| Literature DB >> 34925143 |
Ji Qi1, Chaoli Song2, Yan Wang3.
Abstract
More students who majored in design should be led to be self-employment, as they can use their major advantages to lead cultural and creative industries of museums toward a more creative direction. Based on the present situation of self-employment of college students related to cultural and creative industries, developing patterns and structure of cultural and creative industries of museums are analyzed to study the practical requirement of development of creative and cultural products of museums on the students majored in design. College students and graduates (within 2 years) in design major of a college in Zhejiang province who have experience in starting a business are invited to make the questionnaire survey and to study the practical problems with motives and barriers of starting a business. After the investigation of the entrepreneurial status of cultural and creative entrepreneurs of college students, it is found that the third year is the peak period for students to choose entrepreneurship, followed by the end of the senior year. Only 36.8% of respondents are satisfied with the results of entrepreneurship, which reflects that entrepreneurs do face many obstacles in the actual process of entrepreneurship, mainly due to a lack of experience and funds. The motivation for students to stick to entrepreneurial activities mainly focuses on "obtaining personal wealth" and "realizing self-worth." In view of this situation, universities, society, and government can provide technical support and policy support to stimulate the entrepreneurial potential of cultural and creative entrepreneurs of college students, thus promoting the efficient development of museum cultural and creative industry.Entities:
Keywords: cultural and creative product development; cultural creativity and planning; entrepreneurial motivation; entrepreneurial psychology; museum
Year: 2021 PMID: 34925143 PMCID: PMC8679912 DOI: 10.3389/fpsyg.2021.733943
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1Operation process of museum cultural and creative industry chain.
FIGURE 2Design transformation process of cultural and creative products. Images reproduced with permission from Suzhou Museum.
Five elements of museum cultural and creative product development.
| Characteristic elements | Specific requirement |
| Culture | Cultural and creative products come from culture. Different types of museums should design unique cultural and creative products according to their own collections and cultural resources. |
| Innovation | Innovative thinking should run through the whole process of cultural and creative product development to avoid the situation that the form and style of museum cultural and creative products tend to be consistent. |
| Brand | Cultural and creative products are the basis of building museum brand effect, which is mainly reflected in the brand symbol of the museum marked on the series of products. |
| Publicity | The sale of cultural and creative products is a way for museums to publicize themselves. Through product publicity, consumers can have a deeper understanding of the collections. |
| Education | Cultural and creative products should not only be limited to visiting cultural relics in museums but also permeate the historical heritage of cultural relics in museums. |
FIGURE 3Four series of cultural and creative products of Suzhou Museum. Images reproduced with permission from Suzhou Museum.
Cultural and creative products sold online in Suzhou Museum.
| Categories | Products |
| Stationery | notebook, hand account, tape, bookmark, folder, post-card, mobile phone case |
| Home furnishing | decorative painting |
| Clothes and accessories | backpacks, silk scarves |
| General merchandise | luggage tag, key chain, cup, refrigerator sticker |
| Food | ST color porcelain lotus bowl shape cookies, jasmine wine, creative tea bag |
| Jewelry and ornaments | Bracelets, earrings, brooches |
| Publication | 3D book |
FIGURE 4Entrepreneurial time choice of college students.
FIGURE 5Entrepreneurial satisfaction and main difficulties of college students. (A) Entrepreneurial satisfaction and (B) difficulties in starting a business.
Entrepreneurial motivation of college students majoring in product design.
| Questions | 1 | 2 | 3 | 4 | 5 |
| because of hobbies | 14 | 16 | 59 | 40 | 56 |
| in order to realize self-worth | 10 | 12 | 38 | 48 | 77 |
| in order to challenge yourself | 21 | 27 | 55 | 37 | 45 |
| in order to obtain personal wealth | 10 | 15 | 22 | 63 | 78 |
| the employment situation is grim; in order to solve the employment problem | 37 | 33 | 53 | 33 | 29 |
| like the free working atmosphere | 12 | 18 | 43 | 44 | 68 |
| influenced by entrepreneurship policy | 29 | 33 | 55 | 28 | 40 |
| create more jobs for the society | 39 | 30 | 57 | 37 | 22 |
Entrepreneurial model of achievement transformation practice.
| Entrepreneurial model | Specific content |
| entering business incubator to start a business | through the preparation of product business plan, application is made to enter the business incubator, to obtain technical support and site support for product development |
| cooperating with enterprises to start a business through the cooperation platform | through cooperation with enterprises with production capacity, innovative technology is transformed into products, and enterprise management and organization methods are learned. |
| guiding entrepreneurship through design competition | Design competitions usually have business operation background, which can bring potential design products to the market or seek venture investors. |
| studio business model | Studio business model has a high degree of flexibility, feasibility and low cost, and students can use the technical support environment provided by the school to start a business. |
| building a network platform to start a business | In the form of network intermediary, the relationship between “manufacturer” and “consumer” is established to provide services for both sides. |