DIGITAL GAMES
       drivers of business and innovation

Future Internet Enterprise Systems (FInES) Cluster Meeting
                    Brussels, 15.3.2012
       Jari-Pekka Kaleva, project manager / policy analyst, EGDF
               www.egdf.eu | jari-pekka.kaleva@egdf.eu
THROUGH                    more than                      in          that employ over
EGDF                                                                  17000
YOU CAN
                           600                          12
                        game studios                   European       game industry
REACH                                                  countries       professionals

     UK, AT, DE, FR, DK, FI, NO, BE, NL, LU, ES, IT

                      Policy
EGDF IS A             development                   Dissemination Elaboration
TRADE-                participates proc-            disseminates      elaborates game
ASSOCIATION           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
          www.egdf.eu / jari-pekka.kaleva@egdf.eu
Digital games are the key for
European consumer                              Internet of the future
spending 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
                 www.egdf.eu / jari-pekka.kaleva@egdf.eu
Its possible: Size of leading online games
studios in Europe

             Bigpoint          Gameforge               Ankama       Jagex          Sulake
             (DE)              (DE)                    (FR)         (GB)           (FI)


Founded      2001              2003                    2001         2001           2000

Employees    about             about 450               about 460    about          about
             700                                                    375            270

Turnover €   140               Over 100                40 million   40 million     56,2
             million           million                 (2010)       (2010)         million
             (2010)            (2009)                                              (2010)


Registered   194               200 million             30 million   170            210
users        million                                                million        million

                                                                     Source: ICO Partners 2011



             Jari-Pekka Kaleva
             Project manager / Policy analyst
             www.egdf.eu / jari-pekka.kaleva@egdf.eu
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 sectors
Jari-Pekka Kaleva
Project manager / Policy analyst
www.egdf.eu / jari-pekka.kaleva@egdf.eu
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 Kaleva
Project manager / Policy analyst
www.egdf.eu / jari-pekka.kaleva@egdf.eu
viral
                                          innovation
                                          model

Jari-Pekka Kaleva
Project manager / Policy analyst
www.egdf.eu / jari-pekka.kaleva@egdf.eu
Minecraft
                                          - 23 200 000 downloads
                                          - 5 100 000 paid downloads
                                          - more than 30 000 000€
                                          revenue since 2009




Jari-Pekka Kaleva
Project manager / Policy analyst
www.egdf.eu / jari-pekka.kaleva@egdf.eu
Iron Sky
                                          - 1 200 000€ crowd funding/invesment
                                          - 6 300 000€ traditional funding




Jari-Pekka Kaleva
Project manager / Policy analyst
www.egdf.eu / jari-pekka.kaleva@egdf.eu
• 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 games
Source:                                                       • Multiplatform delivery
© IHS Screen Digest, 2011

                    Jari-Pekka Kaleva
                    Project manager / Policy analyst
                    www.egdf.eu / jari-pekka.kaleva@egdf.eu
• 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
                   www.egdf.eu / jari-pekka.kaleva@egdf.eu
• 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
                 www.egdf.eu / jari-pekka.kaleva@egdf.eu
THANK YOU
For any further questions please do not hesitate to 
   sent an email to jari‐pekka.kaleva@egdf.eu

Egdf digital games kaleva

  • 1.
    DIGITAL GAMES drivers of business and innovation Future Internet Enterprise Systems (FInES) Cluster Meeting Brussels, 15.3.2012 Jari-Pekka Kaleva, project manager / policy analyst, EGDF www.egdf.eu | jari-pekka.kaleva@egdf.eu
  • 2.
    THROUGH more than in that employ over EGDF 17000 YOU CAN 600 12 game studios European game industry REACH countries professionals UK, AT, DE, FR, DK, FI, NO, BE, NL, LU, ES, IT Policy EGDF IS A development Dissemination Elaboration TRADE- participates proc- disseminates elaborates game ASSOCIATION 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 www.egdf.eu / jari-pekka.kaleva@egdf.eu
  • 3.
    Digital games arethe key for European consumer Internet of the future spending 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 www.egdf.eu / jari-pekka.kaleva@egdf.eu
  • 4.
    Its possible: Sizeof leading online games studios in Europe Bigpoint Gameforge Ankama Jagex Sulake (DE) (DE) (FR) (GB) (FI) Founded 2001 2003 2001 2001 2000 Employees about about 450 about 460 about about 700 375 270 Turnover € 140 Over 100 40 million 40 million 56,2 million million (2010) (2010) million (2010) (2009) (2010) Registered 194 200 million 30 million 170 210 users million million million Source: ICO Partners 2011 Jari-Pekka Kaleva Project manager / Policy analyst www.egdf.eu / jari-pekka.kaleva@egdf.eu
  • 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 sectors Jari-Pekka Kaleva Project manager / Policy analyst www.egdf.eu / jari-pekka.kaleva@egdf.eu
  • 6.
    Digital games aredrivers 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 Kaleva Project manager / Policy analyst www.egdf.eu / jari-pekka.kaleva@egdf.eu
  • 7.
    viral innovation model Jari-Pekka Kaleva Project manager / Policy analyst www.egdf.eu / jari-pekka.kaleva@egdf.eu
  • 8.
    Minecraft - 23 200 000 downloads - 5 100 000 paid downloads - more than 30 000 000€ revenue since 2009 Jari-Pekka Kaleva Project manager / Policy analyst www.egdf.eu / jari-pekka.kaleva@egdf.eu
  • 9.
    Iron Sky - 1 200 000€ crowd funding/invesment - 6 300 000€ traditional funding Jari-Pekka Kaleva Project manager / Policy analyst www.egdf.eu / jari-pekka.kaleva@egdf.eu
  • 10.
    • So weneed 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 games Source: • Multiplatform delivery © IHS Screen Digest, 2011 Jari-Pekka Kaleva Project manager / Policy analyst www.egdf.eu / jari-pekka.kaleva@egdf.eu
  • 11.
    • And weneed 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 www.egdf.eu / jari-pekka.kaleva@egdf.eu
  • 12.
    • political supportis 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 www.egdf.eu / jari-pekka.kaleva@egdf.eu
  • 13.
    THANK YOU For any further questions please do not hesitate to  sent an email to jari‐pekka.kaleva@egdf.eu