20,230 research outputs found

    The Future of Digital Music Services in Three Stereotypes; How Focus Groups of End Users See the New Business Models

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    “I am just a stereotype” sang Terry Hall in 1980. Ariola records took them in and made the band The Specials a world success. How will that process go in 2014? Will they put it on You Tube for free? Do they need a record company? Will they have less or more fans, earn less or more money? Focus group interviews with 90 people between the ages of 15 and 25 were successfully employed to create 20 new business models for the digital music industry. Analysis with grounded theory revealed that a new business model is necessary and three types for future music services to create and capture value from digital music were found: Social focus; Artist focus and Extra Value focus. More than 50% of the research subjects put the emphasis on social functionalities of the music services, while the value network was underestimated. For artists we see opportunities and threats in the business models: on one hand they can use the worldwide niches to earn money, on the other hand the new business models do not seem to reimburse them enough. Finally, value capture is an overall problem that is best solved in the extra value focus business models. A combination of the three types using the best of each of them guides the way to a successful business model of the futur

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Evaluation of the generations together programme: learning so far. Research report DFE-RR082

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    "This report presents the findings from the evaluation of the Generations Together Demonstrator programme. This study was undertaken by York Consulting LLP on behalf of the then Department for Children, Schools and Families (DCSF); this is now the Department for Education (DfE)... The overarching aims of the evaluation were to: undertake a robust assessment of the effectiveness of intergenerational practice in improving individual’s attitudes and behaviours towards other generations; provide a greater understanding of the key challenges and critical success factors for the effective implementation and delivery of intergenerational practice, particularly in terms of partnership working; undertake a cost effectiveness assessment of each of the projects." - Page i

    Unmet goals of tracking: within-track heterogeneity of students' expectations for

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    Educational systems are often characterized by some form(s) of ability grouping, like tracking. Although substantial variation in the implementation of these practices exists, it is always the aim to improve teaching efficiency by creating homogeneous groups of students in terms of capabilities and performances as well as expected pathways. If students’ expected pathways (university, graduate school, or working) are in line with the goals of tracking, one might presume that these expectations are rather homogeneous within tracks and heterogeneous between tracks. In Flanders (the northern region of Belgium), the educational system consists of four tracks. Many students start out in the most prestigious, academic track. If they fail to gain the necessary credentials, they move to the less esteemed technical and vocational tracks. Therefore, the educational system has been called a 'cascade system'. We presume that this cascade system creates homogeneous expectations in the academic track, though heterogeneous expectations in the technical and vocational tracks. We use data from the International Study of City Youth (ISCY), gathered during the 2013-2014 school year from 2354 pupils of the tenth grade across 30 secondary schools in the city of Ghent, Flanders. Preliminary results suggest that the technical and vocational tracks show more heterogeneity in student’s expectations than the academic track. If tracking does not fulfill the desired goals in some tracks, tracking practices should be questioned as tracking occurs along social and ethnic lines, causing social inequality

    The Cord (June 27, 2012)

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    Digital Technology and Cultural Policy

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    This paper reviews how digital technology, and the devices and broadband networks associated with it (the Internet, for short), can be expected to a ect the ways in which books, music, the visual arts, libraries and archived cultural heritage (cultural goods, for short) are produced, distributed and consumed. The paper has four parts. First, I place the growth of the Internet in historical and comparative perspective. I argue that the United States is presently engaged in a regulatory e ort similar in intent to those imposed on earlier communications revolutions. In this context, I outline the ways that the Internet can be expected to change how people produce and consume cultural goods. I distinguish between practices the technology makes possible and practices likely to become established as typical for the majority of people. Second, I discuss some of the new arenas for cultural policy thrown up by the Internet. I argue that, just as it has bound many kinds of cultural content into a single medium, the Internet has tied together a variety of regulatory issues and brought cultural policy into contact with areas of policy-making not normally associated with culture. Third, I focus on the relationship between creativity, consumption and copyright law. Fourth, I describe a number of key conflicts over the Internet's architecture and content. How these are resolved through policy choices will have important consequences for how we consume and experience cultural goods of all kinds in the future.

    Demographic Transformation and the Future of Museums

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    In 2009 the Center for the Future of Museums commissioned Betty Farrell to produce a report to explore in more detail the demographic trends in American society and their implications for museums. The report identifies, synthesizes, and interprets existing research on demographics, cultural consumer attitudes, museum diversity practices, and related topics. It is meant to help the museum field explore the future of museums in a "majority minority" society. Topics of inquiry include national demographic projections for the next 25 years with a focus on the shifting racial and ethnic composition of the United States; current patterns of museum attendance (and cultural participation more generally) by race, ethnicity, cultural origin and other relevant factors; culturally/ethnically specific attitudes towards museums, including perceptual and behavioral barriers to museum attendance; ways that museums currently reach out to diverse audiences; specific models and best practices; and larger trends in societal attitudes towards racial and other classifications
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