The Imagination Age is a theorized period following the Information Age where creativity and imagination become the primary creators of economic value (in contrast, the main activities of the Information Age were analysis and rational thought ). It has been proposed that new technologies like virtual reality and user created content will change the way humans interact with each other and create economic and social structures .
24-577: [REDACTED] Look up creative in Wiktionary, the free dictionary. Creative may refer to: Creativity , phenomenon whereby something new and valuable is created "Creative" (song) , a 2008 song by Leon Jackson Creative class , a proposed socioeconomic class Creative destruction , an economic term Creative director , an occupation Creative industries , exchange of finance for rights in intellectual properties Creative nonfiction ,
48-668: A philosophical tenet heralding a new wave of cultural and economic innovation , appears to have been first introduced by artist, writer and cultural critic Rita J. King in November 2007 essay for the British Council entitled, "The Emergence of a New Global Culture in the Imagination Age", where she began using the phrase, "Toward a New Global Culture and Economy in the Imagination Age": Rather than exist as an unwitting victim of circumstance, all too often unaware of
72-595: A brand owned by Creative Technology Creative Technology , Singapore-based manufacturer of computer products Creative age , also known as the Imagination age, hypothesized to succeed the Information age See also [ edit ] Creativity (disambiguation) Topics referred to by the same term [REDACTED] This disambiguation page lists articles associated with the title Creative . If an internal link led you here, you may wish to change
96-509: A foundation of culture and economics. The terms Imagination Age as well as Age of Imagination were first introduced in an essay by designer and writer Charlie Magee in 1993. His essay, "The Age of Imagination: Coming Soon to a Civilization Near You" proposes the idea that the best way to assess the evolution of human civilization is through the lens of communication . The most successful groups throughout human history have had one thing in common: when compared to their competition they had
120-489: A literary genre Creative writing , an original, non-technical writing or composition Creative Commons , an organization that deals with public copyright issues Creative Labs , a brand owned by Creative Technology Creative Technology , Singapore-based manufacturer of computer products Creative age , also known as the Imagination age, hypothesized to succeed the Information age See also [ edit ] Creativity (disambiguation) Topics referred to by
144-411: A proposed socioeconomic class Creative destruction , an economic term Creative director , an occupation Creative industries , exchange of finance for rights in intellectual properties Creative nonfiction , a literary genre Creative writing , an original, non-technical writing or composition Creative Commons , an organization that deals with public copyright issues Creative Labs ,
168-434: A shift away from information sector employment and job growth towards creative jobs. Jobs in publishing, he has pointed out are declining while jobs for designers, architects, actors & directors, software engineers and photographers are all growing. This shift in job creation is a sign of the beginning of the Imagination Age. The 21st century has seen a growth in games and interactive media jobs . Cox argues that
192-637: A world where anything that can be imagined will be possible, raising the importance of imagination as the key mode of human thinking. Rita J. King has been the single major advocate of the Imagination Age concept and its implications on cultural relations, identity and the transformation of the global economy and culture. King has expounded on the concept through speeches at the O'Reilly Media and TED conferences and has argued that virtual world technology and changes in people's ability to imagine other lives could promote world understanding and reduce cultural conflict . Some public policy experts have argued
216-427: Is Dead...: Leadership Breakthroughs for the Imagination Age , and virtual worlds developer Howard Stearns in 2005. The ideas of the Imagination Age depend in large part upon an idea of progress through history because of technology , notably outlined by Karl Marx . That cultural progress has been categorized into a number of major stages of development. According to this idea civilization has progressed through
240-416: Is a constant process, and the challenges of modernization can threaten identity, which leads to unrest and eventually, if left unchecked, to violent conflict. Under such conditions it is tempting to impose homogeneity, which undermines the highly specific systems that encompass the myriad luminosity of the human experience. King has expanded her interpretation of the Imagination Age concept through speeches at
264-414: Is different from Wikidata All article disambiguation pages All disambiguation pages creative [REDACTED] Look up creative in Wiktionary, the free dictionary. Creative may refer to: Creativity , phenomenon whereby something new and valuable is created "Creative" (song) , a 2008 song by Leon Jackson Creative class ,
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#1732772866378288-511: Is not limited to just virtual reality. Charlie Magee states that the technology that will develop during the Imagination Age would include: The best bet is on a hybrid breakthrough created by the meshing of nanotechnology , computer science (including artificial intelligence ), biotechnology (including biochemistry , biopsychology , etc.), and virtual reality. In The Singularity is Near , Raymond Kurzweil states that future combination of AI, nano-technology, and biotechnology will create
312-407: The O'Reilly Media , TED , Cusp , and Business Innovation Factory conferences. The term Imagination Age was subsequently popularized in techno-cultural discourse by other writers, futurists and technologists, who attributed the term to King, including Jason Silva . Earlier, one-time, references to the Imagination Age can be found attributed to Carl W. Olson in his 2001 book "The Boss
336-416: The idea that imagination is becoming the key commodity of our time is a confidence that virtual reality technology like Oculus Rift and HoloLens will emerge to take much of the place of the current text-and-graphic dominated internet. This will provide a 3D internet where imagination and creativity (over information and search) will be key to creating user experience and value . The concept
360-510: The imagination economy . The idea relies on a key Marxist concept that culture is a superstructure fully conditioned by the economic substructure. According to Marxist thinking certain kinds of culture and art were made possible by the adoption of farming technology. Then with the rise of industry new forms of political organization (democracy, militarism, fascism, communism) were made possible along with new forms of culture (mass media, news papers, films). These resulted in people changing. In
384-415: The Imagination Age" in which she states, Active participants in the Imagination Age are becoming cultural ambassadors by introducing virtual strangers to unfamiliar customs, costumes, traditions, rituals and beliefs, which humanizes foreign cultures, contributes to a sense of belonging to one's own culture and fosters an interdependent perspective on sharing the riches of all systems. Cultural transformation
408-404: The best system of communication. The fittest communicators—whether tribe, citystate, kingdom, corporation, or nation—had (1) a larger percentage of people with (2) access to (3) higher quality information , (4) a greater ability to transform that information into knowledge and action, (5) and more freedom to communicate that new knowledge to the other members of their group. Imagination Age , as
432-528: The case of industrialization people were trained to become more literate, to follow time routines, to live in urban communities. The concept of the Imagination Age extends this to a new order emerging presently. An imagination economy is defined by some thinkers as an economy where intuitive and creative thinking create economic value, after logical and rational thinking has been outsourced to other economies. Michael Cox Chief Economist at Federal Reserve Bank of Dallas argues that economic trends show
456-475: The following ages, or epochs : Following this is a new paradigm created by virtual technology, high speed internet , massive data storage, and other technologies. This new paradigm, the argument goes, will create a new kind of global culture and economy called the Imagination Age . The next and current age might have started recently: The Imagination Age includes a society and culture dominated by
480-453: The impact of having been born in a certain place at a certain time, to parents firmly nestled within particular values and socioeconomic brackets, millions of people are creating new virtual identities and meaningful relationships with others who would have remained strangers, each isolated within their respective realities. King further refined the development of her thinking in a 2008 Paris essay entitled, "Our Vision for Sustainable Culture in
504-402: The link to point directly to the intended article. Retrieved from " https://en.wikipedia.org/w/index.php?title=Creative&oldid=1214017309 " Category : Disambiguation pages Hidden categories: Short description is different from Wikidata All article disambiguation pages All disambiguation pages Creative age The AI boom of the 2020s only increased
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#1732772866378528-413: The same term [REDACTED] This disambiguation page lists articles associated with the title Creative . If an internal link led you here, you may wish to change the link to point directly to the intended article. Retrieved from " https://en.wikipedia.org/w/index.php?title=Creative&oldid=1214017309 " Category : Disambiguation pages Hidden categories: Short description
552-521: The skills can be viewed as a "hierarchy of human talents", with raw physical effort as the lowest form of value creation, above this skilled labor and information entry to creative reasoning and emotional intelligence. Each layer provides more value creation than the skills below it, and the outcome of globalization and automation is that labor is made available for higher level skills that create more value. Presently these skills tend to be around imagination, social and emotional intelligence. Key to
576-492: The ubiquity of information. The relevant neologism is the Fourth Industrial Revolution , popularized in 2016 based on transformative developments shifting the nature of industrial capitalism . One conception is that the rise of an immersive virtual reality (the metaverse or the cyberspace ) will raise the value of "imagination work" done by designers, artists, et cetera over rational thinking as
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