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Cass part of a major world-leading digital creativity centre

Cass Business School is to be part of a new £18 million Digital Creativity Hub

Cass Business School is to be part of an £18 million new Digital Creativity (DC) Hub, Chancellor George Osborne has announced in the Budget.

The Hub will be led by the University of York, which aims to spark a revolution by harnessing cutting edge research in digital games and interactive media to benefit society.

Researchers from Cass join academics from Falmouth University and Goldsmiths (University of London) as well as York working with over 80 partner organisations in the public and private sector.

The Hub will harness the power of digital creativity to provide new technologies for digital games and interactive media, exploiting the space where they converge to benefit science, society, education and culture.

Universities and Science Minister Jo Johnson said: “This latest investment demonstrates our commitment to maximising the digital revolution for the UK. These Centres will lead the way in developing innovative digital products which enhance our daily lives -from personalised digital health services to the use of interactive media in education.

“By harnessing our international research excellence, in partnership with local and regional expertise, these Centres will accelerate Digital technology innovation for business and society’s benefit.”

Professor Feng Li from Cass will lead the Business Theme underpinning the Hub’s activities, particularly in making sure the ideas generated are financially sustainable and operationally scalable, reconciling social and business objectives in developing digital applications.

The five-year investment will come via the Engineering and Physical Sciences Research Council (EPSRC), the Arts and Humanities Research Council (AHRC) and InnovateUK. The DC Hub will provide an access point for cutting edge research in digital creativity technologies.

Professor Feng Li, leading the project for Cass, said: “The Digital Creativity Hub will further strengthen our position at the cutting edge of digital business research. It will offer an exciting new platform to build on our substantial existing work on new business models in the digital economy, and develop new collaborations with entrepreneurs, business leaders and world class research partners from different disciplines both in the UK and internationally.”

Example projects already underway include:

  • Exploring sustainable and scalable business models with digital games firms to maximise financial returns and social impacts, both in entertainment-oriented games and games aimed at social, health and scientific objectives
  • Embedding advanced artificial intelligence in commercial digital games through working with industry partners.
  • Working with broadcast companies, producers and performance companies to develop new ways of interacting with TV programmes and theatre performances.
  • Developing ways to improve engagement with digital archives and digital assets for heritage sites and archaeologists.

More information about the Hub can be found here.

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