Interactive Media News
| WIN Wire Summer 2010 Quarterly News for the Local Interactive Media Industry | ||||
| Summer News from WINwire Washington Interactive Network's Quarterly Newsletter The focus of this newsletter is to keep you informed throughout the year of industry related news and WIN projects that are driven by industry needs. Let us know about your successes, we'd love to hear them! Periodically, you will see guest writers that will touch on topics that may be of interest to you. Please let us know if there is something you want to us to cover. Newsletter Topics: |
| The Incentive Game Washington State Incentives Many areas of the United States and the world are trying to implementing economic incentives to help woo interactive media companies to their region. When looking incentives you need to look at the entire picture of what locating to that region will mean for your company. Unlike Washington State, many states and countries have a personal and corporate income taxes. When looking to recruit worforce to your region, you need to consider how the local personal income tax will affect their paychecks. Since workforce is the driving needs for successful companies in this space, quality of life and the quality of local educational institutions also need to be a consideration. What are Washington State's incentives?
For more information about these incentives, please contact Kristina Hudson at khudson@enterpriseSeattle.org |
| June of 2009, Washington State Legislature passed a law that applied Sales Tax to digital products. Some B&O tax reductions were also included in this law to those companies who are now required to charge sales tax. The 2010 legislature amended the law to help with clarification. the amendment can be found here: http://apps.leg.wa.gov/billinfo/summary.aspx?bill=2620&year=2009. The Dept. of Revenue has updated their web page with the new changes, updated the Buyer's Exemption Certificate and published details of the 2010 changes: http://dor.wa.gov/content/getaformorpublication/publicationbysubject/taxtopics/digitalproducts.aspx If you are either a buyer or seller of digital products, DAS or remote access software, please check DOR's website and published documents there to ensure you are in compliance. Thank you to Lew McMurran at the WTIA for keeping us updated on the changes. For more information on the original tax law, contact khudson@enterpriseSeattle.org. To view Lew McMurran's blog, click here. |
| NPD Collaboration A potential opportunity for our independent companies Over the last few years, we have reached out to NPD to try to see if there was a way to purchase a subscription of their research on behalf of a group of small and independent companies. The cost of one subscription would be divided among the group of participaitng companies. Thanks to the persistence of Jeff Pobst at Hidden Path Entertainment, we have a tentative deal. We are awaiting details from NPD regarding specific requriements for this special project. If you are interested in participating, please let us know so we can alert you to any follow ups. |
| Doing Business in Veitnam Recent Regulatory Actions Affecting the Internet and On-Line Activities
The Ministry of Information and Communication (MIC) has issued a draft regulation on on-line gaming that would require users to present identification cards and register when playing U.S. games in gaming establishments. The establishments would be required to maintain records pursuant to a system to be provided by the Ministry of Public Security. Each player would be limited to no more than five hours of gaming per day for games with educational content that are suitable for all ages or three hours per day for all other games, including games limited to those 18 years and older. MIC’s Department of Broadcasting and Electronic Information would be charged with classifying games and licensing gaming establishments. For more information, go to http://mic.gov.vn/vn/ykiendetail/layykiennhandanvbqppl/10865/index.mic (in Vietnamese). In addition, a second draft decree from MIC could result in foreign original online and offline games being levied a 30% special consumption tax. The draft, available at http://mic.gov.vn/vn/ykiendetail/layykiennhandanvbqppl/10959/index.mic (in Vietnamese), does not go into detail about the new tax. According to press reports that quote an MIC official, the tax was proposed because of the gaming sector’s profitability. MIC is seeking comment on the draft, which is still subject to change. Finally, the Hanoi People’s Committee’s Decision No. 15 (issued in April 2010 and in effect as of May 2010) is now being tested in parts of Vietnam. According to the Decree, if an Internet cafe customer visits a website with “bad” content, both the customer and the Internet café owner will receive warnings or be forced to pay fines. By 2011, all Internet cafes in Hanoi should have the software to monitor use. Thank you to Sam Tsoming at the US Department of Commerce for keeping us updated. Contact Sam at sam.tsoming@trade.gov. |
| Serious Games Games Solve Complex Problems Resistant to Normal Management & Research Techniques
Ongoing research and experience of companies like Google and Microsoft demonstrate that games designed to do productive work are a powerful tool for anyone seeking to address complex problems that are resistant to other approaches. Luke Hohmann's Innovation Games® are productivity games based on his lifetime study of psychology and management techniques. They heighten engagement and leverage multiple dimensions of expression to develop a holistic picture of the participants' underlying motivations and preferences. Innovation Games are most effective when decisions rely on human judgment in addition to quantitative data as in strategic planning, market research, product development and engagement management. Innovation Games can be played in person, online and in Second Life and are used today in numerous organizations worldwide. The 12 games offer a range of divergent (ideation) and convergent (prioritization) techniques. The most surprising thing about Innovation Games is that they are not simply more fun, they are also more effective than traditional approaches for solving certain problems. What makes these games so effective? Atlantic Monthly's Benjamin Schwarz recently summed up the finding of cutting edge research pointing out that when we play well structured games with other interested players we access knowledge that might otherwise be inaccessible. Studies show that there are parts of our brains that we do not fully access when we are simply discussing or trying to think through a complicated situation. Innovation Games engage people's unique aptitude for rule-based play. However, unlike many other productivity games, they are also designed to facilitate collaboration and understanding. Written by guest writer Stani Meredith, stani.meredith@gmail.com or visit www.gamesfordemocracy.org |
| Game Start Up 101 Workshop Series 2009-2010 Workshop Series Concludes
Publishing and Distribution was the final topic that wrapped the Game Industry Start Up 101 Series. Over 200 companies have participated in these workshops since its inception. We've received rave review from our participants. To view some of our past workshops and presentations, see the links below. Recorded video of past workshops: http://www.ustream.tv/channel/game-industry-start-up-101 and http://www.ustream.tv/channel/WINetwork Past Workshop PowerPoint Presentations: http://www.slideshare.net/WINetwork Our next workshop series will begin in January 2011. Stay tuned for more information.
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| 5th Cell Media, creaters of Sribblenauts and Drawn-to-Life, ranked top 30 developers by Game Developer Magazine. Scribblenauts took home Best Handheld Game and the Innovation Award at the 2010 Game Developers Choice Awards. Zombie released a really cool video by Jerry O’Flaherty (Gears of War) that uses the Unreal game engine in a way no one else has: Produced by Blacklight Transmedia & State Street Pictures (Zombie is a partner in Blacklight). This was a no-budget piece shot in two days by Jerry with a volunteer cast of five people against a white background. The background plates were created in the Unreal 3 video game engine with the intent of sharing all of the environment assets (rendered at higher res for the film) between the movie and the game. With access only to more traditional costumes at the time, the vision is to modernize and re-reinvent the look of the Samurai / Ninja genre for this 3D action epic. Z2Live Announces jujuPlay - Casual Games Community for iPhone. Next generation community already hosting millions of game sessions a month Seattle – July 19, 2010 – Z2Live, creators of the next generation mobile games platform, today announced jujuPlayÔ, a next generation casual games community powered by Z2Live’s advanced set of multiplayer and community services. The community includes 5 games – Cookie Bonus Solitaire, BlackJack Revenge, Jackpot Video Poker, Tiki Hearts and Tiki Spades. All games include the ability to earn juju Coins, collect juju Points, text chat, rate other users, personalize your profile, connect to Facebook friends, participate in leader boards and earn both game and community level badges and awards. jujuPlay also incorporates the notion of a Buddy Score which is tied to earning privileges and having authority across the community - including the ability to moderate chat, mute other unruly users and set up private chat forums. “All jujuPlay games incorporate ‘community mechanics’, remarked Lou Fasulo, SVP of Z2Live. “Game and community are seamlessly integrated into one experience.” All five of the initial games are free to play and currently available on the iTunes AppStore. WildTangent Unveils Preview of New Online Games Service Poised to Deliver Social and Entertainment Features to its Fans REDMOND, Wash. – July 20, 2010 – WildTangent is unveiling today the preview of WildTangent Games, (http://www.wildtangent.com), a new online games service and unique games app, that will soon feature social games and premium flash games along with its current catalog. The new games app also allows its players to simultaneously engage with other types of popular entertainment, such as TV, music and Facebook, without leaving the app. “Our new games service will be an entirely new arena for both game players and the game developers who create great experiences for our consumers,” said Sean Vanderdasson, senior vice president at WildTangent. “We’ll continue to offer games tailored for all members of the household as well as our unique free/rent/own model. Now, however, developers of all types, including social developers and those whose games include digital items, can benefit from inclusion within our service.” The preview of WildTangent Games sports a clean, uncluttered look that puts games front and center and makes it easy for game players to find games they like, whether they are casual, enthusiast or kids games. The Games App features a tabbing system for easy navigation around the service including convenient tabs to other media such as movies, music and social networking sites. “We’ve been conducting focus groups and researching the game play behavior of our consumers, and believe we’ve created a service that will be enjoyable for our consumers as well as fruitful for game developers,” Vanderdasson said. “Some new game formats like social games and flash games with digital items can be challenging to monetize. We’re bringing our digital currency and top advertising partners into the mix so our game players can now choose whether they’d like to receive a digital item as a "gift" from a relevant brand, purchase digital items with WildCoins or choose other options. We believe we’ve created a great experience for everyone.” Vanderdasson added that the company is eagerly looking forward to feedback via its survey located on the front page of its new service. The service is in “preview” mode and WildTangent plans to incorporate feedback into the release version of the game service. |
| Alex St. John Sumo Wrestling Tonight Are you ready to rumble?! Alex St. John's war of the words against Facebook has captivated the gaming world, but on Tuesday, July 20, the time for talk will be over as St. John faces off against none other than the Facebook behemoth itself in the sumo wrestling battle of the decade. Come watch the live action in Seattle at this can't-miss event! Additionally, celebrate the official launch of the hi5 Developer Portal with us at this event. Through this new portal, developers will be able to integrate and publish content on the hi5 platform quickly and easily. Get a sneak preview of the portal in beta here: http://developer.hi5.com Doors open at 9:00pm, fight begins at 11:00pm. For more information, and to RSVP for this event, visit: http://hi5casualconnect.eventbrite.com/ Offerpal Media Launches New Cross-Platform User Acquisition and Re-engagement Channel for Social Game Developers SocialKast provides reach to more than one billion users across major media sitesSeattle, WA – July 20, 2010 – At the Casual Connect conference today in Seattle, Offerpal Media (http://www.offerpalmedia.com) announced the launch of SocialKast, a powerful new user acquisition and re-engagement solution that makes it easy for game developers to connect with massive audiences across multiple social channels and major media platforms. Offerpal’s SocialKast will provide access to more than one billion users in over 150 countries through integrations with open application platform providers such as Yahoo! and others. “In the current environment, it has proven both costly and difficult for game developers to find new sources of distribution,” said George Garrick, Chairman and CEO of Offerpal Media. “SocialKast solves this problem by boosting a game’s K-factor to accelerate viral growth and lower the developer’s cost of acquisition. It also enables gamers to exchange detailed and timely notifications with each other regardless of which platform they’re on, while benefiting publishers, platforms, networks and advertisers by attracting new users, generating more page views and broadening the social graph.” Offerpal’s SocialKast allows game developers and social platforms to write once in order to interact with multiple platforms using a set of lightweight REST messaging APIs and javascript calls. Developers can distribute both user-to-user and application-to-user invites, gifts, notifications and other types of text-based or graphical messages directly into the activity streams, email inboxes and other key areas of Offerpal’s partner sites. For example, messages from a game on any platform or web site using SocialKast will be distributed through Yahoo!’s Updates API (http://developer.yahoo.com/social/updates/) , which will make it possible for those actions to be shared by users in a variety of formats across Yahoo!. By taking advantage of the open platforms and social sites linked together by Offerpal SocialKast, developers can further extend their reach and drive viral awareness and distribution of their games. Access to SocialKast is available as a value-added service to select game developers and social platforms using Offerpal’s full-service monetization platform, which allows gamers to earn virtual currency by taking part in alternative payment options such as advertising offers, surveys, shopping rewards and other brand engagements. “We have long trusted Offerpal as a strategic monetization partner, and we are extremely enthusiastic about this new distribution service as well,” said Jason Loia, chief operating officer of Digital Chocolate, one of the fastest-growing publishers of social games with such titles as Millionaire City and MMA Pro Fighter. “SocialKast promises to give our viral distribution efforts an enormous boost, lower our acquisition costs, drive user engagement and retention, and access new graphs of social gamers – all with very little integration effort.” Added Offerpal’s George Garrick, “The launch of SocialKast represents one of the many exciting new rollouts we have planned throughout the rest of the year to support our expansion into new areas. By focusing our efforts on Yahoo and mobile platforms and other large containers and vertical markets, we’re in a position for a strong fourth quarter and continued high-growth throughout 2011.”
WIN Sponsorships Available! If you are interested in sponsoring WIN program and raising your profile with the local industry, please contact Kristina Hudson at khudson@enterpriseSeattle.org. |
| Washington Interactive Network The Purpose of WIN is to promote, nurture, and grow the interactive media industry in the Seattle region and Washington State. This program is funded by enterpriseSeattle and sponsorship dollars. For more information, contact Kristina Hudson at | Upcoming Events! Save the Date! 4th Annual Power of Play December 9, 2010 |
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| WIN Wire Winter 2010 Quarterly News for the Local Interactive Media Industry | ||||
| Launch of WIN Wire Washington Interactive Network's First Newsletter We are pleased to launch our first quarterly newsletter - WIN Wire! The focus of this newsletter is to keep you informed throughout the year of WIN projects that are driven by industry needs, and of any local news and updates. Let us know about your successes, we'd love to hear them! Periodically, you will see guest writers that will touch on topics that may be of interest to you. Please let us know if there is something you want to us to cover. Newsletter Topics: |
| WIN - Year in Review Successes of 2009 This last year was quite a year for WIN with many projects that were driven by industry needs. We were able to quantify our region's competitiveness in this industry with the "2010 Interactive Media Competitiveness Study". We brought industry and education together for the first time to learn how education is meeting industry needs. During Casual Connect, we hosted an event with UW Tech Transfer and the CSE Department for industry to see the latest eye-popping research happening at UW. Working to connect our local industry with global partners, WIN worked on business development opportunities with companies from the UK West Midlands. The "Game Industry Start Up 101 Workshop Series" was and continues to be a great success as we assisted our growing number of game start ups and local companies on a variety of topics. Finally we hosted our annual "Power of Play: State of the State of the Local Interactive Media Industry" and a VIP event where we discussed content convergence with the hot, up and coming filmmakers from Los Angeles. We are confident 2010 will be another successful year! |
| Legislative Update Stalemate in Olympia continues as special session lingers on "The legislature's special session continues without resolution to the stalemate over the competing tax proposals betwen the House and Senate", says Lew McMurran from the WTIA. Lew continues to work against the proposed sales tax on custom software that the House is proposing to help close the budget gap. This tax first appeared on March 1st as a way to close the state's budget gap, with no input from the software/tech industry. This is a major change in tax policy that requires more discussion. If you are concerned about this, please contact the leadership of the House of Representatives and the Governor. Let them know that you oppose the sales tax on customized software. They will be making a decision soon, so now is the time. Speaker of the House Frank Chopp, Chopp.frank@leg.wa.gov, 360-786-7920 House Finance Chair Ross Hunter, hunter.ross@leg.wa.gov, 360-786-7936 House Majority Leader Lynn Kessler, kessler.lynn@leg.wa.gov, 360-786-7904 House Ways and Means Chair Kelli Linville, linville.kelli@leg.wa.gov, 360-786-7854 You can also contact your own legislator by clicking here. Contact the Governor by clicking here. Additional media on this story: Washington Wire and TechFlash For more information on this topic at Lew's blog: click here. |
| Education and Industry Looking at the workforce needs in our local industry During the course of last year, Washington Interactive Network and the Workforce Development Council of Seattle and King County brought together local industry representatives and education professionals to talk about our region's future workforce. The goals were: To establish a current economic and workforce development baseline for the interactive media cluster; Analyze and document the career ladders and lattices that exist in the cluster; Develop and plan to meet the long-term workforce needs of the cluster; and Expand the marketing and communication strategies regarding the importance of the cluster to the regional economy. Response from the industry was very positive and supportive. This industry is growing so rapidly, and it was determined that there is a missing link to education for most companies. Workforce is the number one issue for interactive media companies as there are simply not enough qualified employees in Washington State, let alone the United States to fill the positions available. This was the first step to bring both groups together to try and create an educational environment which fosters the best graduates, and in turn, the future workforce for this industry. From these meetings, industry and education determined actionable steps to continue to move forward with these efforts. One outcome of this project was the development of an Education Alliance that would involve all schools: community colleges, 4-year programs, technical colleges, state, and private institutions. This Education Alliance would consist of industry and education representatives and would meet twice a year: Spring and Fall. The Spring meeting would be the opportunity for industry to present to all educational institutions at one time to discuss current industry needs, developments, and trends. The Fall meeting would be the annual curriculum review. Schools would present their curriculums to industry representatives for feedback. This fall will kick off the first Education Alliance meeting. For more information, please contact Kristina Hudson at khudson@enterpriseSeattle.org. |
| 2010 Competitiveness Study What region leads the industry? As we all know, the interactive media industry is very innovative and entrepreneurial. Because of this, we need to ensure that our region is competitive for this industry. A study was conducted to compare the competitiveness of 12 cities which are considered the top Interactive Media hubs in the United States. Of these top tier regions, this study finds the Seattle-area among the most competitive in the United States and the world for growth in the Interactive Media sector. These findings are based on industry-selected indicators of competitiveness: talent pool, size of existing industry, education, and costs of living, and costs of doing business. Today, there is no stand alone national leader in any particular category of competitiveness. Seattle, San Francisco, and San Jose rank high across all categories. However, the cost of living and doing business in California draws the Seattle region to the forefront making it the most attractive and diverse region for Interactive Media development. For a copy of the full study or for additional information, contact Kristina Hudson at khudson@enterpriseSeattle.org. |
| PR News Video Game Marketing & PR Video game marketing has evolved far past the age of simple push, pull and viral content creation: Today, it’s become virtually indiscernible from the end product itself. Having entered into an era where adding long-term value and building/managing customer relationships, not simply driving sales and fueling market awareness, have suddenly become paramount, we must also accept a radical truth. Not to mention, that is, the fundamental shift in thinking it necessitates. To wit – no longer can promoters afford to act purely as a mouthpiece for the message, nor allow creative to serve in a mere outside supporting role. Instead, they must proactively work hand-in-hand with (and increasingly begin to think like) actual game designers themselves. Likewise, to achieve maximum ROI, marketing must also be deeply embedded into actual product development, ideally from day one, and viewed as an organic extension of any given title or campaign’s core feature set. Because in its purest essence, video game advertising circa 2010 isn’t about just providing a temporary groundswell of support for a specific title or brand. It’s about creating a persistent, standalone entertainment experience with real, tangible worth unto itself. Given this sweeping change in focus, it’s important to note. Promotional content must not only be designed from the beginning to live on in a dedicated, persistent space. It’s also vital that users be given the tools to interact with, shape, share and make of media what they will – as well as connect and communicate with fellow enthusiasts while doing so. In essence, tomorrow’s most effective advertising campaigns are actually metagames in disguise. And will be designed so that users actively and regularly seek them out in order to sate their desire to gain exclusive access/knowledge, a perceived boost in social status or tangible physical reward. Make no mistake: Audience empowerment is the key to success. Unbounded by time, budget or political constraints, your user base can act as an eternal wellspring from which greatness springs. And – more pointedly – serve to drive new customer adoption and content refresh rates far beyond that which is within the capacity of any given agency or enterprise to reproduce. Still, even more crucial to grasp is the following concept. Marketing is no longer a one-way street, where value accrues only to the advertiser’s benefit. To succeed with any meaningful degree of effectiveness, it must also serve as a trusted and transparent vehicle through which the user ultimately feels he or she achieves some degree of participation in (and influence over) the shape of the end-product. In other words, commonality begets community, community begets empathy, and empathy begets enthusiasm. Specifically, the kind money cannot buy, and sort which turns video game customers – or shoppers in any vertical, for that matter – into evangelists worth many times more than their weight in gold. Because ultimately, no advertising campaign in this day and age can afford to remain stolid or static. Nor can a given marketer, however well informed, hope to understand the ever-changing wants and needs of their target demographic as well as members of said audience itself. Give users (especially passionate ones, the very definition of today’s game players) the opportunity to join forces and color within the lines of your message, and you may be surprised what happens. They might just be happy to ignite interest in a particular campaign facet you overlooked, reboot a stale initiative or provide enough content and/or inspiration to capitalize on the unlikeliest opportunities. The bottom line: Reach out a hand to embrace your community, and anything’s possible – including staying one step ahead of the game itself. Video game expert and TV/radio host Scott Steinberg is the author of Video Game Marketing and PR and the creator of game industry documentary series Players Only. A celebrated gadget guru and technology expert, he frequently appears as a technology and video game analyst on broadcast networks like ABC, CBS, FOX, NBC and CNN, and has contributed to 400+ outlets from The New York Times to Playboy and Rolling Stone. For more of his insights, visit www.scottsteinberg.com. |
| Start Up News Going from the Garage to Office Okay so you think you’re ready for prime time i.e. your company is gaining traction, you need to start hiring additional talent and finding a space in which to collaborate becomes critical to the success of your project. Here are five things to remember when moving from your garage to your new office space: 1) Start the process early…If you are under 25 people, start the search at least 6 months prior to commencement of operations. If you are 25-50 people start the search 9 months prior and if larger, start working the problem at least a year prior to move in. Why so much time?…In lease negotiations time is your friend if you have enough of it. You want to be able to shop around and compare your options before making a decision. If you leave it too late you will normally pay more and be less satisfied with the results. The fact is that finding space that meets your needs, negotiating a lease, building out the space or at the very least providing new paint/carpet, lining up all the other vendors (Phone and cabling, furniture, movers, etc) to get the space up and running always takes more time than you think. 2) Know what you want before your start the search...the rule of thumb is that you’ll need approximately 180 square feet per person (which includes support areas and some circulation) when planning for space needs, always budget in some space to accommodate your growth. Let’s face it, moving is a pain and it’s expensive, so planning up front will save you time and money. 3) Use your space and location as a tool to attract and retain top talent. Decide what’s important to you and your employees…easy access to amenities, bus lines, free parking, access to a building that provides heating and air conditioning 24/7? 4) Keep in mind that the least expensive space for you to occupy is one that only needs minor work (paint & carpet). If the landlord has to sink thousands of dollars into the space, they will be more mindful of your financial statement and more likely to ask you for the dreaded “Personal Guarantee”. 5) Not sure how much space you will need in a year or two and the landlord wants a 5 year commitment…think rather about subleasing space as a great shorter term solution. Normally the rent is less than the going market rate; furniture is sometimes in place and your start up costs are less. Given current vacancy rates the next couple of years will be a great time to lease office space and the costs for everything you need to outfit your office should remain low. Beyond 2 years who the heck knows…! If we can answer your questions or if we can be of assistance as you begin your search for space, please let us know. Guest writer: Rick Page of OfficeLease |
| HR News The Misunderstood Advantages of Relocation Companies Relocation companies - what do they really do? Simply; real cost savings, convenience and efficiency and increased offerings in attracting new associates. Regardless of the size of the company, Relocation Companies may be the little known heroes of today’s need to tighten company spending. Though some department heads hesitate use when faced with a service fee, a closer look at these programs shows financial savings well beyond any fee. This is without consideration to the real savings of time of company associates in dealing with move related issues and challenges. And may we never forget the customer service aspect. Imagine a company dedicated to easing the enormously stressful process and initial experience of a new associate with a new company. This specialization serves as a tremendous role toward recruiting with regard to the great understanding of many destination markets and the positive contributors to those markets. Such knowledge comes as great comfort to a transferring associate and serves as a tremendous extension to the employer’s customer service efforts. Jeremy Martin, president of Streamline Mobility Relocation sums up the process as follows, “The best thing a person can have when going through a stressful time is a friend in the know. When it comes to a move that should be the relocation company.” Guest writer: Gina Johnson of Streamline Mobility www.thestreamlinecompany.com |
| Best Debut Game "Torchight" by Runic Games Best Handheld Game "Scribblenauts by 5th Cell Innovation Award "Scribblenauts" by 5th Cell Pioneer Award Gabe Newell, Valve Software Ambassador Award Jerry Holkins, Mike Krahulik, and Robert Khoo of Penny Arcade DigiPen ranks #2 in Princeton Review's Top 50 Undergraduate Game Design Programs Of the roughly 500 programs at which students can study game design in the U.S. and Canada, they selected the top 50 game design programs based on a survey they conducted this past academic year (2009-10) of administrators at these institutions. They evaluated programs based on several criteria including the quality of the curriculum, faculty, facilities and infrastructure, as well as scholarships, financial aid and career opportunities. Converence: BC Meets Washington State Washington Interactive Network and DigiBC signed a Memorandum of Understanding last week to help to promote business partnerships across our border. Leaders from Washington State and Vancouver BC's top digital media, wireless, and video game companies discussed the Pacific Northwest's growing industry clusters and identified key areas of synergy and opportunities to collaborate. WIN Sponsorships Available! If you are interested in sponsoring WIN program and raising your profile with the local industry, please contact Kristina Hudson at khudson@enterpriseSeattle.org. |
| Washington Interactive Network The Purpose of WIN is to promote, nurture, and grow the interactive media industry in the Seattle region and Washington State. This program is funded by enterpriseSeattle and sponsorship dollars. For more information, contact Kristina Hudson at | Upcoming Events! Game Start Up 101 - April 20th GameSoundCon - May 10th LOGIN Conference - May 10-13th Casual Connect - July 20-22nd |
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For Immediate Release:
2010 Interactive Media Competitiveness Study Released Today
The Washington Interactive Network is an economic development program currently funded by enterpriseSeattle. The purpose of WIN is to promote, nuture, and grow the Interactive Media industry in Washington State.
For over 35 years, enterpriseSeattle has provided client-based economic development services to businesses throughout King County. enterpriseSeattle's mission is to be a "difference-maker" in the community by growing the jobs and tax base in King County, its 39 cities and the greater Puget Sound region. It accomplishes its mission through a customized client services program focused on business retention, expansion and recruitment. It's objective is to become the premier economic development organization in the US.