emergentfutures:

Rocket Internet and Roland Berger plan ‘super incubator’ (updated)

Both companies will each hold 50 percent of the incubator, Roland Berger’s CEO Charles-Edouard Bouée told German Manager Magazin.

“Our company will work like a factory and will produce one company with a digital business model after another,” he explains.

That sounds pretty much like what Rocket Internet is doing right now. It’s not only unclear in how far the incubator will differ, nor when and where it will start.

The joint venture is part of Roland Berger’s new business strategy.

Update (December 23rd, 2014): This venture aims to become the core of a wide-ranging European digital business network that is open to incubators, investors, technology providers, and other digital players. The goal is to bring together firms of different sizes from different segments to help them form alliances and push digital innovation, e.g. by inventing new business models, and thus support the digitalization of the European business world.

Full Story: Venture Beat


T F m
December 31, 2014

Metahaven is a new kind of graphic design team. This self-styled ‘design think tank’ is such a departure from conventional forms of practice that it is unlikely many designers have heard of them yet, particularly outside the Netherlands. Nor do they go out of their way to provide colleagues with entry points into their concerns and methods. A Dutch design historian who tried looking at their peculiarly awkward website (www.metahaven.net) confessed to me, with good reason, that its fragmentary structure perplexed her. It would be easy to dismiss the team – graphic designers Daniel van der Velden and Vinca Kruk, and spatial designer Gon Zifroni – as arcane experimentalists whose activities have nothing to do with the realities of practice.


T F m
December 31, 2014

The Art of Storytelling in Gaming by Kamal Sinclair for the Sundance Institute

The Art of Storytelling in Gaming by Kamal Sinclair for the Sundance Institute


T F m
December 31, 2014

code drawings 2014 end

2014-01-01-00.00.01

code drawings 2014 end with this post. this post is a marker for the web catalog.


T F m
December 31, 2014

Lie No. 1 [The Lies that are told to Neo in the Matrix]

Lie No. 1 [The Lies that are told to Neo in the Matrix]


T F m
December 30, 2014

econsociology:

The original email that started Occupy Wall Street

On September 17, 2011 thousands of women and men gathered in Zuccotti Park, located in New York City’s Wall Street financial district.  It was a day when Occupy Wall Street (#OccupyWallStreet) movement was publicly born, garadually receiving global attention and spawning the grassroots protests against social and economic inequality all over the US. But how did this historic event actually start?
The original protest was initiated by Kalle Lasn and Micah White, editors of Adbusters, a Canadian anti-consumerist and pro-environment magazine. The idea was to have a peaceful occupation of Wall Street to protest against corporate influence on democracy, a growing disparity in wealth as a result of neoliberalism, and the absence of legal repercussions behind the recent global financial crisis. They sought to combine the symbolic location of the 2011 protests in Tahrir Square with the consensus decision-making of the 2011 Spanish protests (Movimiento 15-M).  Adbusters‘ senior editor Micah White said they floated the idea via their email list and it was spontaneously taken up and it quickly spread online with help from the hacker group Anonymous. The rest is the history.
See, and feel, here the full text of this (short) inspiring message – the original email that launched Occupy Wall Street movement.
“Are you ready for a Tahrir moment?”- Occupy protesters have been defying the world. Yes, Zuccotti Park encampment was dismantled and demonstrators were dispersed. But I am certain that Occupy Wall Street was not just a moment in history; rather it is the movement of history, it is the history in the making.


T F m
December 30, 2014

emergentfutures:

Jailbreaking your cat litter: welcome to the Internet of Feudal Things

mostlysignssomeportents:

image

image

Jorge loves his Catgenie automated cat-litter tray, but doesn’t love spending $350/year on “Sanisolution” (perfumed gunk that makes the litter stick to his cats’ feet and gets tracked all over his apartment), but he discovered that the manufacturer uses DRM to stop him from filling the…


T F m
December 30, 2014

dreamingdigitalplay:

we understand videogames, historically, as the aesthetic form of rationalization

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we therefore argue that any engagement with videogames as a medium must be conscious of the context of their production in a capitalist system

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we know that any analysis of videogames and their place within global capitalism must move beyond contexts of development and play to the extraction of resources and the production of material technologies

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we are skeptical towards technological progressivism — the belief, rampant in videogames culture, that technological development is linear and universally positive

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we see contemporary problems in videogames cultures as going beyond negative representations and the entitlement of white male consumer-kings, ultimately connecting to deeper issues around the dominant forms of videogames themselves

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we appreciate, nonetheless, the ability of digital games to facilitate playful relationships between people

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we consider play to be a powerful force for building relationships and imagining beyond our current circumstances

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we believe that games serve play and not the other way around

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we recognize games as abstractions designed by human beings

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we respect careful abstraction while reminding ourselves that the map is not the territory and that maps are political artifacts

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we build small things in resistance to the fantasy of the perfect simulation and the notion that scale correlates with importance

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we describe polish as poison not out of a romantic appreciation of roughness but because polish is an imperative of capital

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we value the glitch, not as crude aesthetic, but because it disrupts fantasy

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we distrust avatars because they too often function as glorified digital limbs

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we emphasize the giving and receiving of care as valuable functions of digital games and because caring has been marginalized as a form of feminine labour in favor of shocking, disturbing or, at best, enabling the player in the worst possible sense

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we cherish escapism insofar as it is a queer escape that challenges us to imagine beyond the here and now

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we dream of utopic worlds through play in the midst of bleakness — contrary to those who would dismiss our dreaming as a luxury — because it is in the bleakest moments that visions of alternatives are the most necessary


T F m
December 30, 2014

chocolate as cultural practice. Served hot, melted in milk, with mild cheese for melting and with hard corn meal biscuits for dunking. As we do in Colombia.


T F m
December 29, 2014

From Gongkai to Open Source « bunnie’s blog

From Gongkai to Open Source « bunnie’s blog


T F m
December 28, 2014