01 Culture & Heritage
Living traditions. Shared identity.The practices, places, knowledge and expressions that connect us to our roots.
- Traditional arts
- Heritage
- Museums
- Crafts
- Performing arts
- Festivals

Creative ideas and cultural knowledge become products, services and experiences. CRESDO connects three fields to explore the opportunities in this economy.
01 The practices, places, knowledge and expressions that connect us to our roots.
02 The people and industries turning imagination into stories, experiences, products and services.
03 The technologies and creator-led practices expanding how we create, experience and share culture.
Contribution to Malaysia’s economy in 2024.
Across the cultural and creative industry.
Growth in 2024, compared with 2023.
Cultural activities including design, publishing, audiovisual, music, performing arts, visual arts, crafts and heritage.
Supporting activities, including interactive media and equipment.
Source: DOSM, Cultural & Creative Satellite Account 2024 · Released 18 December 2025. Domain composition infographic.
These national statistics use DOSM’s core and transversal domains. They are broader market context, not a valuation of CRESDO’s three fields or an estimate of the market CRESDO can capture.
29% growth from 2017 to 2022.
19% growth from 2017 to 2022.
Source: UNCTAD, Creative Economy Outlook 2024. These are global export values for 2022, not GDP or total market revenue, and should not be added to Malaysia’s figures.
Potential pathways across our three fields — open for collaboration and development.
Cultural experiences, craft products, exhibitions, performances and festivals.
AUDIENCES & PARTNERSAudiences, cultural institutions, experience buyers and tourism partners.
Original content, design, fashion, publishing, music and production services.
AUDIENCES & PARTNERSBrands, publishers, broadcasters, platforms and creative businesses.
Interactive experiences, games, immersive media, virtual production and creative AI applications.
AUDIENCES & PARTNERSStudios, technology teams, venues, institutions and digital audiences.