Hopelab's Approach to Re-Mission
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Ten Key Characteristics of Creating a Culture of Innovation
Intentional Innovation How Getting More Systematic about Innovation Could Improve Philanthropy and Increase Social Impact August 2008 Intentional Innovation: How Getting More Systematic about Innovation Could Improve Philanthropy and Increase Social Impact Prepared for the W. K. Kellogg Foundation August 2008 By Gabriel Kasper, Monitor Institute and Stephanie Clohesy, Clohesy Consulting FOREWORD TABLE OF CONTENTS FOREWORD Foreword ………………………………………………………………………………………………….…..………. 4 Introduction – Three Short Stories about Systematic Innovation ……………………………..…………..…… 6 A Framework for Thinking About Innovation in Philanthropy ………………………………………..…......…. 11 Setting the Conditions …………………………………………………………..……………….…..….….. 14 Problem or Opportunity Definition ………………....……………………………….....……..……..…..… 15 Idea Generation …………………………………………………………………………….…......…...…… 18 Piloting & Prototyping ………………………………………...……………………………………..……… 22 Diffusion & Scaling …………………………………………………...………………………………..…… 26 Culture for Innovation …………………………………………...…………………………………..……… 29 Opportunities for Innovation in Philanthropy ……………………………………………………..……...……… 34 Roles in the Innovation Process ………………………………………………………………………....…..…… 57 Conclusion …………………………………………………………………………………………….......…...…… 65 Selected Resources ……………………………………………………………………………………..........…… 68 FOREWORD FOREWORD FOREWORD By Sterling Spe FOREWORD By Sterling Speirn, Anne Mosle and Tom Reis, W.K. Kellogg Foundation Innovation is about what’s new and what’s next. It’s about that exciting leap forward into uncharted territory. -
Serious Business for America's Economy
Video Games SERIOUS BUSINESS FOR AMERICA’S ECONOMY by Robert W. Crandall and J. Gregory Sidak Electronic copy of this paper is available at: http://ssrn.com/abstract=969728 Electronic copy of this paper is available at: http://ssrn.com/abstract=969728 Video Games SERIOUS BUSINESS FOR AMERICA’S ECONOMY by Robert W. Crandall† and J. Gregory Sidak†† © 2006 Entertainment Software Association † Senior Fellow, the Brookings Institution †† Visiting Professor of Law, Georgetown University Law Center. This report was commissioned by the Entertainment Software Association. The views expressed here are those of the authors and not those of their academic institutions. The authors would like to thank John Kelley and Scott Brooks of IBM, Joel Radford at Mercury Computers, and Richard Doherty of Envisioneering for their interviews. Table of Contents Executive Summary and Major Findings ...........................................................................................................................................i Introduction ...........................................................................................................................................................................................v I. The Market for Entertainment Software as a Good ..................................................................................................................1 A. The Economics of the Entertainment Software Industry ....................................................................................................................1 -
A Year of Innovation and Achievement
2015 ANNUAL REPORT A YEAR OF INNOVATION AND ACHIEVEMENT Front cover and this page: More than 52,000 industry professionals, analysts, journalists and gamers attended E3 2015 at the Los Angeles Convention Center. CONTENTS 3 A Message from ESA President and CEO Michael D. Gallagher 4 The Voters to Court in 2016: Video Game Players 6 Preparing Digital Natives To Be Digital Citizens 8 E3 2015 Raises The Bar 10 ESA Research Program Explores Industry Reach, Gamer Community 12 ESA Foundation, Extra Life Raise Millions for Children 14 Federal Government Affairs 17 State Government Affairs 21 Communications & Industry Affairs 23 Legal, Policy & Regulatory Affairs 26 ESA Foundation 28 Entertainment Software Rating Board 34 Entertainment Software Association of Canada 36 ESA Members 2 A MESSAGE FROM MICHAEL D. GALLAGHER Friends: The tremendous growth of games and game It is my pleasure to present to you the Entertainment technologies has also driven ESA to new heights. Software Association’s (ESA) 2015 Annual Report. Over the We welcomed leading companies—including Bethesda last year, the video game industry has prospered as games Softworks, Vantiv, Greybox, Magic Leap and Snail Games— continue to not only alter the entertainment landscape, but as new members in 2015, and celebrated our most change business, sports, arts and education. While 20 years engaging E3 in the show’s history. We also marked 15 years ago games were a niche entertainment medium, today they of giving back to local communities through the ESA are a strong engine for innovation across sectors. Foundation. This important work was punctuated by our Our industry plays a significant role throughout society. -
Esaannualreport2016.Pdf
2016 ANNUAL REPORT 1 Cover: ESA’s logo prominently displayed on Nasdaq’s iconic video tower overlooking Times Square on May 19 during the STEM Education Leadership Awards. 2 CONTENTS 5 2016: A YEAR OF GROWTH AND INNOVATION 6 GAMERS ACTIVATED: VIDEO GAME VOTERS NETWORK IN 2016 10 E3 2016 12 NATIONAL PARTY CONVENTIONS 13 UNPARALLELED RESEARCH ON A GROWING COMMUNITY 15 FEDERAL GOVERNMENT AFFAIRS 17 STATE GOVERNMENT AFFAIRS 20 COMMUNICATIONS & INDUSTRY AFFAIRS 22 LEGAL, REGULATORY & POLICY AFFAIRS 25 ESA FOUNDATION 28 ENTERTAINMENT SOFTWARE RATING BOARD 34 ESA CANADA 37 ESA MEMBERS 3 4 President and CEO Mike Gallagher speaks at an event during the Republican National Convention. 4 2016: A YEAR OF GROWTH AND INNOVATION Friends: It is my pleasure to present the Entertainment Software The tremendous growth of our industry has driven ESA to new Association’s (ESA) 2016 Annual Report. Over the last year, the heights. We welcomed leading companies — including Nordic video game industry thrived as games continue to impact nearly Games, Pop Up Gaming, and Technicolor — as new members every sector across America, from entertainment to politics, in 2016. We were also presented with a STEM Education education, business, sports, and the arts. Twenty years ago Leadership Award on behalf of EverFi and Nasdaq for our video games were considered niche entertainment. efforts to improve science, technology, engineering, and math Today they are a strong engine for collaboration education and students’ career readiness. and innovation across sectors. We continue