Meet the Laois man who has coached the Down camogie team to an All-Ireland final TAGSAll-Ireland Intermediate ChampionshipClonadDerek DunneDown camogie Previous articleJOB VACANCY: Mulhall’s SuperValu in Portlaoise looking to fill a key roleNext articleBanned Laois Olympic boxer O’Reilly still dreaming of world title Alan HartnettStradbally native Alan Hartnett is a graduate of Knockbeg College who has worked in the local and national media since 2008. Alan has a BA in Economics, Politics and Law and an MA in Journalism from DCU. His happiest moment was when Jody Dillon scored THAT goal in the Laois senior football final in 2016. SEE ALSO – Appeal launched to locate caravan stolen from Electric Picnic RELATED ARTICLESMORE FROM AUTHOR Five Laois monuments to receive almost €200,000 in government funding WhatsApp The Down camogie team will contest the All-Ireland Intermediate final on Sunday in Croke Park and a Laois man has played a big role in their journey to the decider.Down lost their first five matches of the year and ended up in a Division 2 relegation final in the league against Kildare.It was then that they parted company with their manager and Clonad native Derek Dunne came on board as a coach.And it was from that point onwards that their season took a simply dramatic turn.Speaking to LaoisToday, Derek explained how it all came about.He said: “I am the commercial manager for Panda Recycling in Dublin and I work with one of the Down players, Fionnuala Carr.“She told me what had happened and asked me would I come up to train them. I said I would give it a few sessions and see how things would go.“I have previously coached with the Fitzgibbon Cup team in DIT so I had experience as well as with Clonad.” Charlie Flanagan on Electric Picnic: ‘I’d ask organisers to consult with community leaders’ Facebook Community WhatsApp New Arles road opens but disquiet over who was invited to official opening Twitter Facebook Home GAA Camogie Meet the Laois man who has coached the Down camogie team to… GAACamogieSport And things have gone better than Dunne or anyone involved with Down camogie could have imagined.They defeated Kildare in the relegation play-off and then went on to win their first Ulster title 13 years – triumphing over Armagh and then Derry in the final.Down then went into the All-Ireland championship where they were drawn in a group with Derry, Cork, Carlow and Dunne’s native Laois.They drew with Derry and then lost to Cork in their first two games but a win over Carlow set up a showdown with Laois in Rathdowney for second place in the group – an an All-Ireland semi final place.Dunne said: “That was one tough match. Laois were ahead towards the end of the game but we got on top and won 1-15 to 1-10.”That set up a semi final with the team who topped the other group, Tipperary.But once again Down dug deep and emerged 1-13 to 2-8 winners to reach the final against Cork.The final will be shown live on RTE 2 at 2pm with the senior final between Cork’s first team and Kilkenny at 4pm.Dunne said: “It has been an absolute pleasure working with these girls and they are so committed.“One of them, Niamh Mallon, drives from Galway to Newry for training multiple times a week and is really a great player. It is a phenomenal drive she has to succeed.”Derek was juggling his commitments with Down while also managing his native Clonad.They reached the IHC quarter final where they lost out to Clough-Ballacolla and Derek revealed that was a challenging time.He said: “In the run up to that game, I had been on to go 15 nights in a row between the two teams.“While it was very disappointing the way the season ended with Clonad, I am really looking forward to Sunday in Croke Park.“It should be a fantastic experience and hopefully the girls will get the win.”Best of luck to Derek and the Down camogie girls. Pinterest Community By Alan Hartnett – 6th September 2018 Pinterest Council Twitter
Published: Oct. 16, 2018 • By Andrew Sorensen Businesses looking to improve their social and environmental impacts will have an easier path to get there thanks to a partnership between the University of Colorado Boulder’s Center for Ethics and Social Responsibility (CESR) and B Lab. B Lab is a nonprofit that serves a global movement of people using business as a force for good through B Corp Certification, administration of the B Impact Management programs and software, and advocacy for benefit corporation governance structure. Share Share via TwitterShare via FacebookShare via LinkedInShare via E-mail CESR, a center within the Leeds School of Business, will help B Lab map its B Impact Assessment, the tool that certifies companies as B Corps, to the 17 United Nations Sustainable Development Goals (SDGs). The SDGs aim to address global challenges such as poverty, inequality and environmental degradation.The B Impact Assessment is used by more than 60,000 businesses. It has over 1,000 indicators for companies to measure and improve their impact on workers, community, environment and customers. CESR will map those indicators to the targets underlying the U.N.’s SDGs, as well as the more than 1,500 indicators featured in the SDG Compass.The SDG Compass is a database of existing SDG performance indicators that have been collected by the U.N. Global Compact, the Global Reporting Initiative and the World Business Council for Sustainable Development. “This partnership with B Lab will create a tool to help companies positively impact some of the world’s biggest problems,” said Mark Meaney, CESR’s executive director. “We cannot accomplish the ambitious aims of the U.N. Sustainable Development Goals without business.” What’s a B Corp?Certified B Corporations (B Corps or B Corporations for short) are leaders of a global movement of people using business as a force for good. There are over 2,600 Certified B Corps that meet the highest standards of responsible business.B Corps measure and manage their social and environmental performance using the B Impact Assessment.B Corps are certified by the nonprofit B Lab to meet rigorous standards of social and environmental performance, accountability and transparency. Certified B Corporations meet the highest standards of social and environmental performance, public transparency and legal accountability to balance profit and purpose. There are more than 2,600 B Corps around the globe.“Aligning the B Impact Assessment and the Sustainable Development Goals is a natural fit—all companies looking to measure and manage their social and environmental performance should have an eye on the SDGs when they do it,” says Bart Houlahan, co-founder of B Lab. “CESR has been a leader in the advancement of the Sustainable Development Goals in the academic community and we are excited to partner with them to advance this important work.”CESR will be mapping the B Impact Assessment questions to the SDGs through December 2018. B Lab will then incorporate the mapping into the B Impact Assessment and develop an impact management platform module scheduled for launch at the beginning of 2020.Categories:Business & EntrepreneurshipNews Headlines
Share Advertisement Twitter Trending Story:Mt. Difficulty Sold to Foley Family Wines for $52MA statement from the OIO last week said the purchase included about 70ha of freehold land and about 110ha of leasehold land at the Bannockburn vineyard. Mt. Difficulty is a medium-sized vineyard known for its Mt. Difficulty and Roaring Meg labels, and particularly its Pinot Noir and Riesling, produced by winemaker Matt Dicey…Today’s News:Millennials’ Tasting Room RevolutionFlash back a few decades, and tastings at premiere wineries, especially in the US, were decidedly luxe affairs, oozing the New World’s idea of what Old World glamour should be. Stretch limousines were employed to shuttle high-heeled glamazons and men with slicked-back hair from one gilded venue to the next. Don’t even think about the cost…Scaling Sustainability in the VineyardNearly 20 years ago, the organization representing Washington wine grape growers initiated a sustainability program. The goal at the time was to ensure everyone was operating on a level playing field and to give growers and, later, winemakers tools they could use to better understand sustainable practices…Why You Should Throw Away Those Wine DescriptorsWith the popularity of wine education comes the gnarly business of wine descriptors-those mostly esoteric groupings of aromas, tastes and textures that professional tasters use to evaluate a wine…Winners Are Announced for 2019 East Meets West Wine ChallengeAre We Hiring into a Industry-Wide Downturn?Sauvignon Blanc ‘Suffers from an Image Problem’Wine Research Seminar Heads to Columbia Gorge AVAA New Life for Sonoma’s Bartholomew ParkSalute to African American VintnersNapa Valley Wine Train Gets $1.7M Grant to Green the Popular Tourist LinePortuguese Wine Is Booming, Says New ReportAustralian Wine Industry Is Transformed by China and Premium WinesSmoke Taint Briefings in Tasmania After Severe Bushfire SeasonRare Wine Corkscrew Sells for $23,000 at AuctionWineIndustry.Jobs:Cross Divisional Sales Development CoordinatorBSG Wine – Napa, CA, USAIndependent Wine Sales/AmbassadorBoisset Collection – USATechnical Service RepresentativeGusmer Enterprises, Inc. – Windsor, CA, USAMore Wine Industry Jobs…Feature Your Job Listing in the Afternoon BriefIndustry Events:Oregon Wine SymposiumFebruary 12-13, 2019 – Portland, CA, USADTC Roadshow in Santa MariaFebruary 26, 2019 – Santa Maria, CA, USA2019 Sommeliers Choice AwardsMarch 19 – March 20, 2019 – Washington, DC – USA2019 VingDirect Forum: “Staying Relevant in a Competitive Marketplace”April 11, 2019 – Santa Rosa, CA, USA3 Tier Wine SymposiumMay 22, 2019 – Santa Rosa, CA, USAMore Wine Industry Events…Top Stories of the Week:Tasting Room Trend Review and Forecast: What Flipped and What FloppedNapa County Hits B Cellars with Code Notice over Food ServiceShould You Ignore What Your Customers Want? The Great Winemakers Do.Mary Ann Graf, Who Paved the Way for California Women Winemakers, Dies at 76Wine Industry Gathered to Discuss Emerging Issues, Trends and Showcase Innovations at the 25th Unified SymposiumHow to Sell Wine into Restaurants EffectivelyCalifornia’s Top Wine Festival by Winemakers for Wine LoversThe US Wine Industry in 2019 – Slowing but Steady, and Craving InnovationSenators Wyden and Blunt Reintroduce Craft Beverage Modernization and Tax Reform ActWhat Wine Marketers Should Know About Cannabis ConsumersCan the Wine Industry Survive Millennials?Canines Coming to Napa and Surrounding Wine Country to Combat Cork TaintA New Study Answers the Question: Does Blind Wine Tasting Work?The Science of Tannins in WineMillennials Are Talking but the Wine Industry Isn’t Listening Subscribe to the Afternoon BriefAdvertisement Facebook Subscribe to the Afternoon Brief Home Afternoon Brief Afternoon Brief, February 8Afternoon BriefAfternoon Brief, February 8By Editor – February 8, 2019 30 0 Linkedin ReddIt Previous articleWine Research Seminar Heads to Columbia Gorge AVANext articleNFC Applications for Wine and Spirits Brands Editor Email Pinterest TAGSAustraliaB CellarsBartholomew ParkCannabisChinaFoley Family WinesMillennialsNapa Valley Wine TrainNew ZealandPortugalSauvignon BlancSmoke TaintTasmaniaWashington Winegrowers Association
“There is no greater responsibility of government than public safety,” said councilmember Kevin Mckeown, whose rent-controlled apartment received a retrofit after the Northridge quake. “Usually we think of that in terms of police and fire but here we have a case to prevent a lot of injury and damage.”Most of the structures on the city’s list of vulnerable buildings were built before 1980. Since some buildings that are currently in compliance with city code may still require retrofitting, the city plans to still inspect buildings that made upgrades after the Northridge earthquake. Some concrete and steel buildings constructed as recently as the 1990’s may need [email protected] :city councilCity Halldaily pressearthquakeNewsquakeSanta Monicashare on Facebookshare on Twitteradd a commentSomething to Sing AboutCity slashes number of taxicabsYou Might Also LikeFeaturedNewsBobadilla rejects Santa Monica City Manager positionMatthew Hall12 hours agoFeaturedNewsProtesting parents and Snapchat remain in disagreement over child protection policiesClara Harter22 hours agoFeaturedNewsDowntown grocery to become mixed use developmenteditor22 hours agoNewsBruised but unbowed, meme stock investors are back for moreAssociated Press22 hours agoNewsWedding boom is on in the US as vendors scramble to keep upAssociated Press22 hours agoNewsCouncil picks new City ManagerBrennon Dixson22 hours ago HomeNewsCity says thousands of apartments vulnerable to earthquake damage Dec. 08, 2016 at 8:45 amNewsCity says thousands of apartments vulnerable to earthquake damageGuest Author5 years agocity councilCity Halldaily pressearthquakeNewsquakeSanta MonicaDowntown Santa Monica (File photo) By Kate CagleAs many as 2,000 buildings in Santa Monica may be vulnerable to collapse or major damage during an earthquake, despite the city’s decades-old law requiring owners to get up to code.Most of the buildings in danger are apartments with units sitting over a carport that may be vulnerable to collapse during significant seismic shaking. In fact, half the structures on the city’s list are so called “soft story” buildings with only two floors, according the city’s top building official, Ron Takiguchi. Many of those apartments lack significant support and may come crashing down onto cars during a major earthquake.In January, staff members will publish the list of buildings they consider “seismically vulnerable.” Once the building’s owners are notified of the city’s concern, they will have a strict timeline to get their building inspected and then fix any problems.The city is a hurry to retrofit concrete and brick buildings first because they have the biggest risk of collapse during a major earthquake. Owners of “unreinforced masonry buildings” – often made out of bricks – will have two years to get a permit and retrofit under the new ordinance. Soft-story building owners will have 72 months to finish the job.Regionally, a major earthquake along the San Andreas Fault could destroy 300,000 buildings, most of them were constructed before modern building codes. While Santa Monica is 50 miles away from the fault line, it sits in a basin that is vulnerable to significant shaking.“We are sitting in a big bowl of the geological equivalent of jello,” Dr. Lucy Jones said, who recently retired from USGS to start her own earthquake policy center and is advising the city on the new retrofit ordinance.In the wake of the 1994 Northridge Earthquake, the Council required building owners to retrofit their buildings to updated standards, and many did – some passing on the costs of the retrofit to tenants. While owners of rent-controlled units had to prove they met requirements in order to raise rents, there was no formal enforcement effort for other structures. As a result, the city admits compliance was essentially voluntary.“There was mandatory efforts after the 1994 earthquake but they didn’t get done for whatever reason,” said Councilmember Sue Himmelrich during the Dec. 6th council discussion of the new ordinance. “It’s really important that we carry through with this program.”Now, the city is going after those buildings to get them up to standard. Takiguchi estimates “soft story” apartment retrofits will cost between $5,000 to $10,000 per unit and between $50 to $100 per square foot for steel and concrete buildings.The city is considering streamlining the appeals process for buildings that require retrofits that put them at odds with other city ordinances – for example, thicker columns to support apartment buildings may mean tenants lose valuable parking spaces underneath their units. Councilmembers stressed that safety during an earthquake may take priority over other requirements.
Ken Wieland EE, Nokia push emergency support to the skies BT consumer boss opens net neutrality debate EE crowns UK gaming, video experience Author Related EE said its 4G customer base has hit 1.2 million, driven by a 72 percent quarter-on-quarter jump in LTE subscribers. The third quarter figures show the operator has managed to beat its one million 4G target three months early.The UK operator reported an impressive increase of 493,000 post-paid 4G subscribers during Q3.It was still not enough to stop overall sales from falling, however, as the UK’s largest operator whittled down its less lucrative prepaid subscriber base.Q3 mobile service revenue dropped 3.3 per cent, year-on-year, to £1.45 billion. Strip out the impact of cuts to mobile termination rates, however, and sales fell by a more palatable 0.6 per cent.Overall blended Q3 ARPU, mixing prepaid and postpaid customers, was up a modest 0.5 per cent to £19.More encouragingly, EE’s customer mix is improving with a heavier leaning towards more lucrative contract customers and reports that Q3 data revenues – excluding text – were up 25 per cent, year-on-year, driven by strong smartphone adoption.Growing 4G take-up has also meant a larger portion of ARPU is taken up by data revenues. From a 31 per cent slice in Q3 2012, data (not including SMS) accounted for 43 per cent share of ARPU in the three months ended September.EE further reports a net increase of 181,000 “high value” postpaid customers and that 56 per cent of its customers are now on postpaid plans. Postpaid customers, says the operator, generate an average of six times higher ARPU than prepaid.Moreover, says EE, around two-thirds of its new/renewing postpaid customers select 4G contracts or 4G-ready devices.EE has had nearly a year’s 4G head start in the UK, helping it to expand its 4G corporate account base beyond 3,200 during Q3. Large companies, including ASDA, BT, Canon, Expedia, Kimberly-Clark and Virgin Media, signed up with EE during the quarter.EE boasts that it is Europe’s fastest-growing operator and that its new 4GEE tariffs – when taking into account speed and data allowance – beat any of its European counterparts when it comes to value.Largely because of the trimming of its less lucrative prepaid base, EE had 25.1 million mobile subscribers by the end of September, down 2.7 per cent from 12 months previously.The postpaid base was up 5.7 per cent, however, to 14.2 million subscribers.EE does not publish profit and loss figures on a quarterly basis. Home EE quickens 4G pace in Q3; revenue down Tags Ken has been part of the MWC Mobile World Daily editorial team for the last three years, and is now contributing regularly to Mobile World Live. He has been a telecoms journalist for over 15 years, which includes eight…More Read more Previous ArticleNokia reveals first Windows tablet plus 2 Lumia phabletsNext ArticleAustria well ahead of expectations with €2B spectrum auction EEEverything EverywhereFinancial AddThis Sharing ButtonsShare to LinkedInLinkedInLinkedInShare to TwitterTwitterTwitterShare to FacebookFacebookFacebookShare to MoreAddThisMore 22 OCT 2013
Deutsche Telekom (DT) and Vodafone Germany provided bullish updates on the progress of their respective 5G rollouts, promoting dynamic spectrum sharing (DSS) and detailing plans for what they claim to be superior coverage.In a statement, Deutsche Telekom said it was launching “Germany’s largest 5G initiative”, which targets covering more than half of the country’s population with the new network technology by the end of 2020.The company noted it was making high-speed services available in cities, while providing access in rural areas with a range of frequencies and technologies including DSS.Meanwhile, in its own statement, Vodafone claimed to be the first operator in the market to use DSS in the 700MHz band to offer 5G and 4G services, covering 10 million people.The operator said combination of the technology and band provided connectivity over a wider area and improved propagation into buildings compared with current network services and those using other frequencies.It also noted using this band would mean “no threat of an antenna forest”: it began deploying DSS for 5G today (23 April).The latest updates come six months after the operators, alongside Telefonica Deutschland, unveiled a rural coverage pact to speed-up and reduce the cost of providing 5G across the country. It also helps to meet strict coverage targets imposed as part of the terms of Germany’s maligned spectrum sale.Other playersIn its latest update on 5G, issued in March, Telefonica said it was expanding the network in the country’s five largest cities as part of a multi-billion euro investment programme.By the end of 2022 it expects to cover the 30 largest urban areas, in addition to rural initiatives.1&1 Drillisch, Germany’s other licensed 5G operator, last month reported construction of its network was being delayed by restrictions brought about by measures to contain Covid-19 (coronavirus). It, however has a deal in place with Telefonica’s unit to lease infrastructure in the meantime. Subscribe to our daily newsletter Back Author Chris Donkin AddThis Sharing ButtonsShare to LinkedInLinkedInLinkedInShare to TwitterTwitterTwitterShare to FacebookFacebookFacebookShare to MoreAddThisMore 23 APR 2020 5GDeutsche TelecomGermanyTelefonica DeutschlandVodafone Germany Previous ArticleMagic Leap cuts jobs in response to pandemicNext ArticleSwitzerland plans 5G emissions monitoring Chris joined the Mobile World Live team in November 2016 having previously worked at a number of UK media outlets including Trinity Mirror, The Press Association and UK telecoms publication Mobile News. After spending 10 years in journalism, he moved… Read more Nokia scores Philippines 5G deal with Dito Related Home DT, Vodafone pitch for Germany 5G supremacy Tags Telkomsel turns on 5G in major cities Asia Mobile Mix: Buzzing for Barcelona
Evolution Meeting Phil Johnson at BerkeleyJonathan WellsNovember 5, 2019, 5:04 PM Requesting a (Partial) Retraction from Darrel Falk and BioLogos Jane Goodall Meets the God Hypothesis “A Summary of the Evidence for Intelligent Design”: The Study Guide Email Print Google+ Linkedin Twitter Share Recommended Email Print Google+ Linkedin Twitter Share Origin of Life: Brian Miller Distills a Debate Between Dave Farina and James Tour Editor’s note: Phillip E. Johnson, Berkeley law professor and author of Darwin on Trial and other books, died on November 2. Evolution News is currently sharing remembrances from Fellows of Discovery Institute. Dr. Wells is the author most recently of Zombie Science: More Icons of Evolution.In 1991 I was a graduate student in molecular and cell biology at the University of California at Berkeley when I heard that a Berkeley law professor had just published a book critical of Darwinism. Although I was quietly a critic of Darwinism, I resisted reading the book because most of the critiques of Darwinian evolution I had already seen were either focused on the age of the Earth or they were embarrassingly shoddy. It seemed unlikely that a law professor could do any better.A Colorful PastThen a friend of mine, a biochemist living in Berkeley, told me the book was better than most, so I picked up a copy of Phillip E. Johnson’s Darwin on Trial. Once I started reading I couldn’t put it down. The book was so good that when I finished I wanted to stand up and cheer. The next day I telephoned the author (whose office was just across the campus), introduced myself, and I suggested we meet for lunch. I had been an anti-Vietnam War activist at Berkeley as an undergraduate back in the 1960s, and I heard that Professor Johnson was politically conservative, so I wasn’t sure how he might react to my anti-war past. So I invited my biochemist friend (who knew Johnson personally) to come along and act as a go-between. The three of us had a delightful time over lunch at the Berkeley Faculty Club. Phil was undeterred by what he came to call my “colorful” past, and we soon became good friends. Although I had been critical of Darwinism for over a decade, before reading Darwin on Trial I had not questioned Darwin’s idea that all living things are descended from a common ancestor. I had tacitly accepted the Darwinists’ standard distinction between the “fact” of universal common ancestry and Darwin’s “theory” that a mechanism of random variations and natural selection produced all the features of living things — and I had concentrated my criticisms on the latter. As a biology graduate student, though, I had seen first-hand some of the alleged evidence for the “fact” of common descent. That and Phil’s book convinced me that the evidence for universal common ancestry was meager, at best, and that the “fact” of evolution was a philosophical assumption rather than an empirical observation.“Fact” and TheoryPhil had written: There is no real distinction between the “fact” of evolution and Darwin’s theory. When we posit that the discontinuous groups of the living world were united in the remote past in the bodies of common ancestors, we are implying a great deal about the process by which the ancestors took on new shapes and developed new organs. Ancestors give birth to descendants by the same reproductive process that we observe today, extended through millions of years. Like begets like, and so this process can only produce major transformations by accumulating the small differences that distinguish offspring from their parents. Some shaping force must also be involved to build complex organs in small steps, and that force can only be natural selection. There may be arguments about the details, but all the basic elements of Darwinism are implied in the concept of ancestral descent.I agreed then, and I still agree.Photo credit: Campus of U.C. Berkeley, by John Morgan via Flickr (cropped). Jonathan WellsSenior Fellow, Center for Science and CultureJonathan Wells has received two Ph.D.s, one in Molecular and Cell Biology from the University of California at Berkeley, and one in Religious Studies from Yale University. A Senior Fellow at Discovery Institute’s Center for Science and Culture, he has previously worked as a postdoctoral research biologist at the University of California at Berkeley and the supervisor of a medical laboratory in Fairfield, California. He also taught biology at California State University in Hayward and continues to lecture on the subject.Follow JonathanProfileWebsite Share A Physician Describes How Behe Changed His MindLife’s Origin — A “Mystery” Made AccessibleCodes Are Not Products of PhysicsIxnay on the Ambriancay PlosionexhayDesign Triangulation: My Thanksgiving Gift to All Congratulations to Science Magazine for an Honest Portrayal of Darwin’s Descent of Man TagsactivismBerkeley Faculty Clubcell biologycommon descentDarwin on TrialDarwinian evolutionDiscovery InstituteevolutionJonathan Wellslike begs likemolecular biologynatural selectionPhillip E. Johnsonphilosophical assumptionsrandom variationsU.C. BerkeleyVietnam WarZombie Science,Trending
Despite population gap Japan far outspends China in mobile gamingNewest SuperData report shows $14bn Asian mobile games market accounts for more than half of world’s mobile games revenueJames BrightmanThursday 5th November 2015Share this article Recommend Tweet ShareAccording to SuperData’s new report, What Western Publishers Need to Know About the Asian Mobile Market 2016, Asia currently has a total of 1.2 billion mobile gamers and its market is worth $14 billion, which accounts for 55 percent of the world’s mobile games revenue ($24.9 billion). And while some of the emerging markets in the region are gaining momentum, it’s still China, Japan and South Korea that dominate the scene, controlling 90 percent of the revenues. Interestingly, despite a sizable difference in the mobile playing population, Japan’s players outspend China’s by $1 billion. Japan has 132 million players who spend around $6.2 billion while China has 785 million players generating $5.2 billion. The third largest Asian market, South Korea, has 40 million players totaling about $1.3 billion. While the spotlight often shines on Asia’s “Big Three,” there are opportunities for publishers in the growing markets of India, Indonesia, Malaysia, Vietnam, Hong Kong and Singapore as well. India in particular is seeing the fastest growth with mobile games revenue more than doubling from $416 million in 2015 to $1.2 billion by 2018. “India’s mobile games market has ample room to expand as the country’s smartphone penetration rate is still low and the country’s payment infrastructure remains underdeveloped,” SuperData noted.It’s especially important to pay attention to Asia’s other emerging markets because SuperData estimates that through 2018, emerging markets will account for 46 percent of Asia’s mobile games revenue growth while China, Japan and South Korea are all expected to slow considerably “as the countries’ smartphone markets become saturated.”Celebrating employer excellence in the video games industry8th July 2021Submit your company Sign up for The Mobile newsletter and get the best of GamesIndustry.biz in your inbox. Enter your email addressMore storiesEpic vs Apple – Week One Review: Epic still faces an “uphill battle”Legal experts share their thoughts on the proceedings so far, and what to expect from the coming weekBy James Batchelor 15 hours agoEpic Games claims Fortnite is at “full penetration” on consoleAsserts that mobile with the biggest growth potential as it fights for restoration to iOS App StoreBy James Batchelor 19 hours agoLatest comments Sign in to contributeEmail addressPasswordSign in Need an account? Register now.
5 years ago There’s an assumption Oxbridge is better at everything and going there will open doors. Clearly, from the sounds of it, Oxbridge don’t have the best courses for preparing people for the games industry, so why should the industry give those two Universities any special dispensation? And why should potential students looking at University choices not do their homework to find that out beforehand?”I’ve had lots of companies approach me via flyers in my pigeonhole and careers fairs about going into software consultancy,” she continued, “as well as banking and law, which seemed like lots of big names offering me graduate jobs and six-figure salaries within five years.”This is the result of two inherently bad things colliding:1. The games industry taking advantage of “passionate” young people to under pay and over work employees. The attitude is, if you haven’t got the passion, by all means, go work in the City.2. Elitism has its place, but outside of certain sectors it’s corrosive to social cohesion and stunts social mobility. I sure don’t want to see it in the games industry.Ultimately though, it’s market factors that stop “the cream rising to the top” or games businesses from offering grad programs with six figure salaries at the end of them. Rather than any failure of the industry to give the respect Oxbridge or red-brick institutions are apparently entitled to. 5 years ago I think a conversation needs to be started about how the games industry is by far not the best sector in the world to engage successfully with graduates in general, yet at the same time will chew it’s own arm off to keep people in the industry once they have entered it. Edited 1 times. Last edit by Andy Dowley on 6th April 2016 9:11am 1Sign inorRegisterto rate and replySign in to contributeEmail addressPasswordSign in Need an account? Register now. 2Sign inorRegisterto rate and replyAndrew Watson Tools Programmer 8Sign inorRegisterto rate and replyJames Coote Independent Game Developer 1Sign inorRegisterto rate and replyIain McNulty Person doing things Edited 2 times. Last edit by Simon Miles on 5th April 2016 2:51pm 8Sign inorRegisterto rate and replyEllis Shale Sound Designer / 3D Artist / Level Designer, FingerPunch Games5 years ago I think you’ll probably find it’s graduates across the board from almost every University struggle to get into the Games Industry. There is only so much bashing your head against a brick wall people can do before they run out of time and money!! 5 years agoThey seem to be happy to leave the situation to be a maze fitted with traps and just take the ‘strongest’ people who happen to make it through.Fitting that the games industry plays like a video game! Edited 2 times. Last edit by Alex Barnfield on 6th April 2016 1:56am 1Sign inorRegisterto rate and replyBenjamin Royce5 years ago I gotta disagree with the writer on this one there are plenty of Cambridge grads in the games industry and there is an effort from games studios to get these candidates. When I worked for Datascope we attended a careers fair in around October time in the computer science building and we where by no means the only games company there as I know full well I have seen Jagex, Frontier, Ninja Theory, I’m fairly certain I have seen Lionhead as well and I am reliably informed that Black Rock also used to attend. In addition to this I’m fairly certain Aardvark Swift include Cambridge University on their annual tour so I think it’s fair to say the games industry recruitment is working especially when you consider that according to a quick LinkedIn search there are 250 Cambridge grads who list themselves as working in the games industry that becomes more impressive when you consider that the Computer Science course only produces 60-70 graduates a year. I agree more could be done mainly more companies offering meaningful internships over the summer as a lot of the graduates I spoke to already have offers on the table from their summer jobs by the time they enter their final year but on the whole we are already punching well above our weight 13Sign inorRegisterto rate and replyShow all comments (9)Adam Campbell Product Manager, Azoomee5 years [email protected] Good points, +1 3Sign inorRegisterto rate and replyAlex Barnfield Lead Engineer, 17-BIT5 years ago I think there’s a big expectation that fresh graduates should be able to do their job from day 1; there isn’t a lot of money spent on on the job training.My MSc in Games Programming included many students who’d received bachelor’s degrees from Universities higher up in the league tables for exactly that reason – the name of your University matters far less than the skills you bring to the table, and the games industry has a very unique set of requirements. The View From the TowerWhy Cambridge graduates struggle to get into the games industryGeorge OsbornTuesday 5th April 2016Share this article Recommend Tweet ShareIf you went to university, chances are you’ll have some games related memories to call upon. Whether procrastinating with a single player game or getting friends over for some multiplayer fun times, students often make games a big part of the university experience.But how many university graduates end up in the games industry? Despite all the fun you had, how many people who loved gaming in your friendship circle actually ended up in the industry?It’s a thought that I’ve had since I graduated from Cambridge in 2011. Despite knowing off the top of my head of at least half a dozen people who liked games as much as me, if not more in many instances, I was the only one to make the transition into the industry.Which led me to think one thing: why? Is “Ivory Tower” snobbery to blame for putting people off games? Or is there a problem from the industry recruitment side, which makes it difficult to graduate and find a career in games?”Is ‘Ivory Tower’ snobbery to blame for putting people off games? Or is there a problem from the industry recruitment side, which makes it difficult to graduate and find a career in games?” The answer is a bit of both. Cambridge, and Oxford to some extent, has done little to support those interested in entering the games sector at the University. It has, however, not been helped by a weak industry recruiting structure, which fails to make basic outreaches to students.And though there are problems, which are unique to Cambridge, where I focused my research, the breakdown of communication between the industry and education does not seem to be an isolated problem; it appears to be prevalent across the board.Escaping the ivory towerTo begin then, it’s worth emphasising that there does appear to be a problem with encouraging talented students at the University to take jobs in the games industry. Not only is there a shortage of talented graduates in gaming to act as mentors, there does appear to be a cultural block which discourages students to look at gaming.Discovering exactly how many people have left Cambridge and gone into the games industry is hard to do. The destination of leavers from higher education survey (DLHE for short) is the go-to source for general information on what careers graduates go into after graduation. “Not only is there a shortage of talented graduates in gaming to act as mentors, there does appear to be a cultural block which discourages students to look at gaming” But the deepest it goes into career path are broad categories such as Arts and Recreation (3 percent of Cambridge leavers), which could include games jobs but could equally include comedy, music or a number of other careers. So, to try to dig in more deeply into precise numbers of graduates within industries, I examined the GradLink programme for more information. Offering students connections to graduates working within industry, the database contains, at the time of writing, 1623 active links to graduate mentors. Searching the database for careers traditionally associated with Cambridge graduates first, there were 85 active links for someone who searched “law”, 31 active links for someone who searched “doctor” and 18 links for someone who searched “civil service”.For someone searching for careers within the arts, the database returned 23 active links for the term “TV”, 20 for “music” and 16 for “film”. In comparison, the search term “games” only returned eight records – one of which was for a gambling company and another for a company creating newspaper crossword puzzles.Despite the fact that the UK games industry is valued at roughly the same market worth as music and film at over £4 billion, Cambridge graduates have significantly fewer links in the games industry to call upon. “For someone searching for careers within the arts, the database returned 23 active links for the term TV, 20 for music and 16 for film. In comparison, the search term games only returned eight records” Though this measure is imperfect, there is anecdotal evidence to suggest that the shortage may also be caused by internal cultural problems at the University.Oli DeVine, co-founder of Cambridge-based indie studio Ghost Town Games, graduated from the University with a Maths degree. But before he entered the games industry working for Frontier Developments, he found that his ambition to work in the sector wasn’t shared by faculty staff.”Well… it wasn’t taken especially seriously as a career,” he said. “A professor did tell me at one point that I was throwing my life away. I think there is an assumption games development, because it involves creativity, is somehow no longer a technical field.” Of course, one bad experience shouldn’t be seen as reflective of the entire experience across an institution. Nevertheless, Devine’s point is a reflection of a difficult to describe little “c” conservatism within the University towards the games industry that does undermine it. But within the institution are plenty of individuals willing to act freely. And it was after speaking to them that it became clear there wasn’t just a problem from the University side; there is a clear industry outreach issue too. Where is the games industry?Cambridge students, despite what you might think, are interested in games and the prospect of working within the industry. Fifty students attended the first ever getting into games panel, which the University hosted in February 2016, and it was clear that they’re just as passionate about games as anyone else is. “I’ve been into games since I was at school,” said Sarah Binney, who is reading for a Masters in the History and Philosophy of Science following her physics degree. “I didn’t really have them in the house when I was a kid, we never had any consoles, but when I was about 14 I discovered PC gaming and never looked back.””When I was deciding what to apply for at university I already knew that I didn’t just like playing games but I was very interested in the whole process of making games” This translates into genuine interest in working within the sector. “I’m not sure when I realised this,” Edward Sherlock, a 21-year-old physicist explained, “but when I was deciding what to apply for at university I already knew that I didn’t just like playing games but I was very interested in the whole process of making games.” Though he considered going into a game design course first, he decided to plump for Natural Sciences at Cambridge instead to leave his options open later (including working in video games).However, despite their interest, it became clear that few students had actually heard of or been in contact with gaming companies.”I remember only a very small number of game-related companies, such as Jagex [which is Cambridge-based], advertising,” Binney told me. “I don’t think any of the big firms like Sony or Nintendo have ever advertised in Cambridge.”This compares unfavourably with other sectors. “I’ve had lots of companies approach me via flyers in my pigeonhole and careers fairs about going into software consultancy,” she continued, “as well as banking and law, which seemed like lots of big names offering me graduate jobs and six-figure salaries within five years.” And though Binney clarifies that the latter is “not the sort of job I’d sell my soul for”, it illustrates the way major companies such as law firms, consultancy companies, the government and international businesses begin to lay out as such information as possible to ease people out of Cambridge and straight into a job role.These are all things gaming companies aren’t doing. Asking Sherlock about what more games companies could do to help encourage him to work for them, he raised the point of how difficult it is to find a route into the games business.”There also does not seem to be a ‘path’ into the industry. They seem to be happy to leave the situation to be a maze fitted with traps and just take the ‘strongest’ people who happen to make it through” “There also does not seem to be a ‘path’ into the industry. They seem to be happy to leave the situation to be a maze fitted with traps and just take the ‘strongest’ people who happen to make it through.”That, in part, is explained by the entrepreneurial and often Darwinian nature of the games industry. As micro studios struggle to create, release and monetise games, with many closing after their first effort, student relations and hiring strategy will, inevitably, fall down the pecking order.But with many larger companies now operating in the UK and with increasing “games as a service models” mitigating risk and expanding head counts, outreach to the likes of Cambridge to acquire talent has to be on the mind.”I’ve never thought about [going into gaming], because the companies advertising grad jobs are almost exclusively not in gaming,” Binney explained. And though she said she would consider roles in the future, it’s telling she has already got a job lined up in software consultancy – which provided the kind of information she needed.Changing Cambridge, changing industry recruitmentA change needs to take place on both sides of the equation to solve the problem of Cambridge recruitment.On one side of the equation, the culture within Cambridge University needs to change to support those interested in games more effectively. In this case, it would do well to look at its neighbour Anglia Ruskin for examples of how to work productively with students. It offers regular game jams, hosts the Brains Eden gaming festival with the help of BAFTA and even has an eSports team. Furthermore, local gaming community initiatives, such as local indie meetup CB2 Indies, should be publicised to support ambitious students.On the other side of the equation, games businesses need to, quite frankly, pull their fingers out and begin contacting these students properly. Aside from NaturalMotion, Feral Interactive and Chinese publisher Netease, adverts for internships and jobs on the university careers board are few and far between. And while recruiters from other industries hover constantly, the games industry is nowhere to be seen – failing to provide basic information about the sector or how to enter it. What’s particularly worrying as well is that it seems to be replicated across the country. Whether you go into games after school, before university, through a game design course or after you’ve been to a red brick institution, the best advice still appears to be to take an entry level job or build something by yourself instead.”First, it discourages talented individuals who don’t fit an entrepreneurial personality type from using their skills in the sector. Second, it encourages laziness in the sector” That’s all well and good, but it causes two problems. First, it discourages talented individuals who don’t fit an entrepreneurial personality type from using their skills in the sector. Second, it encourages laziness in the sector. Expecting the cream to rise to the top for it, it means that the chance to actively court and recruit talented students or youngsters is lost to a form or complacency.At the Westminster Project Forum when I asked a panel about this issue, referencing Cambridge specifically, they suggested that the lack of information about the games industry in the UK is a problem at both cultural and educational levels.”Far too few people in this country don’t assume games are made in the UK, they’re made in LA,” said Ian Baverstock of Tenshi Partners. Meanwhile, Seetha Kumar of Creative Skillset, believed that the organisation’s “pick the tick” campaign could help by watermarking the best games industry courses around, helping students to study effectively and to help recruiters find proven talent.Related JobsSenior Game Designer – UE4 – AAA United Kingdom Amiqus GamesProgrammer – REMOTE – work with industry veterans! North West Amiqus GamesJunior Video Editor – GLOBAL publisher United Kingdom Amiqus GamesDiscover more jobs in games The last word on this comes from Chris White MP, the chair of the All Party Parliamentary Committee for video games. In response to my question about recruitment from Oxford and Cambridge into the sector, White answered generally that “we need to more to formalise and mainstream this sector [the games industry]; it is something we need to work on.”Cambridge is, in this context, a microcosm of the problem. It does have unique challenges for the games industry to solve to tap into it as a recruitment pool, such as the competition for graduate talent and institutional resistance.However, the general complaints of the games industry not doing enough to sell the British success story, lacking clear job paths for young people wanting to enter the sector, that is a much bigger problem — one which will only be solved by the industry working more closely with educational providers in the future.Celebrating employer excellence in the video games industry8th July 2021Submit your company Sign up for The Daily Update and get the best of GamesIndustry.biz in your inbox. Enter your email addressMore storiesUSC Games launches fund to support Black and Indigenous studentsProfessor Jim Huntley talks about starting the Gerald A. Lawson Endowment Fund with help from Take-Two, and why it’s a needed step toward equityBy Brendan Sinclair 6 days agoUS State Department supports virtual exchange program to unite young developers globallyGame Exchange will support aspiring developers from ‘underserved populations’ across the US and Middle EastBy Danielle Partis 30 days agoLatest comments (9)Simon Miles Senior Talent Acquisition Manager, Jagex Games Studio5 years ago I can’t comment on other companies or the past but here at Jagex in the last 6 month alone we have worked with Cambridge University and have –Attended Cambridge mixer eventsAttended 3 careers fairsWorked with 2 teams from the computer science TriposCreated 6 places for an exceptional talent summer placement schemeSponsor Society eventsConducted presentations to facultiesOrganised an open studio eventConducting individual career chats / studio toursAnd nonexclusive to Cambridge Gradates as of July 2016 we will have 11 Intern students for 12 months placements6, 3 month exceptional talent placement studentsAnd 6 full time graduate placements15 work experience studentsTherefore we will have 22 students working here full time,. Students that we are investing time and money into.We are fully committed to working with education providers across the UK and Europe with a special focus on Cambridge graduates due to our location. 0Sign inorRegisterto rate and replyAndy Dowley Recruitment, Rebellion5 years ago Hey,Andy from Rebellion here.We work prolifically with Oxford University (we are Oxford based) and although I cannot say the numbers from the top of my head – we take on a steady stream of interns, grads and post masters students each and every year.So to echo Simon – We too are fully committed to working with education providers across the UK and Europe with a special focus on Oxford graduates due to our location (cheers Simon, saved me some work there!)
Meet the 100 rising stars of the UK games industry Check out our interviews with the winners of this year’s GamesIndustry.biz 100HomeAB – DE – HI – KL – MN – RST – ZA message from our sponsorWe’re so excited and honoured to have the opportunity to support this inspirational initiative. Our place in the industry is about growth, helping to build teams and realise ambitions. The cycle of fostering talent and publicly acknowledging success creates the inspiration and momentum to enable the games industry to keep growing beyond our wildest dreams. The GamesIndustry.biz 100 Future Talent event will recognise some very special people and we can’t wait to help them celebrate their achievements and talent. Liz Prince, Business Manager, AmiqusWelcomeIf the GamesIndustry.biz 100: Future Talent list is the indicator that we hope it is, then the future of the UK games industry is diverse.Over half the 400 people nominated were not men, and over 60% of this list are either female or non-binary.Yet more than that, look at the different cultures and nationalities that are represented. From across Europe, the US and Asia… the games industry is often criticised for its lack of broader representation, but if this list is anything to go by, the future will be very different.Yet beyond the diversity in upbringing, check out the diversity in jobs. There are historians in this list, curators, journalists, data scientists – as well as sound engineers, artists, programmers, producers, publishers and so on.There are young people on this list who are showing all the signs of future greatness, but also a few that have achieved massive success already. Some of this year’s GamesIndustry.biz 100 have created and published numerous games, developed software for Nintendo, sold hundreds of thousands on Steam, and/or become leaders of their own companies.Such is the nature of this young industry that it’s perfectly possible to achieve incredible success before even reaching 30.Yet there are also a few on this list that came to games later in life. Or took a little longer to find their true calling. And that’s what we hope you’ll take away from this year’s GamesIndustry.biz 100. Whether you’re 20 or 40, this is a business ripe for the shaping. So take a read through our 100 profiles, be inspired and try something cool.And we’ll see you on this list next time.How the 100 was decidedThis year, we asked the games industry to supply us with the most exciting rising stars working in the UK games industry. We accepted submissions from across the business, promoted the campaign heavily via GamesIndustry.biz and all our social channels, and we also directly contacted companies – including trade bodies and industry groups. In the end, we received over 390 names. To help us decide the final 100, we ask some of last year’s winners from our Most Influential list to read through the entries and make their picks.Our judges included: Cat Channon (Warner Bros), Caroline Miller (Indigo Pearl), Veronique Lallier (Hi-Rez), Gina Jackson (The Imaginarium), Marie-Claire Isaaman (Women In Games), Liz Prince (Amiqus), Rhianna Pratchett (Writer), Christian West (Playsport Games), Shahid Ahmad (Ultimatum Games), Shaun Campbell (EA), Carl Cavers (Sumo Digital), Agostino Simonetta (Xbox), Tim Heaton (Creative Assembly), Gavin Price (Playtonic), Debbie Bestwick (Team17), Noirin Carmody (Revolution Software), Michael French (Games London), Roy Stackhouse (Activision), David Ranyard (Dream Reality Interactive), the GamesIndustry.biz Team, and more.See the listHomeAB – DE – HI – KL – MN – RST – Z