#CICD International Digital Citizenship Conference

International Digital Citizenship Conference

Kursaal Congress Center. Donostia-San Sebastián.

Exploring the Digital Civilization

Thematic Areas


  • To analyse the new relationship which currently exists between governments and citizens, and the degree to which citizens may influence politicians through technological tools.
  • To explore the difficulties and opportunities involved in the opening up of public data for governments, companies and private citizens.
  • To learn about the main aspects of Open Government as regards its commitment to transparency, engagement and collaboration with businesses and citizens.
  • To study specific examples of citizen platforms which are having a clear impact on political and business agendas, as well as on the mechanisms of crowd funding.


  • To reflect on how ICT influences the school system and the role of teachers, through the study of best practices.
  • To analyse the role of universities in the on-line world and to define possible models to help them contribute to a model of excellence and competitiveness.
  • To learn about new informal learning initiatives.
  • To identify technological tools which may help improve learning processes: augmented reality, mobile devices, etc.
  • E-learning as a tool for productivity and efficiency, in both the educational and business worlds.
  • Analyse the role of universities in the online world and the possible models which may help guarantee their excellence and competitiveness in the era of MOOCs (Massive Online Open Courses), represented by platforms such as Coursera, the Khan Academy and Udacity.
  • Learn and experiment with new informal and blended learning dynamics.


  • To explore new trends and online tools that can be applied to the business world.
  • To study the behavioural patterns of consumers when searching on line for brands, products and services.
  • To learn the secrets of digital transformation in companies: everything a director needs to know in order to adapt his or her business to the new digital world.
  • Mobile devices as the main channel for attracting and maintaining contact with consumers.
  • How to develop social media-based strategies which are integrated into the marketing plan, in order to enable branding and increase customer loyalty.


  • To take advantage of the opportunities offered by the networked car, a vehicle connected to the Internet which has given rise to a whole new range of services and business models.
  • To learn about the strategies that will drive the development of this market.
  • To understand these opportunities from different perspectives: car industry, leisure industry, application development, etc.


  • To analyse the opportunities and challenges posed by the development of smart cities.
  • To explore the broad range of possibilities opened up by the fact of being connected in relation to improving the management of energy, traffic and waste and collaborating more closely with citizens.
  • To understand how current models are changing by looking at best practices, and to gain a better idea of the benefits offered by this transformation.


  • To analyse the different strategies used by the main players in the industry (Youtube, Google, iTunes, Spotify, Facebook, Vevo) to ensure their worldwide domination of the online music market.
  • To learn how different products (music, video, books) are mixed online in a cross media experience which breaks down all barriers between formats.
  • To explore how the opening up of online data may give rise to new opportunities in the music industry.
  • To understand how the social media enable direct communication with fans, in order to turn fans into assets.
  • To explore crowd funding mechanisms for the production of music and film products.
  • To learn about success stories in the financing, production and distribution of video and music products through online channels.


  • To take a look at how technology has changed the way in which consumers of audiovisual products relate to different formats and contents.
  • To analyse the strategies employed by the main players in the video industry.
  • To explore the keys to the industry, new online platforms for accessing and distributing Premium contents and the challenges and opportunities arising for all those working in this field.


  • diariovasco.com


  • Vodafone


  • Gipuzkoako Foru Aldundia - Diputación Foral de Gipuzkoa


  • Donostiako Sustapena – Fomento de San Sebastián
  • red.es
  • Grupo Spri
  • Donostia - San Sebastián 2016
  • Tecnalia
  • Eusko Jaurlaritza – Gobierno Vasco


  • San Sebastián Turismo
  • ISDI
  • AIC
  • Donostia Zinemaldia - Festival de San Sebastian
  • FNAC
  • Anteverti
  • Fundación Innovación Bankinter
  • San Telmo Museoa
  • 2 Pears
  • GrupoSade
  • SEA
  • Confebask
  • Cámara de Gipuzkoa
  • Cámara de Bilbao
  • Federación Mercantil de Gipuzkoa
  • Gaia
  • Enpresa Digitala
  • Deusto Business Alumni
  • Eurogap
  • Getin
  • UPV-Cursos de Verano
  • Berritzeguneak
  • Deusto Alumni
  • Tablet Army
  • 943 Magazine
  • Aulablog
  • Neofis
  • Welearning
  • Anfac
  • I2basque
  • Aptes
  • CodeSyntax
  • Grupo Consultores
  • Aerco-Psm