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Developing the Digital Sector John Latham Deputy Vice-Chancellor (Business Development)

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Presentation on theme: "Developing the Digital Sector John Latham Deputy Vice-Chancellor (Business Development)"— Presentation transcript:

1 Developing the Digital Sector John Latham Deputy Vice-Chancellor (Business Development)

2 Being digital means - being different Not a sector – but multiple sectors that need focus –e.g. Serious games, digital archiving, media, performance, virtual worlds –They all need specialist facilities –They all address different markets and different user needs –They are all growing – so tough decisions

3 Being digital means – being quicker Incubators need to be even more: flexible around the roller coaster space needs reactive by running more pre-incubation activity need to stop businesses starting supportive of the industry knowledgeable of the sector

4 Being digital means – being collaborative Recognition needs to be given of the flexible staffing requirements of digital companies and the contracting aspects of many developments Extra social & creative space is a must (very good Coffee!) – access to users A much more collegiate approach is often required to ensure success Core facilities are both key but also needed to support new and existing enterprises

5 Being digital means – new business models The language is the same – but the business models are so very different: –Different finance requirements –Different mentors (not grey!) –Different timescales –Different approach to IP (first to market / viral uptake) –Different corporate acquisition –Going global or staying local

6 Serious Games Institute A Global Business

7 The Serious Games Institute (SGI) The leader in specialist software development business focused upon serious games - offering a unique approach to the creation of 3D immersive simulations, mobile applications and fully interactive and engaging products (games), driving innovation and growth through multiple platforms

8 What are Serious Games and where do they apply? ‘Serious Games’ use the world class design, 3D interactive technology, fun and engaging nature of computer games and re-focus on non entertainment products. Serious Games are able to;- –Dramatically enhance teaching and learning through significant increases in user engagement and retention of learning content –Allow users to explore different scenarios in a 3D simulation and then appreciate the overall impact of their actions. –Model, plan and visualise buildings, vehicles, tourist attractions, City centres –Bring to life brochures, flyers and marketing material –Market products in a new and innovative way –Engage a new audience through a highly interactive experience –Make learning fun

9 The Market  80% of top 1000 Corporates will use Games technology in next 18 months to support training, marketing, recruitment and process (Gartner 2011)  Serious Games Market in the UK is worth £1bn the UK is the worlds largest hub of Serious Games Business Products  Average user age is 35 in US and 28 in UK, 100% of 6-10 year olds in the UK now use games technology  Serious Games Capability is scarce across all market sectors and demand is rising  UK is the 3 rd largest user of Mobile Apps (81 Million downloads in Dec) beaten by China (99 Million) and USA (500 Million) (BBC Jan 2012)  The Ipad2 is now over 12% of US PC market – fasted selling IT hardware ever offering a new and exciting platform Most TVs will be SMART from 2013 offering full internet access and ability to stream games Touch screen systems are taking on major market share

10 Institute for Creative Enterprise A Social Approach

11 What is ICE? ICE was conceived and established in 2006-08 on principles similar to those of Germany’s Bauhaus movement of the 1920s and 30s (http://en.wikipedia.org/wiki/Bauhaus) which brought together art, craft and architecture practice, research and commercial enterprise in a number of buildings in different cities across Germany. The ICE building, formerly a light industrial building, was converted in 2006/07 to provide a mix of offices for creative industries tenants, performance spaces for staff, students and professional organisations, incubation spaces for business start-ups, and touchdown and networking spaces for new and established CI businesses.http://en.wikipedia.org/wiki/Bauhaus

12 What does it provide? Spaces housing a dynamic mix of skills, talent, enterprise and experience A new kind of integrated creative practice environment for fine and new media artists; graphic, web and industrial designers; performers; musicians; researchers and creative businesses Mentoring from industry champions and industry placements for 40 graduates Opportunities for graduates to work with the resident companies and other affiliated bodies, either informally or as paid placements/interns Accommodation for the Siobhan Davies Replay digital archive project – Europe’s first major online dance archive - http://www.siobhandaviesreplay.comhttp://www.siobhandaviesreplay.com Affordable start-up space and support for 95 businesses Training and CPD in appropriate technologies, accredited by Apple & Adobe Interdisciplinary seminars, workshops and high-level creative labs for postgraduate students and external creative practitioners from high profile world experts Industry/academic research collaborations funded by major UK and EU bodies, including the Arts and Humanities Research Council, the Economic and Social Science Research Council, the Technology Strategy Board A network of 1,500 people and businesses, with monthly networking events, in partnership with Coventry City Council

13 Thank You Questions


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