Thank you for the question.
I think what we're fundamentally talking about is a view of innovation that sees innovation as a component of many different activities coming together at once. While we may frequently think of the outcome of innovation as a technology change, in fact, for a technology change to be successful, there needs to be analyses about how workers develop that technology and how technology will be used effectively. Therefore, for technology changes or innovation changes to be significant, you need that broad-based multidisciplinary and intersectoral approach to understanding change.
I could give one example, which might hearken back the question that Mr. Brison asked. At my university—Concordia University, in Montreal—we recently partnered with Dawson College, a community college, a CEGEP, in Quebec, in a provincially funded program, to create an incubator for games research. This provides junior college students with an opportunity to get some familiarity with the complexity of games research, whether that's engineering and technical research into games, research into the kinds of social narratives that are important to use in games, or research into how users use games.
The beauty of that incubation program is that some of those students will go directly into industry—industries like Ubisoft, in Montreal, for example. Others will transition into undergraduate programs, hopefully at our university, where they'll have a further opportunity to study games that are funded, in part, by a research group that received Social Science and Humanities Research Council funding—the IMMERSe grant that I mentioned. That is an industry partnership grant out of the University of Waterloo, involving organizations like Inovatech, in the Kitchener-Waterloo area, and multiple researchers across the spectrum of disciplines in Canada. That, it seems to me, is a real gateway to true innovation.
