9.06.2018 - 13.06.2018 Events, Literature

„Booking the future”

Participation of a Polish expert in the summer school for publishing professionals

Kyiv | 9-13 July | Art Arsenal | Lavrska st., 10—12

The „Booking the future” summer school for publishing professionals, created at the initiative of the Ukrainian cluster of EUNIC, will take place in Kyiv from July 9 to 13.

The following topics will be addressed in interactive form during the five working days:
-Marketing and distribution
-The role of literary agents and ways of author promotion in the international market
-The image of a publishing house and author
-Book design as a marketing aspect

Marcin Skrabka will come to the event from Poland and will conduct the master class on the topic “GAMYFING BOOKS, CONTENT AND MARKETING EVENTS ON SMARTPHONES IN PokemonGO-LIKE ACTIVITIES”.

Marcin Skrabka – lawyer, innovator, independent business analyst & consultant, owner in goodbooks.pl. For many years working as a publisher in Wolters Kluwer Poland and Young Digital Planet (Sanoma Learning) where he created both online & mobile solutions. Active member of EURead (Stiftung Lesen). Author and project manager in several dozens of innovative online projects dedicated for publishing, education, telco and banking industry. Created several start-ups like prawosocjalne.pl – innovative online legal information system providing online legal information for social workers or czekieklimaty.pl – the biggest ecommerce with literature, movies and music from the Czech Republic on the Polish market. With Kukatko Foundation kukatko.pl he has created Good Booksellers Academy to exchange know-how on ways to sell books.

GAMYFING BOOKS, CONTENT AND MARKETING EVENTS ON SMARTPHONES IN PokemonGO-LIKE ACTIVITIES

Main aim of the workshop will be to present case studies on gamification with smartphones and its application in publishing, education and marketing. Apart of theoretical background there will be presented how, using ActionTrack – Finnish education software, publishers can gamify book content on mobile devices in a form of a PokemonGO-type game. Gamification is especially crucial from Generation Y (Millenials) and Generation Z perspective. Their representatives demand specific approach and tools do build their motivation and engagement in cultural and readership. Participants will be asked to create and play a game. Therefore we kindly ask to bring laptops and smartphones (iOS/Andorid).

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