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David Hesmondhalgh is one of the most influential contemporary theorists of the media industries, and his book The Cultural Industries (first edition 2002, now in its fifth edition published 2024) is a set text on countless Media Studies courses. AQA A-Level Media Studies names Hesmondhalgh as one of the key theorists for the Industries component. In this lesson we will unpack his argument in detail, examine the concepts of risky business, commodification, and the management of creative labour, and apply his framework to contemporary case studies.
A quick but important note on attribution before we begin. Hesmondhalgh is a British sociologist working at the University of Leeds. His approach is broadly political-economic but draws on cultural studies, sociology of labour, and critical theory. He is careful to distinguish his plural "cultural industries" from the older Frankfurt School singular "culture industry" (Adorno and Horkheimer), because he thinks the sector is more varied, contradictory, and contested than the earlier critics allowed.
Hesmondhalgh's central claim is that the cultural industries are distinctive among capitalist industries — they face particular economic and social conditions that shape how they operate. He argues that three features stand out:
Let us take each of these in turn, alongside the broader concept of commodification.
"The cultural industries are risky businesses," Hesmondhalgh writes. What does he mean?
In most industries, if you make a product that is well-designed and well-priced, it will sell roughly as expected. You can do market research, test prototypes, and forecast demand with reasonable accuracy. But in cultural industries, demand is notoriously unpredictable. Nobody knows which film will be a hit, which song will go viral, which game will take off, which novel will sell millions.
The film industry provides endless examples. John Carter (2012) cost Disney around 250millionandlost200 million. Paranormal Activity (2007) cost 15,000andmadeover190 million. The Lord of the Rings was turned down by multiple studios before New Line took the gamble. Harry Potter was rejected by twelve publishers before Bloomsbury said yes.
This unpredictability is not because producers are stupid; it is structural. Audiences' responses to cultural goods depend on mood, social trends, word-of-mouth, timing, and countless other factors that resist modelling. Hesmondhalgh argues that cultural industries respond to this risk with a set of predictable strategies:
| Strategy | Description | Example |
|---|---|---|
| Overproduction | Make many products, knowing most will fail | Record labels sign many bands; few succeed |
| Star system | Rely on known talent to reduce risk | Casting Leonardo DiCaprio, Taylor Swift |
| Franchising | Reuse proven formulas | Marvel Cinematic Universe, FIFA games |
| Formatting | Copy successful formats | Reality TV formats, sitcom structures |
| Vertical integration | Own distribution to protect releases | Disney owning cinemas and streaming |
| Cross-promotion | Use one hit to sell another | Disney films → theme parks → merchandise |
| Marketing | Heavy spending to create demand | Blockbuster marketing often exceeds production budgets |
These strategies do not eliminate risk, but they reduce it. They also shape what gets made — safe, familiar, franchise-driven content tends to crowd out riskier, more original work. This is one reason critics worry about the cultural effects of industry concentration.
flowchart TD
A[Cultural Production] --> B{Unpredictable Demand}
B --> C[Overproduction]
B --> D[Stars & Franchises]
B --> E[Formats & Sequels]
B --> F[Heavy Marketing]
C --> G[Some hits, many flops]
D --> G
E --> G
F --> G
G --> H[Hits subsidise flops]
Cultural goods are expensive to make for the first time but cheap to copy. A film costs tens or hundreds of millions of dollars to produce. Once produced, an additional streaming copy costs fractions of a penny. This economic structure is unusual.
It means that profit depends on scale. You need to sell lots of copies (or subscriptions, or tickets, or ads against views) to recoup your investment. It also means the marginal cost of exclusion (preventing non-payers from accessing the content) is the main cost of monetising the product. Hence the elaborate apparatus of DRM, streaming authentication, paywalls, copyright law, and piracy enforcement.
For students, this explains several features of contemporary media:
Commodification, introduced in Lesson 1, is central to Hesmondhalgh's account. He argues that the cultural industries have progressively commodified more and more aspects of cultural life. Things that were once free, public, or informal — journalism, personal communication, music-sharing, amateur creativity — have been increasingly captured by commercial platforms.
Consider music. A generation ago, music was commodified primarily as physical product: vinyl, cassette, CD. Digital piracy (Napster, LimeWire) threatened this model. Streaming (Spotify, Apple Music, YouTube Music) re-commodified music as a service: you pay a monthly subscription for access, not ownership. This shift changed the industry's revenue model, reduced per-track royalties, empowered platform owners, and concentrated the market.
Or consider news. Newspapers used to sell physical copies with advertising attached. Digital distribution broke that model; platforms like Google and Facebook captured much of the advertising revenue. The response has been new forms of commodification: paywalls (The Times, The Telegraph), membership models (The Guardian's voluntary contributions), and bundling (Apple News+).
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