BooGAmes - Boosting Europeans Games Industry

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Boosting European Games Industry View Conference, Turin,16th Oct 2014 Eleonora Pantò, CSP

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Presentation at View Conference 2014 - Boogames results REgional policy for supporting videogames industry

Transcript of BooGAmes - Boosting Europeans Games Industry

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Boosting European Games Industry View Conference, Turin,16th Oct 2014 Eleonora Pantò, CSP

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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

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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.

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Partnership 10 European

Regions

14 Partners

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Activities of the project

• Regional Analysis

• Study Visits

• Thematic Workshops

• International Conference

• Good Practices Guide

• Pilot projects

• Implementation plan

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What Have we Been Up To?

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Ontario 2012: Stimulating Growth in Ontario’s Digital Game Industry – August 2008

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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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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

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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

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Regional Innovation Score Board (2012)

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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

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Study visits & Seminars

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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

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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

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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.

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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.

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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

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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.

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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

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WHAT’S NEXT?

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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

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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

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Applied Games for Smart City?

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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. -

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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

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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.

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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.

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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.

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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

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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!