Artificial Inventor Project

Artificial Inventor Project

The Artificial Inventor Project (AIP) is a global legal initiative headed by Professor Ryan Abbott dedicated to pursuing intellectual property (IP) rights for inventions and creative works generated autonomously by artificial intelligence (AI) systems without traditional human inventorship or authorship. The project coordinates a series of pro bono test cases worldwide, aiming to prompt law reform and public debate on how IP law should accommodate non-human creators. == History == In 2019, AIP filed patent applications in multiple jurisdictions, including the United States, United Kingdom, European Patent Office, Australia, Switzerland, and South Africa, naming the AI system DABUS (Device for the Autonomous Bootstrapping of Unified Sentience), created by Stephen Thaler, as the inventor. The aim was to challenge legal norms that require inventors to be natural persons and highlight pressing policy questions about AI-generated innovation and IP regimes. == Legal proceedings by jurisdiction == === Australia === In July 2021, a Federal Court of Australia judge (Beach J) ruled that AI can be considered an inventor under the Patents Act 1990, ordering IP Australia to reinstate the relevant patent. However, the full court then overturned this ruling on appeal and denied further review. === European Patent Office === The EPO Board of Appeal determined in 2022 that only a human inventor may be named, rendering DABUS‑based applications unacceptable. === South Africa === In 2021, a patent was granted listing DABUS as the inventor. As South Africa’s procedural system does not involve substantive inventorship review, the grant proceeded on formal grounds alone. === Switzerland === On 26 June 2025, the Swiss Federal Administrative Court ruled that artificial intelligence systems such as DABUS cannot be listed as inventors on patent applications. The court upheld the existing practice of the Swiss Federal Institute of Intellectual Property (IPI), affirming that only natural persons may be recognized as inventors under Swiss patent law. === United Kingdom === In December 2023, the UK Supreme Court unanimously held that AI systems cannot be legally recognized as inventors, affirming that "an inventor must be a person" under current British law. === United States === In Thaler v. Hirshfeld (2021), a U.S. federal court agreed with the USPTO that inventors must be natural persons, rejecting the DABUS application and setting a precedent consistent with existing statute and administrative policy. == Criticism and impact == The project has fueled substantial discourse. Critics caution that allowing AI inventorship may complicate notions of accountability and ownership. Proponents argue that legal recognition must evolve to avoid disincentivizing innovation produced by AI and to maintain honesty about the true source of invention.

Flektor

Flektor was a web application that allowed users the ability to create and "mashup" their own content (photos, videos, music, etc.) and share it via email, on social networking websites MySpace, Facebook, Blogger, Digg, eBay or on personal blogs. The company's website (Flektor.com) launched on April 2, 2007, and over 40,000 people began utilizing its features just one month later. Flektor closed down in January 2009. Flektor offered tools and widgets that included audio, video, photos, text, and approximately 100 effects, transitions and filters to be used with media. Users could create personalized slideshows, polls, postcards, and streaming video projects which the website calls "fleks". Flektor also offered Chat (used as a MySpace addon) and Movie Editor, which provided the ability to edit content and assets together. Users of Flektor could import media from websites like Photobucket and Google's YouTube, and then edit their content with the site's editing tools. Flektor's erstwhile competitors include Slide.com (founded by PayPal co-founder Max Levchin), RockYou!, Yahoo's JumpCut and Brightcove. == History == Flektor was created by Jason Rubin, Andy Gavin and former HBO executive Jason R. Kay. Both Rubin and Gavin spent most of their careers in the video game industry developing games for publishers like Electronic Arts, Universal Interactive Studios and Sony Computer Entertainment America. They founded a successful game development studio called Naughty Dog and were responsible for games such as Crash Bandicoot and Jak and Daxter. After selling Naughty Dog to Sony, Rubin focused on a comic book series called Iron and the Maiden before teaming up again with Gavin to venture into the web industry with Flektor. Jason Kay spent four years at Home Box Office, working as a consultant to the EVP of Business Development. They recruited former employee and then Naughty Dog Lead Programmer Scott Shumaker to lead the technology team along with Gavin. Ryan Evans joined shortly thereafter, spearheading product development. Flektor is based in Culver City, California. In May 2007, the company was sold to Fox Interactive Media, which is a division of News Corp., for more than $20 million. The deal coincided with Fox's acquisition of Photobucket, an image-hosting and sharing website. Fox Interactive Media already holds possession of MySpace, IGN Entertainment, FOXSports.com, AmericanIdol.com and Rotten Tomatoes. After the acquisition, Rubin, Gavin and Kay departed, leaving the studio in the hands of Shumaker and Evans. In the fall of 2007, Flektor partnered with its sister company, MySpace, and MTV to provide instant audience feedback via polls for the interactive MySpace/ MTV Presidential Dialogues series with presidential candidates Senator Barack Obama, Senator John McCain and John Edwards. Use of Flektor's polling system, enabled hosts John McLaughlin and Geoffrey Garin to cater their questions towards subjects of voter-interest. In the fall of 2008, Flektor built the official site for the 2008 Presidential debates, hosted at MyDebates. In January 2009, due to a company directive to focus on the core MySpace property, Fox Interactive announced that Flektor would be shut down, with some of its technology being incorporated into MySpace.

Digital studio

A digital studio provides both a technology-equipped space and technological/rhetorical support to students (commonly at a university) working individually or in groups on a variety of digital projects, such as designing a website, developing an electronic portfolio for a class, creating a blog, making edits, selecting images for a visual essay, or writing a script for a podcast. == History/theory == === Overview === Digital Studios are places with different names but similar objectives. They have risen in response to the need for resources dedicated to improving students' interactions with digital technologies for rhetorical ends. Digital Studios have often been theoretically and administratively linked to writing centers, which are sites where students can seek assistance with their text-based projects. The academic term that has been used for this kind of site (i.e. a writing center with a focus on digital and new media) is multiliteracy center. Besides having a multimodal focus, Digital Studios also make a departure from writing center model in allowing students the freedom to work in the Studio without one-on-one interaction with a writing tutor. === The rise of technology === ==== Computer literacy in popular culture ==== As early as 1983, computer literacy was being hailed in The New York Times as the "new goal in schools." As computer technology became more ubiquitous, and the World Wide Web became more popular and accessible, and as the teaching of computer skills became official US policy with the enactment of the "Technology Literacy Challenge" by the Clinton Administration in 1996, educators across disciplines began to investigate with renewed vigor the role of computer technology in curriculum as both a means and an end. ==== Scholarly interest in 'multiliteracies' ==== The same year that President Clinton initiated the "Technology Literacy Challenge", the New London Group (NLG) issued a call for scholars of literacy pedagogy to account for the burgeoning variety of text forms associated with information and multimedia technologies. This includes understanding and competent control of representational forms that are becoming increasingly significant in the overall communications environment, such as visual images and their relationship to the written word – for instance, visual design in desktop publishing or the interface of visual and linguistic meaning in multimedia. This account for new text forms, combined with a similar account for "increasingly globalized societies," is called 'multiliteracies' by the NLG. ==== Technological literacy in rhetoric and composition ==== Two years later, during the 1998 CCCC Chair's Address, Cynthia Selfe (who founded the peer-reviewed journal Computers and Composition in 1983) addressed professionals in the field of Rhetoric and Composition with an objective similar to that of the NLG, arguing that as a field, composition scholars had "paid technology issues precious little focused attention over the years." She called this lack of attention "dangerously shortsighted." What was needed, Selfe claimed, was for teachers to "pay attention" to "how technology is now inextricably linked with literacy and literacy education in this country." In a way, Selfe's call marked the beginning of a new scholarly interest in what Selfe called "critical technological literacy": Composition teachers, language arts teachers, and other literacy specialists need to recognize that the relevance of technology in the English studies disciplines is not simply a matter of helping students work effectively with communication software and hardware, but, rather, also a matter of helping them to understand and to be able to assess – to pay attention to – the social, economic, and pedagogical implications of new communication technologies and technological initiatives that affect their lives. Scholars who took up this call included Barbara Blakely Duffelmeyer, who conducted studies involving the incorporation of "critical computer literacy" (an adaptation of Selfe's term) into first-year composition. ==== Communications across media, inside and outside school ==== The years following Selfe's address saw more rapid advancements in mobile technologies, social media, and Web 2.0, creating even more new venues of composing for teachers to pay attention to. In her own CCCC Chair's Address in 2004, Kathleen Blake Yancey cited these new venues in her argument as a "new curriculum for the 21st century," one that would bring "together the writing outside of school and that of inside." Such a curriculum, she said: is located in a new vocabulary, a new set of practices, and a new set of outcomes; it will focus our research in new and provocative ways; it has as its goal the creation of thoughtful, informed, technologically adept writing publics. A professor at Clemson at the time of her speech, Yancey also argued for the creation of an undergraduate major in composition and rhetoric. She soon moved to Florida State University, where she helped to establish a new major in line with the one she argued for at CCCC called Editing, Writing, and Media (EWM). As teachers and administrators across the country looked to incorporate more digital technology into their curriculum, the need for spaces for digital composition and for support with the innumerable digital composing platforms became apparent. A Digital Studio is one such space. === Link with writing centers === With the need for support for students who would engage with digital writing and multimedia projects, professionals involved with work in writing centers began to draw comparisons between their traditional work — assisting students with alphabetic texts on the page — and a new kind of work: assisting students with their multimedia projects on the screen. John Trimbur predicted in 2000: My guess is that writing centers will more and more define themselves as multiliteracy centers. Many are already doing so – tutoring oral presentations, adding online tutorials, offering workshops in evaluating web sources, and being more conscious of document design. To my mind, new digital literacies will increasingly be incorporated into writing centers not just as sources of information or delivery systems for tutoring but as productive arts in their own right, and writing center work will, if anything, become more rhetorical in paying attention to the practices and effects of design in written and visual communication — more product-oriented and perhaps less like the composing conferences of the process movement. Later, just months before Yancey delivered her CCCC Chair's Address, Michael Pemberton, writing in the Writing Center Journal, asked: As we enter an era when electronic publishing and computer-mediated discourse are the norm, an era when new literary genres and new forms of communication emerge on, seemingly, a weekly basis, we must ask ourselves whether writing centers should continue to dwell exclusively in the linear, non-linked world of the printed page or whether they should plan to redefine themselves – and retrain themselves – to take residence in the emerging world of multimedia, hyperlinked, digital documents. To put it plainly, should we be preparing tutors to conference with students about hypertexts? Pemberton also surveyed (by his account) the forty-year history of how "writing centers [have] viewed new technologies," observing that "the relationship between writing centers and computer technology has been, overall, only a cordial one." Pemberton's article is evidence of the continuing discussion among writing center professionals about the need for support for students' digital creations, support which they saw as analogous to work in writing centers. In 2010, a collection edited by David Sheridan and James Inman, Multiliteracy Centers: Writing Center Work, New Media, and Multimodal Rhetoric, was published. Many of the chapters therein cite the above Trimbur and Pemberton quotes as they work to explain the exigence for the collection, the instances in which multiliteracy centers have been established (the founding of the Clemson Class of 1941 Studio for Student Communication is the subject of two chapters), and both theoretical and practical analyses of potential futures of such work. === 'Studio' vs. 'Center:' A break from the model === The conflation of digital studios and writing centers into multiliteracy centers is helpful in some respects, for example, administratively the two may be managed in similar ways and staffed by the same people. In other respects, it has been said that it is better to separate them into two distinct kinds of facilities. The very choice of naming a "writing center" or "digital studio" by either (or another) title, for instance, ought (according to some) to be informed by what kinds of student-activities are expected to take place there. A writing center is a place for individual students to seek help from individual writing

Amino (app)

Amino was a social media application originally developed by Narvii, Inc. It was originally created by Yin Wang and Ben Anderson in 2010, and then launched as an app in 2012. Amino was acquired by MediaLab AI Inc in January 2021, and the founders are no longer associated with the application. The platform ceased all operations in December 2025. == History == In 2010, Wang and Anderson came up with the idea for a convention-like community while attending an anime convention in Boston, Massachusetts. Later that year, they would release two apps revolving around K-pop and photography that allowed fans of those subjects to chat freely. That same year, Amino was officially released. === Shutdown === In early December 2025, the Amino platform abruptly stopped all operations. Users worldwide lost access to the mobile application and website, with server requests returning connection time-out errors. Parent company MediaLab AI has issued no official statement regarding the cause to date, or declared any possible cause behind it. === Final Message === According to Shawn, a member of Amino support, Amino has ceased operations as of December 19th. The message that was sent out from Shawn reads: "Hey there, Thanks for your message. Amino has ceased operations. As of December 19th, we no longer retain personal data relating to you. Accordingly, we are unable to provide a copy of your data. Kind regards, - Amino Support" This message was sent on January 4th, 2026. This was the final support message sent from the Amino Support mail. == Growth == Amino received 1.65 million dollars of seed funding in 2014, primarily from Union Ventures. Some additional seed investors include Google Ventures, SV Angel, Box Group, and other interested parties. By July 2014, Amino's apps were downloaded 500,000 times. Though only having 15 communities at that time, Amino eventually grew to have 41 communities in September 2015. Amino's apps had been downloaded 13 million times by July 2016. Fandoms had migrated from websites like Facebook and Reddit to Amino, partly because of the app's mobile-native experience. Before 2016, when a user wanted to join a new Amino, they had to download another app for the Amino they wanted to join, with each apps name beginning with "Amino for:". In 2016, Amino Apps launched a centralized portal that hosted every Amino community in one app, meaning users no longer had to download multiple apps. In July of the same year, ACM, an app that allowed users to create their own communities, was launched. This resulted in the number of communities on Amino skyrocketing to over 2.5 million as of June 2018. == Features == The main feature of Amino was communities dedicated to a certain topic that users could join. Users could also chat with other members of a community in three ways: text, voice, or screening room, which allowed users to watch videos together while voice chatting. Other features include polls, blog posts, image posts, wiki entries, stories, and quizzes. In some cases, posts that were very well-made and had been noticed by a community's administration would end up receiving a feature, making it appear on the front page along with other featured content. In 2018, a premium membership option called Amino+ was added. Amino+ comes with additional features such as exclusive stickers, the ability to make stickers, custom chat bubbles, high resolution images, and other perks. Membership can now only be purchased with money. Amino coins can be purchased or earned through enabling ads, watching ad videos, completing activities on the Offer Wall, and playing Lucky Draw when checking in, but are of little use due to the users not being able to buy Amino+ by amino coins anymore. Members can give and receive coins through props. In 2019, Amino introduced six original short-form animated series, labelled "Amino Originals," produced by independent artists from across the internet. ATJ's "Little Red," a re-imagining of Little Red Riding Hood, premiered on November 15, 2019. "Little Red" was joined by five other shows in late December. Sophie Feher's "The Reef," a comedy featuring an aspiring marine biologist meeting a merman, premiered on December 27 alongside "Princely," an LGBT fairy tale created by Matt Bruneau-Richardson of Tiny Siren Animation. "Spaced Out," an alien abduction comedy by Michael Jae, and YouTuber Alex Clark's "Wyndvania II" premiered on December 28. Mysie Pereira's fairy tale "Turned to Stone" and Marcin Pawlowski's "Stranded" premiered on December 29, 2019. == Administration == On each community, there are two types of staff members, these being ‘Leader’ and ‘Curator.’ Leaders are higher rank than curators. Curators are usually the ones who feature posts, or post important announcements for users to see. Curators are able to disable a post or public chat, delete comments or chat threads, manage featured content, manage posts in topic categories, and approve Wiki entries. Leaders have more power than curators. In addition to curator powers, leaders can submit a community to be listed, change the Amino's features, change navigation, alter the community appearance, change the Amino's privacy settings, manage the Amino's join requests, send invites, appoint or demote Curators, strike or ban members, manage flagged content, change users' custom titles, manage topics and wiki categories, and create broadcasts (notifications sent for posts). One leader will have the status of agent. An agent is the primary leader of a community; the person who created the community is automatically agent. An agent has the ability to delete their community as long as it is not too large or too active. An agent can appoint and remove both leaders and curators. Agent status can be transferred voluntarily to another leader, curator, or community member. If an agent is inactive, Team Amino may assist in transferring agent status. == Apps == === Amino Community Manager === Otherwise known as ACM, this application is what users use to create and manage their own community in Amino. This app allows moderators to customize a community's theme, icon, and categories. ACM also allows moderation to customize community descriptions, pick leaders, change language settings, create a tagline for the community, change the home page lay out, alter the side navigation menu, and more. Unlisted communities are able to change their community's title and Amino ID, but this is not an option once a community is listed. A leader can use ACM to submit a request for their community to be listed on the explore page, after which the community will be reviewed by Team Amino for approval. Communities can be deleted on ACM, but only by the agent of that community. == Guidelines == Amino has a set of guidelines that all communities must comply with. Amino does not allow harassment or hate, spam or self-promotion (including promotion of one's own Amino community), sexual/NSFW content, self harm, real graphic/gross content (fictional content is generally acceptable), unsafe/illegal content, or content that violates copyright. Communities are allowed to have additional rules so long as they do not violate Amino's rules. In addition to Amino's rules, users are required to be at least 13 years of age in the U.S. and 16 years of age in European Union countries. While sexual imagery is not allowed in any community and text based sexual content is not allowed in public areas, some private communities are allowed to discuss sexual themes. However, they are not exempt from Amino's rules on NSFW content. If guidelines are broken, a leader may disable content or impose a warning, strike, or ban, depending on the severity of the infringement. A warning is a message informing the user that they have violated a guideline and may face further punishment unless they change their behaviour. A strike will put the user in read-only mode for up to 24 hours; this mode prevents the user from posting, chatting, or interacting with posts in that community. A ban removes the user from the community. Team Amino can separately issue users with strikes or bans across the entire platform. == Controversies == In 2017, organizations in Argentina for the protection of minors reported inappropriate material on the app, ranging from pornography to material promoting suicide to underage users. In 2019, Abilene police in Texas released a statement that sexual predators were using Amino chat rooms to approach minors. In 2020, authorities from the Christian County in the state of Kentucky alerted parents about possible sexual predators on Amino. In 2025, the British Police identified Amino as one of several platforms used by a child exploitation network that had previously extorted minors in different countries in Europe and North America. Several families reported to the National Society for the Prevention of Cruelty to Children that pedophiles were using the app for the purpose of sexual role-playing with minors, c

New media

New media are communication technologies that enable or enhance interaction between users, as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools such as blogs, wikis, online social networking, virtual worlds, and other social media platforms. The phrase "new media" refers to computational media that share material online and through computers. New media inspire new ways of thinking about older media. Media do not replace one another in a clear, linear succession, instead evolving in a more complicated network of interconnected feedback loops . What is different about new media is how they specifically refashion traditional media and how older media refashion themselves to meet the challenges of new media. Unless they contain technologies that enable digital generative or interactive processes, broadcast television programs, non-interactive news websites, feature films, magazines, and books are not considered to be new media. The term "new media" stands in contrast to old media, which dominated the media landscape as a form of mass media for many years. == History == In the 1950s, connections between computing and radical art began to grow stronger. It was not until the 1980s that Alan Kay and his co-workers at Xerox PARC began to give the computability of a personal computer to the individual, rather than have a big organization be in charge of this. In the late 1980s and early 1990s, however, we seem to witness a different kind of parallel relationship between social changes and computer design. Although causally unrelated, conceptually, it makes sense that the Cold War and the design of the Web took place at exactly the same time. Writers and philosophers such as Marshall McLuhan were instrumental in the development of media theory during this period which is now famous declaration in Understanding Media: The Extensions of Man, that "the medium is the message" drew attention to the too often ignored influence media and technology themselves, rather than their "content," have on humans' experience of the world and on society broadly. Until the 1980s, media relied primarily upon print and analog broadcast models such as television and radio. The last twenty-five years have seen the rapid transformation into media which are predicated upon the use of digital technologies such as the Internet and video games. However, these examples are only a small representation of new media. The use of digital computers has transformed the remaining 'old' media, as suggested by the advent of digital television and online publications. Even traditional media forms such as the printing press have been transformed through the application of technologies by using of image manipulation software like Adobe Photoshop and desktop publishing tools. Andrew L. Shapiro argues that the "emergence of new, digital technologies signals a potentially radical shift of who is in control of information, experience and resources". W. Russell Neuman suggests that whilst the "new media" have technical capabilities to pull in one direction, economic and social forces pull back in the opposite direction. According to Neuman, "We are witnessing the evolution of a universal interconnected network of audio, video, and electronic text communications that will blur the distinction between interpersonal and mass communication; and between public and private communication". Neuman argues that new media will: Alter the meaning of geographic distance. Allow for a huge increase in the volume of communication. Provide the possibility of increasing the speed of communication. Provide opportunities for interactive communication. Allow forms of communication that were previously separate to overlap and interconnect. Consequently, it has been the contention of scholars such as Douglas Kellner and James Bohman that new media and particularly the Internet will provide the potential for a democratic postmodern public sphere, in which citizens can participate in well informed, non-hierarchical debate pertaining to their social structures. Contradicting these positive appraisals of the potential social impacts of new media are scholars such as Edward S. Herman and Robert McChesney who have suggested that the transition to new media has seen a handful of powerful transnational telecommunications corporations who achieve a level of global influence which was hitherto unimaginable. Scholars have highlighted both the positive and negative potential and actual implications of new media technologies, suggesting that some of the early work in new media studies was guilty of technologicaldeterminism – whereby the effects of media were determined by the technologies themselves, rather than by tracing the complex social networks that governed the development, funding, implementation, and future evolution of any technology. Based on the argument that people have a limited amount of time to spend on the consumption of different media, displacement theory argue that the viewership or readership of one particular outlet leads to the reduction in the amount of time spent by the individual on another. The introduction of new media, such as the internet, therefore reduces the amount of time individuals would spend on existing "old" media, which could ultimately lead to the end of such traditional media. == Definition == Although, there are several ways that new media may be described, Lev Manovich, in an introduction to The New Media Reader, defines new media by using eight propositions: New media versus cyberculture – Cyberculture is the various social phenomena that are associated with the Internet and network communications (blogs, online multi-player gaming), whereas new media is concerned more with cultural objects and paradigms (digital to analog television, smartphones). New media as computer technology used as a distribution platform – New media are the cultural objects which use digital computer technology for distribution and exhibition. e.g. (at least for now) Internet, Web sites, computer multimedia, Blu-ray disks etc. The problem with this is that the definition must be revised every few years. The term "new media" will not be "new" anymore, as most forms of culture will be distributed through computers. New media as digital data controlled by software – The language of new media is based on the assumption that, in fact, all cultural objects that rely on digital representation and computer-based delivery do share a number of common qualities. New media is reduced to digital data that can be manipulated by software as any other data. Now media operations can create several versions of the same object. An example is an image stored as matrix data which can be manipulated and altered according to the additional algorithms implemented, such as color inversion, gray-scaling, sharpening, rasterizing, etc. New media as the mix between existing cultural conventions and the conventions of software – New media today can be understood as the mix between older cultural conventions for data representation, access, and manipulation and newer conventions of data representation, access, and manipulation. The "old" data are representations of visual reality and human experience, and the "new" data is numerical data. The computer is kept out of the key "creative" decisions, and is delegated to the position of a technician. e.g. In film, software is used in some areas of production, in others are created using computer animation. New media as the aesthetics that accompanies the early stage of every new modern media and communication technology – While ideological tropes indeed seem to be reappearing rather regularly, many aesthetic strategies may reappear two or three times ... In order for this approach to be truly useful it would be insufficient to simply name the strategies and tropes and to record the moments of their appearance; instead, we would have to develop a much more comprehensive analysis which would correlate the history of technology with social, political, and economical histories or the modern period. New media as faster execution of algorithms previously executed manually or through other technologies – Computers are a huge speed-up of what were previously manual techniques. e.g. calculators. Dramatically speeding up the execution makes possible previously non-existent representational technique. This also makes possible of many new forms of media art such as interactive multimedia and video games. On one level, a modern digital computer is just a faster calculator, we should not ignore its other identity: that of a cybernetic control device. New media as the encoding of modernist avant-garde; new media as metamedia – Manovi

Knowledge assessment methodology

The knowledge assessment methodology (KAM) is "an interactive benchmarking tool created by the World Bank's Knowledge for Development Program to help countries identify the challenges and opportunities they face in making the transition to the knowledge-based economy." KAM does so by providing information on knowledge economy indicators for 146 countries. Its products include the Knowledge Economy Index and the Knowledge Index.

Economía Feminista

Economía Feminista, in English: Feminist Economics, is an Argentine digital media, focused on disclosure and creation of economics information about the gender gap. The media is managed by Mercedes D`Alessandro, Magalí Brosio, Violeta Guitart and Agurtzane Urrutia. == Concept == Economía Femini(s)ta, is a portmanteau of feminista and minita. It attempts to end stereotypes about women. It was created in 2015 and its goal is to be a source of economic data to help to display economic differences by gender, especially in Argentina. == Awards == Economía Feminista was awarded the Lola Mora prize in 2016 for the best digital media by Dirección General de la Mujer, promoted by Buenos Aires city's Legislature.