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For the Board of Investments (BOI)
and Department ofTrade and Industry (DTI)
April 17, 2010
 Why promote the game development sector
 Global market for video games estimated to be
US$58.9Billion in 2009 (call center industry at US$60
Billion in 2009)
▪ Biggest market segment is on PC games at US$11.8Billion in 2009
(20.0% market share)
▪ Biggest growing is online games (52% CAGR compared to 20% for
all games, but only at $4.8 Billion in 2009, or 8.1% market share)
 Philippines is poised for growth (Philippine market share is
less than 0.006% - the Philippines could still get a bigger
share of world revenues!)
▪ At 0.06% market share in 2010 (US$60 Million), game development
industry could contribute to 1 to 2% of GDP growth
 Why promote export trade for the Philippine game
development sector
 90% of revenues currently from foreign market (biggest
contributor to industry growth)
 2009 export revenues of Philippines at US$4.5 Million (about
0.006% market share)
 Un-served global market can be as high as $54 Million in 2009
(or 0.07% market share, more than 10x current size of local
industry)
 Call center industry has achieved 10% share of global market
in less than 10 years while game development industry is only
at 0.006% after 6 years (future growth is certain!)
 Why target the game development sector as a
Priority Sector
 Entertainment sector noted to be inflation resistant
 Growing cross-fertilization between film and games
(Resident Evil game/film franchise, Avatar film and
games) – Games are now an indispensible part of
the bigger entertainment industry which is
dominated by films (films = games = films)
▪ Growing the game development industry will also grow
other creative content industries (animation, graphic arts,
etc.)
 Grants for trade missions (sponsor participation
of companies in expos and conferences, and
sponsor business matching roundtables with
selected publishers and developers)
 After-mission technical support (to prepare
learning points for use in succeeding missions)
 Other government support
 Provide guarantees on export contracts - may require
companies to get ISO/CMM certification on project
management
 Provide incentives to accelerate growth of companies
(tax incentives, non-tax incentives tied to operations)
 Large number of service providers with scaled-up
capacity
 Anino Games, Gameloft, Kuju Manila, Indigo Entertainment,
Modelworks, Digital Octane, Ladyluck Interactive
 Specialized services
 concept design/art (Suspended Animation Media)
 game art (The Studio of Secret 6, Digital Art Chefs)
 motion capture (MoAnima, AnimationVertigo Asia)
 testing (CheQ Systems)
 educational games (Techfactors)
 virtual world (SunGame)
 online games (Vitas Development)
 mobile apps (Glyph Studios)
 To better understand the value/supply chain for
game development
Source of ideas -> concept -> programming/art/music ->
testing -> publishing -> distribution -> retailing
Publishers looking for independent developers (that
own IP for acquisition, or IP is licensed by publisher –
IP is usually owned by publisher or its affiliate)
Developers looking for outsourced services (including
end-to-end development, concept design,
programming/art/music, testing, marketing support)
 To better understand the dynamics of the
industry
 How publishers choose independent developers
(including measures of success, funding methods,
payback figures on investments)
 How developers choose outsourced service providers
(including measures of success, funding methods,
payback figures on investments)
 How contracts are generated (cycle process and cycle
time)
 How projects are financed (fund sources, payback
period, return rates)
 Comprised of 14 companies (industry has at
least 30 players in 1Q 2010)
 Accounts for more than half of industry
revenues (about US$3.5 Million of the US$5
Million for entire industry in 2009)
 Accounts for more than half of workforce in
sector (about 400 of the 640 employees for
entire industry in 2009)
 Actively involved in growing the number of
companies, workforce and manpower supply
 Actively involved in elevating quality of work from
its members and in growing market share and
market reach of its members
 Affiliated with International Game Developers
Association (IGDA, forum of game development
professionals)
 Collaborates with government agencies (DFA,
CITEM, BOI, CHED,TESDA, CICT, NCCA, IPO),
business groups (PCCI, BPAP, ACPI, PSIA, Ayala
Foundation) and academic institutions (AIM, DLSU,
DLS-CSB, APC, Mapua, UP ITTC, Ateneo de Manila,
CIIT, St. Scholastica’s College, Phoenix One)

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Promoting Game Development Trade in the Philippines (2010)

  • 1. For the Board of Investments (BOI) and Department ofTrade and Industry (DTI) April 17, 2010
  • 2.  Why promote the game development sector  Global market for video games estimated to be US$58.9Billion in 2009 (call center industry at US$60 Billion in 2009) ▪ Biggest market segment is on PC games at US$11.8Billion in 2009 (20.0% market share) ▪ Biggest growing is online games (52% CAGR compared to 20% for all games, but only at $4.8 Billion in 2009, or 8.1% market share)  Philippines is poised for growth (Philippine market share is less than 0.006% - the Philippines could still get a bigger share of world revenues!) ▪ At 0.06% market share in 2010 (US$60 Million), game development industry could contribute to 1 to 2% of GDP growth
  • 3.  Why promote export trade for the Philippine game development sector  90% of revenues currently from foreign market (biggest contributor to industry growth)  2009 export revenues of Philippines at US$4.5 Million (about 0.006% market share)  Un-served global market can be as high as $54 Million in 2009 (or 0.07% market share, more than 10x current size of local industry)  Call center industry has achieved 10% share of global market in less than 10 years while game development industry is only at 0.006% after 6 years (future growth is certain!)
  • 4.  Why target the game development sector as a Priority Sector  Entertainment sector noted to be inflation resistant  Growing cross-fertilization between film and games (Resident Evil game/film franchise, Avatar film and games) – Games are now an indispensible part of the bigger entertainment industry which is dominated by films (films = games = films) ▪ Growing the game development industry will also grow other creative content industries (animation, graphic arts, etc.)
  • 5.  Grants for trade missions (sponsor participation of companies in expos and conferences, and sponsor business matching roundtables with selected publishers and developers)  After-mission technical support (to prepare learning points for use in succeeding missions)  Other government support  Provide guarantees on export contracts - may require companies to get ISO/CMM certification on project management  Provide incentives to accelerate growth of companies (tax incentives, non-tax incentives tied to operations)
  • 6.  Large number of service providers with scaled-up capacity  Anino Games, Gameloft, Kuju Manila, Indigo Entertainment, Modelworks, Digital Octane, Ladyluck Interactive  Specialized services  concept design/art (Suspended Animation Media)  game art (The Studio of Secret 6, Digital Art Chefs)  motion capture (MoAnima, AnimationVertigo Asia)  testing (CheQ Systems)  educational games (Techfactors)  virtual world (SunGame)  online games (Vitas Development)  mobile apps (Glyph Studios)
  • 7.  To better understand the value/supply chain for game development Source of ideas -> concept -> programming/art/music -> testing -> publishing -> distribution -> retailing Publishers looking for independent developers (that own IP for acquisition, or IP is licensed by publisher – IP is usually owned by publisher or its affiliate) Developers looking for outsourced services (including end-to-end development, concept design, programming/art/music, testing, marketing support)
  • 8.  To better understand the dynamics of the industry  How publishers choose independent developers (including measures of success, funding methods, payback figures on investments)  How developers choose outsourced service providers (including measures of success, funding methods, payback figures on investments)  How contracts are generated (cycle process and cycle time)  How projects are financed (fund sources, payback period, return rates)
  • 9.  Comprised of 14 companies (industry has at least 30 players in 1Q 2010)  Accounts for more than half of industry revenues (about US$3.5 Million of the US$5 Million for entire industry in 2009)  Accounts for more than half of workforce in sector (about 400 of the 640 employees for entire industry in 2009)  Actively involved in growing the number of companies, workforce and manpower supply
  • 10.  Actively involved in elevating quality of work from its members and in growing market share and market reach of its members  Affiliated with International Game Developers Association (IGDA, forum of game development professionals)  Collaborates with government agencies (DFA, CITEM, BOI, CHED,TESDA, CICT, NCCA, IPO), business groups (PCCI, BPAP, ACPI, PSIA, Ayala Foundation) and academic institutions (AIM, DLSU, DLS-CSB, APC, Mapua, UP ITTC, Ateneo de Manila, CIIT, St. Scholastica’s College, Phoenix One)