THE UK VIDEO GAMES SECTOR - a blueprint for growth - Ukie
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02/ CONTENTS THE UK VIDEO GAMES SECTOR /03 a blueprint for growth CONTENTS Foreword..................................................................................... 03 FOREWORD The games sector is a highly dynamic, global success story. This report by Executive Summary.................................................................... 05 The research........................................................................... 06 Dr Jo Twist Olsberg SPI presents how, why and Video games – a global economic and cultural story......... 07 CEO, Ukie where there is success, from the The fast evolving UK sector.................................................. 08 Getting the support right....................................................... 10 @doctoe sector’s 1980s birth in the UK to its ever- evolving nature today, and the creative, The solution............................................................................ 12 innovative experiences being developed The UK Games Sector and published by large, small, micro, a major part of economy and culture....................................... 14 independent and individual businesses – UK consumer market 2014.................................................... 15 Market penetration................................................................ 16 and, more importantly, why the UK should Total UK games companies by year, 1985-2013................. 17 be leading the world in games right now. Sales of games, video and music in the UK........................ 19 The fastest, biggest-selling entertainment product of all time is made in Scotland. We believe many more of the almost 2,000 The UK games sector is always innovating......................... 20 games and interactive entertainment companies in the UK Overall UK games market value........................................... 21 have the opportunity to have similar success stories. Digital UK digital revenues: microtransactions tools, technology, distribution and creative passion have made dominate as revenue stream................................................ 23 our sector what it is today. Games clusters in the UK...................................................... 24 However, the games industry is still young and needs A map of the UK games industry.......................................... 25 nurturing. If it is to continue to punch above its weight, creating Companies by region and nation.......................................... 26 more jobs and more economic returns, we need action. Talent....................................................................................... 28 This report makes five recommendations to government: Games as culture................................................................... 30 1. UK and EU funding to fully and equitably recognise the Social impact.......................................................................... 32 contribution of games, ensuring effective support alongside Education and games development as life skills................ 32 other creative industries The consumer is central........................................................ 34 2. Support regional growth, FDI and exports across the UK Future trends - VR, eSports and game content.................. 35 3. Grow, attract and retain the best talent Existing government interventions....................................... 36 4. Create the best tax environment and digital marketplace to do business worldwide Market failures....................................................................... 38 5. Promote games-as-culture and celebrate cutting-edge Further steps.......................................................................... 40 UK innovation Recommendations..................................................................... 42 These interventions will create more economic returns and Recommendation 1................................................................ 43 a more resilient foundation that will nourish start-ups so that Recommendation 2................................................................ 47 they can flourish and – most significantly – will enrich our everyday cultural life, inspire new ways of understanding the Recommendation 3................................................................ 50 world around us, or simply provide hours of entertainment. Recommendation 4................................................................ 53 With their unique fusion of arts, creativity, passion, technology Recommendation 5................................................................ 55 and fresh thinking, we believe games – making them, publishing Analysis: the potential for growth............................................. 58 them, playing them, servicing them, producing and reflecting culture through them – are the blueprint for the sort of creative, Projected scenarios for growth of the UK’s games innovative economy our future and present citizens deserve. development and publishing sector..................................... 61
04/ EXECUTIVE SUMMARY THE UK VIDEO GAMES SECTOR /05 a blueprint for growth THE UK EXECUTIVE SUMMARY The UK Games industry blends the best of British creativity with leading VIDEO GAMES technology, creating successful games exported around the world. The sector is a major generator of intellectual property SECTOR and a leading example of the UK’s growing reputation as a home for the a blueprint creative, high-tech, knowledge-intensive companies that the country needs to succeed in the 21st century. By any for growth measure, the industry is now one of the UK’s major creative sectors, a source of economic growth and a mainstream part of British culture. This independent report will show how the UK games industry has grown since the 1980s into a cultural and creative colossus. It will also demonstrate how the sector leverages this creativity through innovative, fast-evolving business models which are leading the way in digital exploitation of creative Intellectual Property (IP). It will suggest how support for the industry can be unified and magnified by a set of government and industry interventions which when combined will boost growth, investment and high-quality, high- productivity jobs across the country. With the global games market expected to expand by 7.9% annually over the next five years – adding to the 1.6 billion people currently playing games, as well as the 1,000s making, selling and servicing them – the opportunity is enormous. Given the ambition of, for example, Video Games Tax Relief (VGTR), the UK is in prime position to benefit significantly from this. The VGTR policy aims to encourage British innovation and video games businesses in the UK; delivering on those ambitions by ensuring the UK remains a competitive and attractive place to create video games could see turnover increasing 51%. However, there are some market failures the sector faces which threaten the global competitiveness and standing of the industry, as well as its potential to spill over and transfer knowledge, skills and innovation to other creative digital sectors. There is a major opportunity to improve this if the government builds on the strong basis which the VGTR intends.
06/ EXECUTIVE SUMMARY THE UK VIDEO GAMES SECTOR /07 a blueprint for growth The research Video games – a global economic and cultural success story This research, commissioned by Games are global video games trade body Ukie and There are currently an estimated 1.6 billion people conducted by Olsberg SPI, was playing games worldwide, a market which is only set carried out in the second quarter to grow. On conservative projections, it is estimated of 2015. It is based on a series of that the games market will reach £82 billion by 2020. confidential consultations with more than 40 stakeholders from Games mean choice across industry and government. Video games offer an extremely wide choice of Games are In addition, it consists of a content across a large range of devices, platforms now as much literature review of more than 60 and products. Games are played by 21 million people a part of reports, evaluations, and policy in the UK – 44% of games players are female and our cultural proposal documents from recent 22% in the 45-64 age group. conversation years, relating both to the UK and as film, music to the global games industry. Games are more than ‘just entertainment’ and TV. Games are beginning to reach beyond leisure into education and healthcare to provide wider social impacts and technology spill overs. Games are the future The scale of opportunities for both the creative and tech sectors as a result of new technologies is enormous – Artificial Intelligence Data Science, emerging Virtual Reality and Augmented Reality products are expected to be high value growth markets in games and also apply to other sectors. Globally the markets for eSports and games video content are also growing. Games are mainstream culture Games are now part of the UK’s cultural conversation. Games are cultural artefacts in their own right as well as spaces where new cultural experiences and value are produced.
08/ EXECUTIVE SUMMARY THE UK VIDEO GAMES SECTOR /09 a blueprint for growth The fast evolving UK sector 21st Century Skills - STEAM Games require a blend of Science, Growing domestic Games are growing Technology, Engineering, Art and Maths to consumer market maintain its competitive position globally. The UK is home to nearly 2000 The UK is the sixth games firms ranging from Games mean jobs largest games market new micro-studios developing across the country in the world. games for the burgeoning Games companies generate high-quality, high-productivity jobs, with an average GVA mobile market, to internationally per worker in 2014 of £68,250. These jobs are respected independent studios, increasingly spread across the UK, with 12 to large UK and international established and six emerging games clusters across the country. The UK now boasts the publishers. Sixty-four percent of highest number of mobile games jobs in the all registered games companies EU, with 5000 full-time employees. in the UK were incorporated in the last five years, supercharged Games tax relief by the smartphone revolution. means business The VGTR is a major boon for the UK games sector. In the first half of 2015, a total of 89 games received interim and final certification, with a total budget of £348.9 million.
10/ EXECUTIVE SUMMARY THE UK VIDEO GAMES SECTOR /11 a blueprint for growth Getting the support right • Games are a relatively new creative industry, and despite progress over the last Parliament, public funding for the sector is still poorly understood, coordinated and designed. This inhibits further investment, growth and exports in one of the UK’s fastest growing export sectors. • 95% of UK games businesses are Small and Medium- sized Enterprises (SMEs), with 64% of these being first registered in the last five years – further resources are needed to scale these businesses up and continue to develop supportive clusters outside of London. • The ‘war for talent’ remains a major challenge and the UK requires skills development from school age onwards. Failure to recruit and retain the best talent can lead to investment locating elsewhere. • Since 2008 the games industries of Canada, South Korea and the Nordic countries have grown fast – clusters in these countries all benefit from consistent support and incentives from their national and regional governments. • The games sector relies on innovation and creativity – policy should encourage more risk-taking to help the UK to continue to create cutting-edge world class interactive entertainment.
12/ EXECUTIVE SUMMARY THE UK VIDEO GAMES SECTOR /13 a blueprint for growth The solution Support regional growth, FDI Grow, attract and retain The extra support recommended in this and exports across the UK the best talent Department report would result in an extra £1 billion in Drive regional economic growth by Department BIS, DCMS, LEPs Support STEAM education in schools, Industry, DfE annual turnover from the sector by 2020. developing local plans for scaling-up recognising the importance of Art as an essential discipline at GCSE, not just existing games clusters. This extra support is required across the following broad areas: for the Creative Sectors, but for other Ensure that high-speed broadband BIS, DCMS high-productivity industries including a. better promotion and coordination as evidenced in other needs are met in games and digital design and engineering. creative industries; economy clusters by 2020. Fund early intervention in schools Industry, b. support for regional growth; Officially benchmark national and BIS in games clusters through 12 Digital DfE, LEPs regional growth in markets, international Schoolhouse hubs. c. developing and attracting the best talent; audiences, Foreign Direct Investment (FDI) and exports. Work with employers to ensure Industry, BIS, d. the best competitive tax and regulatory climate; apprenticeship levy funding is DCMS e. better recognition of its economic and cultural Launch an outcomes-based review BIS appropriate for SMEs and fund Next Gen of trade and investment support Skills Academy Higher Apprenticeships value and innovation for the games sector, considering if by and for games employers. Introduction of the policies in this report would also open the there is a more efficient model for the implementation of current funding. The Skills Investment Fund (SIF) DCMS way to increased innovation with other screen industries in is working to support the industry which the games industry is uniquely positioned. talent, SIF or an alternative should be supported over the course of the next This would in turn generate a mixture of soft power benefits, spending review. export sales, and high-quality, high-productivity jobs and Carefully consider plans regarding BIS, Home Office opportunities for all across the UK. Tier 2 visas, avoiding the implementation of new barriers for recruiting overseas talent. Ensure SMEs and start-ups are not disadvantaged by the new system. UK and EU funding to fully Create the very best tax Promote games-as-culture and equitably recognise the environment and digital and celebrate cutting-edge contribution of games, ensuring marketplace to do business UK innovation effective support alongside worldwide Department Examine how innovation incentives can BIS, DCMS other creative industries Department be used in emerging High-Value Department The VGTR has been a welcome boon for HMT, DCMS Opportunities like virtual reality or eSports, the UK games sector, the government to allow the UK to capture the financial Ensure all relevant public agencies have DCMS, BIS, public should make sure it remains attractive and cultural benefits these will generate. a clear mandate to support games, new spending bodies and competitive. talent and new ideas from the sector. Hold Games Innovation Showcases DCMS, HM Treasury should also build on the HMT across the country, demonstrating non- Regional Creative Bring existing agencies together to DCMS, BIS, Institute of Directors’ recent report on games applications of games tech to Agencies identify additional investment for games public agencies SEIS and EIS, reforming the vehicle to kick-start innovation and cross-sectoral sector skills over the period of the next make it more appropriate for the games communication. spending review. Explore case for a sector as well as for other SMEs. games-specific funding settlement. Create a single UK Games Archive, Industry, BBC The UK should take an active role in BIS, DCMS, EC drawing together the various existing The UK should work with the European DCMS, BIS, EC negotiations across the Digital Single projects into a coherent whole. This UK Commission to help Creative Europe Market portfolio to champion the digital Games Archive should be linked to the recognise games’ cultural role, and reform creative industries in which it leads BBC’s proposed Ideas Service. an outdated approach to funding. the continent. The strong, competitive market that already exists for games UK Government to lead calls for reform BIS across the EU must be protected of SIC system at UN and EU level to against unintended consequences from ensure new industries such as games reforms to consumer law, copyright, are accurately measured. geo-blocking and other areas.
14/ THE UK GAMES SECTOR THE UK VIDEO GAMES SECTOR /15 a blueprint for growth THE UK Since the early 1980s the UK games UK consumer market 2014 sector has undergone phenomenal and GAMES rapid growth, exploding from programmer Digital console and PC SECTOR beginnings to become a major force in Boxed software Console hardware a major part the global games market. With £3.9bn consumer revenues in 2014, the UK is Mobile gaming of economy estimated to be the sixth largest market, Peripherals and accessories and culture after the US, China, Japan, South Korea Pre-owned software and Germany.1,2 While current projections Toys predict that China will overtake the US in Books and magazines revenues this year, they also show the UK will retain its market position in 2018.3 The games industry is expected to be one of the fastest growing segments of the global media and entertainment sector over the next five years. Annual global revenues 2% from games (excluding sales of game consoles and other 3% equipment) are forecast to grow from £54.3 billion in 2014 to £73.6 billion in 20184 – an annualised growth rate of 7.9%. Even if annual growth slowed to half that rate by 2020, the 7% global games sector would be worth an estimated £82 billion by 2020. 26% The UK’s success is underlined by the fact a British-made 1% game – Grand Theft Auto V – is the fastest and biggest-selling entertainment product of all time. Following its release in September 2013, this game generated an unprecedented US$1 billion (£640m) of sales within three days; by May 2015, it had sold more than 52 million copies worldwide.5 There are currently an estimated 1.6 billion people playing games worldwide, a market which is only set to grow.6 14% This traditional strength in games has been supercharged 24% since the turn of the decade. 64% of all registered games companies in the UK were incorporated in the last five years, representing an annual growth rate of 23%.7 But they are vulnerable in a highly competitive global digital market. 23% 1 MCV and Ukie, Industry Valuation 2014. 2 Newzoo, Top 100 countries by games revenues, 2015. 3 CGA and Newzoo: US & China Battle for #1, World’s Top Games Markets, Casual Games Sector Report 2015. 4 Newzoo, 2014. 5 Guinness, Guinness World Records 2014. 6 Newzoo, Global Games Market Report 2015. 7 Nesta, A Map of the UK Games Industry, September 2014.
16/ THE UK GAMES SECTOR THE UK VIDEO GAMES SECTOR /17 a blueprint for growth Spending on game software in the UK Total UK games companies by year, 1985 to 201311 (excluding spending on equipment) rose Cumulative by 8.2% to over £2.6 billion last year.8 New companies Overall, the sector provided annual investment of £503 million and employed 13,700 creative staff last year, an increase of 9.8% from 2013.9 Total Market penetration 1900 1,861 For the UK public games offer a huge array of experiences: 1800 from easy to pick up snackable games through to immersive, creative worlds and complex sports simulations across 1700 dedicated consoles, smart TVs, computers, tablets, mobiles and emerging platforms, such as virtual reality. 1600 With such choice it is unsurprising that games players are 1500 drawn from a remarkably diverse demographic spectrum, challenging commonly held perceptions of a predominantly 1400 teenage customer base. 1300 While a quarter of all UK players 1200 are 15-34 year old males, 43% 1100 of games players are female and 22% are in the 45-64 age group. 1000 900 Video games are clearly an 800 integral part of childhood – the 700 age bracket with most players is the 6-10 year old group, where 600 83% play video games. 500 400 Games were played by 20 million 300 people (in Q1, 2015) in the UK, with 43% of the population 200 consuming an estimated total 100 8 MCV and Ukie Industry Valuation 2014 and 2013 of 170 million hours of games 0 9 10 TIGA, Making Games in the UK Today, 2015. ISFE/Ipsos MediaCT, GameTrack - Q1, 2015. content per week.10 11 Nesta, 2014. Year ’85 ’90 95 2000 2005 2010 2013
18/ THE UK GAMES SECTOR THE UK VIDEO GAMES SECTOR /19 a blueprint for growth In 2013 games overtook video in Sales of games, video and music in the UK, 2012-201413 entertainment sales. Games are now the Physical largest retail entertainment market in the Digital UK, representing 43% revenues of the combined market in 2014. The segment grew by 7.5% while video and music £3.0bn decreased.12 This sales growth has been +7.5% generated over an increasingly complex £2.4bn range of products and platforms, and has £2.5bn -1.4% transitioned from boxed physical to digital £2.2bn £2.3bn £2.2bn £2.2bn products, as well as a blend of both. £2.0bn £2.0bn £0.9bn £1.5bn £1.0bn -1.6% £1.0bn £1.0bn £1.0bn £1.0bn £1.0bn £1.4bn £1.6bn £0.5bn £0.5bn £0.5bn £1.8bn £0.6bn £1.0bn £0.4bn £0.4bn £1.3bn £0.6bn £0.5bn £1.5bn £0.8bn £0.5bn £0.0bn Games Video Music Games Video Music Games Video Music 2012 2013 2014 12 Entertainment Retailers Association, Yearbook 2015. 13 Entertainment Retailers Association, Yearbook 2014.
20/ THE UK GAMES SECTOR THE UK VIDEO GAMES SECTOR /21 a blueprint for growth The UK games sector is always innovating There have also Overall UK games market value: At the heart of the success of the sector is its constant been significant £3.944bn14 innovation. Ground-breaking video games such as the advances in how Batman Arkham trilogy, DJ Hero, Elite, Fable, Goldeneye, the Grand Theft Auto series, Guitar Hero Live, LittleBigPlanet, games are sold in Monument Valley, Moshi Monsters, Populous, RuneScape, the UK and across Tearaway, Thomas was Alone, Tomb Raider, Until Dawn and the globe. Today Worms are the brainchildren of UK developers. consumers benefit from 22 digital UK games designers have created games services £1.048bn £915m new genres, from massively (including mobile, Digital Console and PC Console Hardware Up 17.6% Up 46.2% multiplayer online games to social and cloud) (Revised 2013: £891m) (2013: £626m) artificial life games, inspiring new in the UK, giving Source: IHS Source: Gfk Chart-Track industries and the next generation of developers. a huge range £288m £106.8m of choice. Peripherals and Accessories Pre-owned Software Up 4.3% Up 10.7% (2013: £276m) (Revised 2013: £96.4m) Source: Gfk Chart-Track Source: Kantar Worldpanel UK also leads in the development Boxed Software of other genres, including real-time £23m Down 6.3% strategy, racing and role-playing Books and Magazines (2013: £998m) Source: Gfk Chart-Track games. Up 77% (2013: £13m) Source: Nielsen and Industry Estimates £935m Toys The game-playing experience £548m Down 14% (2013: £80m) is also being augmented by Mobile Gaming Source: NPD Up 21.2% increasingly sophisticated use (Revised 2013: £452m) £69m of Artificial Intelligence (AI) Source: IHS and Big Data to constantly Movies and Soundtracks improve gameplay, feedback, £5.5m Down 21.7% (2013: £6.9m) Events and interactivity. Up 96.4% Source: Official Charts (2013: £2.8m) Source: MCV Estimates £5.4m 14 MCV and Ukie, Industry valuation 2014.
22/ THE UK GAMES SECTOR THE UK VIDEO GAMES SECTOR /23 a blueprint for growth The UK games sector grows with every new innovation, with UK digital revenues: microtransactions expansion over the last 5 years supercharged by the evolution of mobile gaming and new business models. dominate as revenue stream17 The UK now boasts the highest number of mobile games Microtransactions revenue jobs in the EU, with 5000 full-time employees in Britain. Full game revenue The freemium or in-game purchasing model has allowed for experimentation at no cost to the consumer, building ever Additional content revenue bigger audiences - 21m European players downloaded a freemium game in April-May 2015.15 Subscription revenue The majority of these consumers enjoy all their games at no cost: one of the market leading companies found that only 4% of their monthly unique users made in-app purchases.16 With a thirst for even bigger audiences and markets, European developers generate more than two thirds of their revenues outside of the EU in the USA, China and Japan. Last year six out of 10 apps in the iOS and Google Play stores were made by companies headquartered in Europe. £1,000m £883.5 £908.7 The UK also has a world- £900m class reputation for its robust, £775.6 advanced middleware and other £800m technologies and techniques, such £700m £609.7 as motion capture and motion controls. In addition to the talent £600m brought to the industry by an £500m international workforce, games £400m companies boast internal research and development programmes £300m £384.3 that ensure technological £200m excellence that is transferable to other sectors. The games sector £100m has also been at the forefront of 0 the developments in data sciences Year 2010 2011 2012 2013 2014 and cloud-based applications, which are often leveraged to break ground in other high-impact sectors. 15 Deloitte Mobile games in Europe - Innovation in European Digital Economy 2015. 16 ibid. The average expenditure of paying users across the market is £3/month. 17 SuperData Research digital revenues.
24/ THE UK GAMES SECTOR THE UK VIDEO GAMES SECTOR /25 a blueprint for growth Games clusters in the UK A map of the UK games industry21 The games sector creates jobs and opportunities across the country. Overall there are nearly 2000 video game companies in the UK, of which 95% are micro or small businesses.18 Among the 18 areas with a critical mass of more than 20 games companies, 12 have been Nesta’s 2014 identified as having the highest analysis showed levels of games concentration (by Dundee that there are employment or company number): Edinburgh significant Brighton, Cambridge, Cardiff, levels of co- Guildford and Aldershot, Edinburgh, location between Dundee, Liverpool, London, games and other Manchester, Oxford, Sheffield Manchester and Rotherham, and Warwick and creative sectors, Stratford-upon-Avon. While there Liverpool Sheffield and making it clear is a strong concentration of games Rotherham that the sector in London and the South East, the Warwick and Stratford-upon-Avon has become an Midlands, North of England and Cambridge integral part of Scotland have a higher presence of Oxford the UK’s wider video games companies than other London creative economy creative industries,19 with 70.2% Cardiff Brighton of games companies based Guildford and outside London .20 Aldershot 18 Nesta, 2014. 19 ibid. 20 Nesta, 2014. 21 Nesta, 2014.
26/ THE UK GAMES SECTOR THE UK VIDEO GAMES SECTOR /27 a blueprint for growth Companies by region and nation Distribution of video games companies by region/nation (percentage of total)22 The UK is a leading investment South of London destination for overseas games England 29.8% companies. South East 18.2% Recent examples of overseas investment include Warner Bros’ acquisition of Rocksteady (the developers of the South West Batman Arkham series) and TT Games (who developed the 6.6% LEGO series). The UK is also home to the European head offices of several Midlands East international games publishers such as Konami, Microsoft 7.9% and Rockstar (Take Two) – as well as Sony PlayStation. Consultations suggest that these firms are typically located in West Midlands the UK to take advantage of the large local market for games 7.7% combined with Britain’s access to the Single Market. Other attractors include the presence of an established advertising East Midlands sector in the UK, and the UK’s generally supportive 4.5% business climate. It remains the case that the UK faces stiff competition from start-up friendly locations such as Berlin, North of North West Scandinavia and North America for a variety of reasons. 8.8% England The local support offered by Local Enterprise Partnerships (LEPs) and councils - often crucial in these competitor Yorkshire and markets - can however be varied and hard to access for many the Humber 5.6% micro studios in particular. North East 2.6% Rest of UK Scotland 5% Wales Number of games companies 2% 25 566 Northern Ireland 1.3% 22 Nesta, 2014.
28/ THE UK GAMES SECTOR THE UK VIDEO GAMES SECTOR /29 a blueprint for growth Talent Preliminary estimates of the economic UK games firms employ a highly skilled workforce that contribution of the games sector value chain possesses leading technical and creative expertise. in the UK, 2014 (2013 figures in parentheses)27 According to Creative Skillset, 86% of games sector workers possess at least a degree: this compares to 32% for the whole UK population. Additionally 27% possess a post- graduate qualification.23 Employment costs account for over 75% of the games development sector’s GVA.24 In labour productivity, games is second only to the television programing and broadcast sector;25 in 2013, GVA per worker in the games sector was £63,910. This figure was approximately £9,000 higher than the third highest industry, sound recording and music publishing, and more than double many other creative industries, such as film production and distribution, performing arts, and design.26 Development† Publishing†† Retail††† This workforce is a benefit not only to games companies, but to other sectors of the UK economy that rely on technical and 10,300 FTEs 3,400 FTEs 5,100 FTEs creative talent to drive innovation. Workers in this sector are (9,400 FTEs) (3,100 FTEs) (6,000 FTEs) increasingly sought-after by other games companies in the GVA: £700m GVA: £235m GVA: £151m UK and abroad, representing a ‘war for talent’. Development (£639m) (£211m) (£177m) and therefore studio investment decisions are made on where the best talent and teams are, which makes the recruitment and retention of the best a top priority. Increasingly other sectors, including fintech, and other territories such as North 18,800 FTEs (18,500 FTEs) America are providing a harder ‘pull’ for the best staff. 23 Creative Skillset, Workforce Survey, 2015. GVA: £1,085m (£1,027m) 24 ONS (2014), “Annual Business Survey – 2013 Provisional Results: Standard Extracts”, 13 November 2014. Data for SIC 62.01/1 Ready- made interactive leisure and entertainment soft † Source: TIGA and Games Investor Consulting ware development has been used as a proxy for the whole game development sector. †† Assumes a growth rate of 10% in accordance 25 Olsberg•SPI analysis of Creative Industries with growth in the development sub-sector Economic Estimates 2014. ††† Includes physical boxed software, digital console 26 Olsberg•SPI analysis of Creative Industries and PC mobile gaming, and sales of pre-owned software Economic Estimates 2014. 27 Olsberg•SPI estimates.
30/ THE UK GAMES SECTOR THE UK VIDEO GAMES SECTOR /31 a blueprint for growth Games as culture In addition to their own inherent cultural and artistic Minecraft value, games are also a part of the broader national (and Representing something of a blank international) cultural conversation. Indeed, some games have canvas on which to frame other gone beyond being cultural artefacts, becoming platforms creations, Minecraft has proven and communities where new cultural content is created. particularly adept in fulfilling this In 2008, the National Media Museum (Bradford), Bath Spa cultural role. Recently, this has University and Nottingham Trent University joined forces to included projects to help children create the National Videogame Archive. This was followed in explore different cultures – through March 2015 by the launch of the National Videogame Arcade. the recreation in the software of Modelled on the BFI, the National Videogame Arcade is key religious sites – and of the designed to give the general public a deeper understanding creation and meaning of artworks, and appreciation of games through an assortment of education though the Tate gallery’s Tate programmes, an in-house archive and research tools, and Worlds project. public events. The British Library has also begun the process of archiving videogame websites to preserve gaming culture for future generations.
32/ THE UK GAMES SECTOR THE UK VIDEO GAMES SECTOR /33 a blueprint for growth Social impact As the UK games industry has grown it has established its own Case-study: corporate social responsibility and charitable initiatives. The Digital Schoolhouse games industry charity GamesAid maintains a £1.7m fund to invest in charitable projects for disadvantaged children. The London programme War Child initiative for Syrian refugees HELP: Real War is Not a The Digital Schoolhouse model, Game, to be released on Steam in 2016, is a collection of digital funded by the Mayor of London and games developed at the UK’s top studios and represents a Ukie, addresses teacher subject transition from the eponymous charity music compilation specialism shortages with the new album 20 years ago to today’s ‘game album’. Participating computing curriculum introduced studios include A Brave Plan, Bossa Studios, Carbon Games, in 2014. It currently works with Curve Digital, Hardlight, Sports Interactive, and Torn Banner. games companies, schools and Special Effect, based in Oxfordshire, uses interactive universities to develop programming technology to enhance the quality of life of people with all and computational thinking into kinds of physical disability needs, including stroke and road computing lessons using a Science, traffic accident patients, individuals with life-limiting conditions Technology, Engineering, Arts and and injured soldiers returning from overseas. Maths (STEAM) approach. Over Other initiatives, such as the Video Games Ambassadors, 2014-15 5,576 primary school pupils part of the STEMnet Ambassadors network, pitch games participated and 600 teachers were professionals into schools and key consumer events across supported through 192 enrichment the country to talk about careers. days using materials mapped to the new curriculum. Teachers were Education and games development trained in new subject knowledge and pedagogy by Queen Mary University as life skills of London and Kings College, London. Games companies are at the forefront of edtech innovation Partnerships have been established in the classroom. British interactive learning software is with games industry partners such distributed around the world, and the UK showcase event as Disney, Kuato Studios, Playniac, at BETT. Key examples include Moshi Monsters, a globally Code Kingdoms and Video Games successful online game made by British entertainment Ambassadors to use games products company Mind Candy, and games made by Yellow House to explain computing concepts in English, which help teach English as a foreign language to new ways. Specific work with edtech very young children. Indeed, with guidance, most mainstream firms such as 3Doodler, Apps for games can be used for learning purposes in the classroom. Good, Cannybots and Tech Will Save The skills in developing games are also a fusion between team Us is allowing the development of work, art, design, engineering, science and programming. new technologies and methodologies The Next Gen. report in 2011 identified a major deficit in the within education, such as: using UK education system, which was failing to adequately train embedding 3D technologies; using the next generation of talent for a truly creative, diverse digital Arduino’s and Raspberry Pi’s; economy, and worked with the government to develop the and exploring cross-collaboration new Computing curriculum in 2014.28 Games companies work between them. directly in schools with start-ups such as Code Kingdoms and projects like Digital Schoolhouse, mapping games products to the new curriculum, and working with digital learning initiatives to develop new teacher pedagogy. 28 Nesta, Next Gen. Transforming the UK into the world’s leading talent hub for the video games and visual effects industries, 2011.
34/ THE UK GAMES SECTOR THE UK VIDEO GAMES SECTOR /35 a blueprint for growth The consumer is central Future trends – VR, eSports As an industry so dependent on a dynamic and constant and game content The demand for games relationship with customers, the UK and European video While the growth potential of emerging video content is growing games industries have developed practices and policies technologies are, by their nature, unknowable, rapidly in popularity which have precluded the necessity of regulations which are seen in other entertainment industries. The Pan-European the current opportunities in Virtual Reality through platforms such and Augmented Reality are vast if they are Games Information (PEGI) ratings system is an example embraced by the mainstream customer. as Twitch and YouTube. of this, with the sector having developed a model for age Oculus Rift is one of many virtual reality The global games video classification of video games which is much clearer and more detailed than its film or TV equivalent. This model works on headsets in an increasingly competitive content market is worth a pan-European approach, ensuring comparability between market. VR and AR are going to be powerful £2.5bn in 2015. The drivers in PC and console growth, requiring products from one country to the next. It also led on the better hardware to deliver new experiences. majority of the revenue is development of technical parental controls on games devices Games have to make it easier to protect minors. Digi-Capital has forecast that augmented and located in North America made the virtual reality will be worth £97 billion globally (39%, £963m) and Europe by 2020, with AR predicted to reach 4 times transition to The sector has also worked with what VR will. The creation of games entails (30%, £737m) mainly authorities at the national and advertising revenue and digital very well, the development of software and hardware technologies that can be applied in other sponsorship and from and other sectors European level in areas such as fields – from medicine through design and consumer protection and child direct sources like paid look to games education. Many of the recent advances in subscriptions.30 safety. In all such areas, industry virtual reality and motion control technologies as being more action innovated in advance of have originated in the games sector. comfortable in government intervention, with Meanwhile, the demand from games players the digital era the sector either working with to celebrate games as part of their everyday culture is increasing. The way audiences Fiona Clark- the authorities or operating on engage with games, their makers, and other players is evolving, with eSports (tournaments Hackston, its own initiative, to the benefit played by teams of professional highly BSAC of the consumer. This industry- trained ‘cyberathletes’) being a fast-emerging led development has now been trend, having already become mainstream in countries such as Germany, South Korea adopted globally, with IARC and the USA. This is exemplified by the recent becoming a one-stop ratings shop International DOTA 2 Championships, which which has been adopted into were held over six days in a 17,000-seat arena in Seattle, for which tickets sold out within stores such as Google Play. five minutes of going on sale, with a record- breaking prize pot, mostly crowdfunded. More than 20-million viewers watched the tournament online and thousands more filled the Seattle Center. In 2013 the US began granting visas to eSports players, just as they do professional athletes.29 29 The Daily Dot, First ‘Star Craft 2’ player officially recognised as an athlete by U.S. government, 11 Dec. 2013. 30 SuperData Research, July 2015.
36/ THE UK GAMES SECTOR THE UK VIDEO GAMES SECTOR /37 a blueprint for growth Existing government interventions Many advances in games hardware and With this story of UK and global growth the games industry software that could benefit other sectors of In the first half of 2015, the UK’s knowledge-based economy can is currently supported by two specific initiatives as well as a only come through experimentation. In a a total of 89 games range of other measures designed to support the creative and globally competitive sector such as the games received tax relief tech sectors generally. This backing is important not least due to the existence of incentives, public support and/or tax breaks sector, small games companies have very certification - 40 final few resources available to devote to such in competitor countries such as USA, Canada, Germany, South experimentation, let alone to complex funding certification and 49 Korea and Japan. application processes. Smaller scale but active interim certification, intervention to stimulate start-ups is available meaning the games have The primary mechanism is the through the newly-extended Prototype Fund, not yet been completed. which provides grants of up to £25,000 for VGTR introduced in 2014 enabling small companies for the development of Between them, these companies to be eligible for a games or other forms of interactive digital 89 games have a total payable tax credit worth 25% of content. The Prototype Fund goes some way budget of £346.8 million, to making experimentation more viable for qualifying development costs. VGTR small companies, and initial evidence suggests of which £290 million is builds on the successful model that it is having success in helping companies being spent in the UK of the film tax relief which can be develop technologies, content and IP for use or EEA. outside their original games-based application. claimed on production expenditure The original Abertay University-based in the UK, and the new High-End TV programme gave finance and business and animation tax reliefs. development support to over 70 of the UK’s game development companies between 2010 and 2014, with nearly 400 applications assessed along the way. Many of those supported were The first year of its operation saw in the start-up / micro studio category vital positive impacts, with the sector to building the critical mass needed to create seeing over 4% growth in high- original games IP in the UK. The Video Games Prototype Fund has been renewed with a productivity development jobs £4m investment announced in the July 2015 during 2014, contributing to an Budget, following a track record of significant overall 5.6% increase to £1.1 billion additionality in the pilot programme. in GVA. The first year certification Games companies also benefit from a range of measures open to other tech and creative numbers compare favourably to sectors, ranging from R&D credits and the anticipated number of projects Enterprise Investment Scheme (EIS) through to when the relief was announced.31 Skills Investment Fund (SIF) support. However, in comparison the relatively recent growth of the games sector has meant that public interventions to support the industry lag behind other industries, particularly film, and consultees noted that these do not address specific market failures identified by the industry. 31 The pre-incentive projection anticipated £10m incentive spend in the first year and £35m in the second, but did not convert this into an anticipated number of projects.
38/ THE UK GAMES SECTOR THE UK VIDEO GAMES SECTOR /39 a blueprint for growth Market failures Externalities occur when market value Coordination failure refers to a situation does not fully reflect the benefits or costs where a lack of coordinated decision-making that a good generates for society, resulting amongst economic actors – including firms – This research has identified a in over – or under-supply. In the games means that the level of output diverges from range of market failures which sector, these include a variety of issues, such the socially optimal level. Within the games as the supply of culturally relevant games, sector, coordinated industry development – affect the UK games sector; these experimentation and technology spill overs, the ways in which firms access knowledge, primarily fall into five categories: skilled labour, and archival assets. talent, finance and consumers – is the Externalities, Asymmetric Like other forms of media, games provide biggest challenge. In other, similar sectors, this is solved through mechanisms such Information, Coordination Failure, their creators with a way of making a cultural as trade shows, arranged by an impartial contribution, though there has historically Additionality, and Equity. These been an under-supply of culturally British coordinating body. broadly correlate with the Green games. Spill overs, meanwhile, occur when Additionality is not traditionally a market Book categories of market failure, software or hardware benefits enter other failure, but offers a rationale for intervention sectors, generating wider and transferable where any economic activity generated is allowing government intervention. benefits, which the games sector has additional, and not merely displaced from particular strengths in. another part of the UK. This is of particular Skilled labour is a particular challenge for interest when we note that in recent years games, given that development requires a many British games entrepreneurs and highly highly-skilled labour force, and tends to be experienced creative leaders have left for labour-intensive. The games sector has a other jurisdictions, such as Canada, as these mobile labour force as their skills are in high have offered a more competitive market. demand in other sectors and internationally As the film industry shows though, increasing – this tends to result in a shortfall. Finally, competitiveness can result in major boosts archival assets act to preserve British to inward investment. Export benefits through culture, making knowledge available for the supporting access to markets such as China development of future games, providing an – improving the UK’s balance of payments option for future usage, and preserving a position – can also be generated. store of value for future generations. Though also not a traditional market failure, Markets operate most efficiently when buyers equity also presents a basis for government and sellers have equal levels of information. intervention, fixing inequalities across the Asymmetric information therefore leads population which are inconsistent with to inefficient allocation of resources in the government policy or the preferences of economy. In the games sector, this has led to society. Gender, diversity, and disability financing challenges, as investors struggle to are particular issues in many creative properly analyse risk in a business or project industries, and form a key reason for plan. This represents a mixture of the talent- intervention.00 Similarly, regional equity – driven nature of games companies – which ensuring the redistribution of economic increases risk – financiers’ lack of knowledge growth outside London and the South East of the sector, and games’ companies creative – and intergenerational equity – ensuring focus, which can often lead to challenges in well-paying jobs for young people from all communicating with the financial community. backgrounds – are of particular importance.
40/ THE UK GAMES SECTOR THE UK VIDEO GAMES SECTOR /41 a blueprint for growth Further steps 1.Better promotion and coordination knowledge, talent, The games industry To support the UK games industry today is represented financing and access to markets can all reaching its full commercial and be pooled between companies to shared to government more cultural potential, targeted government benefit. Models for this exist in other effectively than it interventions in the following areas creative and technology industries. ever has been before were identified as industry needs: 2.Regional growth thanks to the primarily through the strongly regional nature of the games industry, further growth is likely to address Creative Industries the government’s concerns over regional Council and its work equity. It will also produce a high proportion on access to finance, of graduate jobs and skilled apprenticeships across the country. IP, skills, infrastructure and international trade. 3.Talent as a high-knowledge, high- However, the following creativity industry, recruiting and retaining the best talent is fundamental. Continuing five recommendations talent shortages are having an impact on and actions for current and potential growth. government, public agencies and industry 4.Regulation and incentives will significantly boost should support ‘additionality’ the global nature of the games industry the industry in its means that intervention to support ambitions to grow growth will most likely generate additional even faster and be economic activity, rather than take from elsewhere in the economy, through exports, even more competitive inward investment, and repatriation of UK- internationally. bred games companies. Conversely new requirements which increase regulatory burdens on the creative and tech sectors could restrict growth and additionality. 5.Recognition understanding the potential for growth in new technologies will accelerate the commercial growth of domestic companies and increase the likelihood of spill overs. Greater contribution of games to British culture will support long-term talent development as well as a range of new opportunities for the sector as a whole.
42/ RECOMMENDATIONS THE UK VIDEO GAMES SECTOR /43 a blueprint for growth RECOMMENDATIONS Recommendation 1 UK and EU funding to recognise the contribution and modern nature of games, ensuring effective support alongside other creative industries With the VGTR now in place the UK government will be keen to ensure that the new policy is as effective as possible. An important element of this is the availability and design of public funding support. Where support already exists for games our research identified a lack of coordination amongst agencies, coupled with low industry awareness of what is available. Consultees believe that reform and consolidation of funding is vital We will look at to unlock the full cultural and commercial benefits offered by the introduction of VGTR. the wider support Support funding - the film model for games as an National and regional bodies, led by the BFI, provide support to the film sector to tackle cultural and economic market failures through a diverse series of important part of programmes. These include: British culture, • BFI Film Fund (£26m) for development, production, distribution and export including the • BFI support for film abroad (£1.5m) role of the BFI, • BFI/Creative England Film Business Support scheme (£2m) to improve growth and sustainability the Arts Council, • BFI Creative Clusters Challenge Fund (£250k) to strengthen Creative England regional hubs • BFI support for production of micro-budget films, and other bodies e.g. Triangle, iFeatures, and Microwave • Creative England’s Innovation and Creative Hubs Ed Vaizey, - supporting regional development Develop:Brighton • Ffilm Cymru development and production funding • Wales Screen Commission and Welsh Government incentives speech 2015 • NI Screen incentives • Creative Scotland’s new £1.75 million Production Growth Fund32 • Screen Yorkshire’s Yorkshire Content Fund - leveraged £30m investment with ERDF funding The success of the UK film sector in attracting inward investment, growing domestic talent, and expanding its global cultural and economic reach, has been accelerated over the last decade by combining an effective tax relief system with this wider array of support functions. Consultees to this research felt that to see the full impact government intends from VGTR, equivalent support functions and funding, appropriate to the games industry should be put in place. It is recommended that the games industry be given access to the same industrial and cultural funds – including National Lottery money – that other creative sectors receive. Funding to improve investor readiness and commercial management, support cultural production, improve access to markets, foster regional hubs, develop talent, grow awareness among investors, and other functions, will unlock the full long-term cultural and commercial potential of the UK games industry. 32 Creative Scotland, “Growing film and TV production in Scotland”, retrieved from website 15 Oct. 2015.
44/ RECOMMENDATIONS THE UK VIDEO GAMES SECTOR /45 a blueprint for growth This support would not only reflect the audience value of the games sector, but European funding also be a foundation for the emergence of new products, innovation and culture. European funding has also played an important support role for the creative Of central importance is ensuring that existing agencies are clearly empowered to industries. In particular, the MEDIA strand of Creative Europe offers funding to support games, invested in doing so, and their efforts coordinated. Government support distribution, audience development, access to new markets, cooperation funding for this should be additional to existing funding for the creative sector. projects, international coproduction, and support for festivals, amongst others. These totalled €27.9 million (£19.7m) in 2014, but have yet to be accessed ACTION: Ensure all relevant public agencies have a clear sufficiently, if at all, by the games industry, and in many cases have clearly not mandate to support games, new talent and new ideas from been designed with the games industry in mind. the sector. Rather than access to these broader funding streams, games companies have been restricted to a single production support fund with a total of €2.5m (£2m) While such support currently exists, in this research it proved impossible to across all member states - just 1.2% of Creative Europe’s total annual budget. determine the exact volume of funding to which games companies in the UK This fund is only open to an outdated notion of ‘narrative’ games – excluding a can have access. This reflects the plethora of small, disparate, and often badly- majority of innovative and culturally valuable European games. tailored funds to which games companies currently, in theory, have access to. This underlines the need for greater coordination as well as better data. Reforming these structures to make them comparable in scale and scope to those offered for other sectors, and more reflective of the true cultural nature The 2014 Nesta Working together of games, would be a major boon for the games sector in the UK and Europe, map found Many agencies are already experimenting with support for games. Arts Council England are opening some cultural funding to games. The British Council underpinning growth. that two thirds provide assistance to the UK’s arts community through a range of projects and programmes, including showcasing the UK’s artists and brands, building ACTION: The UK should work with the European Commission to help Creative Europe recognise games’ cultural role, and of UK games opportunities for collaboration and exchange, and supporting artists to visit other reform an outdated approaches to funding. companies are countries for research or development. They are actively looking into how this can be extended into the games sector. Getting the data right not captured An effective strategy will bring this existing work together and coordinate it to An accurate understanding of the current size and status of the industry is by official amplify its effects, ensuring also that application processes are streamlined. This will help identify where further interventions can have most impact, targeted needed, so that progress against this report’s proposals can be benchmarked. It is particularly crucial that the government’s own estimates are dependable as SIC codes.33 to avoid duplication of effort. This would also significantly improve industry awareness and understanding of what is available. they will be the basis on which policy decisions are made. This was demonstrated in Scotland, where a 2012 report valued the sector at zero, despite the presence By providing such support the full impact of VGTR can be unlocked, offering start- of a key cluster in Dundee.34 ups in particular opportunities to grow, learn and connect with wider networks, The official statistics do not properly represent the games industry. and emerging talent can be encouraged to stay in the UK. Initially, this model In particular, there is a weakness in the Standard Industrial Classification (SIC) should be adopted through the opening-up of existing funding providers, though code system. There are two codes representing the core of the games industry: the impact and efficiencies of a games-specific Lottery and public funder should one for games publishing and one for games development. The latter however is be investigated. a sub-code, included within a general ‘computer programming activities’ code.35 ACTION: Bring existing agencies together to identify This makes it impossible to accurately measure the whole size of the industry, additional investment for games sector over the period of particularly with so many new companies forming in the tech sector. As a result, DCMS’ annual economic estimates do not directly address the games industry. the next spending review. Explore case for a games-specific The two games SIC codes are included as part of the “IT, software and computer funding settlement. services” sub-sector, and games are only discussed directly in a separate annex. 33 Nesta, 2014. 34 DC Research, Economic Contribution Study, June 2012. 35 This report presents the latest information available, including primary research from Olsberg•SPI.
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