partial success of
inclusion of vulnerable groups), redesigning solutions, searching for
resources, and modelling solutions (demonstration). In this phase,
interactive participation is key, and the production of knowledge is
focused on the creation of new knowledge by means of experimentation.
3) Exploitation phase: In this phase the social innovation works
implementing solutions, developing social business models and creating a
demonstration strategy based on good practice. Participation is
experimental (using, adopting, re-testing solutions) based on incremental
innovation. At this point, the new knowledge expands.
4) Expansion phase: In this phase the social innovation is
integrated into the mainstream (generalisation of the solution) without
implying a systemic change (CASTRO SPILA et al., 2016) but rather a
new framework that allows re-engaging vulnerable populations in our
mainstream economic, social and cultural institutions (WESTLEY &
ANTANDSE, 2010). In the expanding process, the participation is
transformational, changing the rules; the vulnerable groups are
empowered, and the conditions of vulnerability have changed.
This approach focused on anomalies (specific vulnerabilities and
target groups), understands social innovation as an institutionalisation
process to transform a specific mainstream way to solve a type of social
problem that results in vulnerabilities. The model aims at the
empowerment of vulnerable groups, by promoting the development of
new skills and changing their peripheral participation (LAVE et al., 2001)
into transformative participation. Social innovation understood in this
way promotes a process in which vulnerable groups go through different
phases taking different roles (contributors, experimenters and exploiters),
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creating a collective-learning some that empowers them due to the
different forms and intensities in which their participation takes place.
3.2. Understanding Social Enterprise: absorptive capacity for
social innovation
The ability to generate social innovations depends on the
absorptive capacity of organisations(UNCETA et al., 2016). The
absorptive capacity refers to the organisational ability to capture and
transform external knowledge, based on the internal knowledge of the
organisation, in order to create and exploit innovations (COHEN &
LEVINTHAL, 1990; SAHRA & GEORGE, 2002). On the one hand,
absorptive capacity draws attention to models of internal knowledge
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management (NONAKA et al., 2006); on the other hand, it focuses on
models of external knowledge management (VANHAVERBEKE,
2006). This knowledge dynamics (internal-external, external-internal)
has been conceptualised as open innovation, innovation networks, or
knowledge alliances between organisations (BLOMQVIST & LEVY,
2006; CHESBROUGH & APPLEYARD, 2007; TSAI, 2001).
However, in recent years, co-creation models have emerged strongly
as innovation strategies in which not only other organisations but also
users, stakeholders and civil society are included as co-producers of
knowledge and innovation (BALDWIN & VON HIPPEL, 2011;
VON HIPPEL, 2009; KASADI et al., 2016).
Social enterprises can be understood as business models, in
which the primary objective is to meet unmet social demands and the
profits are reinvested in the development of opportunities for social
improvement rather than in the maximisation of return HARDING,
2004). Social enterprises are organised by institutional principles
rather than by market principles (DART, 2004; KOKKO, 2018).
In this article, social enterprises are conceptualised from the
perspective of the absorptive capacity in order to develop social
innovations. That is, from the ability to integrate external knowledge
departing from internal knowledge in order to generate products,
services or models that facilitate the integration of vulnerable groups
or at risk of exclusion. In this case, it is about ambidextrous ability to
cooperate with organisations and collaborate with stakeholders,
vulnerable groups and communities (DEFOURNY & NYSSENS,
2008).
From the perspective of absorptive capacity (Q), social
enterprises must deploy the following set of competencies to drive
social innovations (CASTRO-SPILA et al., 2016):
Q1: Exploration capabilities
Exploration capabilities refer to the set of organisational
capabilities from which social problems are interpreted and social
innovation opportunities are explored. These capabilities are
operationalised in three dimensions:
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1.1. Level of knowledge acquired (capacity to interpret
problems) made up of three factors: degree of disciplinary diversity of
HR; level of training achieved by HR; HR’s degree of experience to
develop social innovation activities.
1.2 Level of learning (capacity to socialise internal knowledge)
composed by two factors: degree of diversity of the internal
mechanisms of socialisation of knowledge; degree of diversity of the
actions of permanent training for the development of new ideas
linked to social innovation (creativity).
1.3. Level of external linking (capacity to identify social
innovation opportunities) made up of two factors: degree of diversity
of the actions aimed at identifying social problems as sources of
potential innovations (local and global); degree of diversity
competencies to adopt/adapt social innovations already developed
(social innovations’ bank) (local and global).
Q2: Experimentation capabilities
Experimentation capabilities refer to the set of organisational
capabilities that help resolve problems based on experimental designs
(real and simulated ones). These capabilities are operationalised in two
dimensions:
2.1. Level of development of a testing strategy (capacity of trial-
error learning) made up of two factors: degree of development of
parallel testing; degree of development of serial testing.
2.2. Level of innovative connectivity (users and partners’
capacity of learning) composed of two factors: degree of integration
of vulnerable groups in the social innovation process (participation
intensity); degree of diversity of cooperation partners (open
innovation).
Q3: Exploitation capabilities
Exploitation capabilities refer to the set of organisational
capabilities to develop sustainable business models and learning from
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the implementation of social innovations. These capabilities are
operationalised in three dimensions:
3.1. Level of sustainability of the business model for social
innovation explored as a degree of diversity of sources of funding to
support social innovation activities (public/private).
3.2. Level of organisational learning as a result of having
implemented a social innovation (expressed in degrees of learning
chain: diagnose, implement, include and evaluate ideas, products or
services).
3.3. Level of social impact that evaluates the degree of inclusion
of social innovation’s target vulnerable groups (expressed in a
diversity of kinds of inclusion: social, economic, institutional or
environmental one).
Q4: Expansion capabilities
Exploitation capabilities refer to the set of organisational
capabilities that help implement and scale social innovations. These
capabilities are operationalised in three dimensions:
4.1. Level of efficiency of the social innovation explored as a
degree of efficiency that relates cost, time and impact achieved.
4.2. Level of local transfer of social innovations expressed as a
degree of diversity of local (regional) agents that adopt totally or
partially the developed social innovation (scaling-deep) thanks to a
direct transfer process (such us transfer workshops, consulting or
learning / training programs).
4.3. Level of global transfer of social innovations expressed as a
degree of diversity of global (non-regional) agents that adopt totally or
partially a social innovation developed (scaling-up) thanks to a direct
transfer process (such us transfer workshops, consulting or learning /
training programs).
The capacities to develop social innovations are reflected in the
figure 3. The social innovation cone shows the different capacities of
the social enterprises to manage social innovations. The cone suggests
a continuous and incremental learning process (from the social to the
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market and from the market to the social), that increases the
organizational capacities to enhance the social impact of social
innovations. On the other hand, not all the social enterprises have
developed these capabilities. Obviously, Q3 and Q4 are the least
advanced competences, while many social enterprises have well
developed capacities Q1 to Q2. Finally, the model allows to map and
classify social enterprises according to their level of capacity
development of social innovations.
4. Framing the practices
Social laboratories have been developing for at least two
decades as a platform to design and experiment solutions to social
problems. The social labs are characterized by being systemic,
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experimental and collective and aim to create platforms for solving
complex problems (HASSAN, 2014; ZIVKOVIC, 2018) .
There are several modalities of social labs (ZIVKOVIC, 2018).
In this article the notion of Agile Lab is presented. The Agile labs is
understood as an infrastructure of experimentation (design, test, and
scale Pilot Actions), and co-creation (creative platform) among social
enterprises, organizations from creative economy, and groups at risk
of exclusion. The Agile Labs are empirical infrastructures that allow to
boost the social creative economy.
The Agile Lab is inspired by agile methodologies (CONBOY &
FITZGERALD, 2004; TAKEUCHI et al., 2016) to develop the
collaborative experimentations. The collaborative experimentation has
been conceptualized in the framework of collaborative research which
refers to the process of involving multidisciplinary collaboration
across multiple organizations (CUMMINGS & KIESLER, 2005). In
this vein, the collaborative experimentation is structured in the labs
development that connects organizations combining their
experimental facilities and collaboration capabilities. The experimental
facilities refer to organizational capabilities to design, test, exploit and
transfer knowledge from experiments. The collaboration capabilities
are a relational capacity the co-produce knowledge with asymmetric
actors in conditions of uncertainty. In this context, fast trust and
commitment are the focus of the collaboration capabilities
(BLOMQVIST & LEVY, 2006).
In this paper, collaborative experimentation is understood as an
interactive process of co-designing a cultural experience with
asymmetric actors (experimenters) in conditions of uncertainty (trial,
error and learning). In this way, the cultural experiences are co-
designed between CCI organizations, social enterprises and groups at
risk of exclusion to develop a new experiential path (new set of
cultural activities) embedded in a Pilot Actions to promote social
innovation in the creative economy (social creative economy).
The figure 4 shows the Agile Lab steps to boost social
innovation in the cultural economy.
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Pilot Action (testing transferability)
Planning, experimental
implementation in other context with
other organizations, re-define,
validate
Pilot Action (testing business
plan)
Planning, experimental
implementation, re-define,
Pilot Action (testing
inclusiveness)
Planning, testing (parallel
testing), new
Pilot Action (testing feasibility)
First iteration: Planning, design
(cultural experience path), testing,
validate
Second iteration: Plan, re-design,
testing, validate
MODELLI
NG
PROTOTYPIN
G
CO-
DESIGN
INCLUS
ION
AGILE
LAB
IMPA
CT
FIGURE 4. AGILE LAB: Prototyping Pilot Actions
SCE
Organiz
Vulner
able
Group
Social
Enterprise
PILOT
ACTION
PLANNI
NG
Understanding requirements
Defining requisites (Pilot Action)
Planning the process
Engaging the groups at risk of
exclusion
AGILE AGENTS
AND ROLES
Catalyst
Organization
Social enterprises
Experimental
Organization
Organizations from
creative and cultural
industries
Experimenters
Groups at risk of
exclusion
Testers
Groups at risk of
exclusion
Organizations from
creative and cultural
industries
Scalers
Social
enterprises
Source: Author’s elaboration
PLANNING
Step 1: Involve an experimental organization: An experimental
organization is an organization related to creative economy field
(museum, heritage site, cultural tourism agency, etc.) that is involved in
the implementation of a Pilot Action. That means an organization which
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develops a social innovation, creating a new cultural experience,
integrating a new social group to its audience.
Step 2: Defining together: The experimental organization, define
the new target (groups at risk of exclusion). This definition is focused
on type of exclusion (technological, cultural, etc.) and define requisites
about the Pilot Action that will be developed. Requisites like
sustainability, inclusiveness, feasibility and transferability of the Pilot
Action. Additionally, in this step are defined the target groups
(number of experimenters, age, and other characteristics of the target
groups).
Step 3: Engagement campaign: Launching a local engagement
campaign focused on the target groups. This campaign involves the
catalyst organization (social enterprises) that work with the social
group defined by the experimental organization.
DESIGN
Step 4: Testing feasibility: Launching a collaborative
experimentation. This step is developed in two o three iterations
(understanding, designing, testing, and validating based on agile
methodologies). The Pilot Action (cultural experience) is related to
the activities carried out by the experimental organization. The
experimenters (target groups), experimental organizations and catalyst
organization working together to designing a new cultural experience.
Focused on feasibility of the Pilot Action.
PROTOTYPING
Step 5: Testing inclusiveness: Launching a second round on
collaborative experimentation. This step is developed in a parallel
testing (two target groups working in parallel testing sessions). Two or
three iterations are developed. In this step the inclusiveness of the
Pilot Action is tested, and different adjustments, modifications and
redesigns are proposed. The testers (target groups), experimental
organization and catalyst organization testing the degree of
inclusiveness of the Pilot Action designed.
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MODELLING
Step 6: Modelling Pilot Actions: Designing the social business
model and launch the experimental implementation. The experimental
and catalyst organization evaluate the social impact of the Pilot Action
(sustainability, inclusiveness, and feasibility).
SCALING
Step 7: Transferring Pilot Actions: This step is related to the
capitalization process. In this phase other organizations from creative
economy are invited to participate in the transfer process to promotes
social creative economy. The scalers are social enterprises and creative
companies that drive the expansion of successful Pilot Actions.
5. Final remarks: Social Creative Economy
This article presents the notion of social creative economy in
an exploratory way. The Conceptual and empirical development of
the concept still needs a lot of research; however, the paper offers
new ways of reflection to promote the social economy within the
creative economy.
The first reflection is related to the concept of social creative
economy. This concept suggests that creativity has a double
orientation. The double helix of creativity indicates that creativity does
not only reside in the creative class, but that vulnerable groups and
social enterprises can also be found to promote the social creative
economy. The suggested argument is that creativity is socially
distributed and that it is possible to capture it thanks to experimental
infrastructures (Agile Lab) based on experimental collaboration. The
experimental collaboration suggests that there is not only
experimentation in the prototyping of a Pilot Action, but also the
collaboration itself (between groups at risk of exclusion, social
enterprises and organizations of the creative economy). In Figure 5
this process is defined as a learning curve thanks to the interactions
between the companies of the creative economy and the groups at
risk of exclusion.
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The second reflection refers to the model of social innovation and
the competences to promote social innovations. Social innovation is
understood as a process of solving an anomaly that produces specific
vulnerabilities in specific social groups. During the process of social
innovation, these groups are empowered, gaining new skills to improve
their social inclusion capacities. Social innovation aims to institutionalize
a solution within a given mainstream and not systemic change.
The third reflection refers to the proposed experimental model
(Figure 5). The Agile Lab and the experimental collaboration promote
Pilot Actions, understood as new cultural experiences co-designed with
vulnerable groups, driven by the organizations of the creative economy
and catalyzed by social enterprises. The Agile Labs offer a pragmatic
perspective on how social enterprises can foster social innovations within
the creative economy. We have called this process: social creative
economy.
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Some impacts of the model can be highlighted:
(a) Social Innovation Competencies
(i) Enhancing social innovation competencies: Working with social
enterprises and groups at risk of exclusion, supported conceptually and
methodologically by the collaborative experimentation model allows
creative economy organisations to develop social innovation
competencies.
(ii) Bridging cross-innovations: Thanks to the Pilot Actions, the
creative economy organisations using participatory and collaborative
toolboxes learn to encourage cross-pollination of ideas and actions to
develop new social innovations.
(iii) Developing Corporate Social Responsibility: By participating in the
prototyping process of Pilot Actions, the creative economy organisations
become more aware of their ability to produce social impact and get to
learn how to strengthen it.
(iv)Enhancing the mission of higher education through social innovation: By
developing a Learning Program in collaboration with creative economy
organisations and social enterprises, and engaging groups at risk of
exclusion, social enterprises and creative economy organisations develop
their social corporate responsibility.
(b) Triplex Learning process
(i) Learning from collaboration: By participating in the Pilot Action
process, the creative economy organisations, in cooperation with
universities and social enterprises, learn from other organisational
cultures and acquire new knowledge. This is an opportunity to explore
new possibilities of collaboration in other projects and innovations
(networking effect).
(ii) Learning from transfer: Collaborative experimentation promotes
the transfer of Pilot Actions to other organisations in the cultural and
social sector at European level. In this case, the participants in the Pilot
Actions are involved in the transferring process and they learn by
teaching.
(iii) Learning from experimentation: Within the framework of
collaborative experimentation, the creative economy organisations, social
enterprises and groups at risk of exclusion learn from experimentation
Social Creative Economy: A prototype for Social Innovatio 40
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(prototyping process). This implies learning in contexts of uncertainty, on
a trial-and-error basis, thus resignifying their learning experience.
(c) Empowering people
Changing minds: This participatory process, oriented to design a
new cultural experience, gives rise to a new perception about agency
potential and the access to state services and resources by groups at risk
of exclusion. The model aims at increasing the ability for collective action
and the acquisition of technical knowledge about the social innovation
process and its results.
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BIODATA DE AUTORES
Javier Castro Spila
Sociólogo. Obtuvo el título de Doctor en Filosofía, Ciencia, Tecnología y
Sociedad y el de Máster en Educación Superior. Es Investigador Senior y
Director Ejecutivo en SOCINNOVA (España), e Investigador Asociado
en Ecole Supérieure des Technologies Industrielles Avancées (ESTIA)
(Francia). Entre 2012 y 2017, fue Coordinador de Investigación en
Sinnergiak Social Innovation (Universidad del País Vasco), Coordinador
de Investigación en el Grupo Praxis (Universidad del País Vasco), e
Investigador en el PROGRAMA GAZE - Fomento de la Cultura
Emprendedora en la Educación Superior (Universidad del País Vasco).
Sus temas de investigación incluyen la innovación social y las
innovaciones híbridas; las industrias culturales y creativas; el desarrollo
regional y las políticas de innovación, el talento de la innovación social y
la creatividad. jcastro@socinnova.net
ORCID: https://orcid.org/0000-0002-1433-7734
David Alonso González
Diplomado en Trabajo Social, Licenciado en Antropología Social y
Cultural, DEA en Sociología y Doctor en Trabajo Social (Premio
Extraordinario). Profesor Contratado Doctor del Departamento de
Trabajo Social y Servicios Sociales de la Universidad Complutense de
Madrid. Profesor de Trabajo Social desde 1999 (1999-2007: Universidad
de Castilla La Mancha) (2007-actualidad: UCM). Miembro de los Grupos
de Investigación: GESED (Gerontología Social y Educativa de la
Universidad de Castilla La Mancha) y del Grupo de Investigación
Factores Psicosociales e Intervención Social de la Universidad
Complutense. Miembro del Instituto de Tecnologías del Conocimiento
(UCM-ITC). Líneas de Investigación: Innovación Social y Trabajo Social;
Tecnología y Trabajo Social; Trabajo Social con Grupos; Trabajo Social
Internacional; Pedagogía Online; Envejecimiento Activo y Gerontología
Social y Educativa. dalonso@ucm.es
ORCID: https://orcid.org/0000-0002-8876-8916
UNIVERSIDAD
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