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Jenny Ching-Wei Lee reposted thisJenny Ching-Wei Lee reposted this🎮 Join Powering Positive Play: A Shared Responsibility on 10 November in Brussels #VideoGamesEU and Games for Change will bring together EU policymakers, institutional representatives, industry leaders, civil society organisations and experts to explore how stakeholders can work together to foster a trusted, competitive and healthy video games ecosystem. The programme includes: ✅ A keynote from Dr Rachel Kowert, Research Director at Games for Change and internationally recognised expert on the psychology of video games and player wellbeing ✅ Perspectives from across the European video games ecosystem, including: Maria Guzenina - Member of the European Parliament Dirk Bosmans - Director General at #PEGI Nate Sawatzky - Trust & Safety Lead at Supercell Celia Zimmermann - Head of Player Experience (PX), Social Media and Community at SYBO Details: 📅 Tuesday 10 November 📍 Solvay Library, Brussels Register to attend: https://luma.com/u26mx0lq #GamesforChange #PoweringPositivePlay #VideoGames #DigitalPolicyPowering Positive Play: A Shared Responsibility · LumaPowering Positive Play: A Shared Responsibility · Luma
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Jenny Ching-Wei Lee shared thisEarlier this month, I had the honour of meeting Margery Kraus, the founder and executive chairman of APCO Worldwide, as part of a Women in Public Affairs Brussels (WiPA Brussels) breakfast event discussing building influence and navigating a career in public affairs. Amongst the practical advices shared by Margery and the other panellists, I especially appreciated the point on adding value & building credibility, and this over time becoming influence. As part of the WiPA event, we got a copy of Margery's book 'Roots and Wings'. Reading it makes me rethink work-life balance. We often talk about work and family as competing priorities, and about the challenge of finding the right balance. Margery’s perspective is the two can shape and strengthen each other. Congrats to WiPA Brussels and APCO Europe for bringing together this honest conversation.
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Jenny Ching-Wei Lee reposted thisJenny Ching-Wei Lee reposted thisEurope's video game sector employs around 123,000 people and includes approximately 8,700 studios. Women represent 24% of the workforce. Behind the video games people play is a broad range of creative and technical work, supported by highly skilled technical and arts professionals across Europe. Want to find out more about the video games industry in Europe? Download the All About Video Games - 2025 Key Facts report: https://lnkd.in/e7F6Xw-e
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Jenny Ching-Wei Lee shared thisIt’s the end of October, my favourite time of the year, and this year I’ve got the perfect video game to accompany me - 1666: Amsterdam. There is a witch in red, a scruffy black cat companion, and all set in 17th-century Amsterdam. 🍂🕯️🐈⬛ You play Noa, a young witch investigating mysteries during the day and facing demons at night - the game's storyline and look & feel include lots of links to the Dutch Golden Age and the works of Rembrandt and Vermeer. 1666: Amsterdam is in Early Access - one of the many business models in the video games industry. Let me explain: 𝐖𝐡𝐚𝐭 𝐢𝐬 𝐄𝐚𝐫𝐥𝐲 𝐀𝐜𝐜𝐞𝐬𝐬? It means selling (or buying) a game while it’s still in development. Players can buy and play it now - in a playable but unfinished state - while the game studio keeps building it. The game is in playable alpha or beta state. 𝐖𝐡𝐲 𝐝𝐨𝐞𝐬 𝐄𝐚𝐫𝐥𝐲 𝐀𝐜𝐜𝐞𝐬𝐬 𝐞𝐱𝐢𝐬𝐭? Making video games is expensive and uncertain. Early Access lets a studio test its game with real players, gather feedback, and improve it - with some revenue coming in to support the game development. 𝐖𝐡𝐚𝐭 𝐝𝐨𝐞𝐬 𝐄𝐚𝐫𝐥𝐲 𝐀𝐜𝐜𝐞𝐬𝐬 𝐦𝐞𝐚𝐧 𝐟𝐨𝐫 𝐩𝐥𝐚𝐲𝐞𝐫𝐬? You get the game early, you can help shape the final game, and the price is often lower. The developers of 1666: Amsterdam priced the game low during Early Access, and this price rises as the game development approaches completion. The trade-off is that you’re buying the game as it is today, with rough edges, but at a lower price. 𝐖𝐡𝐚𝐭 𝐝𝐨𝐞𝐬 𝐄𝐚𝐫𝐥𝐲 𝐀𝐜𝐜𝐞𝐬𝐬 𝐦𝐞𝐚𝐧𝐬 𝐟𝐨𝐫 𝐬𝐭𝐮𝐝𝐢𝐨𝐬? Studios receive early feedback, a community, and some income. But this comes with public scrutiny while the game is still unfinished. 1666: Amsterdam launched on in August with around 15 hours of gameplay, and currently the reviews have been mixed. Early Access is just one business model in the video games industry, alongside premium, free-to-play, subscription, and live-service games. Different games need different approaches. Is there another business model you would like to know more about? Let me know 👇 🎮 Gameplay footage recorded and edited by me. The game is not off-center, my frame is. Game: 1666: Amsterdam© 2026. Published by: Panache Digital Games
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Jenny Ching-Wei Lee shared thisVideo games are often blamed for young people’s anxiety, isolation and poor sleep. Yet research also points to their role in helping young people cope, build confidence and feel connected. 𝐁𝐨𝐭𝐡 𝐬𝐢𝐝𝐞𝐬 𝐨𝐟 𝐭𝐡𝐞 𝐬𝐭𝐨𝐫𝐲 𝐚𝐫𝐞 𝐭𝐨𝐥𝐝 𝐞𝐯𝐞𝐫𝐲 𝐲𝐞𝐚𝐫. 𝐁𝐮𝐭 𝐨𝐧𝐥𝐲 𝐨𝐧𝐞 𝐦𝐚𝐤𝐞𝐬 𝐭𝐡𝐞 𝐡𝐞𝐚𝐝𝐥𝐢𝐧𝐞𝐬. In this opinion piece, Sarah Sorrell, Charity Director at Safe In Our World, makes an important point: games can affect young people in different ways. Some experiences can contribute to unhealthy habits, while others offer friendship, creativity, confidence and a sense of belonging. The question is not simply how much time young people spend playing games, but what they get from the experience - how it makes them feel, and whether they have the right support around them. We as parents have an important role to play here. Understanding the games your child is playing is a good place to start 💛 Worth a read: https://lnkd.in/ek3VNs2sVideo games aren't the enemy of kids' mental health – ignoring them is | OpinionVideo games aren't the enemy of kids' mental health – ignoring them is | Opinion
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Jenny Ching-Wei Lee shared this“Few sectors bring together such a diverse mix of skills as clearly as video games.” Last week I joined the roundtable “𝑴𝒂𝒌𝒊𝒏𝒈 𝒕𝒉𝒆 𝑾𝒐𝒓𝒍𝒅 𝑷𝒍𝒂𝒚𝒇𝒖𝒍: 𝑩𝒖𝒊𝒍𝒅𝒊𝒏𝒈 𝑷𝒂𝒕𝒉𝒘𝒂𝒚𝒔 𝒇𝒐𝒓 𝑪𝒓𝒆𝒂𝒕𝒊𝒗𝒆 𝑻𝒂𝒍𝒆𝒏𝒕”, part of JA Europe’s From Skills to Opportunity event in Brussels. It opened with the King x JA Europe partnership, which supports underserved students in Germany, Spain, Sweden and the UK. It provided over 800 hands-on learning experiences in STEAM and video games careers. These are young people who may never have seen themselves in a tech or creative industry career, and now they can and do. My contribution was about making this career pathway visible to young people earlier: 🎓 𝐒𝐭𝐚𝐫𝐭 𝐢𝐧 𝐬𝐜𝐡𝐨𝐨𝐥 - video game development courses that are co-designed with industry input, so it is fit for purpose. And let's not forget the key role teachers play. Since 2008, Video Games Europe and the European Schoolnet has been running the Games in Europe project, aiming to upskill teachers across Europe and give them the resources to use commercial video games as pedagogical support in the classroom. 🤝 𝐈𝐧𝐝𝐮𝐬𝐭𝐫𝐲 𝐧𝐞𝐞𝐝𝐬 𝐩𝐨𝐥𝐢𝐜𝐲𝐦𝐚𝐤𝐞𝐫𝐬 𝐭𝐨 𝐛𝐮𝐢𝐥𝐝 𝐭𝐡𝐢𝐬 𝐰𝐢𝐭𝐡 𝐮𝐬, starting with a mapping the current video games workforce and education curriculums and identifying where the digital skills gaps are, as well as building a network of excellence of EU public education institutions, promote life-long learning, and encouraging girls to join STEAM programmes. 🎨 𝐕𝐢𝐝𝐞𝐨 𝐠𝐚𝐦𝐞𝐬 𝐚𝐫𝐞𝐧’𝐭 𝐣𝐮𝐬𝐭 𝐟𝐨𝐫 𝐜𝐨𝐝𝐞𝐫𝐬 & 𝐩𝐫𝐨𝐠𝐫𝐚𝐦𝐦𝐞𝐫𝐬! Video games are a creative industry, and the medium is interactive. SNJV data shows that 31% of the workforce is in technology, while 46% are in arts disciplines (design, image & sound). Thank you to Vikki Leach, Diana Filip, and colleagues at King (Laura Cabarcos), JA Europe (Salvatore Nigro, Boris Kolev), DG EAC (Chiara Colella Kyriakou), DG EMPL (Daniela Santopolo), 28DIGITAL (Salvatore Moccia), and Turing College (Tomas Moska) for the conversation.
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Jenny Ching-Wei Lee shared this𝐂𝐫𝐞𝐚𝐭𝐢𝐯𝐞 𝐄𝐮𝐫𝐨𝐩𝐞 has opened its 2027 call for 𝒗𝒊𝒅𝒆𝒐 𝒈𝒂𝒎𝒆𝒔 𝒂𝒏𝒅 𝒊𝒎𝒎𝒆𝒓𝒔𝒊𝒗𝒆 𝒄𝒐𝒏𝒕𝒆𝒏𝒕 𝒅𝒆𝒗𝒆𝒍𝒐𝒑𝒎𝒆𝒏𝒕. Anyone who works in the video games industry knows how hard it is to get funding at the very start of a project. You have a great concept, but there’s no playable build yet, so there’s little to showcase to potential investors. Without funding, this great game concept never gets made. This is why this Creative Europe call is an opportunity for game creators across Europe. This call offers up to €200,000 per project (a 60% lump-sum grant) 𝐭𝐨 𝐭𝐚𝐤𝐞 𝐚 𝐧𝐚𝐫𝐫𝐚𝐭𝐢𝐯𝐞 𝐠𝐚𝐦𝐞 𝐨𝐫 𝐢𝐦𝐦𝐞𝐫𝐬𝐢𝐯𝐞 𝐞𝐱𝐩𝐞𝐫𝐢𝐞𝐧𝐜𝐞 𝐟𝐫𝐨𝐦 𝐟𝐢𝐫𝐬𝐭 𝐢𝐝𝐞𝐚 𝐭𝐨 𝐟𝐢𝐫𝐬𝐭 𝐩𝐫𝐨𝐭𝐨𝐭𝐲𝐩𝐞. Only pre-production is funded, not the full game production. The total allocated budget for the call is €13.5 million, and the application deadline is 2 February 2027. Full details: https://lnkd.in/eBT7qeMN Let me explain why pre-production funding is important for a video games studio: During pre-production a prototype is made, this is when the concept of a game is translated into the game - a proof of concept that the idea works well. With this prototype, the studio can attract investment and partners allowing them to start making the game (production). This call, Creative Europe explicitly aims to help European developers keep the intellectual property they create, and this is key. Because 𝒕𝒂𝒍𝒆𝒏𝒕 𝒎𝒐𝒗𝒆𝒔, 𝒄𝒂𝒑𝒊𝒕𝒂𝒍 𝒎𝒐𝒗𝒆𝒔, 𝒊𝒏𝒕𝒆𝒍𝒍𝒆𝒄𝒕𝒖𝒂𝒍 𝒑𝒓𝒐𝒑𝒆𝒓𝒕�� 𝒔𝒕𝒂𝒚𝒔 𝒘𝒉𝒆𝒓𝒆 𝒊𝒕 𝒊𝒔 𝒃𝒖𝒊𝒍𝒕. CD Projekt Red received Creative Europe backing for The Witcher 3: Blood and Wine expansion, and they called the support an important stepping stone in the studio’s growth. Know a studio that should apply? Share this with them! #CreativeEurope #VideoGames #EUFunding
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Jenny Ching-Wei Lee shared this“𝑽𝒊𝒅𝒆𝒐 𝒈𝒂𝒎𝒆𝒔 𝒂𝒓𝒆 𝒏𝒐𝒕 𝒖𝒏𝒓𝒆𝒈𝒖𝒍𝒂𝒕𝒆𝒅. 𝑻𝒉𝒆 𝒓𝒖𝒍𝒆𝒔 𝒂𝒓𝒆 𝒂𝒍𝒓𝒆𝒂𝒅𝒚 𝒉𝒆𝒓𝒆.” That was one of the key messages I took away from this week’s More Than Just a Game legal conference in Brussels. It’s also a message I think EU policymakers should keep in mind as the discussion on competitiveness and simplification continues. Earlier this week, More Than Just a Game and Video Games Europe brought together legal experts from across the video games industry to launch 𝑬𝑼 𝑽𝒊𝒅𝒆𝒐 𝑮𝒂𝒎𝒆𝒔 𝑳𝒂𝒘: 𝑨 𝑯𝒂𝒏𝒅𝒃𝒐𝒐𝒌 - the first handbook dedicated entirely to the EU legal framework for video games. As someone working at the intersection of video games, EU policy, and communications, it was clear from the discussions just how much legal expertise and work goes into bringing video games to players across Europe. Two panels, from two different perspectives: First, the in-house counsel from 𝐍𝐢𝐧𝐭𝐞𝐧𝐝𝐨 𝐨𝐟 𝐄𝐮𝐫𝐨𝐩𝐞, 𝐔𝐛𝐢𝐬𝐨𝐟𝐭, 𝐖𝐚𝐫𝐧𝐞𝐫 𝐁𝐫𝐨𝐬. 𝐆𝐚𝐦𝐞𝐬, and 𝐖𝐨𝐨𝐠𝐚 shared the day-to-day reality of navigating the dense legal framework of intellectual property, data protection, consumer law, competition, platform rules, PEGI, and more. All these legal framework stacked layer on overlapping layer. Then, games lawyers from 𝐇𝐨𝐠𝐚𝐧 𝐋𝐨𝐯𝐞𝐥𝐥𝐬 𝐂𝐚𝐝𝐰𝐚𝐥𝐚𝐝𝐞𝐫, 𝐎𝐬𝐛𝐨𝐫𝐧𝐞 𝐂𝐥𝐚𝐫𝐤𝐞, 𝐒𝐤𝐚𝐝𝐝𝐞𝐧, and 𝐖𝐢𝐠𝐠𝐢𝐧 looked at the wider implications for Europe’s competitiveness. How the dense legal framework shapes Europe’s ability to grow, stay globally competitive, and keep video games companies here. Their conclusion wasn’t more law. It was simplification and coherence: 𝑩𝒆𝒇𝒐𝒓𝒆 𝒂𝒅𝒅𝒊𝒏𝒈 𝒏𝒆𝒘 𝒓𝒖𝒍𝒆𝒔, 𝒎𝒂𝒌𝒆 𝒔𝒖𝒓𝒆 𝒕𝒉𝒆 𝒐𝒏𝒆𝒔 𝒂𝒍𝒓𝒆𝒂𝒅𝒚 𝒊𝒏 𝒑𝒍𝒂𝒄𝒆 𝒂𝒓𝒆 𝒆𝒏𝒇𝒐𝒓𝒄𝒆𝒅 𝒄𝒐𝒉𝒆𝒓𝒆𝒏𝒕𝒍𝒚. Simplification should start with a clear understanding of the framework we already have, and how it affects businesses in practice. This is what makes the publication of EU Video Games Law: A Handbook so timely. With 41 chapters covering the full lifecycle of a game and the laws that already apply at every stage, it brings together legal knowledge from across the video games industry in one place 💛 📖.
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Jenny Ching-Wei Lee shared thisMental health is just as important as physical health. And I don’t think it’s something we ever really finish working on. We don’t wait until we’re physically unwell before we start taking care of our health, and our mental & emotional wellbeing should be treated the same. I think of my therapist like a gym trainer. Someone who helps me build and maintain the strength I need to do my job, and to show up for my family, my relationships, and myself 💪 Talking about mental health openly and helping others understand it is part of removing mental health stigma. With this World Mental Health Day's theme being “𝑳𝒊𝒗𝒆𝒅 𝑬𝒙𝒑𝒆𝒓𝒊𝒆𝒏𝒄𝒆𝒔 𝑯𝒆𝒂𝒓𝒅: 𝑹𝒆𝒂𝒍 𝑽𝒐𝒊𝒄𝒆𝒔, 𝑹𝒆𝒂𝒍 𝑪𝒉𝒂𝒏𝒈𝒆.” I want to share some video games that put lived experiences at the center of the storytelling: 🎮 Hellblade: Senua’s Sacrifice & Hellblade II: Senua’s Saga Action-adventure · Single-player · Offline · Story-focused Senua’s story explores psychosis, trauma, grief and the struggle to make sense of a world that is frightening and uncertain. Developed with neuroscientists and people with lived experience of voice-hearing, the award-winning games deliver powerful portrayals that encourages understanding, building empathy and reducing stigma of people living with psychosis. (Made in the UK 🇬🇧 ) 🎮 Sea of Solitude Adventure · Single-player · Offline · Story-focused Kay explores a world shaped by her emotions: loneliness, isolation and difficult relationships. The game's changing environment gives form to feelings that are hard to put into words. (Made in Germany 🇩🇪 ) 🎮 Before I Forget Exploration · Single-player · Offline · Story-focused Sunita is living with early-onset dementia. Through familiar objects and fragments of her past, the game offers an intimate look at memory, identity, love and loss, and at the person behind a diagnosis. The game was developed with support from medical professionals and Gaming the Mind. (Made in the UK 🇬🇧 ) 🎮 Night in the Woods Adventure · Single-player · Offline · Narrative-focused Mae returns home after dropping out of college, and encounter challenges in finding her place in the world. The game explores depression, anxiety, uncertainty about the future. The game won the Grand Prize and Excellence in Narrative at the 2018 Independent Games Festival. Each of these games in its own way can support wellbeing, reduce stigma, or simply create a space for reflection. None of these games is a substitute for professional care. If you’re struggling, pls reach out to someone you trust or a professional. #MentalHealthDay #MentalHealthDay2026 #VideoGames
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Jenny Ching-Wei Lee liked thisJenny Ching-Wei Lee liked thisLooking forward to joining Video Games Europe and Games for Change in Brussels on 10 November on the Positive Power of Play: A Shared Responsibility. I'll be speaking alongside Maria Guzenina, Dirk Bosmans (PEGI SA), Nate Sawatzky (Supercell) and Celia Zimmermann (SYBO) about what the evidence tells us about video gaming, wellbeing and the role families, educators, industry and policymakers can play in supporting positive player experiences. Interested in joining us? Register here: https://luma.com/u26mx0lq 📍 Brussels 📆 10 November #PositivePowerPlay #VideoGaming #PlayerWellbeing
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Jenny Ching-Wei Lee liked thisJenny Ching-Wei Lee liked thisIt’s been just one year since my life was changed for the better when I was hired by Video Games Europe in what was meant to be just temp cover in between jobs. I had moved to Brussels three years prior after living in Tokyo and working in the same company for 11 years. I had a stable job that I was good at and then Covid changed everything. Not long after, an opportunity to leave Japan and return to Europe presented itself and I seized it, despite knowing that it would probably mean a complete career change. That part wasn’t easy. I have always been dedicated and professional, but for most of my life I struggled to find a career I could truly be passionate about, which I now realize is partly due to my ADHD and having a lot of interests I dip in and out of. There has however been one constant in my life since the age of 7 or 8, and that’s been video games. From text parser and point-and-click adventure games of the late 80s and early 90s, to strategy games and simulators and action RPGs, when thinking back to any period of my life, I could probably tell you exactly what game I was playing. I learned English through video games, I found comfort in them, developed puzzle-solving skills and a very creative imagination. I often think of VGE as the dream job I never dreamed of, but combining a deep love and appreciation for this industry with the skills I’ve developed throughout my career truly is something I never imagined was possible, and yet here I am, so incredibly grateful that SIMON LITTLE and Ann Becker saw that passion I have and my potential and continue to allow me to learn and grow in what now feels like a second home.
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Jenny Ching-Wei Lee liked thisJenny Ching-Wei Lee liked thisWe were delighted to welcome ESA member Capcom’s USA CEO Shinichi Yoshida to ESA HQ. During the visit, ESA staff had the opportunity to learn more about Yoshida-san’s life and career, hear about the great work Capcom is doing, and share ESA’s current work and upcoming priorities. We value opportunities like this to strengthen our relationships with members and work together to support the future of the video game industry.
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Jenny Ching-Wei Lee reacted on thisJenny Ching-Wei Lee reacted on thisA day of learning at the Smart Robotics Summit in Mainz. I joined the summit yesterday with curiosity and a broader games industry perspective. One topic I am particularly interested in is the journey from real-time 3D (e.g. simulation and digital twins) to concrete applications. So, it was valuable to see automation cases in action and exchange perspectives on-site. What stood out to me was how important good UI (or for this specific context human-machine interfaces) become once technology reaches the actual use case: making it easier to configure, adapt and operate increasingly complex systems. Another takeaway: There is value in looking beyond individual technologies and understanding the full path from simulation to application. For the games industry, this also raises interesting questions about where expertise in real-time 3D, interaction design etc. could create spillover effects in other sectors. Many thanks to the Innovationsagentur Rheinland-Pfalz for bringing this community together.
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Jenny Ching-Wei Lee liked thisJenny Ching-Wei Lee liked thisThe Game Industry remains vital for Finland’s competitiveness📈🇫🇮 With an annual turnover of ~3bn€ it also ranks among the top five largest national game industries in Europe and is a European leader in mobile game development🇪🇺 Great visit today to Novia University of Applied Sciences and their Bachelor-programme in Game Arts. Thank you for inspiring discussions with both students and faculty. Also important exchange with Neogames Finland ry, European Games Developer Federation (EGDF) and Jussi Loukiainen on priorities for upcoming 🇪🇺-legislative initiatives in the Parliament, for which IMCO will be lead committee. 🙏Iida Laurila Jussi Loukiainen Jari-Pekka Kaleva Håkan Omars Tobias Björkskog Therese Sunngren Granlund
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Jenny Ching-Wei Lee liked thisJenny Ching-Wei Lee liked this🎮 Join Powering Positive Play: A Shared Responsibility on 10 November in Brussels #VideoGamesEU and Games for Change will bring together EU policymakers, institutional representatives, industry leaders, civil society organisations and experts to explore how stakeholders can work together to foster a trusted, competitive and healthy video games ecosystem. The programme includes: ✅ A keynote from Dr Rachel Kowert, Research Director at Games for Change and internationally recognised expert on the psychology of video games and player wellbeing ✅ Perspectives from across the European video games ecosystem, including: Maria Guzenina - Member of the European Parliament Dirk Bosmans - Director General at #PEGI Nate Sawatzky - Trust & Safety Lead at Supercell Celia Zimmermann - Head of Player Experience (PX), Social Media and Community at SYBO Details: 📅 Tuesday 10 November 📍 Solvay Library, Brussels Register to attend: https://luma.com/u26mx0lq #GamesforChange #PoweringPositivePlay #VideoGames #DigitalPolicyPowering Positive Play: A Shared Responsibility · LumaPowering Positive Play: A Shared Responsibility · Luma
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Jenny Ching-Wei Lee reacted on thisJenny Ching-Wei Lee reacted on thisI spend my days helping clients clarify their message. Yet, my own LinkedIn profile was a mess. There’s a word for that. Several, actually, and none of them flattering. I’ve been posting here on LinkedIn since April. At the start it was hard. I’d stare at the screen with nothing worth saying, convinced everyone else had figured out something I hadn’t. What changed me was a Social Capital hidden-agenda dinner, where the people around the table pushed me to start writing and sharing. That was the spark. Months later, LinkedIn has become a place I genuinely love. It reminds me of early Facebook, back when content felt spontaneous and organic instead of engineered. But the posts got better while my actual positioning stayed foggy. The irony took a while to land. Then I sat down with Andrea Bittnerova, who audited my profile. She reminded me of something obvious that I’d somehow stopped applying to myself. Communication is about presenting a message people grasp immediately. A LinkedIn profile is exactly that kind of message. As a freelancer in a field as crowded as video and photography, if my value proposition isn’t instantly clear, I’ve already lost the reader. So we went through the details together. A few days later my profile was rebuilt. I kept chewing on her advice, and it pushed me to reconstruct my whole website too. I’m not writing this to show off a new site (check it out, it is amazing 😆 : www.antoinesottiaux.com ). I’m writing it to thank you publicly, Andrea, and because it’s one more reminder that the fundamentals of communication live in the details. Your positioning. Your value proposition. The reason working with you beats working with someone else. I’d been so busy sharpening that for other people that I’d left my own blunt. What’s the part of your own communication you keep neglecting because you’re too busy fixing everyone else’s? 📷 Throwback to the first group picture of the Hidden Agenda Dinner back in March
Experience & Education
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Video Games Europe
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English
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Chinese (Madarin & Taiwanese)
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It is good to see the European Commission act so quickly. But from the perspective of both a public affairs professional and a consumer, it is striking that Booking.com made such a rookie mistake and failed to implement even basic crisis management procedures. As a Booking.com customer I have been targeted by a series of phishing scams over the past few months. Fortunately, they were obvious enough that I did not fall for them, but I am sure less vigilant people have been less lucky. What is more concerning is that the scammers knew my name, my phone number and the names of the hotels I was going to stay at - this is not just a personal data breach but also a security concern! The data breach in itself is of course not uncommon, and usually one receives an email from a company after such an incident informing customers about the problem, explaining why it happened and what actions the company is going to take to fix it - this is Crisis Communication 101. Booking.com never sent any such communication to affected customers (at least I did not receive anything) although it literally has full access to my phone (I have an app that I use pretty much every week). Not that this would have prevented the investigation, but at least that would have reassured millions of customers that measures were being taken. An unfortunate (a huge understatement) lapse of judgment , or Booking have become too arrogant thinking they are "too big too fall"? European Tech Alliance DOT Europe
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