Jarrett. J. (2014) ‘The DotA Paradox: A Critical Insight into Playful Online Innovation’, paper presented at 'Creating Cultures: Postgraduate Conference in Culture, Media, and the Creative Industries', 12th June, 2014, King’s College London.
More info can be found here: https://www.academia.edu/12323811/The_DotA_Paradox_A_Critical_Insight_into_Playful_Online_Innovation
Related full paper: https://www.academia.edu/27380084/Critically_Approaching_the_Playful_and_Participatory_Genealogy_of_MOBAs
The #1 Skill for Game Designers and How to Practice ItRoberto Dillon
The presentation I gave at the Korea Games Conference 2014, discussing the importance of having a proper communication methodology in game design (specifically the AGE and 6-11 Framework, which are also integrated in the One Page GDD format proposed by Stone Librande).
Jarrett. J. (2014) ‘The DotA Paradox: A Critical Insight into Playful Online Innovation’, paper presented at 'Creating Cultures: Postgraduate Conference in Culture, Media, and the Creative Industries', 12th June, 2014, King’s College London.
More info can be found here: https://www.academia.edu/12323811/The_DotA_Paradox_A_Critical_Insight_into_Playful_Online_Innovation
Related full paper: https://www.academia.edu/27380084/Critically_Approaching_the_Playful_and_Participatory_Genealogy_of_MOBAs
The #1 Skill for Game Designers and How to Practice ItRoberto Dillon
The presentation I gave at the Korea Games Conference 2014, discussing the importance of having a proper communication methodology in game design (specifically the AGE and 6-11 Framework, which are also integrated in the One Page GDD format proposed by Stone Librande).
Presentation of a hypothetical/ possible intercultural PR campaign for Sony's Playstation branch. This includes a brief history, a look at their demographics, and how one can use the mass interest in video games to be a better corporate citizen (Corporate social responsibility). This was prepared for Dr. Byrum's Public Relations practice course at Bloomsburg University.
In September 2007 I gave this presentation at CoFesta, a Japanese conference associated with Tokyo Game Show. It's fascinating to see how things have progressed since then!
Full day Board Game Jam workshop run for the postgraduate Design Informatics students at the Edinburgh College of Art.
Games from the day can be viewed at: http://open.ed.ac.uk/board-game-jam-design-informatics/
During the workshop students were introduced to the differences between copyright and licensing, how to identify licensed material that is free for re-use, where to find these materials, and how to licence their own work. They were then guided through all the steps to create their own board game. Including prototyping, play-testing, and adding variety and fun by employing different game mechanics. The play testing provides feedback and an opportunity for students to consider the mechanics and design of their games.
In this workshop groups were provided with packs of postcard images from the University of Edinburgh Image Collections with information on the image’s source and licence. Students then had to select which images in their pack were suitable for their needs and used the images to inspire the setting and theme of their game.
Information on how to run your own Board Game Jam can be found at:http://open.ed.ac.uk/run-your-own-board-game-jam/
Massively Multiplayer Online Role- Playing Games (MMPORPG):A Look into Worl...Danica Christidis
Assignment 3: Web Play, Online Games & Gamification 302
Ever wanted to find out more about massively multiplayer online role playing games? Say no more, everything you need to know is right here!
Presentation of a hypothetical/ possible intercultural PR campaign for Sony's Playstation branch. This includes a brief history, a look at their demographics, and how one can use the mass interest in video games to be a better corporate citizen (Corporate social responsibility). This was prepared for Dr. Byrum's Public Relations practice course at Bloomsburg University.
In September 2007 I gave this presentation at CoFesta, a Japanese conference associated with Tokyo Game Show. It's fascinating to see how things have progressed since then!
Full day Board Game Jam workshop run for the postgraduate Design Informatics students at the Edinburgh College of Art.
Games from the day can be viewed at: http://open.ed.ac.uk/board-game-jam-design-informatics/
During the workshop students were introduced to the differences between copyright and licensing, how to identify licensed material that is free for re-use, where to find these materials, and how to licence their own work. They were then guided through all the steps to create their own board game. Including prototyping, play-testing, and adding variety and fun by employing different game mechanics. The play testing provides feedback and an opportunity for students to consider the mechanics and design of their games.
In this workshop groups were provided with packs of postcard images from the University of Edinburgh Image Collections with information on the image’s source and licence. Students then had to select which images in their pack were suitable for their needs and used the images to inspire the setting and theme of their game.
Information on how to run your own Board Game Jam can be found at:http://open.ed.ac.uk/run-your-own-board-game-jam/
Massively Multiplayer Online Role- Playing Games (MMPORPG):A Look into Worl...Danica Christidis
Assignment 3: Web Play, Online Games & Gamification 302
Ever wanted to find out more about massively multiplayer online role playing games? Say no more, everything you need to know is right here!
Narrative skill of game content developmentDurgesh Pandey
Topic covered:
Why Put Stories in Games?
degree of realism and emotional richness
intreactive stories
role of narrative in-game
eight-point arc
difference between a linear and non-linear story.
fold backstories and branching stories.
emergent narrative
focalization
granularity
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
_7 OTT App Builders to Support the Development of Your Video Applications_.pdfMega P
Due to their ability to produce engaging content more quickly, over-the-top (OTT) app builders have made the process of creating video applications more accessible. The invitation to explore these platforms emphasizes how over-the-top (OTT) applications hold the potential to transform digital entertainment.
Barbie Movie Review - The Astras.pdffffftheastras43
Barbie Movie Review has gotten brilliant surveys for its fun and creative story. Coordinated by Greta Gerwig, it stars Margot Robbie as Barbie and Ryan Gosling as Insight. Critics adore its perky humor, dynamic visuals, and intelligent take on the notorious doll's world. It's lauded for being engaging for both kids and grown-ups. The Astras profoundly prescribes observing the Barbie Review for a delightful and colorful cinematic involvement.https://theastras.com/hca-member-gradebooks/hca-gradebook-barbie/
Orpah Winfrey Dwayne Johnson: Titans of Influence and Inspirationgreendigital
Introduction
In the realm of entertainment, few names resonate as Orpah Winfrey Dwayne Johnson. Both figures have carved unique paths in the industry. achieving unparalleled success and becoming iconic symbols of perseverance, resilience, and inspiration. This article delves into the lives, careers. and enduring legacies of Orpah Winfrey Dwayne Johnson. exploring how their journeys intersect and what we can learn from their remarkable stories.
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
Orpah Winfrey: The Queen of All Media
Winfrey's career breakthrough came in 1986 when she launched "The Oprah Winfrey Show." The show became a cultural phenomenon. drawing millions of viewers daily and earning many awards. Winfrey's empathetic and candid interviewing style resonated with audiences. helping her tackle diverse and often challenging topics.
Beyond her talk show, Winfrey expanded her empire to include the creation of Harpo Productions. a multimedia production company. She also launched "O, The Oprah Magazine" and OWN: Oprah Winfrey Network, further solidifying her status as a media mogul.
Dwayne Johnson: From The Ring to The Big Screen
Dwayne Johnson's wrestling career took off in the late 1990s. when he became one of the most charismatic and popular figures in WWE. His larger-than-life persona and catchphrases endeared him to fans. making him a household name. But, Johnson had ambitions beyond the wrestling ring.
In the early 20
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Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
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Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
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Today's fast-paced environment worries companies of all sizes about efficiency and security. Businesses are constantly looking for new and better solutions to solve their problems, whether it's data security or facility access. RFID for access control technologies have revolutionized this.
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Get an intimate look at Dinah Mattingly’s life alongside NBA icon Larry Bird. From their humble beginnings to their life today, discover the love and partnership that have defined their relationship.
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
2. Integrated Marketing Campaign
• Advertising and sponsorship
• Print/traditional marketing
• Exhibitions and events
• Research
• Digital marketing
• Public relations (PR)
3. Ways in which games are promoted and marketed
• Posters/billboards/point of sales advertising/standees
• Cover art (game boxes)
• Trailers (TV, cinema, online (YouTube, website, Amazon etc)
• Print (magazine coverage, newspaper reviews, press releases)
• Radio advertising and promotional interviews
• Television – promotional interviews
• Word of mouth
• Game website
• Producer’s website
• Demos/downloads – whether free or paid for
• Viral video adverts
• Blogs/forums/social media – viral marketing
• Direct marketing – leaflets/emails etc.
• Celebrity endorsement
• In Game Advertising
4. Pre-Order
• Increasingly important
• An imperative to entice people to buy
• Often with exclusive content and discounts as an
incentive
• Used to predict demand – pre-order charts, such
as Amazon, can create anticipation for the game
• Can cut out the disappointment of not being able
to obtain a game on the official release day if it
sells out quickly.
5. Successful Marketing Campaigns
• Mass Effect 3 (2012) – six copies of the game were
attached to weather balloons fitted with a GPS tracker
launched from locations across Europe and the USA.
Eager fans could track their progress through the ME3
website to encourage a free-for-all – first person who
found one of the balloons received a copy of the game
before its release.
• Halo 3 (2007) a ‘Believe’ campaign ran before and
during the game’s release – promotional videos that
adopted the tag, ‘Believe’, to create hype – cost $10
million. Halo beta code was included with the release
of Crackdown – surge in sales for Crackdown. Halo 3
made $170 million in the US on its first day of release.
6. Types of Gaming
• Social Network Gaming – online games played through
social network sites e.g. Mafia Wars, Farmville
• Console Gaming – played using a gaming unit like Xbox
360 or Wii etc.
• Android Gaming – played using mobile devices
downloaded as apps e.g. Angry Birds
• Online Gaming – played using the interne – encorages
online gaming communities – Massively Multiplayer
Online Role-Playing Games and Massively Multiplayer
Online Social Games – like World of Warcraft
7. The Pitch for your promotional campaign
• Organize your pitch. Start with a short summary of the movie, then expand
a little at a time if the producer wants to hear more.
• State the genre of the movie, so the producer can correctly interpret your
pitch.
• The first few seconds of your pitch should be centred on your log line -
your 1 or 2 sentence description of your movie. Begin with a rhetorical
question, then give the log line. For example, you might ask, "How might
your life change when you win the lottery? This is the story of a man who
won millions but lost everything he loved.“
• Follow with an explanation of what you intend to do to market the game.
• How does your trailer appeal to your target audience? Narrative/character
appeal?
• How do you refer to the brief you were given to imply that participating
will keep you healthy/fit or improve your mental skills?
• What is the game’s Unique Selling Point (USP)? Anything else that will help
it sell?
• There may be an opportunity here to set out a time scale – remember
you’ve got from the middle of June, when the competition ends, to the
middle of November, when the game is released – not long!
8. Demo Promotion
• Free demonstration of an upcoming or
recently released game.
• Playable BUT some features will be disabled or
it might allow the player to complete only the
first mission.
• Closed Beta Trials – ‘experts’ invited to play the
games – their recommendations/comments
are leaked to tease the target audience
• Followed by Open Beta Trials
9. Regulatory Bodies
• ASA: Advertising Standards Authority – the UK’s
independent regulator of advertising across ALL
media sectors
• PEGI: Pan European Game Information – provides
an age rating of games based on their content.
Similar to BBFC Film Classifications – suggests a
suitable age for games (3,7,12,16 and 18) based
on the content of the game. E.g. Pegi 18 may
contain violence unsuitable for under eighteens.
• Remember your target audience consists of
families.
10. Pleasures and Audience Engagement
• Action games/shooters/adventure etc – narrative
pleasures and a sense of reward for mastering
necessary techniques to achieve your goal.
• May also be excitement of the battle and sense of
achievement at becoming more skilful, especially
as the level of challenge increases as the player
moves through the game – which can bring
reward and empowerment
• Sense of pleasure moving through the narrative
and for character development.
11. Pleasures and Audience Engagement
• Open world games like GTA – range of different goals and
tasks – and gratifications – freedom to make choices and
progress – player’s success is down to decisions rather than
pre-defined narrative.
• Aspirational – possible to create an idealised (within that
virtual world) living environment.
• Ideological pleasures – especially role playing games that
create identification between player and character and
satisfaction as character’s abilities improve; narrative and
ideological pleasures are present as players need to make
choices based on game’s internal morality.
• Strategy games – players take turns to meet certain
objectives – satisfaction as the objectives are completed
and rewards gained.
12. Pleasures and Audience Engagement
• Cerebral pleasures (Tetris) – as player completes
‘puzzles’ – the difficulty of which increases.
• Exergames (like Just Dance 4) – competition and
physical exertion – and a sense of achievement.
• Sports (Fifa) – sense of achievement as players master
the games being played.
• Massively Multiplayer Online Role Playing Games, like
World of Warcraft – allow players to interact with a
community; sense of achievement and satisfaction
when rewarded – sometimes rewards can be within
and outside the game’s world and can be sold to other
players.
13. • Appeal of Video Games
• Immersive nature of some gaming narratives –
audiences not passive, but active participants and
can interact not only with the game’s characters
and its narrative but with other gamers.
• Games can create a world free from consequence
where violent and immoral actions are rewarded -
gamers flee the stresses of modern life for the
hyper-reality of the game world – first person
shooter games…
• Many games offer simple choices – but those with
complex narratives that offer choices that can
drastically affect the world the game is set in as well
as the narrative e.g
14. Types of Audience
• Casual Audiences – do not experience the product as a special
event.
• Devoted/Dedicated Audience – makes a specific choice to access a
media product and will return to it several times. They will identify
themselves with some media products over others and will enjoy
the experience. They are likely to play MMOFPS as a single player.
• Avid/Loyal Audience – will want to involve themselves in a media
product beyond a simple (often passive) engagement – the chosen
product becomes part of a person’s life. They are likely to subscribe
to an online game to access more rewards and they may well take
part in the social networking aspects of the game. They will also
want to buy associated merchandise.
• Niche Audience – a small audience with a specific interest.
• Core/Primary audience – main audience for the text
• Mainstream – conventional audience – the most amount of people
• Demographic – measurement of the audience in terms of
gender/age/income etc.
15. Uses and Gratifications Theory
• This theory states that audiences are attracted to media texts
that are USEFUL or which provide them with some
GRATIFICATION (pleasure)
• Blumler and Katz (1979) theorised that these uses and
gratifications fell into four categories:
– Diversion – something to pass the time
– Personal Relationships – something which allows you to
make more productive friendships, for example by giving
you something to talk to your friends about
– Personal Identity – something which allows you to define
who you are
– Surveillance – something which allows you to find out
about the world around you
16. Uses and Gratifications Theory
• David Morley (1991) argued that there were five
types of uses and gratifications:
– Cognitive (learning – the text helps you find out
something)
– Affective (the text affects you and provides emotional
satisfaction)
– Tension Release (the text allows you to relax or let off
steam)
– Personal Integrative (the text helps you to define your
own personal identity)
– Social Integrative (the text helps you with social
interactions e.g. by providing a topic of conversation or
way or interacting with others)
17. Richard Dyer’s Utopian Solutions
Real World Problem
• Exhaustion
• Dreariness
• Boredom
• Fragmentation/Loneliness
• Scarcity/poverty
Entertainment World Utopian
Solution
• Energy
• Intensity
• Excitement
• Community/companion
ship
• Abundance/wealth
“Utopia” is an imaginary ideal world
Richard Dyer argues that “entertainment offers the image of
‘something better’ to set against the realities of day-to-day
existence.”
This is the idea of “escapism”
Inside the world of a video game your existence can be “better”
than in the reality of day-to-day existence
18. The idea of aspiration
• Aspiration is the idea of wanting something
better than what you have
• Advertising, marketing and promotional
material will often present an idealised
representation of the world – a Utopian
Solution – as audiences will aspire to that
lifestyle and its trappings
19. • Desensitisation Theory – long-term exposure
to certain media messages eventually makes
the audience susceptible to the product’s
message.
• Two-Step Flow Theory – suggests there are
opinion leaders (like gaming magazines such
as PlayGamer or PlayStation or PCGamer or
gaming magazine apps like Atomix, the first
exclusive gaming magazine for iPad) that can
influence people’s opinions and attitudes –
think also of ‘celebrities’ who endorse games
20. • Concern – especially first person shooter games
– immerse the gamer in the experience to the
extent they can be influenced by the ideology of
the game – for instance in games like Battlefield
3 where the enemies are Iranian terrorists, the
PLR– could both play on and encourage racial
prejudice and a simplistic view of world events
amongst the gamers.
• Fear of media measures being injected into an
audience to persuade them to act a certain way
derives from The Hypodermic Syringe Theory.
This runs counter to the Uses and Gratifications
Theory that suggests audiences are active
consumers of media products and pick and
choose the gratifications they get from them.
21. Games are about social interaction
• 72% of players have played with others
• 81% have played with others in person
• 54% of social network players have played
with others over a network
• 41% of browser games are played with
strangers
23. Audience
• The average gamer is 30 years old and has been playing for
more than 12 years.
• 82% of gamers are 16 or over
• 42% of gamers are women.
• Women over the age of 18 are one of the industry’s fastest
growing demographics
• Adult women represent a greater portion of the gaming
audience (37%) than boys aged 17 or younger (13%)
• 29% of gamers are over 50, an increase from 9% in 1999
• 65% of gamers play games with other gamers in person
• 55% play games on their phone or a handheld device
• There is now a well-defined gay demographic group of
gamers – ‘gaymers’
• 91% of children aged 2-17 are gamers.
24. Why the games industry is important
• Immensely profitable for the economy
• Sales of entertainment software are greater than the
DVD/Blu-Ray market AND Cinema box office spending.
• The UK video market is one of the largest in the world
( along with Japan, China, The USA, South Korea and
Canada).
• 2010 US report showed the annual growth rate of the
computer game industry was around 16.7% compared
to 2.8% for the US economy as a whole.
• In 2010, Call of Duty: Black Ops took over $650 million
in the first five days of its release, setting a five day
global record for any film, book or game.
• In 2014, the global video game market is expected to
be valued at $86.7 billion
25. Why the games industry is important
• In 2011, the UK games market reached £1.92 billion, with
DVD/Blu-Ray on £1.8 bn and music on £1.06 bn.
• The computer games workforce is distributed evenly across
the UK – the rest of the creative/media sector tends to be
based around London.
• Over 7000 people are directly employed in the UK gaming
industry
• The UK sector generated £2bn in global sales
• One of the most popular games, Grand Theft Auto, was
created by a British studio, DMA Design Ltd, based in
Edinburgh. Since 1999, the comonay has been part of
Rockstar Games, owned by Take-Two Interactive, an
American multinational publisher.