
In the age of digital overload, something unexpected happens: paper makes a comeback.
In this age of digital overload, something unexpected is happening: paper is making a comeback.
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.

In this age of digital overload, something unexpected is happening: paper is making a comeback.

August 15, 1985 — The iMac dropped and made PCs look super boring, like they belong in a museum.
Digital Creative Market 2025: How to Ride the Wave of the Global Creative Economy

In the age of algorithms and short attention spans, just doing the “minimum viable product” (MVP) isn’t enough anymore. You gotta deliver the epic minimum—something small, but so well done that it’s already unforgettable.
August 12, 1981 — IBM PC: The day creativity got its own keyboard
And the creative economy started coding itself.

July 25, 1965 — Bob Dylan plays electric guitar at the Newport Folk Festival
And folk music got a major 220V creative shock.

July 24, 1969 — Apollo 11 returns to Earth
And the whole world is watching a perfect ending live.

Daily Journey Resilience and adaptability are key skills for creative pros. In the Daily Journey, you’ll learn how to build these skills so you can grow with confidence.

Daily Journey | Creative Negotiation Negotiating is all about finding win-win solutions! Creative Negotiation turns conflicts into opportunities and strengthens relationships. Want to master this skill? Daily Journey is here to guide you!
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 […]