THE UK VIDEO GAMES SECTOR - a blueprint for growth - Ukie

 
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THE UK VIDEO GAMES SECTOR - a blueprint for growth - Ukie
THE UK
VIDEO GAMES
SECTOR
a blueprint
for growth
THE UK VIDEO GAMES SECTOR - a blueprint for growth - Ukie
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
THE UK VIDEO GAMES SECTOR - a blueprint for growth - Ukie
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.
THE UK VIDEO GAMES SECTOR - a blueprint for growth - Ukie
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.
THE UK VIDEO GAMES SECTOR - a blueprint for growth - Ukie
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.
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                                                                                                                                                  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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