- content marketing has become a key leverage for branding
- more and more jobs are creating and using copyright assets
- overlooked copyright faults by a supplier may question his security and loyalty
- copyright security is being looked as a clue of enterprise and professional ethic
- overlooked copyright faults by an employer may deter the best digital talents, who have been trained on copyright use [2a] and are eager to work within an ethic environment, to join and stay [2b]
- in a few enterprises, organisation has already been impacted [3a][3b].
To help enterprises to cope with the new paradigme created by the European Union Directive of Copyright, Do-Khac Decision has announced the version 2 of the business game Copyright Value Added - The Game.
Launched in 2013, the business game Copyright Value Added - The Game version 1 focused on copyright management .
In 2019, Copyright Value Added - The Game version 2 extends the learning scope to innovation management.
The objective :
deliver an experience of innovation management in the new paradigme born from the European Union Directive for Copyright.
Copyright Value Added - The Game version 2 belongs to the next generation of heutagogic training, that is called Enterprise Adventure Game.
An Enterprise Adventure Game is a business game, where the trainees simulate the journey of an enterprise under the supervision of trainers, but for an Enterprise Adventure Game, the journey is strongly anchored into real life .
As a matter of fact, the simulated journey of Copyright Value Added - The Game takes place somewhere in F'rance in a period between 2005 and today, which has been marked with the following emblematic events :
- 2009 : Hadopi law
- 2012 : Culture Acte II, a state consultation of the culture and media industry
- 2014-15 : Ambition Numérique, a nation wide consultation on digital era
- 2018-19 : the Directive of the European parliament and the council on copyright in the digital single market.
In Copyright Value Added - The Game, the journey begins at the enterprise inception.
Depending to the trainees objectives and expectations, the experience varies according to
- the initial asset (s)
- the period when the simulated journey takes place.
- a brand
- a professional community
- academic research
- a design pattern
- a book
- the Business Model Pavement for Digital (BMPD) design canvas [7a],
- the HORIT design pattern [7b],
- the Agile marketing pattern [7c],
- the ProtectShare IP design pattern [8a],
- the ProtectShare IP agile game [8b],...
By entering the Copyright Value Added- The Game experience you get access to the best copyright management practices, including those we have met these 10 last years during managing the creative digital enterprise Do-Khac Decision operations under the theory of "The digital enterprise as a result of IT/IP collisions" .
Depending on your expectations, a team of trainers, coaches and seasoned experts  are pleased to share strategic, operational, human and legal perspectives and help you to get the best value out of this training experience.
 A trend from VivaTech 2019 : changes in copyright management, L'entreprise numérique créative, May 19. 2019
[2a] BAC français : un test de connaissances pour l'épreuve de commentaire de texte, 16 juin 2018, X-Propriété-Intellectuelle
[2b] Creative production, a field of equal opportunities, X-Diversité, [post in French]Jan. 28, 2019
[3a] Copyright management for LMS and Digital Workspace, Gouvernance numérique d'entreprise, May 21 2019
[3b] Copyright Protection Officer : missions L'entreprise numérique créative, Oct. 14, 2018
 Copyright Value Added - The Game, Do-Khac Decision, October 28. 2013
 Definition : Enterprise Adventure Game, L'entreprise numérique créative, May 31. 2919
[6a] A three layers digital and physical workplace model, L'entreprise numérique créative, March 31. 2019
[6b] The Open Creative Workshop Guide, Gouvernance numérique de l'entrepris, May 11, 2019
[7a] Trois business ontologies pour l'entreprise numérique, L'entreprise numérique créative, August 27. 2015
[7b] Un schéma d'analyse de la valeur numérique à cinq éléments [Ang : A design pattern for the creative digital enterprise], L'entreprise numérique créative, 29 septembre 2011
[7c] A model for Agile marketing, L'entreprise numérique créative, Feb. 25 2019
[8a] Protect IP / Share IP innovation management model renditions (Fr : interprétations), L'entreprise numérique, May 27. 2018
[8b] DSI, pour le nouvel an 2019, offrez des Agile games à vos partenaires les directeur(ice)s métiers Do-Khac Decision, December 3. 2018
[9a] La Maitrise d'Usage®, Delegation Poker, Business Model Canvas, ITIL®, L'entreprise numérique créative, November 11. 2018
[9b] Agile games from around the world, L'entreprise numérique créative, March 4 2018
 Business model elements gallery, L'entreprise numérique créative
 Teaming in an Enterprise Adventure Game, X-Open-Innovation, May 25. 2019.
Update 5 July 2019
If you have enjoyed Copyright Valued Added - The Game Version 2, you will like Agile marketing - The Game Part 1