Augmented Animation (AA): Forretningsudvikling og internationalisering af spil og animationsiværksættere

Projektdetaljer

Beskrivelse

Danmark har et af Europas stærkeste uddannelsesmiljøer for animation, visualisering og grafisk fortælling, og erhvervsudviklingen omkring animation og grafisk IP har store vækstpotentialer.

AA er et iværksætterprojekt og samarbejder med projekterne Nippo Nordic, Games for Change og Sybo Gamejam om at hjælpe virksomhederne med at indfri det globale markedspotentiale gennem:

-Stærkere netværk på tværs af grænser og brancher mhp. at udvikle internationalt salgbare IP’er.

-Forretningsudvikling så den høje produktionskvalitet kan omsættes til øget produktion, vækst; bedre eksporttal for virksomhederne.

Projektets målgruppe er iværksættere, virksomheder og freelancere inden for animation, visualisering og spil fra hele Danmark. Deltagerne i forløbene under NippoNordic screenes så det kun er de allerbedste der bliver del af denne aktivitet. Målgruppen for spilkonferencen Games for Change omfatter de virksomheder og iværksættere der har potentiale til at udvikle IP’er målrettet nye markeder hvor de bruges til at skabe innovation på tværs af sektorer. Målgruppen for aktiviteten Game Jam er bred og samler således forskellige talentlag i branchen.

AA rummer tre aktiviteter, som styrker rammerne for forretningsudvikling og netværk for virksomhederne:
-NippoNordic: To forløb hvor i alt 32 danske og japanske talenter håndplukkes til sammen at udvikle stærke IP’er målrettet Japan og Vesten.
-Games for Change: En dansk version af den internationale spilkonference, der inspirerer til innovative løsninger på samfundsmæssige udfordringer.
-Game Jam: Danske spiludviklere og talenter udvikler nye og anderledes koncepter i samarbejde med SYBO Games

Lægmandssprog

Tre aktiviteter, som styrker rammerne for forretningsudvikling og netværk for virksomhederne.

Nøgleresultater

Nippon Nordic Results 2017+2018
The main results of the 2017 study are presented below:
-81.8 % of participants said that the program met their expectations “very well”, while remaining 18.2% said that expectations were met “well”
-100% of respondents evaluated overall experience with the project as “very nice”
-More than 90% of the participants would recommend this program to his or her friend/colleague
-Project participants were asked to evaluate each of the lecture/ workshop in regards to quality of content/subject presented. On average, 90% of the participants evaluated lectures either “very interesting” or “interesting”.
-100% of participants evaluated convenience of program and time either “very nice” or “nice”
-100% of the jury evaluated NipponNordic Pitch Day either as “very good” or “good”
-75% of the jury found NipponNordic projects either “very good” or “good”
-100% of the jury mentioned that they liked the diversity of the projects
-75% of the jury mentioned that they liked the projects content
-100% of the jury evaluated NipponNordic program as “good”

The main results of 2018 study are presented below:
-More than 95% of participants said that the mentorship program met their expectations either “very well” or “well”
-67.8% of participants evaluated the pitch day either as “very good” or “good”. Participants said that they found the pitch day very effective because of the diversity of projects presented, the opportunity to talk with people from the audience, the quality of projects and pitches as well how well planned it was it in relation to organization and timing
-Participants found one to one meetings very effective. They believed that board members had very relevant expertise and relevant skills and knowledge to evaluate and comment the projects
-More than 87% of the participants believed that studios and materials provided for the project was very convenient
-All of the participants evaluated the overall experience in Viborg either “very good” or “good”.
-More than 93% of the participants evaluated the overall organization either as “very good” or “good”
-100 % of participants would recommend this program to his or her friend/colleague
-All of the board members believed that their involvement in the project was either “very relevant” or “relevant”
-All of the board members found the project either “very good” or “good”
-All of the board members found the project participants either “very interesting” or “interesting”
-The board members found the pitch day very effective – projects were very diverse and had very interesting content. Pitch presentations were very well and interestingly presented
-All of the board member would like to be involved in future NipponNordic Universe Accelerator projects

The NipponNordic Universe Accelertor showed that the best way to develop cooperation and opportunities with Japan are long lasting common initiatives such as this one. The two territories have a lot of creative people aiming to develop projects in partnership with other cultures and it requires time to prove the relevance of such kind of initiative. In our upcoming projects we will make sure to maintain this confidence and to not limit the valuable relationships that have been built .This project should not be a single program, but a part of a long term strategy through the years, to grow connections between territories, based on the pursuit of the greatest possible creativity.
Detailed information about project objectives, goals can be found on the project website https://www.nippon-nordic.com/program/ .

NipponNordic has been a great success, and will be repeated in 2019 in collaboration with VAF and friendship country South Korea.

Resultater for Games for Change - Games for Impact 2018
90 deltagere total
60 deltagere til Konference (Professionelle og iværksættere)
35 deltagere til Game Jam (Impact Jam)
5 Hold, 5 spilprodukter

Nye muligheder for Danske virksomheder. Deltagere fra danske virksomheder og
organisationer fik mulighed for at networke med instruktører og producere fra toppen af branchen i bl.a. USA, Canada, Tyskland, Frankrig, Svergie. En størstedel af de 14 talks gav et kommercielt perspektiv på emnet, som har stigende relevans og interesse.

Nye innovative koncepter og prototyper. Konferencen præsenterede 90 deltagere fra danske virksomheder og organisationer med en bred vifte af inspirerende eksempler på anvendelse af kreative medier til adressering af samfundsrelevante problemstillinger. Impact Jam’et faciliterede 35 spiltalenter til idéudvikling og skabelse af 5 koncepter til adressering af miljøkrisen. Vinderens produkt vakte interesse hos et produktionsstudie, som gerne ville købe idéen!

Styrkelse af den Danske / Vestdanske spil- og animationsprofil. De stærke
samarbejdspartnere SYBO, Plastic Change og Games For Change Europe samledes om et fokus på Danmarks styrke inden for områderne: serious games, functional animation, forskning og educational games. Talks blev filmet og optaget til evt. online distribution.
StatusAfsluttet
Effektiv start/slut dato01/10/1631/12/19

Emneord

  • iværksætteri
  • web og mobile platforme
  • computergrafik
  • innovation og entreprenørskab
  • markedsføring
  • medieproduktion
  • animation
  • kreativitet