Missouri Botanical Garden Open Conference Systems, TDWG 2014 ANNUAL CONFERENCE

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Case study of reuse of digitised content by creative industry in games: Europeana Creative
Jiri Frank

Building: Elmia Congress Centre, Jönköping
Room: Rydbergsalen
Date: 2014-10-27 05:00 PM – 05:20 PM
Last modified: 2014-10-03

Abstract


The trend of digitization has spread worldwide in the last couple of years. Memory institutions (institutions which maintain a repository of information) are submitting proposals for digitization funding on national and also international levels. Consortia of memory institutions including technical partners are formed to reach bigger international coverage and project funding, for example from the European Union (EU). This process is followed by the development of standards, protocols, cloud computing, portals with different search engines and also Intellectural Property Rights (IPR) issues. Big portals with aggregator functions are one of the outcomes of these projects and new partners and their data are always required for the future development and creation of big data hubs. But what still remains unclear to the memory institutions (data providers), particularly to those that are only partly involved in the consortia, what are the benefits for them?  What interconnections and possibilities are made available the moment their content is published/provided online?

One of the good case study that demonstrate those extended benefits is the currently running EU-funded project Europeana Creative. This project enables and promotes greater re-use of cultural heritage resources by creative industries. Europeana Creative sets the stage for collaborations between content-providing cultural heritage institutions and creative industries stakeholders in the education, tourism, social networks and design sectors represented in the project by 5 pilots. The main aim of the Natural history education pilot is to demonstrate effective collaboration between the memory institution and creative industry, using digitized natural history content published on the Europeana portal. The reason for this collaboration is to develop products which can be used for educational purposes and introduce the natural history content via attractive and innovative ways. This collaboration also represents a case study for the memory institutions and creative industries outside the Europeana Creative project consortium. The development methodology, tools and also the product code are provided to the creative industry via Europeana Labs. During the pilot process an open challenge was organized to attract creative industry representatives and get their feedback on this innovative approach and inspire them to create new applications using cultural heritage resources. The winner of the challenge and spin off phase of the pilot demonstrate a third case study of collaboration with the representative of creative industry outside of the project consortium, in addition to the two pilot products.

The pilot products demonstrate the possibilities how the digitised content can be reused in educational games.