Sentences with phrase «digital entertainment culture»

The world - renowned game companies and hundreds of game developers and publishers made statement jointly, and conducted in - depth discussion and cooperation on topics such as digital entertainment culture and new economies.

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Alex Churchill, CEO of VonChurch, a digital entertainment recruiting company, says most companies make a big mistake when they hire: They neglect culture fit, so teams never really coalesce.
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The staff of Paste, a digital entertainment and culture magazine based near Atlanta, has ranked Auburn's Prison City's Mass Riot IPA as the best India Pale Ale in the United States.
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When popular media are used as a springboard for learning, she adds, formal education becomes a bridge for youth «from the often insular and entertainment - focused digital culture of the home to a wider, broader range of cultural and civic experiences that support their intellectual, cultural, social and emotional development.»
Powered by its own proprietary technology, Mashable is the go - to source for tech, digital culture and entertainment content for its dedicated and influential audience around the globe.
In China, gaming is not only part of the ancient culture, it has also become a way of life for a whole generation of young adults who are forming the world's largest market for digital entertainment.
This «specialist in electronic event design» (Libération, Paris) has earned an international reputation for its development of a refreshingly new style of trend - setting events on interactive entertainment, emerging communication technologies, and digital pop culture in Europe, the US, and Asia.
This journey into the universe of games and digital pop culture will feature some of the world's most exciting interactive entertainment visionaries, including many GAMEHOTEL guests.
During the two - hour event these protagonists from the international video game industry, as well as related sectors of electronic entertainment and digital pop culture, will explore promising threads of innovation and diversity in the games and digital pop culture scenes.
The long - time advisers to prestigious technology festivals, mentors in digital media think tanks, and frequent speakers at conferences around the world, have consulted with clients in industry, media and interactive entertainment, research, education, and culture.
As long - time advisers to prestigious technology festivals, mentors in digital media think tanks, and frequent speakers at conferences around the world, they have consulted extensively with clients in industry, media and interactive entertainment, research, education, and culture.
In attendance will be a number of big companies including 101 London, 2K, 505 Games, Activision Blizzard, Arvato Entertainment, Bad Management, Bossa Studios, Brand Culture Sport & Entertainment, BuzzFeed, Carbon Digital, Catapult Business Solutions, Crave Online, Curse, Curve Digital, Dimoso, Drum, EA, Future Games of London, GAME Digital, Gamer Network, Green Man Gaming, Hasbro, Hauppauge Digital, Heaven Media, Indigo Pearl, Installation, Koch Media, MEC, Mediacom, Merge Worlds, Microsoft, MiniClip, Mozilla, Multiplay, NetworkN, NewBay Media, Nordic Games, Onlive, OPM Response, Parker Consulting, Plan of Attack, Playstation, Pole To Win, Purewal & Partners, Reach, Rebellion, Red Lorry Yellow Lorry, Respondez, Rocket, Sega, Sonopress UK, Sony Xdev Studios, Stainless Games, Tangentix, Target, Team Dignitas, Testology, TVBEurope, Twitch, Twitter, Ubisoft, Wikia and Ziff Davis.
The artist, whose videos and sculptures are mostly known for a spooky combination of violence and entertainment, showed three video works, followed by a conversation with Rhizome's assistant curator of net art and digital culture, Aria Dean.
He edited the BBC.com homepage from 2010 to 2013, then became the inaugural editor of BBC Culture, an arts and entertainment site aimed at digital users outside the U.K..
Powered by its own proprietary technology, Mashable is the go - to source for tech, digital culture and entertainment content for its dedicated and influential audience around the globe.
Powered by its own proprietary technology, Mashable is the go - to source for tech, digital culture and entertainment content for its dedicated and influential audience around the globe.
Powered by its own proprietary technology, Mashable is the go - to source for tech, digital culture and entertainment content for its dedicated and influential audience around the globe.
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