GenAI and its Impact on the Workforce. Potential Vulnerable Groups: Cultural and Creative Industries (2.6.3) v2
This report examines how generative AI (GenAI) may affect the Cultural and Creative Industries (CCIs) as a potentially vulnerable group from an economic perspective. It reviews both positive and negative impacts, identifies relevant GenAI tools for CCI activities, and provides company cases for benc...
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| Tipo de recurso: | informe técnico |
| Fecha de publicación: | 2026 |
| País: | España |
| Institución: | Universitat Politècnica de València (UPV) |
| Repositorio: | RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia |
| Idioma: | inglés |
| OAI Identifier: | oai:riunet.upv.es:10251/232401 |
| Acceso en línea: | https://riunet.upv.es/handle/10251/232401 |
| Access Level: | acceso abierto |
| Palabra clave: | Generative AI Workforce impact Stakeholder mapping Cultural and Creative Industries (CCIs) Vulnerable occupations groups AI regulation |
| Sumario: | This report examines how generative AI (GenAI) may affect the Cultural and Creative Industries (CCIs) as a potentially vulnerable group from an economic perspective. It reviews both positive and negative impacts, identifies relevant GenAI tools for CCI activities, and provides company cases for benchmarking (including experiences involving traditionally vulnerable groups). It also frames CCIs across multiple sectors (e.g., advertising, architecture, arts, design, film, music, publishing, software, TV/radio) and points to writing and editing roles as particularly exposed. Key risks include copyright and authorship issues, limited transparency about the origins of ideas/data in creative workflows, potential devaluation of creative value chains if GenAI substitutes creators, and unequal access that could widen gaps without policy measures. At the same time, it highlights opportunities for human–AI co-creation, new business models, support for creative learning, and operational improvements, and illustrates these points through tool examples and two cases (accessibility-focused co-creation and generative music with artist-centered licensing/certification practices). |
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