
At the moment I am pondering how to create value in a casual game community service and how to reach a certain niché. Content is the usual suspect when talking about certain gender or age group but it seems to be more and more important how communities involve, enchant and involve the users. The “right” ways vary from community to community.
I met a group of deco (Decorative Friendship Book)

Yesterday Finnish online entertainment company Sulake arranged an event focusing on "harnessing youth to act as brand ambassadors". The evening was kicked off by Mr.

In Finland many research projects got public funding (by Tekes, EU etc.).