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November 7, 2005 — When Creativity Became a Corporate Strategy

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 […]

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October 6th — Blockchain for Creators

Most people still think blockchain is just about crypto. But honestly, it’s all about trust. It’s the first digital system made to record stuff without needing to trust anyone—just the code. 💡 So why does this matter for the Creative Economy? Because blockchain is changing what it means to be a creator: it lets you register digital ownership without middlemen. Artists can get automatic royalties. It makes sure that art, design, video, or music has a unique and traceable identity. Before, you’d create something and the world would forget it. Now, you create and blockchain remembers it—forever. 🎯 Mission […]

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📅 October 3rd — National Techies Day

The world keeps spinning because thousands of techies—programmers, engineers, inventors—are grinding behind the scenes. They’re the unsung heroes creating the languages, chips, apps, and even the algorithms that fill up our timelines.

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