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Egdf digital games kaleva


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Jari-Pekka Kaleva presented DIGITAL GAMES: drivers of business and innovation (FInES Cluster Meeting, March 2012)

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Egdf digital games kaleva

  1. 1. DIGITAL GAMES drivers of business and innovationFuture Internet Enterprise Systems (FInES) Cluster Meeting Brussels, 15.3.2012 Jari-Pekka Kaleva, project manager / policy analyst, EGDF |
  2. 2. THROUGH more than in that employ overEGDF 17000YOU CAN 600 12 game studios European game industryREACH countries professionals UK, AT, DE, FR, DK, FI, NO, BE, NL, LU, ES, IT PolicyEGDF IS A development Dissemination ElaborationTRADE- participates proc- disseminates elaborates gameASSOCIATION esses developing the best developers’ policy recommen- practices, new mutual positions(SME) THAT dations that sup- standards, r&d, (technology,FOCUSES ON port game devel- new tools etc. content) opers Jari-Pekka Kaleva Project manager / Policy analyst /
  3. 3. Digital games are the key forEuropean consumer Internet of the futurespending on games (€m) • Game industry recently experienced digital shift => media distribution went online • New Opportunity for Europe => game markets are not any more controlled by non- European players • Paradigms of digital growth are significantly different than in the market space of non- virtual goods => Games link networks and users • concept of leverage is a myth => Small, content driven tech companies can provide relevant solutions and can grow very quickly • But still game development is risky, only 5% of the games are profitable and highly Source: © IHS Screen Digest, 2011 supported in other world regions Jari-Pekka Kaleva Project manager / Policy analyst /
  4. 4. Its possible: Size of leading online gamesstudios in Europe Bigpoint Gameforge Ankama Jagex Sulake (DE) (DE) (FR) (GB) (FI)Founded 2001 2003 2001 2001 2000Employees about about 450 about 460 about about 700 375 270Turnover € 140 Over 100 40 million 40 million 56,2 million million (2010) (2010) million (2010) (2009) (2010)Registered 194 200 million 30 million 170 210users million million million Source: ICO Partners 2011 Jari-Pekka Kaleva Project manager / Policy analyst /
  5. 5. Digital games are – an economic driver The video games market is the most dynamic entertainment market with a huge growth potential and a natural ability to overcome cultural and linguistic barriers – a cultural driver Video games are played by young and old, male and female alike, and are now recognized as cultural – an innovation driver Video games engender new business models, create innovative content and germinate unique services that are driving groundbreaking technological discoveries leading the way for many other sectorsJari-Pekka KalevaProject manager / Policy /
  6. 6. Digital games are drivers of – technological innovation Computer hardware (e.g. microchips), network technology, artificial intelligence, augmented reality etc. – content and service innovation New story telling methods, new co- creation methods, machine translation etc. – business innovation New business models (e.g. “free-to play”), virtual currencies, digital payment methods, crowd funding and crowd investment. => Games have a strong spill-over effect on hardware, networks, the business-models and interface of digital services (gamificatition)Jari-Pekka KalevaProject manager / Policy /
  7. 7. viral innovation modelJari-Pekka KalevaProject manager / Policy /
  8. 8. Minecraft - 23 200 000 downloads - 5 100 000 paid downloads - more than 30 000 000€ revenue since 2009Jari-Pekka KalevaProject manager / Policy /
  9. 9. Iron Sky - 1 200 000€ crowd funding/invesment - 6 300 000€ traditional fundingJari-Pekka KalevaProject manager / Policy /
  10. 10. • So we need to support Consumer spending on – viral innovation by entertainment media (€m) • tools for user and/or procedural created content as well as for user-developer communciaton (e.g. CNG project) • Middleware standards • Automated tools for creating content (Procedural content  creation) – access to digital markets by • Internet technologies for game promotion like data mining, reference and web publicity technologies • Content driven approaches to network technology • Compilers for making multiplatform gamesSource: • Multiplatform delivery© IHS Screen Digest, 2011 Jari-Pekka Kaleva Project manager / Policy analyst /
  11. 11. • And we need focus our efforts to face technical challenges: Networked distribution technologies Internet of things Artificial Intelligence Service robotics High‐Performance Computing Scalability Mobile personal computers Digital cinema technologies Trust, privacy, integrity, security, identification, accountability, IP, copyright etcetera => All these will have an effect on business models! Jari-Pekka Kaleva Project manager / Policy analyst /
  12. 12. • political support is essential – Support systems need to – Regulation needs to be flexible updated for the digital era • Europe must not unintentionally • real innovations have to be give advantage to competing identified behind the formal quality digital economies by over- or of applications, funding structures under-regulating its own markets have to be simplified; • Net-neutrality is essential for • Games as a specific ‘model’ digital service markets category; • No forced standards for payment • Support for many small projects systems, the field must be kept instead of few big ones; a open for innovation threshold, for example, by placing the maximum EU contribution per project to about five million Euro; • a SME-quota, at least 50% of the funding has to go to SMEs; • No strings like specific test-beds (PPP), algorithms or libraries Jari-Pekka Kaleva Project manager / Policy analyst /
  13. 13. THANK YOUFor any further questions please do not hesitate to  sent an email to jari‐