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RI INVITES CREATIVE PLAYERS IN ASEAN TO FORMULATE STATEGIES AHEAD OF 2021

INDONESIA (RI) through the Ministry of Tourism invites creative economy actors in the ASEAN region to jointly identify the situation, formulate strategies and steps needed ahead of the international creative economy year for sustainable development in 2021 in an era of adaptation to new habits.

The Ministry of Tourism and Creative Economy recently held a Creative Economy Webinar in Southeast Asia entitled “Welcoming The International Year of Creative Economy for Sustainable Development, 2021” Episode II: Virus- Resilient Subsectors Insight, for the gaming and creative content industry.

According to the Director of Inter-institutional Relations at the Ministry of Tourism, K. Candra Negara, said that players in the game and creative content industry in ASEAN are expected to formulate joint strategies and steps ahead of the international creative economy year in 2021 in the midst of a new adaptation era.

“Sharing information from all stakeholders in the Southeast Asia region is very necessary to raise awareness, strengthen cooperation and expand networks. In addition, players in the gaming and creative content industries must prepare themselves for the new normal. During the last few years, Indonesia has been very active in efforts to increase the creative economy at the international level,” Candra Negara said.

So far there have been two historical achievements of Indonesia in advancing the creative economy. First, Indonesia held a 2018 world conference on creative economy, which was adopted from Bali’s agenda in economic development. Second, as an implementation of the Bali agenda, Indonesia initiated a resolution of national unity in the international creative economy year for sustainable development in 2021.

“We must believe that the creative economy is the key to economic development and can grow faster in international cooperation,” Candra Negara noted.

Meanwhile, Director of the Creative Film, TV and Animation Industry at the Ministry of Tourism, Syaifullah, explained that creative businesses that involve direct physical contact are currently being affected by a larger pandemic. The production process of creative business actors must adapt to the current situation of adapting to new habits. As a result of the pandemic, animation, games and movies, traffic tends to increase. Because, during the PSBB period many people watched and played games at home. However, the production process, which involved more than 100 people, was forced to stop because it could no longer produce.

Syaifullah said the challenge faced by the game and creative content industry players was that they had to be ready to adjust to a work rhythm that was very different from before. Starting from human resources to budget in the production process, it must be done digitally.

Therefore, the Ministry of Tourism and Creative Economy continues to strive to provide assistance to creative workers by providing stimulus and other supporting facilities so that they can support digital transformation so that actors can still be productive with all existing limitations.

Likewise, President of the Game Developers Association of The Philippines, Alvin Juban, said that the main goal of the game industry in the Philippines at this time is the development of original IP (Intellectual Property). Due to the cancellation or postponement of global gaming industry events. Our side cannot produce a large number of IPs.

“Currently, the Philippines is in the process of refining and adapting IP-related marketing materials into online format or via digital platforms. This is not an easy thing to do, it takes a long process. However, our side has no choice but to continue developing products in the digital field as an effort to restore the creative economy sector in the Philippines,” Alvin added.

Vice President of Digital Creative Content Division Malaysia Digital Economy Corporation (MDEC) Hasnul Hadi Samsudin, said the main problem facing digital content creators today is managing finances (cash flow). Operational problems like this are caused due to economic uncertainty and irregular workflow due to the pandemic.

For this reason, Hasnul Hadi said the right solution to restore the creative economy sector is to collaborate between investors with game and creative content industry players in developing and creating quality game products. [traveltext.id]