A Cross-Country Analysis of Innovation: the Case of Creative Industries
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Creative Assets and the Changing Economy
Creative Assets and the Changing Economy STEVEN JAY TEPPER any arts advocates and policymakers have argued that certain Mchanges in the economy (globalization, digitalization, the rise of the “knowledge” worker, the boom in intellectual property, changes in leisure consumption) are having a catalytic effect on art and culture. In particular, the arts are heralded as engines of economic growth and development. Scholars and pundits have written about the central role of creative cities, creative clusters, creative economies, and the “rise of the creative class.” Governments have begun to measure the size and scope of the creative econ- omy as an important indicator of economic health. In short, there is a grow- ing belief that changes in the economy have pushed creative assets to the cen- ter of economic life.1 In this article I will offer a critical assessment of some of these arguments and suggest ways that scholars and policymakers might usefully approach the notion of the changing economy and culture. My gen- eral point is that rather than spend time calculating the impact or size of the creative economy, we should direct our analytical and policy energies toward better understanding how creative work and institutions are changing and what might be done to foster a more robust, more creative, and more diverse cultural life. Steven Jay Tepper is deputy director of the Princeton University Center for Arts and Cultural Policy Studies and a lecturer at the Woodrow Wilson School of Public and International Affairs. He has written about sociology of art, cultural policy, and democracy and public space and is currently completing a book on cultural conflict in seventy-five American cities. -
Blast Off Broken Sword
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Broken Sword blast off Revolution’s fight Create a jetpack in for survival Unreal Engine 4 Issue 15 £3 wfmag.cc TEARAWAYS joyful nostalgia and comic adventure in knights and bikes UPGRADE TO LEGENDARY AG273QCX 2560x1440 A Call For Unionisation hat’s the first thing that comes to mind we’re going to get industry-wide change is collectively, when you think of the games industry by working together to make all companies improve. and its working conditions? So what does collective action look like? It’s workers W Is it something that benefits workers, getting together within their companies to figure out or is it something that benefits the companies? what they want their workplace to be like. It’s workers When I first started working in the games industry, AUSTIN within a region deciding what their slice of the games the way I was treated wasn’t often something I thought KELMORE industry should be like. And it’s game workers uniting about. I was making games and living the dream! Austin Kelmore is across the world to push for the games industry to But after twelve years in the industry and a lot of a programmer and become what we know it can be: an industry that horrible experiences, it’s now hard for me to stop the Chair of Game welcomes everyone, treats its workers well, and thinking about our industry’s working conditions. Workers Unite UK, allows us to make the games we all love. That’s what a a branch of the It’s not a surprise anymore when news comes out Independent Workers unionised games industry would look like. -
Can Game Companies Help America's Children?
CAN GAME COMPANIES HELP AMERICA’S CHILDREN? The Case for Engagement & VirtuallyGood4Kids™ By Wendy Lazarus Founder and Co-President with Aarti Jayaraman September 2012 About The Children’s Partnership The Children's Partnership (TCP) is a national, nonprofit organization working to ensure that all children—especially those at risk of being left behind—have the resources and opportunities they need to grow up healthy and lead productive lives. Founded in 1993, The Children's Partnership focuses particular attention on the goals of securing health coverage for every child and on ensuring that the opportunities and benefits of digital technology reach all children. Consistent with that mission, we have educated the public and policymakers about how technology can measurably improve children's health, education, safety, and opportunities for success. We work at the state and national levels to provide research, build programs, and enact policies that extend opportunity to all children and their families. Santa Monica, CA Office Washington, DC Office 1351 3rd St. Promenade 2000 P Street, NW Suite 206 Suite 330 Santa Monica, CA 90401 Washington, DC 20036 t: 310.260.1220 t: 202.429.0033 f: 310.260.1921 f: 202.429.0974 E-Mail: [email protected] Web: www.childrenspartnership.org The Children’s Partnership is a project of Tides Center. ©2012, The Children's Partnership. Permission to copy, disseminate, or otherwise use this work is normally granted as long as ownership is properly attributed to The Children's Partnership. CAN GAME -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Review of Innovation Practices in Small Manufacturing Companies
Review of Innovation Practices in Small Manufacturing Companies Anthony Warren and Gerald Susman Smeal College of Business The Pennsylvania State University With the assistance of Jonathan Butz Anupam Jaiswal Prashant Jhaveri Tolga Sakman Prepared for National Institute of Standards and Technology United States Department of Commerce Table of Contents Executive Summary......................................................................................................................5 1. Background..........................................................................................................................9 2. Definition of Innovation As Applied to This Project.........................................................14 3. Models of Innovation.........................................................................................................15 4. Taxonomy Derived by Testing Factors Related to Innovation Success ............................17 4.1 Development of Primary Categories and Key Factors .............................................17 4.2 Research Methodology .............................................................................................21 4.3 Results.......................................................................................................................22 5. Support for Factors Included in the Empirically Derived Taxonomy ...............................27 5.1 Manufacturing OR Service? .....................................................................................27 5.2 The Role -
[Japan] SALA GIOCHI ARCADE 1000 Miglia
SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th. -
Mega Man X Release Date
Mega Man X Release Date StrobilaceousAlonso quadruplicating and burrier availingly. Moishe scaldsEd is erectly his yelk promised rediscover after reconfirm Pleiocene surely. Redmond relays his boscage modestly. The logo with mega man zx advent of the blacklist tab or its awesome collection of their money on which must learn. The value does not respect de correct syntax. Metalhead Software is a small but growing studio in downtown Victoria, BC. Basic Subsistence offers only the most essential of goods to the Pops of this species. To browse Fullset ROMs, scroll up and choose a letter or select Browse by Genre. You can buy the eight mega man titles from the x mega power ups site is a publisher did not directly. It has tons of mega links there with previ. Bury me with my money. It also provides additional functionality such a thumbnail generation in Explorer. You may have to repeat the introductory stage when an enemy drops an extra life. Like the previous legacy collections, this is a mix of some absolute masterpieces, some okay games, and some severe missteps. LEGO parts, Minifigs and sets, both new or used. Find the largest selection of Logitech Products. Mega Man broke down over time. Sony Interactive Entertainment Inc. Tell us about it! Make sure all the GA dimensions are setup and correct VAN. Sitting on this ledge is an energy capsule. Show the current Bonus Happiness value. This value should be blank. This is returned in the _vtn key of the ping. Project Zomboid is the ultimate in zombie survival. Click the button below to start this article in quick view. -
Creative Place Reputation in Dutch ‘Ordinary Cities’
Creative Industries Journal ISSN: 1751-0694 (Print) 1751-0708 (Online) Journal homepage: https://www.tandfonline.com/loi/rcij20 Close to the ‘local cool’: creative place reputation in Dutch ‘ordinary cities’ Yosha Wijngaarden, Erik Hitters & Pawan V. Bhansing To cite this article: Yosha Wijngaarden, Erik Hitters & Pawan V. Bhansing (2019) Close to the ‘local cool’: creative place reputation in Dutch ‘ordinary cities’, Creative Industries Journal, 12:1, 86-104, DOI: 10.1080/17510694.2018.1551712 To link to this article: https://doi.org/10.1080/17510694.2018.1551712 © 2019 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group. Published online: 12 Jan 2019. Submit your article to this journal Article views: 489 View related articles View Crossmark data Citing articles: 3 View citing articles Full Terms & Conditions of access and use can be found at https://www.tandfonline.com/action/journalInformation?journalCode=rcij20 CREATIVE INDUSTRIES JOURNAL 2019, VOL. 12, NO. 1, 86–104 https://doi.org/10.1080/17510694.2018.1551712 Close to the ‘local cool’: creative place reputation in Dutch ‘ordinary cities’ Yosha Wijngaardena, Erik Hittersa and Pawan V. Bhansingb aDepartment of Media & Communication, Erasmus School of History, Culture and Communication (ESHCC), Erasmus University Rotterdam, Rotterdam, The Netherlands; bDepartment of Arts & Culture Studies, Erasmus School of History, Culture and Communication (ESHCC), Erasmus University Rotterdam, Rotterdam, The Netherlands ABSTRACT ARTICLE HISTORY Creative workers have a tendency to co-locate in creative places, Received 29 June 2018 and their locational decision-making processes have been the Accepted 20 November 2018 topic of numerous studies. Yet, the vast majority of research has traditionally focused on the quintessential creative cities and met- KEYWORDS ropolises. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
New Business Models in the Cultural and Creative Sectors (Ccss)
New Business Models in the Cultural and Creative Sectors (CCSs) EENC Ad hoc question June 2015 1/17 The present paper has been prepared, at the request of DG EAC, by the European Expert Network on Culture (EENC). This paper reflects the views only of the EENC authors and the European Commission cannot be held responsible for any use which may be made of the information contained therein. Background Being at the crossroads between arts, business and technology, the cultural and creative sectors find themselves in a strategic position to trigger innovation and spill-overs in other sectors. The 2012 Communication on promoting cultural and creative sectors for growth and jobs in the EU contributed to mainstreaming their potential into other EU policies. Beyond possible spill-overs, innovation is also vital within the cultural and creative sectors themselves in order for them to further grow and to adapt to a constantly evolving technological and financial environment. The decreases in public funding, the challenges of globalisation, the opportunities of digitisation or the increasing empowerment of audiences have already pushed the cultural and creative sectors to test new approaches and to explore new business models. These innovative approaches can be powerful drivers for the strengthening of cultural diversity and for the development of entrepreneurship, as well as for growth, jobs or social inclusion. As specified in the Regulation establishing the Creative Europe Programme 2014-20, in order to promote transnational policy cooperation, the Cross Sectoral Strand shall support "transnational exchange of experiences and know-how in relation to new business and management models, peer- learning activities and networking among cultural and creative organisations and policy- makers related to the development of the cultural and creative sectors, promoting digital networking where appropriate". -
Microscope Innovation Issue Fall 2020
Masks • COVID-19 Testing • PAPR Fall 2020 CHIhealth.com The Innovation Issue “Armor” invention protects test providers 3D printing boosts PPE supplies CHI Health Physician Journal WHAT’S INSIDE Vol. 4, Issue 1 – Fall 2020 microscope is a journal published by CHI Health Marketing and Communications. Content from the journal may be found at CHIhealth.com/microscope. SUPPORTING COMMUNITIES Marketing and Communications Tina Ames Division Vice President Making High-Quality Masks 2 for the Masses Public Relations Mary Williams CHI Health took a proactive approach to protecting the community by Division Director creating and handing out thousands of reusable facemasks which were tested to ensure they were just as effective after being washed. Editorial Team Sonja Carberry Editor TACKLING CHALLENGES Julie Lingbloom Graphic Designer 3D Printing Team Helps Keep Taylor Barth Writer/Associate Editor 4 PAPRs in Use Jami Crawford Writer/Associate Editor When parts of Powered Air Purifying Respirators (PAPRS) were breaking, Anissa Paitz and reordering proved nearly impossible, a team of creators stepped in with a Writer/Associate Editor workable prototype that could be easily produced. Photography SHARING RESOURCES Andrew Jackson Grassroots Effort Helps Shield 6 Nebraska from COVID-19 About CHI Health When community group PPE for NE decided to make face shields for health care providers, CHI Health supplied 12,000 PVC sheets for shields and CHI Health is a regional health network headquartered in Omaha, Nebraska. The 119 kg of filament to support their efforts. combined organization consists of 14 hospitals, two stand-alone behavioral health facilities, more than 150 employed physician ADVANCING CAPABILITIES practice locations and more than 12,000 employees in Nebraska and southwestern Iowa.