
What The Sims Can Teach Us About the Creative Economy and Digital Entrepreneurship
So what does this have to do with the creative economy and digital business? EVERYTHING. The Sims was one of the first games to turn
Learn something new every day — a concept, an idea, a mindset shift. Small daily upgrades = big transformations.
It’s not magic. It’s exponential growth.

So what does this have to do with the creative economy and digital business? EVERYTHING. The Sims was one of the first games to turn

💡 3 Darwin-Inspired Lessons for Creatives and Entrepreneurs: 1️⃣ Adapt or Fade Away: Algorithm changed? Market shifted? No stress. Those who adapt fast thrive. Those

On February 10, 1996, IBM’s Deep Blue defeated chess world champion Garry Kasparov. That was the moment we realized that besides losing keys and patience,
On February 7, 1964, the Beatles landed in the U.S., kicking off the era of “Beatlemania.” But what does that have to do with the
👑 1. Adaptability is key The Queen has survived it all: scandals, political changes, the rise of social media, and even the final episode of

💡 “Ah, but why should I care about sustainability in the creative economy?” Because if you don’t tune into it now, soon you’ll be trying
Back then, no one thought that posting “Out to buy bread” would change the world. But BOOM! The creative economy has never been the same.

“SPIN Selling: The Sherlock Holmes Method of Sales” 🕵️♂️ Imagine you’re a detective trying to crack the toughest case of your life: “Why the heck

Picture this: it’s the late ‘90s, you’ve got a Nintendo 64 controller in your hands, and you’re about to embark on an epic adventure. Then,

Imagine an ordinary day—December 11, 2009—when a simple game featuring grumpy birds being launched at green pigs took the world by storm. With just a
Today is a day to celebrate those who turn courage into strategy, intuition into innovation, and exhaustion into results.
Women’s Entrepreneurship, recognized by the UN, serves as a reminder that female determination has been the hidden engine of the economy for centuries.
And now, it finally has a name, a space, and a visible impact.
Today, we’re celebrating those humans with an internal drive of 12 terabytes dedicated just to nostalgia. The collectors.
People who see value where others see dust, who rescue stories that time tried to erase, and who turn a simple object into a capsule of identity, culture, and creativity.
Today we’re celebrating the glorious day when designers, devs, researchers, and users from all over the world come together for the 21st time in a row to say:
— “Please, stop making products that are impossible to use.”
Back in ’73, in the Bronx, a community fed up with violence figured the best way to fight back was through rhymes, dance, and spray painting walls. That’s how Hip Hop was born—proof that when the system slams doors shut, art kicks open windows in style. 💡 Historical Context
While the world thought video games were just a teen distraction, Take-Two Interactive came in, looked at Sid Meier, and was like, “Dude, this Civilization thing is pure gold.” And they were totally right. 💡
What went down: On November 7, 2005, Take-Two Interactive Software (the same powerhouse behind Grand Theft Auto and Red Dead Redemption) acquired Firaxis Games, the creators of the legendary Civilization franchise. This wasn’t just a market move — it was a statement: digital creativity is a strategic asset. 🧩
Connection to the Creative Economy: Firaxis wasn’t just selling games. They were selling […]