Creativity has become a strategy in the making of places, with cities and regions seeking to increase their attractiveness to the creative class, support the creative industries or to become ‘creative cities’. We examine how creativity has been utilised in placemaking in tourism desti-nations through different design strategies. A shift in theoretical focus from creative individuals towards creative districts or places is noted, in line with the developing field of creative place-making. Case studies of creative development indicate strategies need to be sensitive to local context, and follow some basic design principles. Creative placemaking includes consideration of resources, meaning and creativity, driven by clear vision, enabling participation, leaving space for creative expression and developing a coherent narrative
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The present study extends knowledge on creative tourism in rural areas. It was unclear from previous research how features of creative tourism, such as risk of commodification, play out in rural areas of developing countries. The study built on theoretical overlaps which suggest that creative tourism may improve the potential of community-based tourism. Literature suggested that creative tourism may address three issues plaguing community-based tourism: (1) lack of financial resources could be circumvented with intangible heritage; (2) loss of cultural identity could be reversed by sparking interest for culture; (3) power relations between hosts and guests could be rebalanced by repositioning locals from servant to teacher. These theoretical overlaps were explored in the context of five Balinese villages using a microethnographic approach with participant observations and expert interviews. Findings from this study partly confirm and extend the theoretical synergies. Furthermore, a new synergy, increasing enthusiasm for intercultural exchange, and one negative interaction, intangibility as a differentiator, were found. Findings also revealed conditions for success in developing creative tourism in a community-based tourism context. In sum, we contribute the conclusion that creative tourism in rural areas is promising under certain conditions.
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This paper seeks to highlight underlying issues of the tourism system that have led to tourism extremes of too much or too little tourism. Five phases are recognized that reflect different ways of dealing with too much tourism over time, after which the impact of a sudden lack of tourism is investigated in light of future renewal processes. This discussion highlights the remarkable capacity of the tourism industry to adjust to rapidly changing circumstances and crises, even when these cause anguish to individuals and within societies at large. The paper thus seeks to contextualize the current discussions regarding the transformation of tourism post COVID-19. It highlights the complexity of changing a tourism that multiple stakeholders depend on or have grown accustomed to. To come to a more balanced tourism, it is necessary to not only come up with alternative visions and strategies, but also to engage with the political economy nature of tourism development. A future research agenda should therefore also discuss facets of entangled power, social exclusion, inequalities and class differences to come to new reference points of what actually constitutes a more inclusive tourism success.
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This research project started in 2014 and finalized in 2019, with CAPES funding. CAPES is the most important research institution in Brazil. This research project was developed in cooperation with NUFFIC/NL. During these 6 years several researchers from Brazil could develop their Ph.D thesis, Post-Doctorate and technical visitis at Breda University. The outcomes could also be observerd by the serveral articles published related to Creative Economy. Partners:CAPES, NUFFIC, Federal University of Pernambuco (Brasil)
The Academy for Leisure & Events has always been one of the frontrunners when it comes to the development, design and implementation of cultural tourism and creative industry business models as well as lifelong learning programmes.These programmes are attended by a variety of leisure and tourism professionals, including public authorities in leisure, culture and nature fields.The CULTURWB project addresses the need for strengthening the development of the cultural tourism industry.The experts from BUas together with the other project partners have utilised diverse research methodologies (marketing and branding, strategy business planning, digital tourism, sustainable development, strategy and action plan implementation, etc.) to develop and pilot a toolkit for Lifelong Learning courses in the field of cultural tourism and heritage. They have also designed and implemented a master’s programme in the WB countries and created an online platform for communication between stakeholders, industry leaders, managers, workforce, and academia.PartnersHochschule Heibronn, FH Joanneum Gesellschaft, World University Service - Österreichisches Komitee (WUS Austria), Dzemal Bijedic University of Mostar (UNMO), University of East Sarajevo (UES), The University of Banja Luka (UBL), University of NIS (UNI), University of Montenegro (UoM), Sarajevo Meeting of Cultures (SMOC), rovincial Institute for the Protection of Cultural Monuments (PZZZSK), Tourism Organisation of Kotor Municipality (TO Kotor)
I-DEMO aims at supporting EU tourism professionals in acquiring and developing key competences in game-based tourism in order to foster innovation and improve overall tourism organizations’ performance. Societal IssueIn the tourism sector occurs skills mismatch between offer and demand. The tourism market presents new needs, such as increasing employability of the tourism workforce. i-DEMO will foster and provide grounds for national and cross-border cooperation in the field of professional competencies.Benefit to societyThe specific objects on i-DEMO are: Enhancing specific skills and competences of DMO professionals and VET students in relation to creative game-based tourism.Designing an innovative and needs-oriented on-line training course “Game-based Tourism”, offered through an online platform, which integrates several sector-specific and transversal skills, including digital, entrepreneurial, and soft skills.Providing DMO professionals and VET students an I-DEMO toolkit to apply gamification and creative strategies in planning innovative and inclusive tourism offer and services. The toolkit includes guidelines and a Visual Virtual Map of EU good practices of creative strategies linked to game-based tourism.Enhancing the replicability potential of project results outside of the partners’ destinations.Collaborating partnersTIMESIS SRL, Italy (Lead Partner); The Phoenicians’ Route – Cultural Route of the Council of Europa based in Italy; Associazione Culturale Tuo Museo, Italy; Pafos Regional Board of Tourism, Cyprus; Stichting Breda University of Applied Sciences, Netherlands; Hellenic Open University, Greece; ACIF – Industrial and Commercial Association of Funchal – Chamber of Commerce and Industry of Madeira (Portugal); Wojewodztwo Kujawsko Pomorskie, Poland.