Aging healthier, sufficient clean water, plastic-free waters, sufficient and healthy food, a safe Netherlands to live and work. This is just a small selection of the many societal challenges that require new transitions. And you, as a creative professional, can contribute to those! But, of course, you’ll need money for that. That is why, as an SME, you can turn to the RVO to participate in the “MKB-innovatiestimulering Regio en Topsectoren (MIT)” scheme. It translates as the SME innovation stimulation Region and Top Sectors (MIT) scheme, which aims to stimulate innovation in small and medium-sized enterprises, within the four mission themes.

The exact date of opening of the MIT Scheme 2021 has not been officially annouced yet, but we can expect it to open mid April.

For more information and requirements on the ClickNL website.

UTRECHT, THE NETHERLANDS – October 11, 2019 – Dutch Games Association (DGA) visits Melbourne International Games Week strengthening ties between the Dutch and Australian games industries.

The Australian market has great potential for Dutch games companies, especially in the serious games space. Therefore, Creative Victoria, the Game Developers’ Association of Australia (GDAA) and the Minister of Games and Health worked together to bring Dutch expertise and business opportunities across the world for this edition of Melbourne International Games Week (MIGW).

Melbourne International Games Week is Asia Pacific’s largest digital games celebration – featuring conferences, events and activities for the games industry, games enthusiasts, the general public and educators. During Game Connect Asia Pacific, MIGW’s largest developer conference, one noteworthy keynote speaker was Sjoerd Wennekes, consultant for Dutch game companies and co-founder of several award-winning serious games development studios. Dutch technology also made an impact at the event via the matchmaking tool MeetToMatch, used at Game Connect Asia Pacific to power meetings between attendees.

Panji Oudsen from Dutch Games Association had the honor to oversee the Dutch delegation in their mission to strengthen ties between Australia and the Netherlands. One of the many special guests this week at the Melbourne International Games Week was Prime Minister Rutte, who discussed how serious gaming can be used in fields like healthcare. Here the Dutch Games Association and Sjoerd Wennekes spoke about the potential of the Australian serious games market. Wennekes highlighted the success of his project Tovertafel, an interactive system that can help people in care homes to stay active, now also available in Australia.

The DGA Gaming Fieldlab of Dutch Games Association issues its second call for research proposals to support the Dutch game industry sector and amplify research-industry collaborations. This second call has a wider scope than the first call and its financial conditions are more favourable.

Topics

Project proposals should investigate novel approaches to the design, creation, configuration or evaluation of games or gamification. Target outcomes may include:

  • Technical artefacts (e.g. plug-ins, adapters/connectors, tools, components, services)
  • Methodologies (e.g. workflow protocols, procedures, design aids, evaluation materials/instruments)
  • Thematic reports (e.g. industry or market needs analyses, state of the art reviews, meta-studies, try-outs).

Proposal evaluation criteria

  • A clear research question
  • Clear target outcomes
  • Scientific relevance
  • Added value as compared with existing approaches/solutions
  • Follow-up plans of usage by the industry partners
  • Practical significance for the wider game industry sector
  • Enabling access and reuse by third parties
  • Arrangement of intellectual property rights

Funding

In this call, there is room for 4 separate subsidies of €20,000. The funding is reserved for public-private partnerships (research-industry collaborations). The part of the subsidy that goes to the industry partners should be matched equally by the industry partners in kind or cash; subsidies reserved for the research partners may do without match funding, if so desired. Given the source of funding it is recommended to reflect true public-private collaboration in the budget.

Example budget distribution

Example budget distribution

 

Additional formal and administrative requirements

  • The consortium is composed of at least one Dutch public partner (knowledge institute) and one Dutch private partner (game studio, possibly more than one); the knowledge institute (higher education institutes, research institutes) acts as the principal applicant.
  • The proposal should use the (new) proposal template and should be within 5 pages.
  • The proposal should be written in English to allow for international review.
  • The project should start within 2 months after approval and end before March 2021.
  • The project team publicly presents its progress and achievements at both a mid-term and final meeting organised by the DGA Gaming Fieldlab, and to prepare and deliver one or more workshops for potential users of the software artefacts.
  • The project contributes to general publicity, e.g. for the Fieldlab website and CLICKNL.
  • All declared costs should comply with the regulations of the PPS-TKI funding described at http://www.rvo.nl/tki, in particular the PPS- scheme 2016 (or in detail at Kaderbesluit nationale EZ-subsidies); most of these are summarised below:
  • Proposals should include a realistic planning budget specification possibly including co-funding, which may be in kind or cash.
  • A fixed hourly rate of €60 including direct and indirect labour costs and VAT.
  • Costs of goods, consumables and services may be included only if they are directly related to the research (hence no generic overheads allowed)
  • The partners will administer and explain the working hours spent to the project, as well as other costs
  • VAT is reimbursed only when parties are not liable to VAT (e.g. public parties)
  • The partners in the consortium provide a written signed collaboration agreement including the partners commitments.
  • The project contributes to the Dutch national knowledge infrastructure, in particular it contributes to one or more themes from the Knowledge- and Innovation Agenda 2018-2021 of the Creative Industries
  • In accordance with Article 1.a of the PPS funding scheme, Intellectual property rights should either come to the public party/parties or should be (partly) transferred to the private party/parties against payment in accordance with market conditions, while taking into account private contributions to the project.

Important dates

  • 11 September 2019
    An information meeting about this call is arranged in Utrecht . More details on this information session can be found here.
  • 1 October 2019
    The call deadline for submission of proposals. Submissions should use the proposal template and should include a signed collaboration agreement, which should be sent to fieldlab@dutchgamesassociation.nl
  • 1 November 2019
    Decisions about the grants
  • Winter 2019/2020
    Public presentations of granted project proposals on a joint Fieldlab meeting
  • Spring 2020
    Mid-term Fieldlab meetup
  • Winter 2020/2021
    Final projects’ presentations and workshops

Contact/inquiries

For further inquiries please contact fieldlab@dutchgamesassociation.nl or visit fieldlab.dutchgamesassociation.nl!

How to apply

Research proposals must be submitted before the call deadline on October 1st, 2019, please refer to the Fieldlab call for proposals for more details. Proposals may be sent to fieldlab@dutchgamesassociation.nl.

CHI PLAY 2017 is taking place in Amsterdam, from October 15-18th.

Prof. Ian Bogost will deliver the opening keynote for CHI Play 2017. Keynotes are included in the full conference ticket, but special reduced tickets for the opening keynote only are also on sale.

CHI PLAY is an international and interdisciplinary conference (by ACM SIGCHI) for researchers and professionals across all areas of play, games and human-computer interaction (HCI). We call this area “player-computer interaction.”

The goal of the conference is to highlight and foster discussion of current high quality research in games and HCI as foundations for the future of digital play. To this end, the conference will feature streams that blend academic research and games with research papers, interactive demos, and industry case studies.

Dutch Games Association is an official partner of LEARNTEC 2018: LEARNTEC is the leading International Trade Fair and Convention for learning with IT which will take place from 30th January – 1st February 2018 at Karlsruhe Trade Fair Centre. The partnership offers DGA members special discounts and benefits.

The 25th LEARNTEC, which took place at the Karlsruhe Trade Fair Centre from 24 to 26 January, was larger than ever. With over 7,500 international professional visitors and congress participants from more than 25 countries, the organizer’s high expectations were fulfilled (2016: 7,250 visitors). “The growing importance of digital education is also evident in the stimulating atmosphere that prevailed at the fair and that was echoed in social media”, said Britta Wirtz, CEO of Karlsruher Messe- und Kongress-GmbH.

Email us if you want to learn about discounts and business opportunities contact@dutchgamesassociaton.nl

 

Dutch Games Association partners with RAGE (Realising an Applied Gaming Eco-system), the European flagship research project that develops advanced software components for (applied and entertainment) games with the goal to strengthen the Dutch (applied) game industry and making it the most advanced and leading game industry of Europe.

Game studios are now invited to check out over 30 alpha-version components at rageproject.eu. Components are available for social gamification, real-time emotion recognition via webcam, virtual characters (affective AI, procedural animation of gaze and gesture, emotion expression), automated adaptation, secure xAPI learning analytics, natural language processing, performance statistics and more. By reusing components rather than “re-inventing the wheel” (or trying to do so) game development becomes easier and more efficient. Since most components carry the Apache-2 open software license, the software can be forked and changed at will, and may be assigned a different license for commercial closed or open source usage.

Dutch Games Association has negotiated special support from RAGE for the studios that try-out components. They will be favoured with a hotline connection with the principal RAGE developers to discuss questions or ideas.The link with RAGE fits into the ambition of the newly appointed board of Dutch Games Association, to make the Dutch game industry the most creative, advanced and leading game industry of Europe. Since early 2017 the DGA board is composed of Hans Luijckx (IJsfontein), Maarten de Rooij (Fontys Academy for Creative Industries), Simon Usiskin (IQU), Maarten Stevens (8D Games), Rob Hulsen (Hulan), Wim Westera (Open Universiteit, involved in RAGE) and Horst Streck (Gamifier), and thereby covers key expertise in entertainment games, applied games, game research and game education.

ABOUT RAGE
The RAGE project (Realising an Applied Gaming Eco-system) is a European research initiative, funded by the Horizon2020 Programme of the European Commission, focusing on developing, transforming and enriching advanced technologies for making the development of games easier, faster and more cost-effective. www.rageproject.eu

ABOUT DUTCH GAMES ASSOCIATION
Dutch Games Association was founded in 2008 to help create a healthy climate for the Dutch games industry. With over 100 members its mission is to help the industry reach its full potential by connecting, serving and inspiring the industry and beyond on a national and international level. www.dutchgamesassociation.nl

Growing Games presents the publication Growth Models For Applied Gaming: a bundle of 4 white papers focused on (starting) game companies and potential clients that ‘want to do something with gaming’.

The white papers provide pointers for collaboration, but also sharp analyses of the opportunities and obstructions in scaling up successfully as applied games studios and for the games sector as a whole. Many applied game companies now handle a ‘work-for-hire’-businessmodel that stands in the way of scaling up and far-reaching specialization: both necessary for the growth of the sector.

Four white papers, four experts

Growing Games has asked four experts to share their vision on how applied game companies individually and the applied games sector as a whole can scale up and specialize. Also game companies in the entertainment market will be able to find a lot of useful information in this bundle of white papers to grow and scale up their businesses.

Jan de Boer (partner at We Do Trust) vouches for focus and extreme specialization within the ‘work-for-hire’ business models first. Hans Bouwknegt (lector at Utrecht University of Applied Sciences) adds the idea of ‘datafication’ to this, to make it possible for games to really contribute to solutions on societal challenges, of clients and consumers in a sustainable way. There are also more logical opportunities present to collaborate with the existing publishing-sector, is what expert Daan van Reenen (Darwin Media) points out. Olivier Oosterbaan & Anouk Zoet (LMO) highlight how to organize IP rights differently to safe guard possibility to scale up. Each of the experts paints there picture in the here and now, with a focus on practical insights and tips.

Download the publication PDF

Dutch company Manus VR shares video footage from NASA featuring the Manus VR glove. The gloves are being used in experiments to train NASA astronauts in mixed reality to prepare them for the International Space Station. By recreating the International Space Station and matching this into virtual reality, NASA has created a more realistic training environment for their astronauts. The Manus VR glove provides the astronauts with a true representation of their hands and intuitive interaction.

NASA has been working with an engineering sample of the Manus VR glove. As seen in the video the gloves are being used in the virtual environment of the International Space Station built in the Unreal Engine 4. This is an amazing opportunity to showcase what the Dutch Manus VR glove can do for VR, AR and Mixed Reality.

On August 4th Valve announced their plans to open SteamVR Tracking to the public royalty free. Manus VR is joining the first class to receive access to the SteamVR Tracking license and will give first priority to create the Manus VR Tracking Bracelet. The bracelet will provide the gloves with positional tracking for the hands and arms, using the best tracking technology available.

Just a few years ago, data-gloves were a commodity only available to big institutions. Owning a data-glove meant paying thousands of dollars for the privilege. The mission of Manus VR is to make a data-glove available for everyone. Recently, consumer products in virtual reality have outdone the bulky, expensive hardware from the past. Not only in cost, but also in performance. Manus VR is creating a market where both NASA and your average gamer have access to the same cutting edge technology.

For more information, visit the Manus VR website.

From September 26 – 28 an economic mission to South Korea led by prime minister Mark Rutte will take place for the top sectors Agri Food, Horticulture and starting materials, HTSM and the Creative Industries (specifically gaming, urban design & architecture). DGA chairman Horst Streck will join the mission to represent the Dutch games industry, seek opportunities for Dutch companies and knowledge institutes in the Korean market and create a channel for collaboration between the Dutch and South Korean games industries. Registration closes on August 5th.

South Korea is Holland’s third most important Asian export country. Export to South Korea has grown 31% between 2011 and 2015. In 2015, the export growth was even 14% higher than the year before.

The goal that has been expressed for the mission by prime minister Rutte is to underline the excellent relations between Holland and South Korea and to further explore opportunities for collaboration between the two countries. The focus on the top sectors Agri Food, Horticulture and starting materials, HTSM and Creative Industries doesn’t exclude people from other sectors to join the mission. The Dutch and South Korean government have found that the largest opportunities for collaboration lie within these top sectors.

DGA joins to represent the Dutch games industry

The DGA, Dutch Game Garden and entrepreneurs from the games industry have marked the mission as an important moment to represent the Dutch games industry as a whole. Furthermore the games industry will be well represented in the program. Therefore DGA chairman Horst Streck will join this mission on behalf of the industry. Besides representing the Dutch games industry, the goals of this visit are to identify opportunities in the Korean market, create a channel for collaboration between the Dutch and South Korean games industries and find moments in the coming year(s) at which individual entrepreneurs might benefit from a dedicated gaming mission to South Korea.

Members of the Dutch Games Association are invited to provide Horst with their inquiries about South Korea. Companies or individuals who wish to join the mission themselves are free to sign up separately, or join the DGA on this mission within the fee of € 950,- euros (travel- and accommodation costs are not included – only for DGA members).

Focus creative industries: architecture, urban design and gaming

Seoul and other Korean metropoles strive to create a convenient ‘urban’ environment, in which nature, leisure, relaxing and cultural activities play a large part. A lot is being done to develop these environments and Korea is looking for partners that can aid in the process. Furthermore, Korea is the mecca for e-sports. The focus for gaming is also moving from PC to mobile, with a currently growing mobile gaming market. Korean companies are looking for publishers abroad. VR is also on the rise: VR hardware is available, but there is a lack of content. Korea is not only looking for visual content, but also for peripheral equipment that can enhance the VR experience.