• CCP - Global MMO leader with dozens of awards, world
record simultaneous players and growing
• Betware - Vaxtasproti 2008,Clients in Iceland, Denmark,
Sweden, Spain and Canada
• Gogogic Nordic Game Awards nomiat Symbol6
• On the Rocks - Legion of Amon No1 Most Anticipated by
• MindGames was one of the top 10 finalists in the innovit
2009 Gulleggið competition
State of play in the States
Computer and Video Game Industry Tops $22 Billion in 2008 29. Jan 2008 ESA
U.S. computer and video game software sales grew six percent in 2007 to $9.5 billion –
more than tripling industry software sales since 1996. S
Sixty-five percent of American households play computer or video games.
The average game player is 35 years old and has been playing games for 13 years.
The average age of the most frequent game purchaser is 40 years old.
Forty percent of all game players are women. In fact, women over the age of 18
represent a significantly greater portion of the game-playing population (33 percent) than
boys age 17 or younger (18 percent).
In 2008, 26 percent of Americans over the age of 50 played video games, an increase
from nine percent in 1999.
Thirty-six percent of heads of households play games on a wireless device, such as a
cell phone or PDA, up from 20 percent in 2002.
Quebec success story
• Game industry subsidies since Number of Employees
• Professional game education
• More than 500 titles created
• Generic R&D tax credits return
• Montreal subsidises 30-37.5% of
games companies’ salaries for 5
• Income tax holidays for foreign
experts of 75% for 5 years.
Prince Edward Island
• Population: 140.000
• Gaming industry: 100+
• Aiming for 500 in 5 years
• 52.5% tax rebate
• Tax credits processed weekly
• Tekes offers grants for R&D, and industry exports. Tekes
also has demo funding for games.
• Finnvera (national financing company) offers non-games-
specific loan guarantees.
• The Promotion Centre for Audiovisual Culture (AVEK) has a
small demo fund for games.
• POEM (The Northern Film and Media Foundation) offers
non-game-specific funding for game projects.
• National games production tax credit (CIJV) covers 20% of
most production costs on games that pass a cultural test.
• National Video Game Fund (FAJV) funds up to 35% of
• R&D tax credits (CIR) rebate 5% of R&D expenditure
• Paris has the publicly funded £220m venture fund which
currently funds 8 games projects out of a total of 100