boogames - boosting europeans games industry
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Presentation at View Conference 2014 - Boogames results REgional policy for supporting videogames industryTRANSCRIPT
Boosting European Games Industry View Conference, Turin,16th Oct 2014 Eleonora Pantò, CSP
Profile Research & Non-profit organisation Experimental ICT R&D Profits reinvested in research No preferential access for share holders
Shareholders: Regione Piemonte; CSI; Comune di Torino; Politecnico Torino; Università degli studi Torino; Unione Industriale IREN Energia; Sisvel
Technology transfer to the market Advisory commitee since 2011 21 project in collaboration with over 100 local companies in the last 3 years 14 co funded EU project wiht over 80 partners in 5 years 4 active Joint Labs with local companies
People 46 structured employees and 15 young researchers Since 2000 538 people worked in CSP as employees, collaborators, researchers, grants holders
CSP in a nutshell
BOOSTING EUROPEAN GAMES INDUSTRY
Jan 2012 – Dec 2014, INTERREG IV C
The digital games industry is an emerging market that could represent a new source of growth for the European economy. Many regions do not yet have policies or funding schemas to support this sector.
BOOGames aims to support public regional development authorities in understanding the importance of the games industry for the European economy.
Partnership 10 European
Regions
14 Partners
Activities of the project
• Regional Analysis
• Study Visits
• Thematic Workshops
• International Conference
• Good Practices Guide
• Pilot projects
• Implementation plan
What Have we Been Up To?
Ontario 2012: Stimulating Growth in Ontario’s Digital Game Industry – August 2008
18
have played a role in driving the industry forward. The original technology centres
where the industry was incubated have matured into leading industry players; at the same
time, later entrants to the industry have fought to carve out their own market niches.
The current industry landscape can currently be characterized into three distinct regional
“types” that have attained common levels of maturity and size.
Exhibit 5 – I llustrative Digital Game Industry Landscape
Regional hubs are typically regions that have been active in the game industry for
over 15 years. Frequently, their entry into digital games was triggered through
proximity to a major technological innovator (i.e. Nintendo in Japan, Microsoft in
Washington State). In addition to longevity, digital game hubs have achieved a
significant critical mass, usually hosting at least 3,000 game development jobs.
Regional contenders are later entrants to the digital game industry who have
developed the appropriate scale and/or competitive advantage to position themselves
on the international scene. Their path to success has typically been through the
pursuit of a specific niche. To be considered a “contender,” companies must have
successfully carved out a substantial share of the global market.
Regional new entrants have been attracted only recently to the digital game industry
based on its size and potential for growth. Nonetheless, they have taken active steps
to carve out a piece of the market for themselves. Despite natural advantages in some
cases (i.e. low cost labour in India and China), most are still working to achieve
critical mass and global relevance.
For the most part, digital game regions have developed independently of one another,
with each region seeking its own competitive advantages. However, commonalities can
be observed in their different growth strategies. The existence of domestic demand for
digital game products (or lack thereof), the capability to produce content efficiently, and
the existence of strong industry or government leadership all contribute to the different
growth trajectories of different regions.
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AUSTRALIA
CALIFORNIA
FRANCE
Hubs
New entrants
UK
TEXAS
Contenders
B.C.JAPANQUEBEC
KOREA
CHINA
EASTERN EUROPE FLORIDA
WASHINGTON STATE
MASS.
INDIA
SCANDINAVIA
Industry Maturity
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lop
me
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Jo
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AUSTRALIA
CALIFORNIA
FRANCE
Hubs
New entrants
UK
TEXAS
Contenders
B.C.JAPANJAPANQUEBEC
KOREA
CHINA
EASTERN EUROPE FLORIDA
WASHINGTON STATE
MASS.
INDIA
SCANDINAVIA
Industry Maturity
The Game Industry Landscape
Regional Analysis
«The analysis constitued the basis for the cooperation, exchange, and mutual learning activities in the subsequent tasks foreseen in the project. » What did we want to find out? State of the Games sectors in each region (stats, etc.) Support Instruments Available Contextual Impact on Developmental Cycles (Innovation Scoreboard) Perceived Needs and Strength of the Game Industries
Regional Innovation Score Board (2012)
West Midlands
Baden Wutterberg
Iles de France
Asturias Umbria Piedmont Utrecht Malta Sofia Salburg
Association
Companies 22 35 264 24 0 3 35 66 15 18
Facilities
Incubator
Games Courses
Research
Network
Reg. Activities
National Activities
Subsidies
Tax exemption
Market
Games regional inventory
Study visits & Seminars
Good Pratice Guide
The GPG is the output of a validation process that took into account the results of the regional analysis, the study visits and the thematic seminars. We look for
transferrable practices regarding:
• Policies to promote the video game industry • Promotion of research and development, education and technology transfer • Clusters and incubators • Access to the market • Raise awareness of the financial instruments and funds • Thematic events and awards
Support Areas and Needs of the Gaming
Industry
Mapping of the Top Three Recommendations on to
Support Areas
SOFIA
PIEDMONT POLICY AND
REGULATIONS
NETWORKING, CLUSTERING AND INCUBATION
UMBRIA UTRECHT
ILE-DE-FRANCE
MALTA
SALzBURG BADEN-WURTTEMBERG
ASTURIAS THE WEST MIDLANDS
R&D, EDUCATION AND TECHNOLOGY
TRANSFER
UMBRIA
THE WEST MIDLANDS
AWARENESS AND VISIBILITY
SALZBURG
ILE-DE-FRANCE
UTRECH PIEDMONT
MALTA THE WMIDLANDS
UMBRIA
ASTURIAS SOFIA
ILE-DE-FRANCE SALzBURG
FINANCE AND FUNDING
BUSINESS ENTREPRENEURIAL SUPPORT
ASTURIAS UTRECH
PIEDMONT
MARKET ACCESS
MALTA
Mapping of the Good Practices into Support
Areas
CWLEP TECHNOLOGY STRATEGY
BOARD
CAPITAL GAMES LET’S GAME ASTURIAS
ICT INNOVATION CLUSTER BWCON
SERIOUS GAME INSTITUTE
GEEILAB MEDIACUBE TOUCH DIGITAL
FABERMEETING
GAME-PARIS PRINCE OF ASTURIAS AWARD
VINCI
DIGITAL CONTENT FUNDING CREATIVITYVOUCHER
MALTA DIGITAL GAME FUND
TAX CREDIT MALTA DUTCH GAME
GARDEN TREATABIT
CEEI FINANCIAGAMELAB
SERIOUS GAME STUDIO
GEE -LAB
GEElab Europe is a R&D lab on gaming, the EU
branch of the GEELAB of RMIT (Melbourne
University).
It has been established in Karlsruhe thanks to a
research and development agreement between
the City of Karlsruhe and the RMIT.
TOUCH DIGITAL
TOUCH DIGITAL is a ERDF-funded initiative that provides support to West Midlands SMEs to help them understand and inte grate digital technologies into their business strategy, to stimulate them become more creative, productive and competitive.
CAPITAL GAMES
CAPITAL GAMES is the specialized video game cluster in Ile-de-France Region (Paris Region). It was created by local videogame professionals as a non-profit organization in 2004, with the aim at bringing together companies in the region, by initiating polling measures and by structuring the sector in the longer term. It was certified as a business cluster by the French government in 2011
Dutch Game Garden
The DGG is an incubator for promising talent and
a business centre and meeting point for those
who are interested in getting to know more about
Utrecht’s gaming industry.
It is located in the centre of Utrecht and is
comprised of start-ups and other businesses. It
aims to accelerate the growth of the Dutch games
industry by providing wide-ranging support and
facilities for students, starting game developers,
start-ups and established game companies.
Lessons Learned
The collected cases highlighted areas and issues that are useful to accelerate the video game industry: Policy: UK, France and Malta have implemented specific support policies for the digital and the computer game industry. The creation of Cluster, business incubators and accelerators seems to be crucial to support the video game industry Tools and Dedicated Financial Funds as voucher or sector tax benefits are used in many regions Events and Awards are always a great driving force for the industry, as well as an opportunity to network
WHAT’S NEXT?
How to strenghten videogames industry
This sector, which did not exist at the beginning of the project began to take shape in our region. Many companies dealing with digital creativity in Piedmont are opening up this sector. The social game and mobile sectors are very promising and expanding, while big company model is declining Gamification is becoming a buzzword in many sectors, from corporate marketing to health It’s important to create a culture and general perception of videogames that are not just entertainment
Recommendations
CSP , in agreement of the Piedmont Region, is going to write an implementation plan that is meant to increase awareness of the economic potential of the video game in our Region.
Some possibly actions: •Explicitly citation of the videogame industry in all possible programs and regional plans, i.e. for the Innovation Cluster which also refers to the creative industries sector now •Try to connect all the different videogame courses also if they refers to different university courses •Devote special attention to the game and mention it explicitly in the programs of pre-incubation as Treatabit •Make explicit reference in the video game industry in funding calls, when possible
Applied Games for Smart City?
MOBILITY
The Future Car: A Networked Interaction Vehicle on the Move
At RMIT University's GEElab, we are researching how game design thinking can positively affect and alter architecture & urbanism, mobility, popular media, storytelling, engagement, other sciences as well as society itself. -
TAKOMAT
ENERGY
takomat developed the online energy game “E2010 – Power to Energetika” for Science Year 2010, “The future of energy”, the initiative of the German Federal Ministry of Education and Research. You can play the simulation game at www.energiespiel.de (Highscore/Statistics). .
E2010 – POWER TO ENERGETIKA
Smart Experience Actuator Project (SEA).
LIFE & HEALTH: Cultural Heritage
Beestenbende (Animal Mayhem) is a game for families visiting the cabinet of curiosities at University Museum Utrecht. Players are invited to look at the objects on display through the eyes of scientists. In the game, a number of animals in the cabinet are confused about the animal group they belong to.
DJ FIERO
LIFE & HEALTH
DJFiero is an applied game for kids who need to medically rehabilitate by doing physical exercises. The idea of this game is to make it easier and increase the fun of the exercises for these kids. The kid assumes the role of a DJ who entertains the audience by adding visually cool elements to the disco.
Los Boogies
LIFE & HEALTH
The educative games they have for children based in these characters of monsters called Boogies, are being also adapted to be used by blind children through recognition voice and holophonic technology, 3D sound.
Lazus
LIFE & HEALTH
Lazzus, an application for Google Glass and mobile devices, accessible and designed for blind users or for those with high visual disabilites, allowing them to orient, locate, and know what they have around easily.
https://www.youtube.com/watch?v=m0saugAMu50
Eleonora Pantò [email protected] CSP innovazione nelle ICT s.c. a r.l. Headquarters: Via Alassio 11/c 10126 Torino Joint Labs c/o Business Research Center Politecnico di Torino Via Pier Carlo Boggio 59 10138 Torino Tel +39 011 4815111 Fax +39 011 4815001 E-mail: [email protected]
Thanks!