Music and
Performing Arts
Digital Trends and Strategies
Art, Culture and New Technologies
in Latin America and the Caribbean
Creative Economy
S _ BID_ARTES ESCENICAS: TENDENCIAS Y ESTRATEGIA DIGITAL
Author: Pablo Solis Vega
General coordination: Aura
Aura is a creative economy consultancy based in
Mexico City
Series editors: Isabel Gil Gómez, Alejandra Luzardo
and Trinidad Zaldivar
Editors of the book: Julieta Maroni, Manuela Reyes,
Eduardo Saravia and Andrea Villers
Quantitative study: Sistemas de Inteligencia en
Mercados y Opinión (SIMO)
Qualitative study: Angélica Martínez
Data analysis: Jerome Rozat
Research assistants: Lourdes Goldez, Maricarmen
Martínez and Mónica Sandoval
Editing: Elsa Gil
Translation: Oswaldo Hernández Trujillo
Editorial design: Periferia Taller Gráco
Graphic design: S Consultores en Diseño
Copyright © 2022 Inter-American Development Bank.
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Contents
Introduction 4
Methodology
1. COVID-19 Traces in the Music Industry and the Performing Arts 9
The Curtain Coming down on a Stage in Crisis 10
Data gap and Informality in the Sector 16
Flourishing Collaboration amidst Confusion 18
2. Reimagining The Performing Arts: Between
the Face-to-Face and the Digital Experience 21
The Digital Transformation of the Performing Arts Sector 23
Digital Content Platforms and Increased Audiences 26
Technology and its Challenges 29
Technological Innovations to Engage with Ofine Audiences 31
Technologies as Management and Marketing Solutions 33
MonetizationStrategies 34
Copyright and Collection of Royalties in the Digital Sphere 38
Virtual Shows Are Still Performing Arts? 42
The Future Was Already Here: Immersive Reality and the Metaverse 44
3. Cases of Innovation 48
Teatrix. Argentina 49
How to Promote the Consumption of Music and Theater in the Virtual World?
PortalDisc App. Chile 50
How to Promote the Local Art Scene while Fostering the Digital
Economy for the Benet of Music and Performing Arts Creators?
Pro Indie Music. Mexico 45
How to Support Professional Development of Independent Musicians Using an App?
Muse’s Simulation Theory: Virtual Experience. England 51
How to Transform a Live Concert into an Interactive Digital Experience?
Interspecics. Mexico 52
How to Create Innovative Links Between the Performing Arts and Science?
Centro para la Revolución Tecnológica en Industrias Creativas (CRT+IC). Chile 53
How to Promote Technological Development for Creative Industries in LAC?
4. Final Observations 54
5. Bibliography and Sources 58
6. Glossary 65
7. Projects Reviewed for This Publication 68
8. Acknowledgments 72
How are music and the performing arts staged in the virtual sphere? Can
online experiences substitute face-to-face interactions? What are the op-
portunities for this sector in the digital economy? How do technologies
help the development of the industry and what needs to change for the
performing arts to thrive in the digital world?
In the report, Vision 2025. Reinvesting in the Americas: A Decade of
Opportunity, issued by the Inter-American Development Bank (IDB), it
has been stated that in order to tackle economic reactivation dening the
next decade, our region needs to work towards sustainable and inclusive
growth. Some of the routes of action for this recovery are revitalizing the
production sector, promoting digitization, rapid adoption of new technol-
ogies, innovation, and entrepreneurship in creative industries, supporting
SMEs, and fostering synergies between the public and private sectors.
1
The performing arts is one of many other sectors of the economy
taking part in the strife for sustainable and inclusive growth. They com-
prise those artistic manifestations that take form on a stage, aiming at
being performed live in front of an audience. They are forms of expres-
sion contained in the world of performing, including disciplines such as
theater, dance, music, circus, opera, performance, and multidisciplinary
arts. In Latin America and the Caribbean (LAC) there is little systematic
research studying and making visible the impact of performing arts on the
economy and on society. This book gathers quantitative and qualitative
research from collected data and experiences on technology adoption in
the sector during the COVID-19 pandemic, presenting unpublished data
from the recent experience of different institutions and organizations
in the region. With presentations and shows being canceled, the health
emergency has deprived the industry from its main source of income,
forcing it to bring the curtain down. The digital scene became the only
momentary showcase to communicate with the audience, and for that
reason professionals from the sector turned to technology, nding alter-
native ways to create, promote and generate revenue from their work. It
was the onset of an unprecedented exploration of digital tools that are
changing the ways in which we can experience something as old as the
performing arts. The Argentine theater critic and historian, Jorge Dubatti,
refers to this digital transformation as “technovivio” (technoexistence),
1 Inter-American Development Bank, Vision 2025, Reinvest in the Americas: A de-
cade of opportunity, (Washington DC: BID, 2021).
Introduction
5 —“Living culture deterritorialized by technological intermediation”—,
which allows for non-physical interaction and communication,
2
unlike the
theater “convivio” (coexistence) that “demands the intense, physicality
of the artists, in a rendezvous with the technicians and the spectators”.
3
Music and Performing Arts: Digital Trends and Strategies is part of the
IDB’s editorial series, Art, Culture and New Technologies in Latin America
and the Caribbean, that aims at identifying the ways in which technology
can drive innovation in the creative economy. The sector generates a
multidimensional impact rarely analyzed from an economic perspective,
considering them productive activities worthy of attention and promo-
tion. These industries provide entertainment while also contributing to
the economy by creating jobs —many of them based on innovation and
creativity—, creating attractive assets for investment, talent and tourism,
and by fostering social cohesion, while promoting mutual understanding
and empathy.
This publication is divided into four chapters. In the rst, we review
the effects of the pandemic on the performing arts ecosystem. In the
second chapter, we describe the main changes brought about by the
adoption of new technologies in music and the performing arts, the
challenges faced by the industry and the innovations that ensued, em-
phasizing on emerging digital business models. The third part discusses
illustrative cases of technological innovation, pointing out trends and
possible futures for performative experiences from a digital perspective.
Finally, we enlist trends and strategies that can trigger technological
innovation in music and performing arts and underpin their role on the
path to economic recovery and sustainable development in LAC.
2 Idem.
3 Jorge Dubatti. “Convivio y Tecnovivio: el Teatro entre Infancia y Babelismo”.
Revista Colombiana de las Artes Escénicas. No. 9 (2015): 44-54, http://artesce-
nicas.ucaldas.edu.co/downloads/artesescenicas9_5.pdf.
6
Metodología
Methodology
This publication was created on the basis of (i) primary data, from a
qualitative research conducted through in-depth interviews to different
stakeholders in the region and a quantitative research surveying three
hundred directors of institutions and organizations related to the per-
forming arts, whether in the elds of music, dance, theater, opera or
multidisciplinary expressions; (ii) salient innovative cases in the eld in
LAC, North America and Europe and Asia; (iii) the review of secondary
information such as global, regional, national, and sectorial surveys; and
(iv) statements, interviews, and round tables with sector professionals,
ofcials from the culture eld, and creative economy experts. Throughout
this volume, data from other studies is referenced in the critical appa-
ratus. In the interest of not being repetitive, whenever no reference is
assigned to support any information, it should be assumed that we are
quoting our primary research.
(i)
Primary
data
(iii)
Review of
secondary
information
(ii)
Salient
innovative
cases
(iv)
Statements,
interviews,
and
round tables
7
1.
COVID-19
Traces in the
Music Industry
and the
Performing
Arts
The performing arts are a ritual, where spec-
tators take part not as consumers but as fel-
low travelers. We knew that the big problem
was that without any attendance, the perform-
ing arts could not survive. The main problem
during the pandemic has been the disconnec-
tion from the audience, and for that reason
new languages and channels were created,
while expecting the return of the long-awaited
in-person experience.
—Carmen Romero Quero, CEO Teatro a Mil
International Foundation
I. Las huellas de la COVID-19 en la industria de la música y las artes escénicas
8 The Curtain Came down on a Stage in Crisis
Cancellation of in-person activities left the sector without activities and
income, both from ticketing and from the collection of royalties for
public performances, removing any possibility of distribution of their
products. It was a hard blow for the region and not everyone could
recover from it. Many independent businesses were shut down and
high-skilled professionals temporarily transitioned to other productive
areas, while others ventured into the digital sphere to continue explor-
ing their craft.
It is estimated that in Latin America at least 6,908 theaters and
11,304 cultural centers were subject to intermittent closure through-
out 2020 and most of 2021.
4
The impact has been different in each
country. For instance, in Mexico and Argentina, performing arts are
responsible for 5.6% and 4.4% of cultural GDP, while Colombia, Costa
Rica and Ecuador represent 1.1%, 0.7% and 0.15%, respectively. If we put
these ve countries together, the year-on-year variation between the
second trimester of 2019 and 2020 was -44% in the performing arts
and -23% in music (see chart 1).
5
In 2020, the loss of income from live
music concerts worldwide was 30,000 million dollars.
6
The rst year
of the pandemic worldwide collection of copyright royalties dropped
by 130,000 million dollars. Royalties in the music industry amounted to
8.498 million while in theater and other performing arts only 108 million
were collected, which represents a contraction of 44%, a historical low
for the sector.
7
4 Triguboff Matías, et al., “Evaluación del impacto del COVID-19 en las Industrias
Culturales y Creativas. Una iniciativa conjunta de MERCOSUR, UNESCO, BID,
SEGIB Y OEI” (Paris: UNESCO Publishing, 2021), https://unesdoc.unesco.org/
ark:/48223/pf0000380185.
5 Idem.
6 Andy Gensler, “2020*, A Year Forever Qualied”, Pollstar, accessed May 25,
2021, https://www.pollstar.com/article/a-year-forever-qualied-146993.
7 Confederación Internacional de Sociedades de Autores y Compositores
(CISAC), “Informe recaudaciones mundiales 2021 (datos 2020)”, CISAC, ac-
cessed January 20, 2022, https://www.cisac.org/sites/main/les/les/2021-10/
GCR2021%20CISAC%20ES_2.pdf.
9 Chart 1. Year-on-year variation from the second trimester 2019-2020
in music and performing arts in five Latin American countries
8
For the performing arts in LAC, public nancing plays a central role,
since most of the regional public administration models focus on guaran-
teeing access to cultural goods and services, considering citizen partic-
ipation in arts and culture as a constitutional right. Thus, public cultural
institutions contribute to the creation, production, and dissemination of
artistic and cultural events. However, it has been estimated that expen-
diture on culture per country does not exceed 0.3% of GDP
9
(see chart
2), while the economic contribution made by the creative and cultural
sectors amounts to 2 to 5% of GDP by country.
10
In the light of this im-
balance, there is an opportunity for more public expenditures and larger
investment aiming at increasing wealth and creating new jobs.
8 Idem.
9 Comisión Económica para América Latina y el Caribe (CEPAL), “América Latina
(17 países): gasto en actividades recreativas, culturales y religión del gobierno
central, 2018 (En porcentajes del PIB)”, accessed March 15, 2021, https://obser-
vatoriosocial.cepal.org/inversion/es/graco/america-latina-17-paises-gasto-ac-
tividades-recreativas-culturales-religion-gobierno-0.
10 Alejandra Luzardo y Lázaro Rodríguez Oliva, “Economía Creativa en América
Latina. Mediciones y Desafíos”, Banco Interamericano de Desarrollo, 2018,
41-64. https://publications.iadb.org/publications/spanish/document/
Econom%C3%ADa-creativa-en-Am%C3%A9rica-Latina-y-el-Caribe-Mediciones-
y-desaf%C3%ADos.pdf.
Tabla 1. Variación interanual del segundo trimestre de 2019 y 2020 de
la música y la artes escénicas en cinco países de América Latina y el Caribe
Argentina
Colombia
Costa Rica
Ecuador
Mexico
Average
-81%
-33%
-17%
-27%
-27%
-44%
-58%
-10%
-17%
-21%
N.A.
-23%
Performing ArtsCountry Music
10 Chart 2. Expenditure on recreational, cultural, and religious activities
by federal governments in 14 LAC countries during 2018 (percentage
of their GDP).
11
Although 61% of the respondents admitted having received support
from public institutions, they deemed it insufcient to face the extended
lockdowns, making it necessary to look for other alternatives. 77% of
them considered that the industry became more supportive (chart 3) and
55% reported having helped other rms during lockdown (chart 4). Also
30% received donations from citizens (chart 5), 27% from independent
groups and 23% from trusts or foundations (chart 6).
12
Royalties generated by copyright, an additional source of income for
the performing arts sector, fell by 25.4% in LAC compared to the previous
year. In 2020 of the total 388 million dollars collected from royalties, 90%
came from the music industry. In other words, the music sector shrunk
by 24.3%, while theater and performing arts shrank by 82.5%, compared
to the previous year.
13
11 CEPAL, op. cit.
12 Aura/SIMO. “Estudio cuantitativo para la Serie Arte, Cultura y Nuevas Tecnologías en
América Latina y el Caribe”. Ciudad de México: 2021.
13 (CISAC). “Informe recaudaciones mundiales 2021 (datos 2020)”. When added up,
Brasil, México y Argentina accounted for 80% of the collection of royalties, and in
2020 income from royalties were 150, 101, and 95 million dollars respectively.
Honduras
Paraguay
Brazil
El Salvador
Mexico
Colombia
Costa Rica
Rep. Dominicana
Ecuador
Guatemala
Chile
Nicaragua
Uruguay
Panama
Recreational activities culture and religion
0.30
0.25
0.20
0.15
0.10
0.05
0
0.2
0.2
0.2
0.2
0.2
0.2
0.2
0.2
0.1
0.1
0.1
0.1
0.1
11
Tabla 3. Nivel de solidaridad gremial a raíz de la pandemia
77% 12% 9%
Most solidary Equally
solidary
Less
solidary
2%
No
response
Tabla 4. ¿Su organización ha ayudado a otras durante la pandemia?
55% 3%42%
No
response
Yes
No
Tabla 5. Origen de los apoyos recibidos por el sector de la música
y las artes escénicas en ALC
The Federal Government
The State, Local, or
Municipal Government
Civil Society
Organizations
International
Organisms
Donations
from Citizens
Organizations from the
same industry
Organizations from
dierent industries
Yes No No response
58% 7%
11% 79% 10%
9% 80% 11%
35%
55% 6% 39%
18% 9% 73%
30% 10% 60%
5% 10% 85%
Chart 3. Solidarity as a result of the pandemic
Chart 4. Has your organization helped others during the pandemic?
Chart 5. Support for the sector in LAC
12
The closure of venues upended other businesses and professionals
indirectly related to the industry, such as rental companies (of furni-
ture, audio, video, and lighting equipment), transportation, logistics and
catering services, costume designers and set designers, among others.
Although there is no specic regional data, in New York City, the closure
of Broadway shows (responsible for 10,000 direct and 97,000 indirect
jobs) led to an annual loss of 14.7 billion dollars.
14
In LAC, public support for stage professionals has been unalike. 86.8%
of the policies facing the crisis have focused on supporting creation, pro-
duction, and dissemination, 7.8% on promoting consumption and 5.5%
were recovery measures and transversal policies. Regarding direct fund-
ing, 45% were nancial transfers through scholarships, contests, calls
for proposals and prizes. 7% was allocated to the promotion of national
content, which resulted in the creation of digital platforms where ar-
tistic and cultural works were disseminated.
15
Some of these platforms
are: Compartir Cultura,
16
(Argentina); Cultura en Casa
17
( Uruguay); Aquí
14 Michael Paulson, Elizabeth A. Harris y Graham Bowley, “One Lost Weekend”,
The New York Times, issued September 23, 2020, https://www.nytimes.com/
interactive/2020/09/24/arts/new-york-fall-arts-economy.html.
15 UNESCO et al., “Evaluación del impacto del COVID-19”.
16 Ministerio de cultura Argentina, “Compartir cultura”, ofcial website, https://
compartir.cultura.gob.ar/.
17 Ministerio de educación y cultura, “Cultura en casa”, ofcial website, https://
culturaencasa.uy/.
Tabla 6. Redes de apoyo para el sector de la música y las artes escénicas en ALC
Public or government institutions
Patrons or foundations
Private companies or organizations
Civil Society organizations
International organisms
Collectives from cultural institutions
Independent collectives
Other
No response
0%
50% 100%
61%
21%
20%
8%
25%
27%
12%
8%
23%
Chart 6. Support networks in LAC
13 Cultura
18
(Costa Rica); o Contigo en la Distancia,
19
(Mexico). As a sector
the performing arts accounted for 56% of specic measures during the
pandemic.
20
From all support measures by governments in LAC, the emergency
bonds for the performing arts industry in Argentina and Brazil stood out.
The rst transferred nancial aid to creators thanks to national directories
and registries of performing professionals, like the Instituto Nacional de
la Música (INAMU).
21
In Brazil, the artistic community organized to push
for the adoption of the Aldir Blanc Law (named after the Rio de Janeiro
composer who died of COVID-19),
22
which allocated $700,000 dollars
to be distributed as a temporary income support of $120 dollars per
person.
23
The Caribbean Development Bank (CDB) launched a $100,000
dollar fund to support the music subsectors, festivals and carnivals, and
any artistic and cultural projects using digital tools and fostering a gen-
eration of income.
24
Other governments provided credit support for workers in the cultural
sector, such as Argentina and Ecuador. In Argentina, 7 million dollars were
granted through zero-interest loans for SMEs.
25
In Ecuador, the Central
Bank opened a special line of credit for the arts, as well as bank loans
through Impulso Cultura, offering conditions tailored for professionals in
the creative elds.
26
18 Ministerio de cultura y juventud, “Aquí cultura”, ofcial website, https://aquicul-
tura.go.cr/.
19 Secretaría de Cultura, “Contigo en la Distancia”, ofcial website,https://contigo-
enladistancia.cultura.gob.mx/.
20 Triguboff Matías, et al, “Evaluación del impacto del COVID-19”.
21 Instituto Nacional de la Música, https://inamu.musica.ar/.
22 Nestor García Canclini, “Debate 22: políticas culturales México Brasil”. recorded
February 8, 2022, Mexico City, Mexico. Video, 7:46. https://youtu.be/spOzgHE-
jpmk?t=466 .
23 “Aprovada ‘Lei Aldir Blanc’, que destina R$ 3,6 bilhões da União a trabalhadores
da Cultura de todo o país”, Revista Forum, Issued May 26, 2020, https://revis-
taforum.com.br/cultura/aprovada-lei-aldir-blanc-que-destina-r-36-bilhoes-da-
uniao-a-trabalhadores-da-cultura-de-todo-o-pais/#.
24 Michelle Nurse, “CDB allocates US$100,000 for COVID-19 Emergency Relief
Grants for Cultural, Creative Industries”, Caricom Today, issued April 25, 2020,
https://today.caricom.org/2020/04/20/cdb-allocates-us100000-for-covid-19-
emergency-relief-grants-for-cultural-creative-industries/.
25 Ministerio de Cultura de la Argentina. “Medidas para el sector de la cultura ante
el COVID-19”. Issued April 25, 2020. https://www.cultura.gob.ar/medidas-en-el-
sector-cultural-ante-el-covid-19-8932/.
26 BanEcuador, https://www.banecuador.n.ec/productos-ciudadanos/credito-mi-
cro/productos-microempresas/credito-impulsocultura/.
14 Aside from subsidies, looking for funds posed several problems.
Sponsorships, a key source for the sector, were restructured and many
companies stopped sponsoring the arts, to focus on other areas, such
as health or food.
27
Private banking in the region still has a long way to
go, as it currently lacks nancial services targeting professionals from
the creative elds, such as the performing arts. For now, credits address
other types of companies and are not well-suited for creative projects.
28
In some countries, sponsorship laws promote private funding by grant-
ing tax exemptions for rms supporting the performing arts. This model
is at a very early stage: legislations are relatively new, while patronage
so far has little penetration and limited growth. Countries such as Brazil,
Chile, Colombia, Mexico, and Uruguay have regulations and mechanisms
addressing this issue, allowing both individuals and companies to nancially
support cultural initiatives, in exchange for tax exemptions. In Argentina
though, patronage law is valid only in its capital, Buenos Aires (see chart 7).
Incentives for innovation and adoption of technology are usually a task
of the ministries of Economy, Foreign Trade or Labor, leaving cultural
government departments out of the scheme. Such is the case in Chile,
where the Corporación de Fomento de la Producción (CORFO),
29
an
agency of the Chilean Ministry of Economy, Development and Tourism,
allocates part of its budget for the development of local creative enter-
prises. Regarding the music industry, CORFO has nanced projects such
as Bizarro Lab,
30
an acceleration program focused on music; the Music
Tech Association Chile (MUSTACH),
31
an organization bringing togeth-
er technology-based Chilean companies that provide innovative prod-
ucts and services for the music industry; and the Observatorio Digital
de Música Chilena (ODMC),
32
the rst research project of its kind in the
region, aiming at creating reports on the economic impact of music sim-
ilar to Music By Numbers, a program in the U.K.
33
27 KEA European Affairs, “The impact of the COVID19 pandemic on the Cultural
and Creative Sector”, issued November, 2020, https://keanet.eu/wp-content/
uploads/Impact-of-COVID-19-pandemic-on-CCS_COE-KEA_26062020.pdf.pdf.
28 Organization for Economic Co-operation and Development (OECD), “Culture
shock: COVID-19 and the cultural and creative sectors”, issued September 7,
2020, https://www.oecd.org/coronavirus/policy-responses/culture-shock-covid-
19-and-the-cultural-and-creative-sectors-08da9e0e/.
29 Corporación de Fomento de la Producción (CORFO), https://www.corfo.cl/
30 Bizarro Lab, ofcial website, https://www.bizarrolab.cl/.
31 Mustach, ofcial website, http://www.mustach.cl/.
32 Observatorio Digital de la Música Chilena, ofcial website, https://www.odmc.cl/#/.
33 UK Music, “Music by Numbers 2020”, https://www.ukmusic.org/research-reports/
music-by-numbers-2020/.
15
Program Territory Year Description
Ley de
Mecenazgo
(Santilli Law)
I
Buenos
Aires,
Argentina
2006 Individuals are admissible for up to $8,000 and companies for
up to $120,000 on tax deductions per project. The benets
granted by the law are 100% deduction of VAT for individuals,
and 50 to 80% for companies. It is in force only in the City of
Buenos Aires, and therefore not applicable at a federal level.
Rouanet Law Brazil 1991 It governs tax exemptions on donations for artistic and
cultural undertakings. It grants individuals with up to 6% tax
deductions and companies with up to 4%.
Cultural
Donations
Law
II
Chile 1990 It allows taxpayers to deduct up to 50% of their taxes
payable with donations and the other remaining 50% can be
acknowledged as expenses required for the production of
income.
Corporación
Colombia
Crea Talento
(COCREA)
III
Colombia 2020 It grants a tax benet of 165% of income tax deduction to
private initiatives that contribute to the development of
training, creation, production, distribution, and circulation
projects in the creative elds.
Estímulos
Fiscales
a las Artes
(EFIARTES)
IV
Mexico 2017 It allows companies to contribute up to 100,000 dollars for
the development of a stage production, in exchange for an
equivalent deduction of taxes payable (VAT). Among its public
calls are: EFITEATRO (production and Creation of Theater
pieces), EFIDANZA (dance projects) and EFIMUSICA (music).
Fondo de
Incentivo
Cultural
V
Uruguay 2009 The fund has been established with contributions from both
individuals and companies interested in nancing arts and
culture projects. It allows the donor to deduct up to 75% of
the total donation in taxes payable (VAT) while the rest can be
labeled as general expenses.
I
Ciudad de Buenos Aires. “Los Contribuyentes pueden ser mecenas de la cultura”,
accessed February 11, 2022. https://www.buenosaires.gob.ar/cultura/mecenazgo/
informacion-para-contribuyentes
II
Ministerio de las Culturas, las Artes y el Patrimonio. “Ley de Donaciones Culturales
(Ley Valdés)”, accessed February 11, 2022. https://www.cultura.gob.cl/wp-content/
uploads/2013/08/rc-presentacion-donaciones-culturales-2-oscar-aguero.pdf.
III
COCREA, https://cocrea.com.co/.
IV
El Estímulo Fiscal a Proyectos de Inversión en la Producción Teatral Nacional; en
la Edición y Publicación de Obras Literarias Nacionales; de Artes Visuales; Danza;
Música en los Campos especícos de Dirección de Orquesta, Ejecución Instrumental
y Vocal de la Música de Concierto y Jazz, (EFIARTES). https://www.estimuloss-
cales.hacienda.gob.mx/es/escales/eartes.
V
Decreto reglamentario al sistema de incentivo a las actividades artístico culturales
(mecenazgo) de octubre de 2007. Accessed February 11, 2022. https://www.mnhn.
gub.uy/innovaportal/le/913/1/decreto_reglamentario_incentivo_cultural.pdf.
Chart 7: Examples of patronage laws in Latin America
16 Data gap and Informality in the Sector
The pandemic has shed light on job insecurity in the performing arts
industry and a high rate of informality, amidst provisional, dynamic, and
temporary jobs.
34
Without formal contracts and usually underpaid, stage
professionals try other sources of employment to supplement their in-
come.
35
After the economic setback, this informality exposed the fragility
of the sector, in which lack of economic support, healthcare or unem-
ployment insurance is a common reality across LAC.
The scarcity of data makes it difcult to clarify the effect of informality.
Although in the region there has been signicant progress in incorporat-
ing Culture Satellite Accounts, in 2021 only six countries have published
statistics on the cultural sector (Argentina, Brazil, Colombia, Costa Rica,
Ecuador and Mexico). Even the available data from these accounts is mis-
cellaneous (see chart 8),
36
because information catalogs and denitions of
cultural activities uctuate among countries. In addition, current metrics
do not integrate digital transactions, making it impossible to estimate
their exchange and generated value.
37
Moreover, artistic and cultural jobs
are often underestimated in ofcial statistics for several reasons, like
the difculty of determining specic activities exclusively to the sector,
or the fact that most artistic jobs are not the main source of income for
creative professionals, and even the premise that most creative jobs are
not considered part of the formal economy.
38
34 OECD, “Culture shock”.
35 Ana Carla Fonseca et al., “La pandemia pone a prueba a la economía creativa:
Ideas y recomendaciones de una red de expertos”, Banco Interamericano de
Desarrollo, accessed January 20, 2021, https://publications.iadb.org/publica-
tions/spanish/document/La-pandemia-pone-a-prueba-a-la-economia-creativa-
Ideas-y-recomendaciones-de-una-red-de-expertos.pdf.
36 Diana Cifuentes Gómez, “Los retos en la medición del empleo cultural en América
Latina”, Observatorio de Cultura y Economía, accessed March 30, 2021, https://
culturayeconomia.org/wp-content/uploads/empleo_cultural-1.pdf.
37 Ernesto Piedras, “Economía creativa para un desarrollo sustentable”, Hermosillo
Dialoga, lmed May 13, 2021, https://hermosillodialoga.com/economia-creati-
va-para-un-desarrollo-sustentable/.
38 OECD, “Culture shock”.
17 Chart 8. Data Availability on cultural activities
by country (elaborated by the author)
A concrete example of the consequences of informality in the sec-
tor can be seen in the independent project Música México Covid-19,
39
launched by the University of Guadalajara, in collaboration with the
Mexican Association of Phonographic Producers (AMPROFON), and the
agency Música Relatable. After raising 500,000 dollars in the rst round
of funding for musicians and technicians in Mexico, several problems
with sharing these donations arose. By the end of 2021, the money had
not been fully distributed because the beneciaries could not meet basic
requirements, such as being registered in the Mexican Taxpayer Registry
or having an active bank account under their own name.
40
39 Música México Covid-19, ofcial website, https://musicamexicocovid19.com/.
40 Ana Rodríguez (partner at Música Relatable), interview by Pablo Solís Vega,
February 2021.
Tabla 7. Disponibilidad de información de estadísticas culturales por
país (elaboración propia)
Argentina
Bolivia
Brazil
Chile
Colombia
Costa Rica
Ecuador
El Salvador
Guatemala
Honduras
Mexico
Nicaragua
Panama
Paraguay
Peru
Rep. Dominicana
Uruguay
Venezuela
Goods
Imports
Foreign trade
1
1
COMTRADE
Services
Goods Services
Exports
Cultural satellite accounts
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
Added value
by section
Production/Consumption
/Added Value
By general
area
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
#
jobs
Other revealing data
(non exhaustive)
Event
assistance
Cultural
Infrastructure
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
N.A.
18 Flourishing Collaboration amidst Confusion
Information and communication technologies (ICTs) contributed to the
creation of networks on multiple platforms, where people shared expe-
riences and thoughts, or created innovative ways to carry out activities
and fulll their goals. Like never before, professionals from the world
of culture and the arts joined their peers in global interaction, fostering
a shared discussion on the present and future of the performing arts,
claiming the importance of arts for society. For María Claudia Parias, ex-
ecutive president of the Fundación Nacional Batuta
41
in Colombia, these
platforms helped to “create emotional chains of support, and sectoral
validation of collaborative work, since there is a need to recognize the
creative industries as an essential sector in human life”.
42
Collective organization became a lobbying tool for fundamental
changes, new regulations, and assistance funds. Flavia Furtado, director
of the Amazon Opera Festival
43
in Manaus, Brazil, recalls the rst time
Brazilian opera houses were meeting on WhatsApp groups and Zoom
calls to share good practices and think of joint solutions. From that point
onwards, they have organized a common front to dialogue with author-
ities and promote initiatives that would ease the emergency situation in
the sector. In total, they have managed to bring together 1,500 profes-
sionals from more than 200 cultural institutions in the country, putting
them in a position to elaborate a unied discourse in front of public
authorities.
44
In Panama, stage professionals organized and lobbied to
modify a law on culture that had left out the performing arts, while suc-
ceeding in including the majority of their agreed demands.
45
41 Fundación Nacional Batuta was founded in 1991 as a public federal project in
partnership with the private sector, and is the leading organization of the Sistema
Nacional de Orquestas Sinfónicas Juveniles e Infantiles de Colombia. https://
www.fundacionbatuta.org/.
42 María Claudia Parias (CEO at Fundación Nacional Batuta), interview by Pablo
Solís Vega, March, 2021.
43 Festival Amazonas de Ópera is an annual festival held at the Teatro de Manaos,
in Brazil, around March and May. It is one of the most important opera events
in the country and one of the most traditional ones in the continent https://fao.
teatroamazonas.com.br/.
44 Flavia Furtado (CEO of the Festival Amazonas de Ópera), interview by Pablo
Solís Vega, March, 2021.
45 Analida Galindo y Marlyn Attie de Mizrachi (Director of the Fundación Espacio
Creativo), interview by Pablo Solís Vega, March, 2021.
19 The Teatro Colón in Buenos Aires
46
joined the “Beijing Forum for
Performing Arts”,
47
a network of more than forty Opera houses around
the world with the mission of reecting on the future of the discipline.
48
In Chile, several music professional associations bringing together
singers and technicians, managers and producers founded the Red de
Asociaciones Musicales de Chile (RAM) which, although is not a formal
organization, has made it possible to reach agreements between different
actors in the music industry, pushing a reactivation agenda and lobbying
with governments for emergency funds and health protocols to be ready
for the return of in-person events.
49
46 Teatro Colón de Buenos Aires is one of the most important opera halls in the
world. It is a stage open to foreign productions, but it also has an in-house or-
chestra, ballet and chorus, as well as a production team and workshop. https://
teatrocolon.org.ar/es.
47 Beijing Forum for Performing Arts. http://bfpa.chncpa.org/eng/gylm/.
48 María Victoria Alcaraz (General Director at Teatro Colón de Buenos Aires), inter-
view by Pablo Solís Vega, May, 2021.
49 Félix Barros (CEO at Evento Medido), interview by Pablo Solís Vega, May, 2021.
20 Box 1. Solidarity in the Face of the Health Crisis
In addition to making available their programming for free during lockdown,
some cultural institutions shared their spaces and technical and creative staff
to support the work of health professionals.
In Argentina, the Teatro Colón in Buenos Aires turned their stage production
workspace into a facial mask workshop available for the whole population. Its
facilities were also adapted to carry out contagion tests and part of its staff
volunteered at a hotel where citizens in isolation were lodging.
50
In Chile, the Bizarro Live Entertainment company and Movistar Arena urged
their food production teams to assemble and distribute food boxes for mar-
ginalized populations. In addition, proting from their experience in handling
masses, they have been used as a vaccination center for the population in
Santiago.
51
In Quito, Ecuador, the Eugenio Espejo National Library, housed an emergency
ventilator prototype factory at one of its warehouses.
52
In Mexico, theatrical production teams helped to build division walls to iso-
late patients at improvised hospitals, aiming at expanding their capacity and
treating a great part of the infected population.
In Brazil, the Servicio Social Do Comércio
53
de São Paulo increased the col-
lection and donation of food. It also distributed hygiene products and hired
community associations and cooperatives to produce cloth masks, which
they distributed at public hospitals. Face shields were also manufactured at
the technology and arts sections of their facilities.
54
50 Alcaraz, entrevista.
51 Ricardo Lira (CEO at CRT+IC. Centro para la Revolución Tecnológica en Industrias
Creativas), interview by Pablo Solís Vega, May, 2021.
52 Ministerio de Cultura y Patrimonio de Ecuador, “Nueve respiradores repara-
dos fueron entregados al Hospital de la Policía Nacional, gracias al trabajo de
biomédicos voluntarios”, Gobierno de Ecuador, issued May 23, 2020, https://
www.culturaypatrimonio.gob.ec/nueve-respiradores-reparados-fueron-entre-
gados-al-hospital-de-la-policia-nacional-gracias-al-trabajo-de-biomedicos-vol-
untarios/.
53 Founded in 1946, The Servicio Social de Comercio (SESC) is a Brazilian Non-prot
organization with nancial support from the corporate sector, and active across
Brazil. Its main goal is to improve the wellbeing of local communities, addressing
education, leisure, culture, and health care aspects. It is the leading institution in
funding and supporting the arts in Brazil. https://www.sesc.com.br/.
54 Aurea Vieira (Manager for International Relations at the Servicio Social Do
Comércio de São Paulo), interview by Pablo Solís Vega, February, 2021.
2.
Reimagining
The Performing
Arts: Between
the Face-to-
Face and the
Digital
Experience
The pandemic sped things up and pushed for-
ward everything related to streaming so that
instead of postponing it, streaming was hap-
pening faster than we had anticipated.
Andy Ovsejevich, CEO at Ciudad Cultural
Konex
II. Reimaginando la música y las artes escénicas: entre lo presencial y lo digital
22 In the history of the performing arts, technological exploration has been
a constant goal in search for new forms of expression, but also as a
means to enliven the aesthetic experience of audiences. Even before the
pandemic, technological innovation was constantly used to enhance the
artistic in-person experience, blurring the boundaries between the imag-
inary and the real world. Among some of these innovations are: Neural
synthesizers,
55
wearables sensors that transform body movements into
sound and lighting,
56
Visual projections that react to body movements
using Kinect technology,
57
stereoscopic dance,
58
3D
59
mapping, drones
60
and robots,
61
360 videos,
62
virtual
63
and augmented reality,
64
and even
holograms, which bring deceased characters back to life.
65
The pandemic
accelerated the process of technology adoption, with the intention of
addressing digital audiences.
66
The urge to transform itself led the in-
dustry to rethink their contents and infrastructure, while discovering new
activities and experiences.
55 Pepe Zapata, “Transformación de las Artes Escénicas en la Era Digital”, Anuario
AC/E de Cultura Digital (2016): 54-72, accessed March 25, 2021, https://www.
accioncultural.es/media/Default%20Files/activ/2016/Publi/anuario2016/4_trans-
formacionArtesescenicas.pdf.
56 Imogen Heap, “The Mi Mu Musical Glove - Kickstarter”, March 23, 2014, https://
youtu.be/vJWzxMVDq8I.
57 Frieder Weiss, “Mortal Engine by Chunky Move”, https://youtu.be/sbjOMualLVs.
58 Klaus Obermaier, “Le Sacre du Printemps – Klaus Obermaier & Ars Electronica
Futurelab”, March 20, 2012, https://www.youtube.com/watch?v=DhPtrpSIHXU.
59 RWC - Real-World Connection Pte Ltd, “3D Architectural Mapping Projection
Yt Symphony Orchestra 2011”, June 19, 2011, https://www.youtube.com/
watch?v=7eF9W3gcDWw&feature=youtu.be.
60 Daito Manabe, “ELEVENPLAY x RZM “24 drones”, September 15, 2015, https://
www.youtube.com/watch?v=cYWvKudIIJ8.
61 Huang Yi, “HUANG YI & KUKA - A duet of Human and Robot”, October 23, 2013,
https://vimeo.com/77566365.
62 Wall Street Journal, “Backstage with an Elite Ballerina (360 Video)”, November
26, 2015, https://www.youtube.com/watch?v=FQZAIg5KfvQ.
63 Welsh National Opera, “Rhagflas MAGIC BUTTERFLY Trailer”, July 11, 2017,
https://www.youtube.com/watch?v=cBW8KVRhZEs&t=43s.
64 stype, “BTS ‘Love Yourself”’ World Tour - Augmented Reality stage”, May 28,
2020, https://www.youtube.com/watch?v=V9Qb1OcIl80.
65 Michael Jackson, “Michael Jackson - Slave To The Rhythm”, May 14, 2014, https://
www.youtube.com/watch?v=jDRTghGZ7XU.
66 Aura/SIMO, op. cit.
23 The Digital Transformation of the Performing Arts Sector
Before the pandemic, 7 out of 10 performing arts organizations deemed
their technological development as ideal (chart 9) and 54% rated their
technological infrastructures as optimal or sufcient (chart 10). The most
common tools were social networks (90%), WhatsApp (63%), and web-
sites (54%), while teleconferences were mentioned by 32% of the re-
spondents (chart 11). In almost half of the sector (49%) technological
development and innovation plans were being carried out (chart 12), while
websites (30%) and online streaming (21%) were the main innovations
projected.
67
7 out of 10 organizations admitted the need to develop ad-
ditional technological tools (chart 13) and 80% of them recognized their
importance during the pandemic (chart 14). Among the activities that
grew in relevance are digital catalogs (8 to 30%), streaming (28 to 60%),
teleconferences (32 to 52%), online ticket sales (8-18%), mobile apps (10-
15%), QR codes (18-23%), virtual reality (8-12%), and podcasts (10-12%)
(chart 15). 55% of the respondents admitted that the development of new
multimedia content was a consequence of the health crisis (chart 16).
68
While in 2019 only 1 out of 4 artistic, cultural or entertainment projects
were digitally available, during the pandemic that same percentage rose
above 50%, we can conclude that traditional sectors of the creative econ-
omy have been undergoing major technological innovation adjustments
since its onset.
69
Chart 9. Technological development prior to the pandemic
Chart 10. Perception of the level of technological
adequacy before the pandemic
67 Ibidem.
68 Ibidem.
69 Triguboff et al., “COVID-19 Impact Assessment.” op. cit.
Tabla 9. Nivel de desarrollo tecnológico previo a la pandemia
8% 8%
62%
15%
Very
good
Good
Regular Bad
2%
No
response
5%
Very
bad
Tabla 10. Percepción del nivel de suficiencia tecnológica antes
de la pandemia
1% 46%
8%
Optimal
Sufficient
44%
Insucient Does
not
exist
1%
No
response
24 Chart 11. Digital tools in use before the pandemic
Chart 12. Plans for the incorporation of new technologies before the
pandemic
Chart 13. Plans for the incorporation of new technologies after the on-
set of the pandemic
Tabla 11. Herramientas digitales utilizadas antes de la pandemia
Websites
Virtual visits
Virtual reality tours
Online catalogs
Promotional campaigns and digital communication
Ticket sales and online access
Transmission of cultural and artistic events online
Creating mobile apps
QR code integration
Social media activity
Podcasts
Streaming platforms (Spotify, Apple, Deezer, etc)
Whatsapp
Teleconferences
Other
None
0%
50% 100%
54%
6%
24%
46%
29%
24%
10%
16%
32%
2%
3%
18%
90%
10%
25%
63%
Tabla 12. Planes para la incorporación de nuevas tecnologías antes
de la pandemia
No
8%
49%
No response
49%
Yes
Tabla 13. Planes para la incorporación de nuevas tecnologías después del
inicio de la pandemia
They require
additional
development
67%
3%
30%
No response
They have enough
tools and digital
platforms
25 Chart 14. Perception of the degree of importance
of digital tools for the sector
Chart 15. Use of digital tools
Chart 16. Development of multimedia content
as a result of the pandemic
Tabla 14. Percepción sobre el grado de ayuda de las herramientas digi-
tales en las actividades de las artes escénicas en ALC
Somewhat helpful
26%
Less helpful
14%
Not helpful
4%
2%
54%
No response
Very helpful
Tabla 15. Variaciones en el uso de herramientas digitales seleccionadas
Digital catalogs
Streaming
Teleconferences
Online Ticketing
Mobile apps
QR codes
Virtual Reality
Podcasts
8%
28%
32%
8%
10%
18%
8%
10%
30%
60%
52%
18%
15%
23%
12%
12%
Tools Before of the pandemic After the pandemic
Tabla 16. Desarrollo de contenido multimedia de la música
y las artes escénicas a raíz de la pandemia
55% 35 %
As a result of
the pandemic
We did this previously
10%
No
response
26 Digital Content Platforms and Increased Audiences
For some institutions related to music and the performing arts, online
streaming was not completely new since they already owned websites,
which they used as digital repositories and social tools aiding them to
engage with new audiences. At Teatro Colón in Buenos Aires online re-
cording and streaming became common in 2015. When the pandemic
hit, they had substantial experience in distributing digital content, and
counted on a catalog extensive enough to put together programming,
which is still available for free and with the artists’ authorization granted
in advance.
70
Due to the pandemic, the Servicio Social Do Comércio de São Paulo
(SESC SP) launched their SESC digital platform ahead of schedule, even
though another online content platform has been available since 2014.
In addition to their catalog, they have live streamed to promote sports,
musical, theatrical, dance or circus activities every day. By May 2020,
their #EmCasaComSesc project included one daily debate, four music
shows, three theater performances, and two dance interventions every
week. All content was available for free and is still available on their
YouTube channel.
71
In Chile, the Teatro a Mil International Foundation
72
previously had an
online digital repository
73
with available videos of past festivals. During
the pandemic, guaranteeing optimal experience of their website while
making it user-friendly for an increasing number of users became their
major priority. To reach this goal, their staff was trained in the users’ jour-
ney through their platform. As its director states, “Today [a website] is
a tool that connects, supports, promotes, and disseminates the work of
theater companies. We have managed to consolidate a digital channel
and a virtual stage which went from three thousand to eighty thousand
followers in just one week; we even had peaks of ve hundred thousand
connected users, something unusual for a foundation like ours which is
devoted to theater”.
74
70 Alcaraz, interview.
71 Scallop, interview.
72 The Teatro a Mil International Foundation is responsible for organizing the
Santiago a Mil International Festival, one of the most important performing arts
gatherings in the region, which takes place each year in January and features the-
ater, dance, music, opera, circus or multidisciplinary arts. https://www.teatroamil.
cl/quienes-somos/conocenos/.
73 Teatro a Mil, ofcial website, www.teatroamil.tv.
74 Carmen Romero Quero (general director of the Teatro a Mil International
Foundation), interview by Pablo Solís Vega, March 2021.
27 Cultural organizations have turned to the most popular social net-
works to reach larger audiences. Facebook, YouTube, and Instagram are
the most mentioned among respondents when asked about tools to en-
hance audience engagement, especially with younger generations. The
most popular ways to address audiences are social networks (94% of
respondents), WhatsApp (77%), and email (56%).
75
Jorge Codicimo, from the Teatro Colón in Buenos Aires, recognizes
the importance of social media to strategically create audiences that
would attend theaters in the future. He highlights the “long tail” phe-
nomenon, that consists in leaving content available on the internet to
allow a larger number of users to watch it over time. As an example
he points out their production and mise-en-scene of the Swan Lake,
available on Youtube where it reached 250,000 views by June 2021, a
gure that could only be compared to the attending audience of 250
sold out performances.
76
New audiences come from different countries, signicantly widening
the global outreach of theaters and platforms. In Brazil, the São Paulo
SESC and its 2,208 online artistic actions presented in 2020 reached
8 million views.
77
For the Manizales International Theater Festival
78
in
Colombia, this meant its audience increased vefold and reached 32 dif-
ferent countries, some of them quite distant like Ukraine, China or Japan.
79
At the Ciudad Cultural Konex, in Buenos Aires, they can also assess that
their programs have surpassed the local sphere. CEO, Andy Ovsejevich,
explains that, before the pandemic, their activities only addressed the
population of Buenos Aires and its surroundings, but thanks to the digi-
tal transition the whole country is now their target: “Now we are able to
reach people in the provinces, who could not visit us otherwise; we are
addressing them through social networks, and that means new business
opportunities”.
80
75 Aura/SIMO, op. cit.
76 Jorge Codicimo (general coordinator of Institutional Communication of the
Teatro Colón in Buenos Aires), interview by Pablo Solís Vega, May 2021.
77 Vieira, interview.
78 The Manizales International Theater Festival was founded in 1968 and is one of
the oldest performing arts festivals in LAC. It takes place each year in autumn,
between September and October, in the city of Manizales, Colombia. https://
festivaldemanizales.com/.
79 Octavio Arbeláez (director of the Manizales International Theater Festival), in-
terview by Pablo Solís Vega, February 2021.
80 Andy Ovsejevich (CEO at Ciudad Cultural Konex), interview with Pablo Solís
Vega, March 2021.
28 At Fundación Espacio Creativo,
81
in Panama, they believe new tech-
nologies have democratized culture by reaching audiences that, for dif-
ferent reasons, could not go to theaters or simply did not know about
them before.
82
Óscar Carnicero, from La Teatrería in Mexico, agrees with
this idea. People across different Mexican provinces have thanked him
for the chance to see a play for the rst time through La Teatrería’s
online transmissions.
83
Alejandra Serrano, a Mexican theater researcher,
emphasizes that “criticism on digital cultural activities has to do in part
with excluding people without internet access, which is true. However,
in-person theater can also be exclusive: theaters are not always easy to
get to and have limited seats to offer, not to mention the cost of tickets.
For that reason, shedding light on the shortcomings of both in-person
and digital shows seems positive to me”.
84
Training audiences is a priority for most cultural organizations.
In Manizales, Colombia, the pandemic help to expand the Escuela de
Espectadores program, launched in alliance with the Argentine Jorge
Dubatti. By March 2020 there were 1,200 users registered.
85
According
to Octavio Arbeláez, “the experience has been interesting because now
we have no less than 300 or 400 viewers, while before the pandemic
our events were attended by 50 or 60 people; and during the 3 days
of our festival 48,000 users were connected, which is not exactly a low
attendance”.
86
During lockdown audiences have shown different behavior patterns:
6 out of 10 respondents recognize that their audiences have changed.
87
Initially, digital programming focused on younger audiences consuming
digital content. But little by little, older audiences began to increase,
forcing them to adapt their content. At the Fundación Teatro Nacional
81 Fundación Espacio Creativo (FEC) is a center offering artistic residencies that
promotes the creation, production, education, and celebration of contemporary
dance and performing arts located in Panama City. https://www.fec.org.pa/.
82 Galindo and Attie de Mizrachi, interview.
83 Óscar Carnicero (director of La Teatrería), interview by Pablo Solís Vega, February
2021.
84 Alejandra Serrano, “Pandemic reections from independent theater”, Theatrical
Research. Magazine of Performing Arts and Performativity, Vol. 11, No. 18 (2020),
https://investigacionteatral.uv.mx/index.php/investigacionteatral/article/
view/2649/4605.
85 Arbeláez, interview.
86 Idem.
87 Aura/SIMO, op. cit.
29 Sucre
88
in Ecuador, this shift meant an increase in digital ticket sales.
As Fabiola Pazmiño states, “perhaps young people buy tickets driven
by specic shows, by specic artists, but do not necessarily buy tickets
again, while mature audiences are very loyal and are more aware of the
importance of paying for tickets”.
89
While audiences were changing, it became clear that the number of
online users was decreasing. Digital saturation prompted people to re-
turn to face-to-face experiences. Salomé Olarte, music manager at the
Instituto Distrital de las Artes in Bogotá, has witnessed this exhaustion:
“After spending so many hours working on a computer, people no lon-
ger wanted to watch a concert, they prefered to read a book, go out to
breathe and see nature. So, the outreach of our digital programming was
not what we expected.”
90
This fatigue has also encouraged the creation
of new formats. Plays and concerts that used to last an hour or more,
have now been reduced into 5 to 30 minutes formats.
Technology and its Challenges
Technological adoption has not been uniform, and professionals in the
sector have had to cope with several challenges related to the digital
divide: 9 out of 10 respondents pointed to lack of nancial resources, 8
out of 10 lack of technological skills, and 6 out of 10 lack of technological
infrastructure in their cities (chart 17).
88 The Fundación Teatro Nacional Sucre is an NGO formed by the Municipio del
Distrito Metropolitano de Quito, The Empresa del Desarrollo del Centro Histórico
de Quito and the Fondo de Salvamento del Patrimonio Cultural in Ecuador.
The foundation manages several theater halls (Teatro Nacional Sucre, Teatro
Variedades Ernesto Albán, Teatro México, and Centro Cultural Mama Cuchara);
it also supports several in-house groups and casts, such as the Banda Sinfónica
Metropolitana, the Orquesta de Instrumentos Andinos, as well as other ensembles
and choirs, and is responsible for promoting the development, dissemination and
production of the arts in Quito and Ecuador. https://www.teatrosucre.com/.
89 Fabiola Pazmiño (Production Coordinator at the Fundación Teatro Nacional
Sucre), interview by Pablo Solís Vega, March 2021.
90 Salomé Olarte (Music Manager at the Instituto Distrital de las Artes, Bogotá),
interview by Pablo Solís Vega, March 2021.
30 Chart 17. Technological innovation shortcomings
During lockdown, the rst experiences of online streaming emphasized
the need to involve professionals like engineers, cameramen, illuminators,
editors, and post-producers, in producing quality content. Others have
learned to adapt or set stage productions in digital formats, aiming at
creating innovative digital experiences. While some of this self-learning
was done at home, organizations devoted to the performing arts offered
training and education programs on editing, lighting or self-production.
That was the case of the Teatro a Mil International Foundation in Chile.
After realizing that some of the new proposals they received lacked tech-
nical standards, they organized a series of workshops for creators in order
to improve the production of digital content.
91
The increasing number of connected users shed light on poor infra-
structure and the limited possibilities of connectivity, even in some LAC
capital cities. A salient case is Despierta Elena, a play written for Zoom
that took place in real time at three different houses, in which the viewer
could simultaneously see what was happening at each setting and could
91 Romero Quero, interview.
Tabla 17. Limitaciones a la innovación tecnológica
Technological innovation is
required but we do not have
enough economic resources to
develop it
Technological innovation is
required but we do not have
enough knowledge to develop it
Technological innovation does not
work for the characteristics of my
area/industry
Innovation is important but there
is not enough infrastructure to
develop it
Strongly agree Agree Strongly disagreeDisagree No response
45% 5% 1% 1%
24% 18% 3% 1%
12% 51%
22% 1%
27% 41% 29% 2% 1%
14%
54%
48%
31 choose among three different endings. But users experienced connec-
tivity issues, preventing them from watching the live stream properly.
92
In terms of infrastructure, some theaters improved their speed of con-
nectivity in an unprecedented way. In Mexico City, La Teatrería changed
their internet provider, and invested in technical infrastructure to adapt
their hall for live HD streaming sessions.
93
At the Ciudad Cultural Konex,
in Buenos Aires, they adapted their facilities and refurbished the digital
division of the complex at an old oil factory, dividing it into nine rooms
to stage shows in different formats. According to CEO Andy Ovsejevich,
they invested in cameras and equipment, upgraded their connectivity
network, and hired cameramen and cinematographers. Now one of the
nine rooms will be destined exclusively for digital content, functioning
as a TV studio.
94
Technological Innovations to Engage with Oine Audiences
Digital alternatives are not yet available among a large percentage of the
population, since more than half of the planet’s inhabitants do not have
internet access.
95
It is estimated that broadband penetration in LAC is
around 30% of the population, highlighting existing inequalities in the
region.
96
In the Caribbean, specialists have remarked poor infrastructure
and lack of basic digital skills. Universal connectivity access is a pending
issue in our region that has become more urgent during the pandemic.
97
To address this, the cultural sector has merged old and new technol-
ogies, looking for innovative solutions. An outstanding example was led
by the Fundación Nacional Batuta in Colombia, an organization devoted
to musical training among vulnerable children and youngsters. A country
where 40% of its population does not have internet access, resorted to
92 Idem.
93 Butcher, interview.
94 Ovsejevich, interview.
95 World Bank, “People Using the Internet (% of Population),” accessed May 10,
2021, https://data.worldbank.org/indicator/IT.NET.USER.ZS?name_desc=false.
96 Antonio García Zaballos and Enrique Iglesias Rodríguez, “Economía digital en
América Latina y el Caribe. Situación actual y recomendaciones”,”, Inter-American
Development Bank (2017), accessed January 20, 2021, https://publications.
iadb.org/es/economia-digital-en-america-latina-y-el-caribe-situacion-actu-
al-y-recomendaciones.
97 Rodney Small (coordinator of creative industries at the Ministry of Culture of
Saint Vincent and the Grenadines), interview with Pablo Solís Vega, April 2021.
32 distance training. They delivered more than 30,000 kits with USB keys,
reading devices, speakers, and other sound equipment. In partnership
with local and community radio stations, Radio Nacional de Colombia,
the RTVC network, and the army, they broadcasted twenty-six half-hour
radio programs twice a week. For those who did have internet access,
they opened a YouTube channel where teachers posted tutorials, keep-
ing close contact with their students at home. For many of the tutors it
was their rst experience with online education and they were trained
to adjust their methodology accordingly. This is how they succeeded in
keeping up their work across the country. The strategy was well received
and its endeavors triggered a lot of sympathy because of the psycho-
social support they kept giving, and the fact that they even reinforced
it. María Claudia Parias, the CEO of the organization, explains how up to
ten children would gather for class in those homes that have internet:
“our containment strategy, based on the idea of emotional and physical
self-care, worked out quite well”.
98
Some other organizations in the region also turned to the radio in
order to tell stories. The Santiago a Mil International Festival, in Chile,
developed a radio drama project, initially targeting the elderly. But in
the end, there was a connection between “the analog grandparents and
today’s digital grandchildren, because grandparents told them that when
they were young radio theater was part of their lives, and now their
grandchildren, the most digitized segment of the population, could share
that world with their grandfathers and grandmothers, helping them re-
connect with it.”
99
Concerned by the exclusion caused by the digital divide, the organiz-
ers of the International Theater Festival in Manizales, Colombia made”car-
ros-valla” available. They are small trucks with giant screens traveling to
stream live events in inner-city areas without internet access. According
to the director of the festival Octavio Arbeláez, “this strategy resulted
in major inclusion for people without internet connection, granting them
access to this type of experiences”.
100
In Panama, the Espacio Creativo Foundation gured out a way to help
their dance students without home internet access. Through strategic
alliances, technology companies and internet providers donated laptops,
smartphones, and prepaid chip cards granting unlimited data for a year.
101
They also adapted their curriculum to cover programming, web design,
98 Parias, interview.
99 Romero Quero, interview.
100 Arbeláez, interview.
101 Galindo and Attie de Mizrachi, interview.
33 photography, and lighting. However, they pointed out that “our boys
did not have the basic skills and it was a great lesson to realize that our
programs must be adjusted to the reality of our environment. We cannot
pretend that we are ready to venture into virtual reality before developing
basic skills rst”.
102
Technologies as Management and Marketing Solutions
Technological innovation at different stages in the production chain of the
music and performing arts industries is improving organizational efciency
of rms and new ventures. From the joint research carried out by UNESCO,
IDB, SEGIB and OEI, it can be concluded that in the cultural and enter-
tainment sector, innovation in the development of new services (45%), in
the methods of production and distribution (22%), and in new operational
software (9%), are major trends.
103
Several platforms and applications
are now available on the market to support management, administration,
and monetization of creative activities. For instance, GigWell,
104
a com-
pany that emerged in Silicon Valley, has created a software granting art
agents access to an extensive database of forums, halls and venues, and
giving them tools to organize contracts, share calendars, send technical
riders and create nancial records with costs and expenses. Similarly,
VIP-Booking
105
offers stage producers and art agents the possibility to
retrieve musical proposals and venues for shows from a catalog, where
they can also review social networks metrics, access multimedia content,
and contact artists and professionals without any intermediaries.
Another collaborative software is Critical Switch,
106
a Mexican platform
that seeks to connect entrepreneurs from the creative eld, promoting
networking and serving as a channel to formulate proposals, exchange
views, and obtain feedback. There are other emerging streaming web-
sites like the ones mentioned, such as Overture Plus, in England,
107
as well
as other ticketing platforms like Boletia
108
in Mexico and Access hoy in
Argentina.
109
102 Idem.
103 Triguboff et al., “Assessing the Impact of COVID-19.” op. cit.
104 Gigwell, ofcial page, https://www.gigwell.com/.
105 Vip-booking, ofcial page, https://www.vip-booking.com/.
106 Critical Switch, ofcial page, https://criticalswitch.com/.
107 Overture, ofcial page, https://overture.plus/.
108 Boletia, ofcial page, https://boletia.com/.
109 Accesshoy, ofcial page. https://www.accesshoy.com/.
34 In Chile, Evento Medido
110
was founded as a pioneer company measur-
ing impact of shows in LAC. The rm’s software generates systematized
information on concerts and festivals, measuring demographics, direct
and indirect economic impact, as well as the carbon footprint produced
by mass events.
111
Business intelligence services provide key indicators
for the effective management of in-person and online activities, yielding
data for decision-making, and useful information for organizers, but also
for other brands and investors.
This sector in LAC has enhanced its business possibilities thanks to
new emerging conferences and the organization of specialized industry
gatherings. These networking events have been useful in strengthening
the performing arts industry ecosystems and in professionalizing the op-
eration of creative industries in the region. Some of them are: Circulart,
112
in Medellín, or the Feria Internacional de la Música para Profesionales
(FIMPRO)
113
in Guadalajara, aiming at the development of music; and the
Santiago a Mil International Festival, in Chile, or the Ventana Internacional
de las Artes (VIA),
114
in Bogotá, devoted to the performing arts. During the
pandemic, these events migrated to the digital sphere, proting from the
possibilities of reaching new digital platforms. Investing in the develop-
ment of this type of virtual meetings and platforms will help strengthen
professional and business ties in the sector, and for that reason continuing
to foster the digitization of the music and performing arts will be essential.
MonetizationStrategies
When it comes to nancing, 9 out of 10 respondents believe that new
technologies can help generate new income (chart 18), but only 22% ad-
mitted having used technological tools with that intention, while only 1 out
of 5 have ventured yet into e-commerce (chart 19).
115
The LAC experience
has shown that digital options are still not enough to compensate for the
losses caused by the rst two years of the pandemic. Digital payments
110 Evento Medido, ofcial page, https://www.eventomedido.org./
111 A detailed example of the information generated by the platform can be seen at the
following links: http://bit.ly/dashboard-talca and http://bit.ly/dashboard-ozuna.
112 Circulart. https://circulart.org/.
113 International Music Fair for Professionals (FIMPRO). https://mguadalajara.mx/
114 The International Window of the Arts (VIA) is the meeting of scenic professionals
that takes place around the Ibero-American Theater Festival of Bogotá, Colombia.
https://festivaldeteatro.com.co/..
115 Aura/SIMO, op. cit.
35 are not widespread and a digital payment culture needs to be encour-
aged. In addition, an important number of the organizations producing
and promoting the performing arts are public institutions, which offer
free content, reinforcing a message of culture as a right that should be
accessible without paying.
116
Chart 18. Perception of the use of digital tools to generate revenues
Chart 19. Financial strategies followed during the pandemic
Live streaming music, theater, dance, or opera shows, represent an
opportunity to generate income in the future, from both ticket sales and
from advertising boosted mostly by the pandemic. Several live streaming
companies, particularly specialized in digital music shows, consolidated
in 2021.
117
Live Nation, the global entertainment giant, invested in the de-
116 Codicimo, interview.
117 Music Ally, “The Trends Report: looking ahead to 2022,” published January 14, 2022,
https://musically.com/2021/11/15/live-music-back-livestreaming-here-to -stay/.
Tabla 18. Percepción sobre el uso de las herramientas digitales para
la generación de ingresos
They help
89%
They
don’t help
6% 5%
No
response
Tabla 19. Estrategias financieras implementadas durante la pandemia
Cancelation of events, campaigns,
fairs, and expositions
Cost reduction
Searching for other financial funding
or alternative support networks
Personnel cuts
Digitizing cultural services
Using technological tools
for financial management
Reduction or elimination for broadcasting
and communications programs
Using e commerce to monetize
on product or service
E commerce
Other
No response
0%
50% 100%
72%
43%
43%
22%
20%
9%
9%
4%
11%
57%
65%
36 velopment of Veeps, a live streaming website. Another example is Driift,
a new platform that has managed to sell 600,000 tickets for 28 shows in
17 countries and a revenue of 14 million dollars in less than a year of being
in business.
118
In our region Tickets Hoy emerged, a platform currently
available in Argentina, Chile, Spain and the United States, that streamed
nearly 600,000 shows during the rst twelve months of the pandemic,
engaged with an audience of 1.8 million people and generated 21 million
dollars.
119
The performing arts have ventured into video-on-demand (VOD) and
Over-The-Top (OTT) services, in order to reach new markets and nd
other ways of monetization. A pioneering company in LAC is Teatrix
from Argentina, which since 2015 offers a video catalog of theater piec-
es, available at any time of the day, in exchange for a monthly or annual
subscription.
120
Escenix was born in Chile, another theater-on-demand
platform with stage proposals recorded in 4K cameras. It was launched
at the end of 2020 with 45 works and 2 unreleased titles each month.
121
These types of platforms are in full development and more people are
making use of them every day,
122
including institutions such as the Teatro
118 Driift, ofcial page, https://driift.live/about/.
119 Diego Balan. “XAVE: el mercado de NFT para los artistas latinoamericanos”.
Creativity Culture Capital. accessed January 15, 2022. https://www.creativitycul-
turecapital.org/es/2021/09/13/xave-el-mercado-de-nft-para-los-artistas-latino-
americanos/.
120 Teatrix. https:a//www.teatrix.com/.
121 Escenix. https://escenix.cl/.
122 For comparison purposes, Netix reached 200 million global subscribers in 2020;
among them 53 million were from LAC, where they control 77.8% of the market
share. In addition, market projections for the region estimate that video on de-
mand platforms will reach 116 million subscriptions in 2026, with ve platforms
based in the United States (Netix, Amazon Prime Video, Disney +, Apple TV +
and HBO) sharing 90% of the market. Faced with this scenario, initiatives that
foster competition, enhance conditions for other competitors to enter the market,
and encourage the transmission and consumption of diverse cultural content will
be desirable, following the steps taken by the European Union, or countries like
Canada and France, where legislations have forced platforms to maintain national
content quotas, or to pay taxes earmarked for the production of local creative
content.
Carlos Fernández de Lara, “Netix suma en promedio 100 mil suscriptores al día
durante pandemia; 37 millones en 2020”, Forbes, issued January 19, 2021, https://
www.forbes.com.mx/tecnologia-netix-ya-suma-200-millones-de-usuarios-37-
millones-se-sumaron-en-ano-de-pandemia/#:~:text=6%3A19%20pm-,Netix%20
suma%20en%20promedio%20100%20mil%20suscriptores%20al%20d%C3%A-
Da%20durante,usuarios%20en%20un%20solo%20trimestre.
Larroca, Nicolás, “El 13,6% de los ingresos de Netix provienen de América Latina”,
Telesemana, issued in 2019, https://www.telesemana.com/blog/2020/01/23/
latinoamerica-representa-el-136-de-los-ingresos-de-netix/.
37 Real de Madrid,
123
Cirque du Soleil,
124
the New York Metropolitan Opera
125
or the Broadway industry.
126
Online music streaming platforms are also widely accepted. In 2020
they had 443 million paid subscriptions, reaching a value of 13.4 billion
dollars, a 18.5% increase from the previous year,
127
a sustained annual
growth of 18% is projected for these companies.
128
YouTube and Spotify
have grown particularly fast in LAC. Prior to 2020 they were already
boosting in ve capitals cities, Mexico City, Bogotá, Santiago, Lima, and
São Paulo,
129
among the top ten triggering cities
130
with the most reg-
istered users. After the pandemic, the International Federation of the
Phonographic Industry (IFPI) conrmed this trend: revenue from record-
ed music increased by 30.2% in LAC, mostly from streaming platforms,
amounting to 84.1% of total income from royalties in the region.
131
Plataformas.News. “América Latina Sumará 63 Millones De Clientes Svod Para 2026”.
Plataformas.News. issued March 3, 2021. https://plataformas.news/ott/nota/
america-latina-sumara-63-millones-de-clientes-svod-para-2026
Rufo Valencia, “Netix y Amazon deberán nanciar producción de contenidos ca-
nadienses”, Radio Canadá Internacional, issued November 4, 2020, https://
www.rcinet.ca/es/2020/11/04/netflix-y-amazon-deberan-financiar-produc-
cion-de-contenidos-canadienses/
Agencia EFE, “Francia obliga a plataformas como Netix a invertir en producciones
locales”, Periódico Gestión, issued June 28, 2021, https://gestion.pe/economia/
empresas/francia-obliga-a-plataformas-como-netflix-a-invertir-en-produc-
ciones-locales-noticia/
T. Koch, “El Parlamento europeo obliga a Netix y a las televisiones a ofrecer un
mínimo del 30% de producción europea”, El País, issued October 3, 2018, https://
elpais.com/cultura/2018/10/02/actualidad/1538480515_585030.html
123 My Opera Player. https://www.myoperaplayer.com/
124 Cirqueconnect. https://cirqueconnect.cirquedusoleil.com/es
125 MetOpera On Demand. https://www.metopera.org/season/on-demand/
126 BroadwayHD. https://www.broadwayhd.com/
127 International Federation of the Phonographic Industry (IFPI), “Global Music
Report 2021”, accessed February 10, 2021, https://www.ifpi.org/wp- content/
uploads/2020/03/GMR2021_STATE_OF_THE_INDUSTRY.pdf
128 Lisa Yang et al, “Music in the air 2020 Report”, The Goldman Sachs Group, Inc
(2020), https://www.goldmansachs.com/insights/pages/infographics/music-in-
the-air -2020/report.pdf.
129 Jason Joven, “Music ‘Trigger Cities’ in Latin America & South/Southeast Asia
(Part 1),” Chartmetric, published May 28, 2019, https://blog.chartmetric.com/
music-trigger- cities-in-latin-america-south-southeast-asia-part-1/
130 See Glossary.
131 International Federation of the Phonographic Industry (IFPI). op. cit.
38 Creators have found new alternatives in the use of platforms such as
TikTok, Twitch or Patreon, which seek creative content creators to closely
engage with their audiences, triggering new and more sophisticated so-
cial interactions, and making possible new ways of monetization. Some
of them, like TikTok, allow creators to generate income from the number
of followers playing their videos, but others, promote micro-donations,
thus placing the nal consumer in a new position within the value chain.
Twitch and Patreon make interacting with users easier while promot-
ing crowdfunding. The rst specializes in live broadcasting and allows
creators to receive wire transfers, using an in-house banking system. On
Patreon, creators post exclusive content for fans connected through a
paid membership, helping them engage with their audiences, and con-
veying to them the feeling of belonging to a select base of fans. Ana
Rodríguez, from the agency Música Relatable, points out that on these
platforms, some musicians receive 3 dollars from thousands of followers
per month, generating an income not comparable to just streaming their
music online: “Spotify works well for the big superstars and their cata-
logs, but not for artists who have less followers, or simply prefer to have
a direct and closer relationship with their fans, and these new tools can
balance things out”.
132
Copyright and Collection of Royalties in the Digital Sphere
Platforms have multiplied licensing and collection of royalties by increas-
ing the supply and consumption of series, movies, and videos.
133
In 2019,
it was estimated that digital content contributed to 20.5% of the total
royalties generated by reproduction rights worldwide, growing at a rate
of 187% during the past 5 years. More than 2,000 million euros in revenue
came from online music consumption, (23% of the total music royalties),
growing 27.2% from 2018 to 2019. On the other hand, copyright of digital
theater performances generated 100 thousand euros.
134
In 2020, the total
collection of digital royalties was 116 million euros, 36.4% more than the
previous year.
135
The collection and regulation of royalties in digital environments
have been subject of an intense debate, particularly regarding streaming
132 Rodríguez, interview.
133 Paul Brindley, “Digital Landscape: The Post-Pandemic Industry,” Circulart, lmed
November 12, 2020, https://youtu.be/P8abUhLPZpo?t=7984.
134 CISAC, “COVID-19: Crisis, Resilience, Recovery”.
135 CISAC, “2021 Report”.
39 platforms,
136
which has resulted in legal disputes ghting for a fair distri-
bution of royalties. In the case of music, the market-centered or “market
share” distribution system (called Market Centric Payment Systems –
MCPS) is predominant, favoring big transnational record labels and their
artists. According to Spotify from a catalog of 5 million artists registered
in their platform, about 43,000 music tracks are responsible for 90% of
the music consumed by listeners. This means that less than 1% of the cre-
ators receive 90% of the revenue.
137
To put it in other words, for artists
to receive the equivalent of the minimum wage in Spain,
138
they would
need 225,000 streams on Spotify.
139
In 2020, SoundCloud announced a user-centric model, that shares
revenues with artists in a more equitable way (User Centric Payment
Systems – UCPS
140
). In the United States, songwriters’ societies won a
legal battle that forced these companies to increase songwriters’ roy-
alties from 10.5 to 15.1%, a legislation enforced since 2022.
141
In the UK,
the discussion over the distribution of digital royalties was held at the
British Parliament, where it was concluded that the digital economic
distribution system had to be balanced.
142
The committee assigned to
136 Center National de la Musique, “Le CNM évalue l’impact d’un changement éven-
tuel de mode de rémunération par les platforms de streaming”, issued January
27, 2021, https://cnm.fr/le- cnm-evalue-limpact-dun-changement-eventuel-de-
mode-de-remuneration-par-les-platformes-de-streaming.
137 Shain Shapiro, “We Don’t Just Need A Review Of Music Streaming: We Need A
Review Of The Entire Music Ecosystem,” Forbes Magazine, published January
20, 2021, https://www.forbes.com /sites/shainshapiro/2021/01/20/we-dont-just-
need-a-review-of-music-streaming-we-need-a-review-of-the-entire-music-eco-
system/?sh= 19995c9b2c1e.
138 By September 2019, when the referred article was published, the minimum wage
in Spain was 1,050 per month.
139 Lidia Montes, “Cuántas reproducciones necesita un músico para ganar 1 euro en
Spotify, Apple Music, Amazon y más”, Business Insider, published on September
15, 2019, https://www.businessinsider.es/cuantas-reproducciones-spotify-necesi-
tan-ganar-1-euro-491653.
140 Dani Rivas, “Spotify, Soundcloud y cómo funciona el pago en plataformas de
Streaming”, Tenho Mais Discos Que Amigos!, published on March 24, 2021,
https://www.tenhomaisdiscosqueamigos.com/2021/03/24/spotify-sound-
cloud-pagamento-streaming/?fbclid=IwAR3U0ammNx2tzbduo-_tnvm3hJOIn-
QxrdFGSEc18qSS6BkDKoiFXnmntjh4.
141 Rhian Jones, “Songwriters ght to be heard in streaming revenues debate,”
The Guardian, published February 12, 2021, https://www.theguardian.com/mu-
sic/2021/feb/12/songwriters-ght -to-be-heard-in-streaming-revenues-debate.
142 Music Ally, “Play and Plays: the story of the UK’s Parliamentary Inquiry into music
streaming economics,” published July 15, 2021, https://musically.com/wp-con-
tent/uploads/2021/07/MusicAlly-PlaysAndPay.pdf.
40 the case, recommended adopting an equitable remuneration system
(50/50 of the royalties), the same already in use for radio and televi-
sion. They also suggested that the Competition and Markets Authority
(CMA) carry out an investigation to analyze the market practices of
the main record labels in the country and their eventual impact on the
music industry. Finally, they mentioned the need to promote laws al-
lowing artists to regain the rights over their works 20 years after having
transferred them to record labels and producers, as well as other legal
initiatives promoting transparency while providing advice for creators
on the terms and conditions of the agreements between record labels,
music publishers, and streaming platforms.
143
The proliferation of platforms, contents and means of distribution has
led to severe problems for stakeholders, which is why the regulation of
copyright in the digital sphere has become necessary. This is the reason
why IDB and the Ibero-American General Secretariat (SEGIB) have de-
veloped tools and invested in promoting the exchange of best practices,
technical cooperation, and meetings on this matter. Among its programs,
the recommendation to legislate on the protection of intellectual property
stands out, promoting fair rates and equitable collection of royalties and
encouraging the professionalization of the creative sector to contribute
to the sustainable development of creative industries in digital environ-
ments
144
. Similarly, the International Confederation of Societies of Authors
and Composers (CISAC) updated its system for the identication of mu-
sical works (International Standard Musical Work Code or ISWC), for the
rst time in fteen years, trying to improve the reliability and efciency
of royalty collection.
145
Blockchain could be another solution because it keeps a unique
and traceable record of each agreement, transaction, or contract. Until
recently, collection of royalties was an almost manual process, mostly
done on a country-by-country basis and through some intermediaries
lacking transparency in how they determined, quantied, and collected
royalties. On the other hand, Blockchain allows for a transparent and
secure registration system that can be trusted by all stakeholders (both
143 Music Ally, “Labels under re as UK streaming inquiry report calls for ‘complete re-
set’ of market”, issued July 15,2021, https://musically.com/2021/07/15/labels-un-
der-re-uk-streaming-inquiry-report/.
144 United Nations Educational, Scientic and Cultural Organization (UNESCO),
“Culture and Covid-19: Impact and Response Tracker. No. 3”, consulted on
February 20, 2021, https://en.unesco.org/sites/default/les/issue_3_en_cul-
ture_covid-19_tracker-5.pdf.
145 CISAC, “COVID-19: Crisis, Resilience, Recovery”.
41 creators, distributors, and consumers) and that will eliminate interme-
diaries and increase revenues.
146
Stored on a blockchain, Non-fungible Tokens (NFTs) are another alter-
native for monetizing and distributing digital works. The way digital assets
are chained ensures both their uniqueness and, especially their traceability,
creating a kind of proof of ownership, whether of an audio le, an image,
a video, a 3D animation, etcetera. In some cases, NFTs are used as bank
shares of digital projects. The ownership of this sort of investment capital
is not only useful in the development of a given project, but it also entitles
the holder to other benets —not to mention being co-owner of the proj-
ect— such as access to exclusive content and information.
There has been some speculation that NFTs will be a suitable alter-
native to monetizing and taking control over intellectual property in the
digital age
147
. In addition, this technology encourages new methods of
monetization while adding digital value. Ownership agreements, the so-
called smart contracts, entitle creators not only to full legal copyright
without need for intermediaries, but it also guarantees a revenue share
for any future transactions related to each work or piece, thanks to its
traceability and blockchain technology. If this trend continues, NFTs could
radically change the way creators monetize regardless of their artistic
discipline, giving them control over the trading process, while at the same
time generating long lasting revenues from their work.
The exorbitant sales gures of the rst collectible NFTs have sparked
nancial speculation. Music bands, like Kings of Leon are now distributing
and monetizing their music using blockchain technology,
148
while others,
like Grimes have obtained millions of dollars in revenues.
149
In December
2021, Natalia Osipova, prima ballerina at the London Royal Ballet, was the
rst to sell NFTs dance performances, with a tryptic of two videos of the
piece Giselle and one more of the duet Left Behind, for $80,000 in total.
150
146 PWC, “Blockchain: recording the music industry. How Blockchain technology
could save the music industry billions”, PricewaterhouseCoopers LLP, published
2018, https://www.pwc.co.uk/entertainment-media/publications/blockchain-re-
cording-music-industry.pdf.
147 Barros, interview.
148 Sara Cáseres Huerta, “Kings of Leon será la primera banda en lanzar un álbum en
formato NFT: ‘When You See Yourself’”, Rolling Stone Mexico, published March
4, 2021, https://rollingstone.com .mx/kings-of-leon-lanza-album-nft/.
149 Jacob Kastrenakes, “Grimes sold $6 million worth of digital art as NFT.”, The
Verge, published March 1, 2021, https://www.theverge.com/2021/3/1/22308075/
grimes -nft-6-million-sales-nifty-gateway-warnymph.
150 Hanna Noelle-Smith. “World’s First Ballet NFTs Starring Natalia Osipova Dance to
Success at Bonhams Encore Sale”. Bonhams. Viewed February 22, 2022. https://
www.bonhams.com/press_release/33503/.
42 Cryptocurrencies are here to stay with NFTs as a means of building
digital communities, triggering digital transactions, and creating value.
Experts believe that rather than just being tools to generate income eas-
ily, cryptocurrencies, NFTs, and metaverses will disrupt how we socially
interact, trade, and create economic and social value.
151
Virtual Shows Are Still Performing Arts?
Some Zoom conversations transformed into aesthetic explorations on
their own right, as in the case of the Brazilian Theater Company Anti
Status Quo
152
and its piece JuntosESeparados. In Mexico, the group
Landscape Artes Escénicas
153
adapted the show LOOP Mirrors of Time
TCRV, originally designed for the stage, but nally streamed live on Skype,
winning the World Summit Award 2020 in the Culture and Tourism cat-
egory.
154
Thanks to an Argentinian-Swiss collaboration among choreog-
raphers Edgardo Mercado, Gilles Jobin, and Damián Turkieh, the piece
Virtual Crossings was staged as a simultaneous performance by three
dancers in Buenos Aires and Geneva, using Augmented Reality and
Motion Capture Technology.
155
At the Manizales International Theater
Festival, the Magiluth group from Brazil presented All that a VHS can hold,
a transmedia experience inviting their audience to connect to different
social networks such as WhatsApp, Instagram, YouTube, and even their
emails.
156
In that same festival, Linderos del Horizonte Dramafónicos, from
the Quinta Picota group was also staged, with live stories being told
over the phone. Mia sobre ella misma, by the company Deca Teatro, was
staged entirely on WhatsApp.
157
La Quinta del Lobo presented Infinitos, at
151 Music Ally, “The Trends Report”.
152 Anti Status Quo, ofcial Facebook page, https://www.facebook.com/asqciaded-
anca/.
153 Landscape_Artes Escénicas, https://landscape.com.mx/escena-contempora-
nea-danza-teatro-y-multimedia/.
154 “Propuesta mexicana de teatro digital gana concurso mundial de innovación
tecnológica”, La Jornada, issued December 21, 2020. https://www.jornada.com.
mx/notas/2020/12/21/cultura/propuesta-mexicana-de-teatro-digital-gana-con-
curso-mundial-de-innovacion-tecnologica.
155 Cie Gilles Jobin, “Virtual Crossings Buenos Aires/Geneva”, November 22, 2020,
https://vimeo.com/482243033.
156 Grupo Magiluth, “Tudo que coube numa VHS”, https://www.grupomagiluth.com.
br/tudo-que-coube-numa-vhs.
157 Manizales Festival, catalog, https://www.festivaldemanizales.com/catalogo/.
43 Teatro Colón in Bogotá. For the show, ve lms were recorded using dif-
ferent video tools along with a video mapping projection that simulated
the restoration and the collapse of the main hall into particles.
158
As part
of the show, the audience could share on their website
159
the lessons, and
the nostalgic or disengagement feelings they had gone through during
the Covid crisis.
The pandemic has been fertile ground for the creation of new con-
tent in the creative elds, using both old and new technologies. Fabiola
Pazmiño, Production Coordinator at Fundación Teatro Nacional Sucre,
in Ecuador, believes that “multimedia production has seen an exponen-
tial growth, creating non-stop premieres and new releases. The most
interesting thing is that we have gone back to basics, with home studies
playing a major role. It is something worth considering when planning
subsidies and funding.”
160
All this experimentation has even posed the question if performing in
the virtual world can still be considered performing arts. Mexican Cecilia
Sotres, from the collective Las Reinas Chulas thinks that, “There’s innite
possibilities in the language of performing arts, learning this new lan-
guage has taught us that it’s not theater, or video, TV, or cinema, but it’s
the opposite, it contains all of them”.
161
This idea was echoed at art fairs in
the region, where attendants reected upon creative exploration through
technological means. The Colombian Octavio Arbeláez shared that the
2020 edition of the Manizales International Theater Festival wanted to
highlight the relationship between technology and mise-en-scène, not
only in terms of the appropriation of digital tools by creators, but also in
discussing new ways to communicate with audiences, which he believes
“must be considered and studied from another perspective. For now, in
this moment of transition, the audience’s participation is absolute, and
that must be at the center of this discussion.”
162
Others were skeptical about the replacement of face-to-face experi-
ences with technology. Most of them believe that neither of them can be
replaced; and they both will coexist, with technological innovations as a
158 Carmen Gil (professor at the Arts Department from the Universidad de los Andes
and curator of Voltage: Salón de Arte y Tecnología), interview by Pablo Solís
Vega, May 2021.
159 Innitos, https://innitos.co/.
160 Pazmiño, interview.
161 Cecilia Sotres, “Cabareteando ando en pandemia”, Investigación Teatral.
Revista de Artes Escénicas y Performatividad. Vol. 11, Núm. 18 (2020),
https://investigacionteatral.uv.mx/index.php/investigacionteatral/article/
view/2649/4605.
162 Arbelaez, interview.
44 convenient alternative. Jorge Dubatti points out that “if we were to ac-
cept that a gathering culture could be replaced by a techno-living culture
[...] we would be encouraging an immense cultural shipwreck, the loss of
one of the most wonderful cultural treasures of humanity (what we call
a theater show
163
)”. Ricardo Lira, executive director of the Centro para
la Revolución Tecnológica en Industrias Creativas
164
(CRT+IC), in Chile,
stressed that the pandemic helped us understand digital experiences as
completely opposed to live physical experiences, so we must think of
them like two different sorts of contents. In light of new technological
advances, video cameras will not be the only necessary ingredients for
live streaming events; they should instead be considered as experiences
in their own right, opening new creative and business opportunities.
165
The Future Was Already Here:
Immersive Reality and the Metaverse
Amidst erce competition for the users’ attention on electronic devices
and faced with the evidence of stage productions losing their appeal
when watched on a screen, innovation has become crucial to recreate
stage experiences and engage more effectively with audiences. Fabiola
Pazmiño thinks that if we intend digital content to be so compelling that
people would pay for it, “there should be more investments, to enhance
digital experiences and help us recreate the face-to-face connection with
the audience, sharing with them the feeling that they are actually taking
part of something unique”.
166
It was with this intention in mind that theater organizations around
the world incorporated immersive technologies, creating new expe-
riences while expanding the possibilities of their productions and the
interaction with audiences. Shows supported by immersive virtual envi-
ronments (IVE) and digital cities accessed through avatars have taken
center stage. Video games are ahead in taking advantage of these types
163 Jorge Dubatti, “ “Entre el convivio y el tecnovivio: artes de pluralismo, convivencia
y diversidad epistemológica”, Investigación Teatral. Revista de Artes Escénicas y
Performatividad. Vol. 11, No. 18. Universidad Veracruzana, México, accessed March
15, 2021, https://investigacionteatral.uv.mx/index.php/investigacionteatral/arti-
cle/view/2649/4605.
164 CRT+IC is a public-private organization that promotes the development of tech-
nological skills among creative industries professionals in order to enhance cre-
ative companies, startups, products, and services. https://www.crtic.cl/.
165 Lira, interview.
166 Pazmiño, interview.
45 of technologies, serving as frameworks for the rst staged events in the
metaverse. In 2019, DJ Marshmello took the stage inside Fornite during
a virtual concert organized by the video game franchise, which brought
together 10.7 million users.
167
A year later, the video game broke its own
record with 12.3 million connected players that attended rapper Travis
Scott’s concert,
168
and in 2021 they repeated the experience with singer
Ariana Grande’s show.
169
Although we are talking about prerecorded and
prescheduled shows, with artists appearing as digital characters, what is
interesting about these events is the size of their audience and the dif-
ferent opportunities they offer to develop narratives that suit them. At
each new version, the organizers have made improvements with games
that allow you to unlock levels or acquire digital objects to better enjoy
the concert (like a microphone on re), or overcome obstacles to reach
the stage, like rushing off of a giant toboggan or jumping on and off of
different planets with moon-like gravity force. As each track changed,
the digital environments changed and players could y into space or dive
into giant oceans, unfolding alternative narratives. Additionally, shows are
no longer single presentations. Instead, they are scheduled at different
timeframes,
170
further expanding their outreach.
171
In Roblox, stage shows have also translated into digital millionaire
sales. An illustrative case was that of Swedish pop singer Zara Larsson,
who reported more than a million dollars in revenues in digital assets.
After her presentation, virtual objects such as hats, clothes and acces-
sories were sold to dress the avatars of connected users, and an even
an avatar with the physical traits of the singer was for sale.
172
Users of
167 Nick Statt, “Fortnite’s Marshmello concert was a bizarre and exciting glimpse
of the future,” The Verge, posted February 2, 2019, https://www.theverge.
com/2019/2/2/18208223/fortnite-epic -games-marshmello-concert-exciting-bi-
zarre-future-music.
168 Andrew Webster, “Travis Scott first Fortnite concert was surreal and
spectacular”, The Verge, posted April 23, 2020, https://www.theverge.
com/2020/4/23/21233637/travis-scott-fortnite-concert-astronomical-live-report.
169 As of the date of this publication, the number of attendees for the Ariana Grande
concert series has not yet been made public. Andrew Webster, “Ariana Grande’s
Fortnite tour was a moment years in the making”, The Verge, posted August
9, 2021. https://www.theverge.com/2021/8/9/22616664/ariana-grande-fort-
nite-rift-tour-worldbuilding-storytelling.
170 Webster, “Travis Scott”.
171 Idem.
172 Mark Savage, “How Pop Star Zara Larsson made a seven-gure sum on Roblox”,
BBC, published on November 5, 2021, https://www.bbc.com/news/entertain-
ment-arts-59163449.
46 Minecraft have monetized concerts, taking advantage of its gameplay,
which invites them to build worlds while learning how to code them. An
excellent example is Open Pit, which is made up of people under the age
of twenty-ve who organized and programmed several virtual concerts
for Minecraft, bringing together 18,000 connected users in April 2020,
and raising more than $55,000, that were donated to charity
173
in the US.
Immersive environments represent a great opportunity to develop
new narratives and engage with audiences in unconventional ways.
174
Considering the examples above, it seems that in the metaverse live
events disappear, transforming into new creative happenings. The phys-
ical presence of the artist and spectator is replaced by an avatar, coming
together in an entirely virtual time and space. The magic of art takes
place while the audience gathers together in a space where all physical
barriers have been removed and boundaries between the performing arts
have become blurry. If the invention of cinema marked the birth of the
“Seventh Art”, are we now on the threshold of naming a new discipline?
Meanwhile, Mixed Immersive Reality, supported by Virtual Reality (VR),
Augmented Reality (AR), Blended Reality (MR), and Extended Reality
175
(RE), is being used to enhance the experience of in-person events. An
innovative example is the show “ABBA Voyage: The Concert”, which in-
volved creating four forty-years-younger digital versions of the original
Swedish group members, who were lmed by 160 cameras for motion
capture, working with a team of more than 500 artists to complete a live
show that combines video, lighting, and sound.
176
On the other hand, some shows do not involve any human characters
on stage, as is the case of Uncanney Valley, performed by the Rimini
Protokoll collective at the Santiago a Mil International Theater Festival.
The work reects on the relationship between robots and humans, pre-
senting a humanoid on the scene, who at some point states: “if you have
come to see an actor, you are in the wrong place; but if you have come
to see the real thing, you are also in the wrong place.”
177
173 Ellise Shafer, “More than a game, Minecraft Music Festival is a Blockbuster”,
Variety, issued May 13, 2020, https://variety.com/2020/music/news/all-about-mi-
necraft-music-festivals-1234598970/.
174 Tom Rockhill, “To engage remote audiences, AR is more vital than ever,” Digital
Arts, issued April 6, 2020, https://www.digitalartsonline.co.uk/features/hack-
ing-maker/engage-remote-audiences-ar-is-more-vital-than-ever/.
175 For the denition of these terms see Section 5.
176 HMV Ofcial. “ABBA announce new album Voyage and spectacular new live
show”. YouTube video accessed February 28, 2022. https://www.youtube.com/
watch?v=lRT2ZTRR1ps.
177 Fundación Teatro a Mil. Trailer Uncanny Valley | Santiago a Mil 2021”. YouTube
video, accessed March, 14, 2021. https://www.youtube.com/watch?v=LPwGq9G-
dvdE&t=8s.
47 Although it is not yet clear what the future of the metaverses and
cryptocurrencies in music and the performing arts will look like, artists
and creators will play a central role in the development and appropri-
ation of new technologies. They will be in charge of bringing coding to
life, transforming complex technological languages into attractive and
immersive environments, with engaging and exciting narratives. Also,
by combining these tools, artists would unleash their imagination as
stage creators, developing new and unexplored narratives. If that kind
of future is to become a reality in LAC, different issues from poor con-
nectivity to lack of digital skills, must be addressed so that both creators
and consumers can become active agents in these new hyperconnected
worlds.
Theater as we knew it, or as we used to think
about it, is no longer going to exist; it has to
stop being narrow-niched and will have to
adapt to new technologies.
—Óscar Carnicero, director of La Teatrería
III. Casos de innovación
3.
Cases of
Innovation
49 In this section we analyze six cases of innovation that, through tech-
nology, have found innovative solutions for the performing arts indus-
try. Their experience provides direct responses to the concerns raised
throughout these pages, relating to the situation of the sector in LAC:
How can technology favor the professional development of performing
artists? How to promote stage creations in digital environments? How
to improve the digital experience? Each case address these questions
and tackles the challenges of what the future holds in store, the possible
paths to transition into a globally hyperconnected digital sphere through
data intelligence, or how to renew the engagement with audiences based
on technological innovation with interactions highlighting the positive
impact of the performing arts in the societies of our region.
Teatrix. Argentina
How to Promote the Consumption of Music
and Theater in the Virtual World?
One of the biggest challenges in the digital eld is to increase the con-
sumption of culturally diverse content. In the context of tech giants like
Netix, Facebook, Google, Amazon, Apple, Disney or Spotify, it is nec-
essary to advance regulations and nd strategies to promote content
produced in different parts of the world, using other narratives reecting
cultural diversity. Teatrix has tackled this task by launching a video on
demand platform (VOD) specialized in theater plays in Spanish. It is the
rst platform streaming theater in high denition that can be accessed
from any device and at any time, offering several subscription plans. The
project was born in 2015 in Argentina and during the pandemic they have
expanded to new markets in Bolivia, Colombia, Spain, Mexico, Paraguay,
and the Latino audience in the United States. During their rst four years,
they reported a sustained annual growth of 5%, but during the rst 6
months of 2020 that number increased to 80%, and by the end of that
year they had tripled their audience, while time spent by viewers multi-
plied by 10. Faced with restrictions in performing for physical audiences,
theater companies, production houses, and the like had to adapt their
pieces to be streamed on Teatrix, keeping professional standards and
hoping to monetize their shows. The streaming company has invested in
creating an intuitive, world-class, and user-friendly platform with cultural-
ly diverse contents produced, meeting global quality standards. This has
granted access to theater experiences for people who had never visited
a theater hall before, encouraging new audiences to become interested
in consuming both virtual and in-person performances.
50 PortalDisc App. Chile
How to Promote the Local Art Scene while Fostering Digital Economy
for the Benefit of Music and Performing Arts Creators?
Independent or culturally diverse projects are faced with the challenge
of making their content visible, promoting it, and making it stand out. To
cope with this situation PortalDisc, launched in 2020, was the rst stream-
ing app on the market specializing 100% on Chilean music. Founded
twelve years ago, the rm was a pioneer in offering digital distribution
alternatives for Chilean artists, developing an MP3 online store. Currently,
their catalog includes more than 130,000 songs, from more than 300
labels and 7,000 national artists. In 2021, the application was installed on
more than 10,000 cell phones in 32 different countries. Aside from some
additional functions similar to those of any commercial app, what makes
PortalDisc unique is its geographical mapping of the country, adding sec-
tions for each Chilean territory, and its genre tagging (Andean, Mapuche,
Rapanui, Chilota among others). This segmentation puts Chilean mu-
sic in perspective, with a distinctive narrative that takes into account
each region, style and sound, aiming at promoting the different cultural
manifestations that endure across the country. The platform offers a far
more generous deal for creators compared to those of the most popu-
lar streaming platforms. PortalDisc App pays 3.9 dollars for every 1,000
reproductions, while Spotify offers only one-third of that amount for
the same number of reproductions. Artists are also given the chance to
upload their own music, avoiding intermediaries, such as digital aggre-
gators. There is a free version of the app that allows users to stream up
to 50 songs per month at no cost. Premium memberships are offered at
a cost of $3.9 dollars per month or $39 dollars per year. The company
seeks to give fair treatment to artists and position itself as a platform to
promote local music, while supporting the development of the Chilean
music industry.
Pro Indie Music. Mexico
How to Support Professional Development
of Independent Musicians Using an App?
Pro Indie Music is a Mexican project promoting technology for the de-
velopment of independent artists, especially for those from the music
industry. Using machine learning and articial intelligence it provides us-
ers with relevant information to boost their careers. The app’s algorithm
51 measures and grades the artists’ development, recording and analyzing
the available data collected from their own social networks (number of
followers, interactions, time spent on them, and so on) and from other
working documents (portfolios, technical riders, and contracts, among
others). By storing the data provided by users, the system can make
direct suggestions, combining the results from other users of the plat-
form. ProIndie Music was, at rst, a hub where musicians could access
valuable information on the industry and its participants, sharing feasible
strategies for their professional development. Then, the platform went
from being a link between creators and festival programmers, manag-
ers, PR agencies and digital aggregators, to becoming a tool to assess
an artist’s career, providing concrete advice on how to achieve greater
impact. Starting with 35 users-artists, the latest version of the applica-
tion was launched on the market in April 2021, and by the end of that
year they had 540 active subscriptions across Mexico, and Central and
South America. Their membership system can be paid either monthly or
in annual installments. Additionally, the platform can offer tailored advice
on specic needs like how to release an album, which social networks to
prot from, how to take advantage of digital tools, how to better engage
with their audiences, and it even provides information about industry
trends, particularly about NFTs. In addition, access to their customers’
information allows the rm to target outstanding artists that know how
to engage with audiences, offering them specic contracts with strategic
partners and enhancing their development and market positioning.
Muse’s Simulation Theory: Virtual Experience. England
How to Transform a Live Concert into an Interactive Digital Experience?
Faced with the challenge of making live-streaming concerts more at-
tractive, the English band Muse teamed up with Los Angeles, California-
based company Stage Inc to create “Muse’s Simulation Theory: Virtual
Experience,” the online transmission of a show at the Metropolitan
Stadium in Madrid, Spain, in 2019, for a physical audience of 50,000
people. The concert was lmed using 6k 360 cameras. The stadium was
refurbished from a digital perspective, adding augmented reality items,
in order to properly project immersive reality videos. During the virtual
event, fans were able to interact by voice or text messages with other
attendees, to play with some interactive items or to purchase digital or
physical merchandise, including the digital clothing that the musicians
were wearing on the day of the concert. Users or avatars made their way
into the stadium just like in real life, however, once inside the venue they
52 were able to teleport to other sections of the stadium, choosing from 16
different points of view and at least three of them were on stage: facing
the singer, the bassist or from either side of the drummer. Each angle of
the 360º camera offered a panoramic view of the show from an unprec-
edented point of view. Downloading the app and watching the show can
still be done for free. The rm has used the Muse virtual experience to
launch Stageverse and publicize the platform. By September 2021, Stage
Inc. managed to raise $7.5 million of initial investment for the develop-
ment of virtual worlds, seeking to dominate the emerging market of live
shows in the metaverse.
Interspecifics. Mexico
How to Create Innovative Links Between the Performing Arts and Science?
Some institutions have identied creative disciplines—and stage per-
formances in particular—as an opportunity for interacting with techno-
logical advances. An illustrative example in the region is the collective
Interspecics, an independent artistic research studio founded in Mexico
City. The collective has been using sound to make air pollution visible
in urban environments like Mexico City, São Paulo or Bogotá. In 2021 it
was awarded with the Articial Intelligence (AI) AI Lab, SETI x AI, resi-
dency, for their Codex Virtualis project, which aims to build a systematic
collection of AI-generated hybrid organisms, emerging from speculative
symbiotic connections between microorganisms and algorithms. The
collective’s goal is to explain complex phenomena through sensorial
experiences, helping to understand them. They dene themselves as a
nomadic and experimental group working at the intersection between
art and science. Their research focuses mainly on sound as a means of
understanding the bioelectrical activity of different bacterial, plant, mold,
and human conglomerates. For that purpose, they use their “ontological
machines”, devices that combine hardware with creativity. The group also
gives priority to sharing knowledge at public workshops, such as B10S or
Music Makers Hack Lab, where they share the experience of their designs
and works, based on open-source technologies. According to them, ex-
changing knowledge aids the creation of larger user communities, broad-
ening their current learnings. Interspecics’ work has been carried out in
different countries like Mexico, Germany, the Netherlands, Brazil, Chile,
Ecuador, the United States, and Canada. Presently, there are more than
three hundred artists and researchers in their database. 
53 Centro para la Revolución Tecnológica
en Industrias Creativas (CRT+IC). Chile
How to Promote Technological Development for Creative Industries in LAC?
With technology advancing at an exponential rate, our region runs the
risk of being left behind, unless it takes part in current technological de-
velopment and adaptation. Founded in 2021 in Chile, the Centro para la
Revolución Tecnológica en Industrias Creativas (CRT+IC), a project led
by the Fundación para la Revolución Tecnocreativa, a division of Bizarro
Live Entertainment and one of the most important Chilean mass media
entertainment companies. The project has the nancial support of the
Corporación de Fomento de la Producción (CORFO), an agency of the
Chilean Ministry of Economy, Development and Tourism, whose goal is
to promote the development of cutting-edge technologies by forming
experts in creativity and technology that can come forward with solutions
for the entertainment industry, enhance human capital, and trigger the
internationalization of Chilean creative industries. This project involves
a training program through workshops, seminars, and courses, bringing
technological skills closer to stakeholders, while opening a space for the
exchange of ideas between science,technology, and culture, supporting
the piloting and development of projects through residencies. Through
their Astillero Creativo program, supporting startups in the design of
commercial validation strategies, training of executive staff and tech-
nology licensing. Finally, they will promote the strengthening of projects
incubated at the center, aiding their success in searching for funds and
other means of nancing. During the rst stage they will focus on tech-
nologies like 5G, Digital Realities (Virtual Reality – Augmented Reality),
Articial Intelligence, Blockchain, and the Internet of Things. They are
targeting startups and SMEs from the following segments: music and
entertainment, audiovisual and publishing, video games and digital real-
ity, architecture, design, and urban studies. The center has also ofcially
announced a strategic partnership with the rm Epic Games, becoming
the rst and only certied training center for Unreal Engine in Chile. Their
goal is to promote new technologies, fostering knowledge and creating
solutions for the actual needs of the creative industries.
The pandemic might be the equivalent of the
prehistory of digital art and there is still much
to discover.
Aurea Vieira, Manager of International
Relations at the São Paulo Social Service of
Commerce
4.
Final
Observations
IV. Reexiones nales
55 Technological innovation is changing the means of creation, production,
promotion, exhibition, consumption, training, managing and even storing
music and other works related to the performing arts. The digital expe-
rience cannot be a substitute for in-person events, but it can be a great
ally in the sector’s development, helping in the creation of new business
models, engaging with audiences and achieving more efcient process-
es. The main challenge is to help music and performing arts profession-
als take part in technological development and monetization strategies,
boosted by new technologies. Below we reect upon possible routes of
action for these industries, as well as their role in economic reactivation.
1. The Performing Arts and Digital Economy
1.1 Technology helps to expand creativity. New digital technologies are
multiplying the ways of telling stories, thus expanding the powers of
creation. In the digital world, there are no frontiers between the audience
and the stage, encouraging artistic experimentation towards interactive
experiences.
1.2 The digital transition means new sources of income. Offerings of dig-
ital content will play a major role in supplementary nancial strategies in
the sector, with consumers taking a leading role in the production chain.
Audiences will no longer be passive and will play a role in processes from
which they were excluded before, particularly in nancing creative proj-
ects. To unlock this potential, professionals from the music business and
the performing arts will need training, and investment in developing ad
hoc platforms, while addressing legal and control mechanisms, so that
creators can be granted fair nancial compensation for their work.
1.3 Universal access to art. The digitization of music and the performing
arts is expanding access to artistic and cultural manifestations like never
before. To continue in this direction, creators will not only need the tech-
nical skills required to adapt their work and explore new technological
tools, but also to partner with other CCIs professionals and digital experts
to design experiences equal to in-person quality events.
1.4 Promoting training and socializing technological advances. Creativity
and imagination of musicians and stage creators can draw on new digital
tools, exploring unknown territory and helping socialize them, so that
more people know about them and use them. Developing initiatives that
foster technological development and specialized training will spread its
use in the sector.
56 2. Public Policies Favoring Digital Economy
2.1 Enhancing internet connectivity. Investments in digital infrastructure
must be a priority in order to prevent the region from falling behind eco-
nomically and socially in the global context.
2.2 Regulation of copyright and promotion of fair distribution of royal-
ties. Advancing initiatives on copyright regulation and improving collec-
tion of digital royalties will help protect intellectual property, generating
more revenue for musicians and performing artists in the region.
2.3 Fostering competition and monetization in digital media. Creating
laws and regulations that promote local production can trigger the
growth of the performing arts in the region, making them globally com-
petitive industries.
2.4 Expanding dissemination of local content. Streaming platforms spe-
cialized in local multimedia content are commercial outlets for original
productions that provide audiences with culturally diverse contents.
However, it is necessary to cope with market imbalances, either taxing
the main global streaming platforms and earmarking those resources
to produce local content, or by creating regulations that compel these
platforms to include in their catalog a minimum percentage of exclusively
local content productions.
3. Cultural Policy for Music and The
Performing Arts in the 21st Century
3.1 Ensuring public financing for the sector. Public funding will continue
to play a central role in the development of music and the performing arts
in the region. And governments should guarantee earmarking exclusive
budgets for that purpose.
3.2 Modernizing financial transfer systems. Public funding should be seen
as a production incentive, and should be made available for different
value chain actors. Next to creators, other key agents such as producers,
managers and digital developers are in need of seed capital; this capital
can come from expanded public resources and encourage public-private
investment funds, to strengthen the creation, production, marketing, dis-
semination, and circulation of products in the sector. This will make it
possible to unleash the economic potential of the sector, both in digital
and face-to-face scenarios.
57 3.3 Promoting and increasing private funding in the sector. To ease reli-
ance on public resources, it is necessary to increase private funding. There
are several tax exemption and tax reduction models available for rms
willing to support undertakings in the sector. But there is still room for
innovation. Research and Development is required to advance regulations
promoting sponsoring and patronage solutions tailored for the region.
More promotion and incentives will make rms aware of the economic
and social benets of investing in artistic and cultural projects.
3.4 Making the economic contribution of the scenic industries visible.
The recognition of the economic, political, and social value of the per-
forming arts as generators of jobs, wealth, and added value to the terri-
tories, involves preparing and disseminating reports with data that show
the contribution of these industries to the economy and society, which
will also help trigger public-private investments for the development of
the sector.
3.5 Recognizing performing arts professionals as formal employment.
Integrating performing arts professionals into social security schemes,
guaranteeing their access to public health services, or creating specic
regimes in employment or tax payment accounts will help reduce the
precariousness of the sector and recognize the status of the artist as an
integral part of the productive sector of society.
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Interviews
Alcaraz, María Victoria (General Director at Teatro
Colón de Buenos Aires). Interview by Pablo Solís
Vega. May 2021.
Arbeláez, Octavio (Director of the Teatro de Manizales
International Festival). Interview by Pablo Solís
Vega. March 2021.
Barros, Félix (CEO at Evento Medido). Interview by
Pablo Solís Vega. May 2021.
Barrow, Marielle (General Coordinator at the Fondo
para las Industrias Creativas, Banco de Desarrollo
del Caribe). Interview by Pablo Solís Vega. May
2021.
Carnicero, Óscar (director at La Teatrería). Interview
by Pablo Solís Vega. February 2021.
Clériga, Luis (Otoño en Hiroshima founder). En
entrevista con Pablo Solís Vega, February 2021.
Codicimo, Jorge (General Interinstitutional
Commincation Coordinator at Teatro Colón,
Buenos Aires). Interview by Pablo Solís Vega. May
2021.
Cortés, Malitzin (experimental musician and audiovisual
artist / live coding expert). Interview by Pablo Solís
Vega. August 2021.
Dañobeitia, Cristóbal (President of the Observatorio
Digital de la Música Chilena). Interview by Pablo
Solís Vega. May 2021.
Dookiesingh, Vashtie (Financial senior consultant at
Inter-American Development Bank). Interview by
Pablo Solís Vega. May 2021.
Furtado, Flavia (Director of the Festival Amazonas de
Ópera). Interview by Pablo Solís Vega. March 2021.
Galindo, Analida and Marlyn Attie de Mizrachi (Co-
directors of Fundación Espacio Creativo). Interview
by Pablo Solís Vega. March 2021.
Garrido, Rodrigo (CEO at Hoppia). Interview by Pablo
Solís Vega. May 2021.
Guardia Crespo, Marcelo (Social Communicator at the
Universidad Católica de Bolivia). Interview by Pablo
Solís Vega, May 2021.
Knust, Oliver (director at Chilemúsica). Interview by
Pablo Solís Vega. March 2021.
Lara, Marcelo (CEO at Pro Indie Music). Interview by
Pablo Solís Vega.June 2021.
Lira, Ricardo (Executive director at CRT+IC. Centro
para la Revolución Tecnológica en Industrias
Creativas). Interview by Pablo Solís Vega. May
2021.
Machicao, Marko (consultant). Interview by Pablo Solís
Vega. March 2021.
Olarte, Salomé (Musical Manager at Instituto Distrital
de las Artes, Bogotá). Interview by Pablo Solís
Vega. March 2021.
Ovsejevich, Andy (CEO at Ciudad Cultural Konex).
Interview by Pablo Solís Vega. March 2021.
Parias, María Claudia CEO at Fundación Nacional
Batuta). Interview by Pablo Solís Vega. March 2021.
Pazmiño, Fabiola (Production Coordinator at
Fundación Teatro Nacional Sucre). Interview by
Pablo Solís Vega. March 2021.
Ribas, Dani (data expert and consultant). Interview by
Pablo Solís Vega. March 2021.
Rodríguez, Ana (Associate at Música Relatable
Agency). Interview by Pablo Solís Vega. February
2021.
Romero Quero, Carmen (General Director of the
Fundación Internacional Teatro a Mil). Interview by
Pablo Solís Vega. March 2021.
Small, Rodney (Coordinator of Creative Industries
at Ministerio de Cultura, San Vicent and the
Grenadines). Interview by Pablo Solís Vega. March
2021.
Vieira, Aurea (Manager of International Relations
at Servicio Social Do Comércio de São Paulo).
Interview by Pablo Solís Vega. February 2021.
64
Quantitative Study
for this Research
Aura / SIMO, “Quantitative study for the Series ‘Art,
Culture and New Technologies in Latin America
and the Caribbean’”, Mexico City: 2021.
6. Glossary
E
Emergency bonds
Financial support offered by governments as part of a
nancial emergency program.
Extended Reality (ER)
Combination of technologies that allow interaction
between real and virtual environments.
F
Full HD
It refers to an image resolution of 1920 by 1080 pixels.
I
Immersive Technologies
Series of tools trying to simulate real environments.
L
LED screen
Electronic device that projects multimedia content
using LED diodes.
Licensing
Permission granted for the exploitation of a work
protected by copyright.
Long tail
Marketing strategy consisting in leaving a product
a long period of time in the market so it can gain
visibility. On the internet, it refers to the effect of
making content available over a period of time so that
more people can watch it.
M
Mapping
Audiovisual technique consisting in projecting videos
on surfaces, displaying animated elements or dynamic
images, using artistic effects.
360 Video
Video format that enables a holistic panoramic view, in
360 degrees
A
Artificial Intelligence
Combination of algorithms that simulate human
intelligence processes performed by machines.
Augmented reality (AR)
Technological interface that allows users to see and
interact with digital items, in a physical reality context.
B
Blockchain
Chain of information that records digital transactions
and operations.
C
Content platforms
Online website punting together all kinds of multimedia
content available for the nal user.
Copyright
Rules and legal principles that protect the rights that
creators have over their works.
Culture Satellite Account
Statistical tool that measures the contribution made to
the GDP of a country by the cultural sector, adding up
all the activities that comprise it.
D
Digital Experience
The interaction between nal users and digital media.
Drive-in concerts
Artistic shows attended by audiences that watch the
shows sitting on their car seats.
66
Market Centric Payment System (MCPS)
Revenue distribution model popular in streaming
platforms and based on the concept of market share. It
is determined by the number of streams generated for
each artists’ track in proportion to the market share,
receiving more royalties from those with the most
streams. (see User Centric Payment System - UCPS).
Metadata
Descriptive information that helps to interpret, identify,
process, and store data. They are the data of the data,
the describing informational content of an object or
resource.
Mixed reality
Immersive technology that combines elements of
virtual reality and augmented reality.
Multimedia
Combination of text, images, animation, and sound to
create hybrid content.
N
Non fungible token (NFT)
Items traded in digital environments. They are unique
and unrepeatable cryptographic pieces built with
blockchain technology.
O
Over-The-Top (OTT)
Free transmission services consisting of audio, video,
and other contents streamed through the Internet
without traditional distribution operators being
involved.
P
Patronage
Scheme of protection or resources granted to any
cultural or scientic endeavor. In the arts, it denes the
action of nancial support given to artists and projects
for their creative development.
Performing Arts
Artistic activities performed onstage for an audience.
They include music, theater, dance, circus, opera, and
the multidisciplinary arts.
Performing Spaces
Venues, halls, or theaters where shows are performed
or staged. They comprise outdoors or indoors spaces.
Public Performing Rights
legal rights that grant the authorization to reproduce
copyright content in public.
R
Rider
Document enlisting all the technical requirements for
an artistic performance.
Royalties
Payment due to the copyright holder of a work or
asset for the ongoing use of it.
S
Streaming
Multimedia technology that allows users to watch
recorded or live content on digital platforms.
T
Tax incentives
Tax exemptions or credits used by governments to
encourage a particular productive sector, or economic
activity.
Tecnovivio
Term that encompasses the interaction of audiences
with digital performances or shows.
Transmedia
Narrative strategy consisting in fragmenting a content
and retelling it, using different media.
Triggering Cities
Term that englobes those global cities where a
great amount of music content is being streamed or
downloaded, multiplying data, and building algorithms,
while aiding to the dissemination of those contents
among wider audiences.
U
User Centric Payment Systems – UCPS
Revenue distribution model used by streaming
platforms based on every user’s consumption, unlike
the Market Centric Payment Systems (MCPS).
67
V
Video on demand (VOD)
OTT video service, in which users are allowed to
choose between different videos hosted on a platform,
at any given time.
Virtual Immersive Space
360 tridimensional spaces where users can interact
without using VR helmets or glasses.
Virtual reality (VR)
Technological interface that creates an immersive
virtual environment out of simulated scenes or places.
7. Projects Reviewed
for This Publication
Company / project Country Type of project Pages
Amazon music United States Streaming platform 36, 37, 49
Anti Status Quo Brazil Theater company 42
Apple Music United States Streaming platform 24, 36, 49
Aquí Cultura Costa Rica Digital Content Platform 12
Asociación Mexicana de
Productores Fonográcos
(AMPROFON)
Mexico
National
Organization
17
Banco de Desarrollo del Caribe
(CDB)
Caribbean International organization 10
Inter-American Development Bank
(IDB)
International
International
Organization
5, 33, 40
Biblioteca Nacional Eugenio Espejo Ecuador Library 20
Bizarro Lab Chile Accelerator 14, 20, 53
Boletia Mexico Online ticket sales company 33
Circulart Colombia Music Association 34, 38
Ciudad Cultural Konex Argentina Art space 27, 31
Comisión Económica para América
Latina y el Caribe (CEPAL)
International International Organization 9, 10
Compartir Cultura Argentina Digital content platform 12
Confederación Internacional
de Sociedades de Autores y
Compositores (CISAC)
International NGO 8, 10, 38, 40
Contigo en la Distancia Mexico Digital content platform 13
Corporación Colombia Crea
Talento (COCREA)
Colombia Public tax incentive program 15
69
Company / project Country Type of project Pages
Corporación de Fomento de la
Producción (CORFO)
Chile Government entity 14, 53
Critical Switch Mexico Social network 33
Cultura en Casa Uruguay Digital content platform 12
Deezer France Streaming platform 24
Despierta Elena
Chile Digital theater play 30
Swan Lake
Argentina Online Theater Play 27
Epic Games United States Video game company 53
Escuela de Espectadores Colombia Educational program 28
Estímulos Fiscales a las Artes
(EFIARTES)
Mexico Public tax incentive program 15
Evento Medido/ Fanear Chile Digital company 19, 34
Federation of the Phonographic
Industry (IFPI)
International NGO 33
Festival Amazonas de Ópera Brazil Festival 18, 36, 37, 49
Festival Internacional de Teatro de
Manizales
Colombia Festival
27, 28, 32, 42,
43
Festival Internacional
Santiago a Mil
Chile Foundation 6, 32, 46
FIMPRO Mexico Music Encounter 34
Fortnite United States Immersive video game 45
Fundación Espacio Creativo Panama Foundation 18, 28, 32
Fundación Nacional Batuta Colombia Foundation 18, 31
Fundación Teatro Nacional Sucre Ecuador Government entity 29, 43
GigWell United States Digital company 37
Impulso Cultura Ecuador Digital content platform 13
Infinitos
Colombia Digital stage work 42
Instituto Nacional de la Música
(INAMU)
Argentina Government entity 13
Interspecics Mexico Artistic company 52
70
Company / project Country Type of project Pages
JuntosESeparados (Anti Status
Quo)
Brazil Digital stage work 42
La Teatrería México Scenic space 28, 31
Landscape Artes Escénicas Mexico Theater company 42
Las Reinas Chulas Mexico Theater company 43
Aldir Blanc Law Brazil
Emergency nancial aid
regulation
13
Linderos del Horizonte
Dramafónicos
Colombia Digital stage work 42
LOOP Mirrors of Time TCRV
Mexico Stage work digital 42
Mía sobre ella misma (Deca Teatro)
Colombia Digital stage work 42
Music By Numbers United Kingdom Research center 14
Music Tech Association Chile
(MUSTACH)
Chile NGO 14
Música México Covid-19 Mexico Private fund 17
Música Relatable Mexico Company / consultancy rm 17, 38
London Royal Ballet England Art space 41
Netix United States OTT platform 36, 37, 49
Non Fungible Token (NFT) United States Blockchain 41, 42
Observatorio Digital de la Música
Chilena (ODMC)
Chile NGO 14
Organización de Estados
Iberoamericanos (OEI)
International International Organization 33
Organización de las Naciones
Unidas para la Educación, la
Ciencia y la Cultura (UNESCO)
International International Organization 33
Overture Plus United States Digital company 33
Patreon United States Digital platform 38
PortalDisc App Chile Streaming platform 50
71
Company / project Country Type of project Pages
Pro Indie Music Mexico Company digital 50
Red de Asociaciones Musicales de
Chile (RAM)
Chile NGO 19
Secretaría General Iberoamericana
(SEGIB)
International International Organization 33, 40
Servicio Social Do Comércio de
São Paulo (SESC SP)
Brazil Public-private institution 26
SESC Digital Brazil Content platform 26
SoundCloud United States Streaming platform 39
Spotify International Streaming platform
24, 37, 38, 39,
49, 50
Teatrix
Argentina
(international)
VoD platform 36, 49
Teatro Colón in Buenos Aires Argentina Art hall 19, 20, 25, 27
Teatro Colón in Bogotá Colombia Art hall 43
Teatro de Manaos Brazil Art hall 18
TikTok China Digital platform 38
All that a VHS can hold
Brazil Digital stage work 43
Twitch United States Digital platform 38
Uncanney Valley
Germany Digital stage work 46
University of Guadalajara Mexico Public university 18
Ventana Internacional de las Artes Colombia Performing arts gathering 34
VIP-Booking United States Digital company 33
Virtual Crossings
Switzerland and
Argentina
Digital theater play 42
World Summit Award 2020 (WSA) International Prize 42
YouTube United States Streaming platform
26, 27, 32, 37,
42
This publication is part of the IDB editorial series, Art,
Culture and New Technology in Latin America and the
Caribbean, which aims at identifying the impact of dig-
itization and the adoption of technology in the cultural
and creative industries in LAC, and how innovation, social
cohesion and change can be catalyzed by it. We hope
it will contribute to understanding the potential of new
technologies and strengthen the gastronomy sector and
food industry in the region.
The Inter-American Development Bank and Aura wish
to thank the organizations and professionals who kindly
agreed to take part in our survey, as well as the different
stakeholders who gave us generous interviews for this
research; We particularly wish to thank: Ana Rodríguez,
Analida Galindo, Andy Ovsejevich, Aurea Vieira, Camille
Selvon Abrahams, Carmen Gil Vrjolik, Carmen Romero
Quero, Cristobal Dañobeitia, Damián Romero, Daniela
Ribas, Fabiola Pazmiño, Félix Barros, Flavia Furtado, José
Palazzo, Jules Sobion, María Claudia Parias, Luis Clériga,
Malitzin Cortés, Marcelo Lara, Marielle Barrow Maignan,
Marko Machicao, Marlyn Attie de Mizrachi, Octavio
Arbeláez, Oliver Knust, Óscar Carnicero, Patricia Maya
Segovia, Ricardo Lira, Rodney Small, Salomé Olarte,
Victoria Alcaraz.
8. Acknowledgements