Tuesday, February 16, 2010

CHAT 2010: Entrepreneurship & Collaboration

Two of the major themes of this year’s CHAT—gaming and electronic music—were presented as business interests. The talk’s raison d’être seemed to be demonstrating, for the sake of those who might find these subjects insufficiently serious, the existence of corporations that can and do make money in these spaces. The subject matter was to be the role of collaborations in entrepreneurship, but that topic gave way to general entrepreneurial advice as the ninety minutes went on. All of the companies were founded on innovative premises, and the panelists were intelligent and well-spoken:

Steven Aldrich (the geek: plaid shirt, Carolina blue jacket), President/CEO of Posit Science. Posit creates software to encourage brain fitness. Brain performance begins to decline after the 20s and drops sharply after the 60s. Aldrich’s company uses established science to develop games to help people improve their memory, focus, and mental agility. He emphasized the importance of using customer narratives, not just facts, to promote your brand.

Kip Frey (the suit: tasteful purple shirt, navy jacket), President/CEO of Zenph Sound Innovations. Of the three, Zenph is the easiest company to Google, but the hardest to describe. Their software can analyze a musical piece recorded in any time period and translate it—including, supposedly, every nuance of performance—into a data profile. That profile can then be used to exactly reproduce the performance, or it can become a starting point for re-interpreting the piece by manipulating performance style, instrumentation, or any of a number of other variables.

Eric Peterson (the hipster: green/gray argyle sweater, soul patch), President/CEO Vicious Cycle Software. Vicious Cycle is a major video game publishing house, one of many headquartered in the Triangle. They create console games for adults and for children, under their imprint Monkeybar Games. Peterson emphasized the importance of networking and forming well-rounded teams to succeeding in the games industry.

The subject matter of the talks fell back too frequently onto business advice platitudes: the importance of managing risk, having a well-researched business plan to attract capital, allowing time and fostering internal competitiveness to encourage innovation, being passionate about what your company does. But I can see the talk being helpful to a person from an arts, humanities, or technology background who is interested in capitalizing on their ideas.

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