The dawn of new technologies lit up the beginning of a later century, and the Internet has become a sign of a new era. Global networks have laid rails between old worlds, laying the foundation for new technology to flourish. The world we knew now is different. Successful companies have become transcontinental giants, and thanks to globalization, the way of thinking and interpersonal skills have reached an unprecedented level.
Founder & CEO VFXMAGAZINE
Concept Artist & Developer
The new time is a new way of life and thinking. Going to the global level will play a significant role, and the core of the company is its mental core, corporate culture. The more global the company, the more attention should be on this. A new world is a world where borders are blurred.
But what does this mean for the company? Not so simple. The global network has opened borders and connected the entire world, but people’s minds remain dependent on traditions, territorial characteristics, culture, and mentality.
This is something that must always be considered. Business is not a state; business is still something more significant, global, and not determined by the boundaries and traditions of the ancestors. Things that are useful for state integrity do not work for business and do not work for growth of the global market.
Not correctly chosen or inherited from the past century, an internal corporate culture can serve as an invisible barrier to the development of the company itself and for the opening of new markets. Restriction by gender identity is something that society has inherited by culture from the past, which limits the vision and acceptance of important decisions.
Over the science, technology, and VFX industries, the gender hole has been a detectable and frequently talked about issue. It was 2014 that highlighted part of this problem, as in the VFX, science, and technology companies.
In a year that incorporated the open revelation of frustrating decent variety numbers by real Silicon Valley organizations, the frightening Gamergate debate, and a public airing of emails and salary data at Sony confirming a culture of sexism within Hollywood, the discussion about women across tech industries reached a fever pitch in 2014.
Over the previous year, organizations like Google, Facebook, and Apple have declared far-reaching intent to close the gender gap, appearing to be serious about the idea that the low percentage of women in their ranks reflects a bias in their culture and limits the scope of their projects.
This leaves many women working in visual effects, an industry faced with the same kind of gender disparity.
Microsoft released groundbreaking research, which showed that most girls in Europe become engaged with science, technology, engineering, and math (STEM) subjects around the age of 11 before their interest begins to wane by the age of 15. And ILM noted that half of the entry-level workforce at the company are women.
New changes in companies will bring the new era and new visions for industries that will reboot the old mind and open new horizons of opportunities not only in tech but in a VFX industry too.
Even young businesses could be pushed to the global market if they will have one of the fundamental points. In the mobile world, only mobile companies that are not stuck in the spirits of the past could dominate.