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This chapter explores the importance of acknowledging the creativity and creative work of individuals in creative industries. This phenomenon is investigated from three different perspectives: social-psychological, social and flow of experience, and third drive. The third drive, as a part of a new operating system, is seen as the most important factor in the work of creative individuals. This study examines four empirical cases from the computer games industry from three different geographical regions: Finland, the UK, and Poland. In addition, the authors analyse a stand-up comedian from the United States. Based on these cases, this study concludes that intrinsic drive and the need to be creative are the critical motivations of creative individuals when a new product is developed or a new creative company is founded. Additionally, this study reveals that acknowledgment for creative work is the reason why creative individuals do what they do. This study examines the paradox between creative/artistic work and business interests by analysing creative processes and the social needs of creative individuals. The authors explain how this happens through social media and express how academics may find creative spaces inspiring when teaching the principles of creative industries.
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Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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