Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

BooGAmes - Boosting Europeans Games Industry

874 views

Published on

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

Published in: Economy & Finance
  • Be the first to comment

BooGAmes - Boosting Europeans Games Industry

  1. 1. Boosting European Games Industry View Conference, Turin,16th Oct 2014 Eleonora Pantò, CSP
  2. 2. 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
  3. 3. 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.
  4. 4. Partnership 10 European Regions 14 Partners
  5. 5. Activities of the project •Regional Analysis •Study Visits •Thematic Workshops •International Conference •Good Practices Guide •Pilot projects •Implementation plan
  6. 6. What Have we Been Up To?
  7. 7. 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 # of Development Jobs AUSTRALIA CALIFORNIA FRANCE Hubs New entrants UK TEXAS Contenders B.C. QUEBEC JAPAN KOREA CHINA EASTERN EUROPE FLORIDA WASHINGTON STATE MASS. INDIA SCANDINAVIA Industry Maturity The Game Industry Landscape
  8. 8. 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
  9. 9. Regional Innovation Score Board (2012)
  10. 10. 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
  11. 11. Study visits & Seminars
  12. 12. 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
  13. 13. 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
  14. 14. 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.
  15. 15. 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.
  16. 16. 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
  17. 17. 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.
  18. 18. 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
  19. 19. WHAT’S NEXT?
  20. 20. 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
  21. 21. 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
  22. 22. Applied Games for Smart City?
  23. 23. 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. -
  24. 24. 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
  25. 25. 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.
  26. 26. 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.
  27. 27. 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.
  28. 28. 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
  29. 29. Eleonora Pantò eleonora.panto@csp.it 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: innovazione@csp.it Thanks!

×