RISE – Research Institutes of Sweden
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PowerUP - The Future of the Swedish Games Industry
This report includes background material on the games industry in Sweden and descriptions of the needs and challenges it faces today, as well as concrete proposals on how these can be addressed. Combined with a clear focus on games, Sweden can strengthen game development as an industry, as a culture and as an innovation catalyst for progress. There are many areas that need improvement. Sweden is the only game nation in the EU without nationally organised support. This makes it difficult for micro and small companies in particular, which make up 97 % of all companies, to realise their potential. The success is real but is associated with a very small proportion of companies that have achieved international prosperity. What is needed is a national support system for the whole country – in the long term for all companies, but primarily to support the smallest and pre-commercial actors. One key to why we still have such a strong games industry is the game clusters with ‘hubs’ regionally in different parts of the country, where Skövde, Malmö and four municipalities in collaboration in the north (Umeå, Luleå, Skellefteå, Boden) are the three largest. Their coaching, mentoring, culture building and, in Skövde’s case, incubator support, give start-ups a chance to grow. These clusters currently spend a lot of time applying for project funding, a patchwork that makes long-term planning difficult and where the lack of runway is constantly limiting. More can and should be done to provide these important actors with the right opportunities. Perhaps most importantly, it is about legitimacy, about acceptance and about game literacy. There are many prejudices about the industry, and this is reflected in a lack of clarity at the national level. As long as the games industry is not a written, clear and explicit part of neither the support systems, the Cultural Collaboration Model (Swedish: ‘Kultursamverkansmodellen’) nor research, the necessary conditions will not emerge at the regional and local level. More knowledge is needed here, but also clear statements from the government and parliament. The games industry must be written into policy documents and become a recognised part of Sweden’s industries, as part of CCSI. Not implicitly and between the lines, but explicitly and plainly. Only then will research funding and regional initiatives become clear and more predictable. Finally, some elaboration is needed on various structures around exports, incubation support, labour migration and training that would simplify not only the games industry but also the entire CCSI sector, with its unique business models and needs. The systems in Sweden today are designed for industries in raw materials, processing and manufacturing. The needs of the creative industries are not always reflected in structures or support systems in general. The games industry in Sweden has a strong international position and, despite weak national support, has managed to put Sweden on the map. With the right conditions, the Swedish games industry could challenge France and Germany for the title of the EU’s leading game nation.This report has been compiled as part of the project PowerUP – world-class game innovation, funded by Vinnova during 2023–2024. It is a direct follow-up on the previous project: Focal point – The Computer Game Industry, also funded by Vinnova as part of government assignment N2021/01920.</p
The negative association between food neophobia and sensory expectations revealed through analysis of consumers’ open-ended descriptions of seafood
Food neophobia (FN) – the reluctance to try novel foods – may have served a protective, evolutionary function against consuming harmful foods. In modern societies, however, FN is a major barrier that limits dietary variety and negatively impacts acceptance of both new and familiar foods. Using an online survey (adults living in Sweden, n = 946) this study investigated the influence of FN on sensory expectations of five types of seafood (salmon, herring, oysters, octopus, and seaweed; presented as labelled images). Participants rated expected liking, emotional arousal, and perceived familiarity (quantitative scales) and described the sensory aspects they expected to like and dislike using their own words (open-ended responses). The open-ended responses were evaluated qualitatively and categorized into four sensory modalities (appearance, aroma, taste, and texture). Expected liking was highest for salmon (followed by herring, seaweed, and lastly octopus and oysters), and FN was negatively associated with expected liking for all species except salmon, possibly due to being familiar and regularly consumed in Sweden. Logistic regression was used to evaluate whether the likelihood of spontaneously mentioning each sensory modality as liked or disliked varied by species and FN score. This revealed that participants were more likely to mention liking aspects of taste and texture than aroma and appearance for all samples except oysters. Texture was commonly disliked for herring, oysters, and octopus, but not for salmon and seaweed. Higher FN scores increased the likelihood of mentioning all sensory modalities as disliked and decreased the likelihood of mentioning all sensory modalities as liked. Thus, higher levels of FN were associated with both an increased focus on sensory disliking, and lower expected sensory enjoyment across all modalities. These results suggest that FN may be at least partly driven by heightened sensory responsiveness and highlight the importance of understanding expectations prior to tasting.The project has been funded by Blue Food – Centre for future seafood, with contributions from Formas – a Swedish Research Council for Sustainable Development (grant number 2020-02834) and Region Västra Götaland (grant number RUN 2020-00352).</p
Uncertainty quantification for conical hole expansion test of DP800 sheet metal
The hole expansion ratio (HER) observed in a standardized hole expansion test (HET) is commonly used to determine the edge fracture of steel sheets. A large variation of the measured HER restricts the practical application of the method. This study presents a systematic investigation on uncertainties in the HER of DP800 sheet material, including the hole-edge quality, pre-strain due to the hole-punching process, the friction coefficient, and the determination of fracture. An artificial neural network was trained to develop a surrogate model using a database gained from a thousand finite element simulations of the HET. Monte-Carlo simulations were performed using the trained surrogate model to characterize the distribution of the HER. Sensitivity analysis via Sobol’s indices is calculated to determine the influence of the input variables on the output. It is found that the pre-strain and pre-damage generated during the hole punching process in the shear-affected zone dominate the variation of the HER. Discussions on reducing the output’s variation are detailed. In general, these findings provide valuable insights for the determination of HER as well as the edge crack behavior of the investigated DP800 steel sheet. The authors gratefully acknowledge the financial support from VINNOVA in the Sustainable Production subprogram within Vehicle Strategic Research and Innovation (FFI) program, Sweden (grant number 2020-02986).</p
PowerUP : Spelbranschen – en svensk basnäring
I den här rapporten ingår både bakgrundsmaterial om spelbranschen i Sverige och beskrivningar av behov och utmaningar som den står inför idag, samt konkreta förslag på hur dessa kan åtgärdas. Tillsammans med en tydlig inriktning kring spel kan Sverige stärka spel som näring, som kultur och som innovationskatalysator för annan förändring. Det finns många områden som behöver förbättring. Sverige är den enda dataspelsnation i EU av rang som inte har något nationellt organiserat stöd, vilket gör att framförallt mikro- och småföretag som utgör 97 % av alla bolag, har svårt att förverkliga sin potential. Framgången är stor men vilar på en mycket liten andel bolag som nått internationell framgång. Här behövs ett nationellt stödsystem för hela landet – på sikt för bolags olika behov, men i första hand stöd för de minsta och pre-kommersiella aktörerna. En nyckel till att vi ändå har en så stark spelbransch är de spelkluster som finns, med “hubbar” regionalt i olika delar av landet där Skövde, Malmö och fyra kommuner i samverkan i norr (Umeå, Luleå, Skellefteå, Boden) är de tre största. Deras coachning, mentorskap, kulturbygge och i Skövdes fall, inkubatorstöd, gör att nystartade bolag får en möjlighet att växa. Dessa kluster ägnar idag stor tid åt att söka projekt för att bära finansiering, ett lapptäcke som gör långsiktig planering svår och där bristen på medel ständigt begränsar. Här kan och bör mer göras för att ge dessa viktiga aktörer rätt möjligheter. Men kanske det viktigaste av allt handlar om legitimitet, om acceptans och om spelkunnighet. Fördomarna om branschen är många och det reflekteras i en otydlighet på nationell nivå. Så länge dataspelsbranschen inte är en skriftlig, tydlig och uttalad del av varken stödsystem, kultursamverkansmodell eller forskning, kommer det inte heller skapas förutsättningar nere på regional och lokal nivå i den omfattning som behövs. Här behövs mer kunskap, men också tydliga besked från regering och riksdag, där dataspelsbranschen skrivs in i styrdokument och blir en erkänd del av Sveriges näringar, som en del av KKB. Inte underförstått och mellan raderna, utan uttalat och tydligt. Först då kommer forskningsfinansiering och regionala satsningar bli tydliga och mer förutsägbara. Slutligen krävs en del genomarbetning av olika strukturer kring export, inkubationsstöd, arbetskraftsinvandring och utbildning som skulle förenkla inte bara för dataspelsbranschen utan även för hela KKB-sektorn, med dess unika affärsmodeller och behov. Systemen i Sverige idag är skapade för industrier inom råvara, process och tillverkning. Upplevelsebaserade näringars behov reflekteras inte alltid i strukturer eller stödsystem generellt. Dataspelsindustrin i Sverige har en god internationell position och har trots svagt nationellt stöd lyckats sätta Sverige på kartan. Med rätt förutsättningar skulle svensk spelindustri kunna utmana Frankrike och Tyskland om titeln som EU:s främsta spelnation. Nedan finns de 17 rekommendationerna som ingår i rapporten.Rapporten har sammanställts som en del i uppdraget PowerUP – innovation för en spelindustri i världsklass, finansierat av Vinnova under 2023–2024. Uppdraget följer på det tidigare uppdraget Kraftsamling Dataspelsbranschen, också finansierat av Vinnova som en del av regeringsuppdraget N2021/01920. Denna tidigare rapport finns fritt att tillgå via Diva, ISBN 978-91-89757-54-7, Kraftsamling Dataspelsbranschen. https://urn.kb.se/resolve?urn=urn:nbn:se:ri:diva-63138</p
Development Practices Supporting Resilient and Sustainable Production
The green transition necessitates manufacturing companies to address climate change and incorporate sustainable and resilient solutions into their production. The best opportunity to achieve such solutions in production is during development, especially in greenfield projects with fewer constraints from existing production solutions. So far, the knowledge of how to achieve this is limited. Therefore, this paper aims to elaborate on how manufacturing companies can attain sustainable and resilient production. The focus is on development practices in greenfield projects and their relation to active ownership, collaboration and learning, potentially supporting the lasting impact of change initiatives. The paper builds on results from a multiple case study, including three greenfield production development projects. A research design, involving 22 semi-structured interviews and four workshops, was applied. An analytical framework was developed to support the analysis, including active ownership, collaboration and learning. In total, 21 different development practices were identified and categorised into active ownership, collaboration, and learning. The paper contributes a new perspective on production development. As an alternative to the traditional planning-and-control perspective, a learning perspective on production development was applied, which is increasingly required for production development processes addressing new domains, such as the green transition
Data Governance and Data for Governance – a circular and regulatory perspective on data
The Smart Urban Traffic Zones Project aims to create smart solutions in cities that contribute to increased flexibility in the use of urban space, more efficient transportation, and improved traffic safety. This report is a partial deliverable within the project, where we have explored how a municipality can collect and work with data to achieve better and more efficient solutions, based on policies and regulations. During this work, we have identified four possible approaches to data sharing. In the first approach, the city handles all data-related tasks itself, from start to finish. In the second approach, the city allows private actors to collect data in the city infrastructure. These companies then aggregate and analyse the data, and the municipality procures the results through a public procurement process. The third approach is based on voluntary data sharing. The municipality procures a data-sharing platform, which both public and private entities can use to exchange data. In the fourth and final approach, the municipality makes its data publicly available, for example, via the National Access Point. The expectation is that the market will identify possible use cases for the municipal data, combine it with their own data, and develop services for citizens. ' We have conducted literature reviews, interviews, and workshops where we discussed the different approaches. After analysing the results, we have concluded that there is no single best solution for data sharing that works for all municipalities in all situations. Instead, the approaches may work differently depending on the context, and they can also be combined. The approach where the city handles everything itself has several advantages, such as maintaining full control and oversight, but it is also highly resource intensive. It is unlikely that any municipality has the capacity to manage such a large-scale effort, meaning that this approach is best suited for a limited scope. The approach where the municipality procures analysed data from private entities appears relatively straightforward from a municipal perspective, but the question remains whether the market is ready to provide such a service at a scale that meets municipal needs. The third approach—the platform model—is well-tested and currently works well in cases such as data sharing between municipalities and e-scooter operators. In that case, there is a clear use case. If a municipality wishes to adopt this approach, we recommend starting with a clearly defined target group, such as businesses engaged in public procurement. Over time, the municipality could extend the platform to include additional stakeholders. We do not believe the last approach, where the municipality makes its data publicly available, is suitable for smart urban traffic zones, as the municipality would not have control or oversight over the outcomes. Key Takeaways from the Interviews:- A clear understanding of the needs is crucial when procuring data-sharing services, as it guides requirements and ensures fit-for-purpose solutions.- Data quality is crucial for successful innovation and requires clear specifications, well-defined requirements, quality controls, and incentives.- Public procurement processes should include dialogue with suppliers, emphasize quality, and enable innovation.- Well-balanced incentives are important to promote data sharing.- Municipalities play a key role as coordinators, data consumers, and guarantors of public value.- Small municipalities can often benefit from regional collaboration.This report is part of the Smart Urban Traffic Zones project, which aims to develop intelligent urban solutions to increase flexibility in the use of urban space, optimize transport efficiency, and improve traffic safety. This involves testing and evaluating digital tools such as geofencing, sensors, and digital signage within the city. The project is carried out in three phases, with the ongoing third phase having started in February 2023. A total of 24 project partners are involved, including public entities such as cities, technology providers, OEM companies, transport companies, businesses, and the academic sector. The project is partially funded by Sweden’s Innovation Agency, Vinnova.</p
HANS - Återvinning av svårhanterade restprodukter
Material recycling of difficult waste materials from the foundry industry During three years (2022 - 2025) four companies in the Swedish metal and foundry industry (GreenIron, Sandvik, Scania and Österby Gjuteri) have joined forces with the research institutes Swerim and RISE to find alternatives to landfill, i.e. recycling and/or reuse, of some waste materials left over from casting processes. The materials in focus are scale from Sandvik, slags from Sandvik and Scania, grind and coolant mixture from Scania and dust from Österby Gjuteri. All the materials were considered as “difficult” to reuse or recycle at the beginning of the project. The following tests have been performed within the project: • Reduction of metal oxides using GreenIron’s technology. Two tests were performed with the purpose to see how much of the metal oxides in the samples could be reduced to metal with aim to reuse it as raw material in production. Scales and dust showed most potential for reduction. • Separation of the metal fraction from slag to be able to reuse the metal fraction in production. • Get dust into pellets to make it possible to reduce by GreenIron’s technique, but also for a possible reclassification of the material to a non-hazardous material. Handling of non-hazardous materials are both safer and cheaper. • Separation of coolant from grind in a grind and coolant mixture. The coolant may be reused in production and the grind together with grinding chips can be pressed to pellets and then fed back as raw material to the production process. The result of the project is that several of the ideas tested in the project are worth taking forward for further analysis and potential implementation. Five ideas have during the project been explored in overview business cases. The work in work package 4 is part of the project HANS, which is a project financed by the Swedish Strategic Innovation Program Metallic Materials and a consortium of a total of 13 companies in the Swedish metal and foundry industry.Finansierat av det strategiska innovationsprogrammet Metalliska Material och ett konsortium av 13 företag inom svensk metall- och gjuteriindustri.</p
Measuring a family sense of coherence : a rasch-based study extending dyadic data analyses
Background: Family sense of coherence (FSOC) seems to reduce distress in the family and promote the well-being of the family. Therefore, getting accurate measurements for families with long-term illnesses is of particular interest. This study explores dyadic data analysis from the dyadic- and single-informant perspectives, and the measurement properties of the FSOC-S12 according to the Rasch model. Methods: Racked and stacked data from 151 dyads were analyzed according to the polytomous Rasch model. Results: Notably, both the dyadic- and single-informant perspectives (i.e., racked and stacked data set-ups) showed measurement properties with minor deviations from the Rasch model according to fit statistics. However, most items had disordered thresholds and some problems with local dependency. Item hierarchies were similar in both set-ups and there was no differential item functioning (DIF) by role from the dyadic informant perspective. Four items showed DIF by informant role in the single-informant perspective. Conclusions: Our approach to handling dyadic data has shown both strengths and limitations in the evaluation of FSOC-S12, and the understanding of FSOC as a construct from the family’s view of the family’s ability as a whole (dyadic-informant perspective) and patient’s and family member’s separate views of the family’s ability as a whole (single-informant perspective). The author(s) disclosed receipt of the following fnancial support for the research, authorship, and/or publication of this article: Linnaeus University, Sweden; RISE (Research institutes of Sweden), Sweden; Kristianstad University, Sweden; Cancer Foun‑dation in Kronoberg County, Sweden; and the Kamprad Family Foundation for Entrepreneurship, Research & Charity, Sweden, funded this study. The research committees at all involved palliative centres and oncology clin‑ics and the Regional Ethical Review Board in Linköping, Sweden, approved the study (No. 2014/70-31)</p
BETCRETE 3.0 - Betong med certifierad flygaska till dricksvattenanläggningar
BETCRETE 3.0 – Concrete with certified fly ash for drinking water plant construction BETCRETE has been conducted as a national collaborative project addressing the challenges and necessary actions to achieve the goals set out in the roadmaps for the Swedish cement and concrete industries. The project consortium consisted of organizations impacted by and contributing to these roadmaps, representing key actors across the entire value chain. Over time, BETCRETE has established itself as an independent and recognized platform for cross-disciplinary dialogue and for driving both regulatory and technical development of innovative solutions. It serves as a value-creating knowledge and information channel for cement and concrete-related issues. The overall objective has been to reduce CO₂ emissions from concrete by mobilizing the entire value chain around climate efforts. This includes addressing joint collaboration challenges, legislative and financial barriers, and implementing short- and long-term technical solutions using new materials and technologies. A crucial condition has been the coordination of roadmap efforts between the cement and concrete sectors, as well as the removal of obstacles to their implementation. The project also aimed to contribute to the development of cross-industry KPIs and strengthen the sector’s ability to measure, track, and communicate its sustainable transition. As part of the BETCRETE project, the potential use of climate-improved concrete with fly ash was evaluated for drinking water infrastructure. Laboratory and field tests were conducted at two Swedish water treatment facilities to assess whether partial replacement of Portland clinker with CE-marked fly ash affects drinking water quality. Initial measurements showed slightly elevated levels of certain elements, but all remained within regulatory limits. Concentrations decreased over time and with increased water turnover, indicating a self-stabilizing effect. The results support the safe and continued use of fly ash-based concrete in contact with drinking water, enabling more sustainable construction practices.BETCRETE har drivits som ett nationellt samverkansinitiativ för att möta de utmaningar och behov som identifierats i färdplanerna för cement- och betongbranscherna. Projektet, som delvis finansierades av VINNOVA, startade 2019 inom ramen för programmet Utmaningsdriven innovation (UDI) och genomfördes i tre etapper. Den avslutande fasen, BETCRETE 3.0, slutfördes den 31 januari 2025.Projektkonsortiet bestod av över 40 aktörer från hela värdekedjan – från materialleverantörer till beställare och forskningsinstitut – vilket möjliggjorde en bred och tvärdisciplinär ansats. BETCRETE har därmed etablerats som en oberoende plattform för dialog och kunskapsutbyte kring såväl tekniska som regulatoriska frågor relaterade till innovativa cement- och betonglösningar. Plattformen fungerar också som en viktig kanal för spridning av information och erfarenheter inom området.</p