First Motion output: Handbook on cluster landscapes

Hi all,

Please have a look at this short video introducing our handbook on cluster landscapes, aimed at cluster managers as a hands-on tool to further improve their clusters. It was developed by Filmby Aarhus and The Alexandra Institute, based on First Motion research done together with Innovation Centre HTA Lodz.

The handbook does have an interactive part on www.clusterlandscapes.com. You can also read it online here…

But check it out yourself:

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Great Indie9000 game-making weekend

This last weekend FormuLab was full of talented aspiring computer game creators during the Indie9000 Game Jam 2011 session that was held by the Indie9000 crew in collaboration with Shareplay, DreamGames and Platform4. Lots of great gaming ideas took shape and friendships were made. Check out the video summary and photo galleries here.

Over 25 participants took part in the 3-day session that took place day and night in an intense race to create the best, funniest, most playable gaming demo – as well as to have fun together. The winners were:

Aestetic Excellence Award: Cosmic Battle
Best Use of Theme Award: Buffalaption
BEST GAME AWARD: MUTANIMALZ

Watch the video summary here (by scurvylopster):

And check out the photo gallery here:
http://www.flickr.com/photos/50846075@N00/sets/72157627648176719/

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Research seminar: Disruptive innovation

Here is an advertisement for a seminar about the business concept ‘disruptive innovation’ between the fields of business and digital art/activism in new ways.

New technologies involving self-organization (e.g. Wikipedia) disrupt business practices. The subversive business models implied in many digital art and activist practices offer opportunities to re-examine assumptions about e.g. resources and innovation methods that can be used for either business or arts development, or social benefit.

To start the discussion about the intersection between business models and digital art/activism, the seminar will include short presentations by Constance Kamps (Dept. of Business Communication, Aarhus University), Christian Ulrik Andersen and Geoff Cox (both DARC members)

Constance will present how knowledge management for innovation, decision making, and identification offers conceptual frameworks for business and art interrupting each other. Geoff and Christian will present ideas developed for the ISEA 2011 panel DON’T HATE THE BUSINESS, BECOME THE BUSINESS.

Date: September 30, 13:00 – 15:00
Location: Aarhus University, Information Science, Room: Turing 130, Helsingforsgade 14, 8200 Aarhus N.

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Impressions from GamesBusiness conference in Aalborg

Shareplay agent Christian Villum og sekretariatsleder Kristian Bang Nørgaard deltog idag i den særdeles spændende GamesBusiness konference i Aalborg, arrangeret af bl.a. Shareplay, DreamGames, Computerspilzonen, BrainsBusiness og Aalborg-spiludviklerfirmaet Progressive Media.

Konferencens fokus lå på bæredygtigheden i forretning omkring spiludvikling i Danmark og havde adskillige virkeligt spændende oplægsholdere, interessenter, investorer, netværk og andre personligheder fra branchen på plakaten.

Blandt de virkeligt tunge deltagere var Ian Livingstone, en legendarisk figur på spilmarkedet. Livingstone, som iøvrigt også er succesfuld forfatter, var bl.a. med til at grundlægge Dungeon & Dragons og Games Workshop i Storbritanien tilbage i 70′erne og i nyere tid computerspiludviklingsfirmaet Eidos og ét af verdens mest kendte spil gennem tiderne, Tomb Raider. Livingstone’s keynote-oplæg bød på adskillige vigtige pointer, bla. fremhævede han hvordan det er ekstremt vigtigt at computerspilsudviklere husker at spil skal være intuitive – snarere end udelukkende lade sig forblænde af teknologiens til stadighed mere og mere avancerede mulighed. Simpelt gameplay kan sagtens vinde over avanceret spilteknologi.

Dagen bød også på paneldiskussioner, hvor fire centrale emner blev addresseret; nemlig fundraising, education, business development og trends. Blandt paneldeltagerne var folk som Thomas Howalt (Creative Development Manager på Square Enix Europe, og tidligere på IO Interactive), Thomas Vigild (spilredaktør på Politiken), Jan Neiiendam (Computerspilzonen) og Sten Selander (Business Development Director at the Nordic Game Program i Malmö).
Dette afstedkom utroligt spændende debatter mellem paneldeltagere og publikum, som aktivt kastede sig ind i den spændende dialog.

Dagen blev afsluttet af endnu en spændende keynote af Philip Reisberger, som er Chief Games Officer hos Bigpoint GmbH i Tyskland.

Alt i alt en særdeles givende dag, og Shareplay-delegationen fik i høj grad indtryk af, at langt de fleste deltagere gik fra konferencen med masser af inspiration i tasken.

Yderligere info
Se opslaget for konferencen her.

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The digital revenue challenge

Todays post is about KMPGs Digital Convergence Equalizer.

Why do so many companies at every stage of the digital technology adoption curve struggle to find revenue models that work? Perhaps it’s because the rules of the game have changed.

To date, most companies have entered the digital arena with a try-it-and-see-what-happens approach. But as the market evolves and opportunities take shape, companies need a more structured approach to developing their digital strategies. KPMG believes that the following three steps, among others, are key to devising the right business model:

1. Understand your digital value proposition.
2. Understand your target audience.
3. Determine an appropriate revenue model.

KPMG has developed ‘The Digital Convergence Equalizer’, which qualifies you to deal with the challenges associated with choosing an appropriate digital revenue model.

The Digital Convergence Equalizer provides a new framework for identifying and evaluating digital value propositions. It is based on 20 value propositions that may or may not be relevant for a particular company. How a company scores in terms of each of their unique relevant characteristics, will determine what revenue model may be most appropriate for the company to consider.

See the presentation of the ‘The Digital Convergence Equalizer’.

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Large media/digital conference in Aalborg this coming weekend: Platform4 Meeting Hub (free admission)

During 4 days this coming weekend, from September 8-11, Platform4 in Aalborg is inviting everyone to join PLATFORM4 MEETING HUB, a large conference that addresses audiences within media/design/architecture/hacking/learning environments. With a strong line-up of some of the worlds most renowned experts on digital creativity, it’ll be 4 days of immense inspiration.

The event is divided into two main activities, namely the CONFERENCE that is jam-packed with workshops and talks held by experts from Berlin, New York, Sweden, Mexico and of course Denmark, and a so-called MEGA-MAKER-LAB, where 7 invited hackspaces will be working and experimenting day and night creating and building all kinds of innovative projects that the audience are free to drop by and examine along the way.

Friday afternoon in particular is aimed at a media business-audience. It features talks by Martin von Haller Grønbæk, Denmark’s leading IT-attorney and chair man of Danish Open Source Business Association, who will talking about open source as a business driving force – and Christian Villum, Public Lead for Creative Commons, who will be giving an introduction to the license tools offered by global organisation Creative Commons. Tools that offer creators of digital content a way to harness the power of Internet-sharing while still retaining key intellectual rights and creating a business.

Another notable session is one held Saturday by Mozilla (those also making the Firefox browser), who will join the conference to present new technologies that they are working on. The Mozilla session is held as a workshop, where participants are not only invited to hear about the new tools, but will actually try them out in a hands-on fashion.

Download the full program here (5 Mb, .pdf)
Admission is free and no registration necessary.

Read more on meetinghub.dk and platform4.dk

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The challenges of digital narratives

In this short 4-minute video, Marcus Brown – who is the Head of Social Media at Booming GmbH in Germany – addresses a great theme for creators of digital content (single as well a multi-platform) by  pinpointing one of the largest challenges when creating narratives (and characters) in a digital setting.
With new online media platforms having a flow that is stream-based (often in real-time), creators of digital narratives (any kind of narrative – fiction, advertising, gaming etc.) need to consider how and when audience members enter into the story. Thereby meaning that the nature of digital narratives gives the audience the chance to jump in at any time in the chronology of the story, and that gives them entirely different experiences of the story. In other words, there is a large difference in the perceived experience depending on whether the audience member joins in on, say, Thursday rather than the Monday before that.
As he correctly puts it, “it will make your story harder to tell, but also much more interesting.”

Watch the video here:

-Villum

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