The document discusses skills gaps in the UK's video games and visual effects industries and makes recommendations to address them. It finds that the education system is not adequately preparing students for these industries and that there is a disconnect between what is taught and what is needed for jobs. Recommendations include bringing computer science into the national curriculum, using games/VFX in STEM lessons, strengthening university course accreditation, and improving career guidance resources. The goal is to transform the UK into a leading talent hub for these industries.
This pamphlet examines the concept of risk in the creative industries in the UK. While the creative industries are seen as globally competitive and holding great potential, there is a perception they are also unpredictable and risky. However, it is possible this risk is overstated. The pamphlet aims to provide a fresh look at risk in the sector through new data and analysis. It defines the creative industries and maps its size and structure. It also presents new analysis comparing the survival rates of creative businesses to other sectors, finding they have similar or higher rates of survival. It concludes the lazy assumption that the creative industries are inherently risky is harming Britain's path to economic growth, and better understanding is needed of the realities of risk in the sector.
This document discusses how Canada promotes itself as a destination for digital media companies through performance, talent, value, and service. It highlights that Canada is a world leader in digital media with over 500 companies and 14,000 employees. It also notes the strong government support for the industry through tax credits, research and development incentives, and competitive operating costs and corporate tax rates. The document promotes Canada's talented workforce, vibrant cities, and collaborative culture as an excellent environment for the digital media sector.
Canada is home to a thriving digital media industry, recognised as a world leader in video game development, animation and visual effects. With an industry that employs over 50,000 employees and generates 7.5 billion in annual revenue, Canada is one of the leading investment destinations for global digital media companies.
Canada offers the lowest business costs in the G-7 for digital entertainment. Video game development studios typically enjoy a 23.8 % cost advantage over their U.S. based counterparts. Footnote 2 Companies in Canada may be able to benefit from advantageous tax credits to lower their labour costs when producing interactive digital products, animation or visual effects.
Canadian studios are responsible for developing one in every six top-selling console games. Blockbuster titles from Canada include Ubisoft’s Assassin’s Creed, EA/BioWare’s Mass Effect, EA Sports’ FIFA Soccer.
The digital gaming industry in Canada, made up of 329 studios contributing $2.3 billion to the national GDP in 2012, is ranked as the third largest in the world.
A Spanner In The Works: What Next For The UK Construction Industry?Amelia Green
* 43% of our respondents believe skills shortages constitute the most pressing concern for the construction industry sector.
* 40% of UK construction workers are set to retire in the next 15-20 years.
* 72% of our respondents feel concerned about the impact of Brexit
The Impact of Mobile Web 2.0 on the Telecoms Industryadunne
The document discusses Mobile Web 2.0 and its impact on the telecoms industry. It notes that social networks are becoming umbrella platforms that span both web and mobile. Mobile Web 2.0 aims to harness collective intelligence from mobile devices while addressing the "deep blue sea problem" of uniqueness of mobile. It must embrace the ethos of the web while adding new value through mobile's attributes like location and context. This represents both challenges and opportunities for the telecoms industry as business models change.
The document discusses the current and potential future uses of virtual worlds like Second Life by organizations. Currently, many large companies use virtual worlds for marketing, branding, sales, recruiting, training and education. However, return on investment is still limited. The document outlines four possible scenarios for how virtual worlds may be used and integrated by 2012, and suggests organizations experiment with virtual worlds to learn and stay aware of emerging opportunities while considering their potential disruptive nature.
This document discusses the rise of Web 2.0 and its impact on society and business. It notes how the internet has altered people's lives by changing how they consume media and work. It also highlights Canada's strengths as an entrepreneurial nation with a highly skilled workforce and discusses some of the opportunities emerging from new online technologies and social media.
This pamphlet examines the concept of risk in the creative industries in the UK. While the creative industries are seen as globally competitive and holding great potential, there is a perception they are also unpredictable and risky. However, it is possible this risk is overstated. The pamphlet aims to provide a fresh look at risk in the sector through new data and analysis. It defines the creative industries and maps its size and structure. It also presents new analysis comparing the survival rates of creative businesses to other sectors, finding they have similar or higher rates of survival. It concludes the lazy assumption that the creative industries are inherently risky is harming Britain's path to economic growth, and better understanding is needed of the realities of risk in the sector.
This document discusses how Canada promotes itself as a destination for digital media companies through performance, talent, value, and service. It highlights that Canada is a world leader in digital media with over 500 companies and 14,000 employees. It also notes the strong government support for the industry through tax credits, research and development incentives, and competitive operating costs and corporate tax rates. The document promotes Canada's talented workforce, vibrant cities, and collaborative culture as an excellent environment for the digital media sector.
Canada is home to a thriving digital media industry, recognised as a world leader in video game development, animation and visual effects. With an industry that employs over 50,000 employees and generates 7.5 billion in annual revenue, Canada is one of the leading investment destinations for global digital media companies.
Canada offers the lowest business costs in the G-7 for digital entertainment. Video game development studios typically enjoy a 23.8 % cost advantage over their U.S. based counterparts. Footnote 2 Companies in Canada may be able to benefit from advantageous tax credits to lower their labour costs when producing interactive digital products, animation or visual effects.
Canadian studios are responsible for developing one in every six top-selling console games. Blockbuster titles from Canada include Ubisoft’s Assassin’s Creed, EA/BioWare’s Mass Effect, EA Sports’ FIFA Soccer.
The digital gaming industry in Canada, made up of 329 studios contributing $2.3 billion to the national GDP in 2012, is ranked as the third largest in the world.
A Spanner In The Works: What Next For The UK Construction Industry?Amelia Green
* 43% of our respondents believe skills shortages constitute the most pressing concern for the construction industry sector.
* 40% of UK construction workers are set to retire in the next 15-20 years.
* 72% of our respondents feel concerned about the impact of Brexit
The Impact of Mobile Web 2.0 on the Telecoms Industryadunne
The document discusses Mobile Web 2.0 and its impact on the telecoms industry. It notes that social networks are becoming umbrella platforms that span both web and mobile. Mobile Web 2.0 aims to harness collective intelligence from mobile devices while addressing the "deep blue sea problem" of uniqueness of mobile. It must embrace the ethos of the web while adding new value through mobile's attributes like location and context. This represents both challenges and opportunities for the telecoms industry as business models change.
The document discusses the current and potential future uses of virtual worlds like Second Life by organizations. Currently, many large companies use virtual worlds for marketing, branding, sales, recruiting, training and education. However, return on investment is still limited. The document outlines four possible scenarios for how virtual worlds may be used and integrated by 2012, and suggests organizations experiment with virtual worlds to learn and stay aware of emerging opportunities while considering their potential disruptive nature.
This document discusses the rise of Web 2.0 and its impact on society and business. It notes how the internet has altered people's lives by changing how they consume media and work. It also highlights Canada's strengths as an entrepreneurial nation with a highly skilled workforce and discusses some of the opportunities emerging from new online technologies and social media.
‘The Business Tycoons’ is one of the top business world magazines which comprises of giving sector reviews . It is also one of the best online business magazines for sector blogs which give a brief insight into the various sectors of the business world. Moreover, it features inspiring success stories of established as well as young entrepreneurs making huge waves in the business world and women entrepreneurs breaking the glass ceiling with their astounding success. 'The Business tycoons' is one of the best digital business magazines for advertising new entrepreneurs and their out-of-the-box business ideas and also gives valuable information about business opportunities in different countries.
Future Agenda Initial Perspectives Full TextFuture Agenda
The full text of all 16 initial expert perspectives used to kick off the future agenda programme. Covering the future of authenticity, choice, cities, currency, data, energy, food, health, identity, migration, money, transport, waster, water and work, these provide a great perspective which we invite you to build on via the futureagenda.org website
Teigland 3D Learning Online Education ConferenceRobin Teigland
This document discusses bringing education and collaboration into virtual worlds like Second Life. It provides an introduction to virtual worlds and education/collaboration in them. It also highlights Tony O'Driscoll's new book "Learning in 3D" and how the University of Texas has established a presence in Second Life for educational purposes.
The From Lens to Screen project explores major trends impacting the broadcasting industry like increased data generation and screen time. It builds a shared vision of a sustainable future for TV, radio and online media. The BBC, BT, and IABM have partnered with Forum for the Future on this collaboration to address challenges like changing business models and increasing environmental impacts. The project aims to create a better understanding of digitization's effects, make the industry more energy efficient, and redefine business models for the 21st century through cross-sector collaboration.
Virtual Worlds and Entrepreneurship _TeiglandRobin Teigland
A look at virtual worlds and entrepreneurship presented for organization such as ESBRI (Entrepreneurship and Small Business Research Institute), ALMI Företagspartner, and HHS Alumni Network in Stockholm, Sweden in late 2009.
Fad Or Future Second Life And Virtual WorldsRobin Teigland
This presentation discusses what is happening today in Second Life and other virtual worlds from a business perspective. It also presents four scenarios for the future as well as discusses what businesses should do.
This document discusses how virtual worlds can be leveraged for real world results. It notes that virtual worlds allow people to build skills like managing virtual teams across cultures and resolving conflicts without face-to-face communication. Virtual worlds are moving out of the "hype cycle trough" with billions of dollars in virtual goods sales annually. Learning, creating, innovating, and organizing can all occur in virtual worlds. Emerging roles like "avapreneurs" and "born virtuals" may challenge traditional corporations by leveraging microemployees and pro-ams. Many professions and industries will likely be revolutionized by this increased mobility of labor through virtual worlds.
Creative Media BTEC- Unit 7 – The Media Sector (Television)Brandon Boyd
Lionsgate Entertainment is a public service media organization that generates income through its television revenue and diverse programming, including reality shows and entertainment shows. While Lionsgate's revenue decreased in 2007, by 2012 it had increased to over $1.59 billion. Lionsgate's organizational objectives include acquisitions to boost distribution and library content. It licenses its video distribution and owns a film library from acquired companies. Its main competitors are AMC Entertainment, Bona Film Group, DreamWorks Animation, and RLJ Entertainment.
Internet Innovation: Empowering Citizens in the Developing WorldAyelet Baron
The document discusses how information and communication technologies (ICT) can empower citizens in developing countries. It provides examples of successful ICT projects in Kenya that take a "bottom-up" approach, such as Pasha centers that provide education and information to communities. The document advocates for public-private partnerships to create an enabling environment for ICT adoption, including accessible infrastructure, education, local content, and services.
POS Processing by Computer Market ResearchRon Bostater
The document describes a Channel POS/INV Module provided by ComputerMarketResearch (CMR). CMR is a leader in global channel management solutions with over 100 years of combined industry experience. The module provides customers the ability to intelligently manage direct and indirect sales channels worldwide through automated inventory management, sales reporting, and partner integration features.
BlueBerryAsia having Humel Vidyut Portable Generator provide in India. This is very new technique for instant electricity with 100% mobility. For product details pl call on +911130446418, sales@blueberryasia.com
Web 1.0 represented the early internet era where most websites were static and users played a passive role by only consuming information. The rise of blogs and user-generated content in Web 2.0 empowered users to actively participate and share information online through platforms like Twitter, YouTube, and Facebook. Web 3.0 aims to make search more personalized and intelligent by utilizing semantic technologies to better understand user intent and context.
This document discusses using technology resources in career and technical education (CTE). It lists several online tools that teachers can use in the classroom, including LiveBinders for organizing resources, Animoto for creating videos, and Rouxbe for online cooking lessons. The document provides examples of how teachers can have students create projects using these tools, such as making a Glogster about different cuisines or creating a graphic organizer in Bubbl.us. It also discusses using online flashcards and quizzes to help students review for end-of-course assessments.
This document contains a list of 30 hyperlinks to various profiles on different websites. It states that this list is provided as a paid service by im.wannah.tk for Crafts Supplies Online Store. The hyperlinks reference a variety of forums, member profiles and websites.
This document provides information about identifying and tasting different types of cheeses. It discusses the student learning objectives of identifying cheese production terms, describing characteristics of cheeses, and listing the origin and characteristics of cheeses. The document then defines cheese and its classification by moisture and ripening levels. It provides details on ripening, shopping for cheese, storage, serving tips, and tasting notes for various cheeses from around the world.
‘The Business Tycoons’ is one of the top business world magazines which comprises of giving sector reviews . It is also one of the best online business magazines for sector blogs which give a brief insight into the various sectors of the business world. Moreover, it features inspiring success stories of established as well as young entrepreneurs making huge waves in the business world and women entrepreneurs breaking the glass ceiling with their astounding success. 'The Business tycoons' is one of the best digital business magazines for advertising new entrepreneurs and their out-of-the-box business ideas and also gives valuable information about business opportunities in different countries.
Future Agenda Initial Perspectives Full TextFuture Agenda
The full text of all 16 initial expert perspectives used to kick off the future agenda programme. Covering the future of authenticity, choice, cities, currency, data, energy, food, health, identity, migration, money, transport, waster, water and work, these provide a great perspective which we invite you to build on via the futureagenda.org website
Teigland 3D Learning Online Education ConferenceRobin Teigland
This document discusses bringing education and collaboration into virtual worlds like Second Life. It provides an introduction to virtual worlds and education/collaboration in them. It also highlights Tony O'Driscoll's new book "Learning in 3D" and how the University of Texas has established a presence in Second Life for educational purposes.
The From Lens to Screen project explores major trends impacting the broadcasting industry like increased data generation and screen time. It builds a shared vision of a sustainable future for TV, radio and online media. The BBC, BT, and IABM have partnered with Forum for the Future on this collaboration to address challenges like changing business models and increasing environmental impacts. The project aims to create a better understanding of digitization's effects, make the industry more energy efficient, and redefine business models for the 21st century through cross-sector collaboration.
Virtual Worlds and Entrepreneurship _TeiglandRobin Teigland
A look at virtual worlds and entrepreneurship presented for organization such as ESBRI (Entrepreneurship and Small Business Research Institute), ALMI Företagspartner, and HHS Alumni Network in Stockholm, Sweden in late 2009.
Fad Or Future Second Life And Virtual WorldsRobin Teigland
This presentation discusses what is happening today in Second Life and other virtual worlds from a business perspective. It also presents four scenarios for the future as well as discusses what businesses should do.
This document discusses how virtual worlds can be leveraged for real world results. It notes that virtual worlds allow people to build skills like managing virtual teams across cultures and resolving conflicts without face-to-face communication. Virtual worlds are moving out of the "hype cycle trough" with billions of dollars in virtual goods sales annually. Learning, creating, innovating, and organizing can all occur in virtual worlds. Emerging roles like "avapreneurs" and "born virtuals" may challenge traditional corporations by leveraging microemployees and pro-ams. Many professions and industries will likely be revolutionized by this increased mobility of labor through virtual worlds.
Creative Media BTEC- Unit 7 – The Media Sector (Television)Brandon Boyd
Lionsgate Entertainment is a public service media organization that generates income through its television revenue and diverse programming, including reality shows and entertainment shows. While Lionsgate's revenue decreased in 2007, by 2012 it had increased to over $1.59 billion. Lionsgate's organizational objectives include acquisitions to boost distribution and library content. It licenses its video distribution and owns a film library from acquired companies. Its main competitors are AMC Entertainment, Bona Film Group, DreamWorks Animation, and RLJ Entertainment.
Internet Innovation: Empowering Citizens in the Developing WorldAyelet Baron
The document discusses how information and communication technologies (ICT) can empower citizens in developing countries. It provides examples of successful ICT projects in Kenya that take a "bottom-up" approach, such as Pasha centers that provide education and information to communities. The document advocates for public-private partnerships to create an enabling environment for ICT adoption, including accessible infrastructure, education, local content, and services.
POS Processing by Computer Market ResearchRon Bostater
The document describes a Channel POS/INV Module provided by ComputerMarketResearch (CMR). CMR is a leader in global channel management solutions with over 100 years of combined industry experience. The module provides customers the ability to intelligently manage direct and indirect sales channels worldwide through automated inventory management, sales reporting, and partner integration features.
BlueBerryAsia having Humel Vidyut Portable Generator provide in India. This is very new technique for instant electricity with 100% mobility. For product details pl call on +911130446418, sales@blueberryasia.com
Web 1.0 represented the early internet era where most websites were static and users played a passive role by only consuming information. The rise of blogs and user-generated content in Web 2.0 empowered users to actively participate and share information online through platforms like Twitter, YouTube, and Facebook. Web 3.0 aims to make search more personalized and intelligent by utilizing semantic technologies to better understand user intent and context.
This document discusses using technology resources in career and technical education (CTE). It lists several online tools that teachers can use in the classroom, including LiveBinders for organizing resources, Animoto for creating videos, and Rouxbe for online cooking lessons. The document provides examples of how teachers can have students create projects using these tools, such as making a Glogster about different cuisines or creating a graphic organizer in Bubbl.us. It also discusses using online flashcards and quizzes to help students review for end-of-course assessments.
This document contains a list of 30 hyperlinks to various profiles on different websites. It states that this list is provided as a paid service by im.wannah.tk for Crafts Supplies Online Store. The hyperlinks reference a variety of forums, member profiles and websites.
This document provides information about identifying and tasting different types of cheeses. It discusses the student learning objectives of identifying cheese production terms, describing characteristics of cheeses, and listing the origin and characteristics of cheeses. The document then defines cheese and its classification by moisture and ripening levels. It provides details on ripening, shopping for cheese, storage, serving tips, and tasting notes for various cheeses from around the world.
The document summarizes a quantitative review of treatment outcomes for pediatric feeding disorders. 48 single-case research studies involving behavioral interventions for 96 participants were included. Most children had complex medical and developmental issues and were treated at multidisciplinary feeding programs. Results indicated behavioral interventions were associated with significant improvements in feeding behavior. Common effective treatments included differential reinforcement and escape extinction procedures. However, more research is needed to document outcomes beyond behavioral changes and to identify key behavioral factors influencing mealtime performance.
Ba702 sum 2012 - hilyard second draft presentation 1ahilyard
Adamant Alternative Energy Inc. is seeking $5 million in funding to expand its solar panel and wind turbine business. It currently manufactures solar panels but plans to add wind turbines and develop hybrid products. The funding would be used to complete a new manufacturing facility in Mexico. The company projects sales to reach $160 million within 5 years and to go public once annual revenues hit $50 million. It aims to become a leader in renewable energy products for homes and small businesses.
This document summarizes the evolution of international society from ancient times to the modern era. It discusses key concepts like sovereign equality and non-intervention that form the basis of modern international society established by the Peace of Westphalia in 1648. The document then outlines how international society has globalized over time through decolonization, the end of the Cold War, and increasing challenges from globalization. It concludes by briefly introducing a case study on the Iranian Revolution of 1979.
This document provides summaries of several Buddhist proverbs and concepts:
[1] "You are what your associates are" - the friends you keep influence you, so choose friends wisely.
[2] "Be your own instructor" - rely on yourself for spiritual development, not others.
[3] "An ill-managed house is also a cause of suffering" - the life of a householder causes suffering.
It also outlines the Buddhist concepts of taking refuge in the Three Jewels (Buddha, Dharma, Sangha) and following the Five Precepts to abstain from harming others.
1. Connected cars that are able to optimize their own operation and connect to the outside world to enhance the driving experience.
2. Cheaper 4K monitors and TVs that offer much sharper images at higher resolutions.
3. The growing field of digital health that uses wireless devices and sensors to help people better track and manage their health.
The UK video games sector has grown rapidly since the 1980s to become a major creative industry and economic force. It is now the sixth largest games market globally, with £3.9 billion in annual consumer revenues in 2014. The UK is home to nearly 2,000 games companies, ranging from small independent studios to large multinational publishers. Sixty-four percent of UK games companies were established in the last five years, demonstrating significant recent growth. However, the sector faces challenges in attracting and retaining talent and investment against fierce global competition. The report makes recommendations to better support the UK games industry through improved public funding, skills development, regional growth, tax incentives, and recognition of games as a cultural form.
The document discusses careers in visual effects where art and technology collide, noting that the creative economy is a key area for the UK. It outlines the various stages of film production and opportunities in the industry, particularly in visual effects which is the fastest growing component. The document provides resources for developing skills in areas like 3D animation and compositing that are in demand for visual effects careers in the growing creative industries.
This document provides information about computing courses offered at the University of Wales Trinity Saint David School of Applied Computing. It discusses a wide range of full-time and part-time higher education courses from HNC to PhD level across various computing fields including software engineering, computer games development, web development, and business computing. The school aims to provide a practical, career-focused education and many courses are accredited by the British Computer Society. The document promotes the career opportunities in the growing computing sector and encourages exploration of the school's course offerings.
The article discusses predictions for the future of work and office environments in the year 2036 based on a recent study. Two major trends are expected to influence the future of work: breakthroughs in artificial intelligence that could replace many human jobs, and increased digitization and mobility of work. This may lead to more fulfilling jobs focused on creative and social skills, a rise in flexible freelance work, and workplaces designed for wellbeing that support different work styles. The businesses expected to succeed will be those that provide seamless customer experiences through digitized and automated processes supported by human expertise.
Here are some potential pros and cons of digital film piracy from the perspectives of institutions and audiences:
Cons for institutions:
- Loss of revenue from lost sales/rentals of legitimate copies
- Difficulty in enforcing copyright in the digital world
- Threat to traditional business models of production and distribution
Pros for audiences:
- Increased access to films for free or low cost
- Ability to sample films before purchasing
- Convenience of digital copies that can be accessed anywhere
However, piracy also poses challenges for the long-term sustainability of the creative industries. Overall, there are reasonable arguments on both sides of this complex issue.
The document discusses a publisher's perspective on using commercial off-the-shelf games for learning. It summarizes Slitherine's history as a game publisher and developer and their efforts to create strategy games based on historical events that can also be used for educational purposes. It provides an overview of their upcoming Battlefield Academy game for the PSP and Nintendo DS, which aims to teach WWII tactics and strategy to players in an accessible and engaging manner.
State of Play -The UK games industry’s priorities for the EU negotiationsukieluke
The UK games industry relies heavily on international talent. 61% of UK games businesses employ global talent, with 57% employing EU workers who make up 34% of employees on average. 38% employ non-EU workers who make up 17% of employees. EU employees primarily fill mid-tier roles with skills shortages, while non-EU workers fill more senior, specialized roles. Brexit raises concerns about retaining access to international talent, as 37% of businesses report negative impacts on their ability to attract investment and 38% report negative impacts on attracting and retaining talent since the EU referendum. The number one priority for games businesses is to retain the ability to recruit high-skilled European and international talent.
This document provides an overview of the consumer electronics industry in India. It discusses the growth of the industry since 1965, with an initial focus on space and defense technologies controlled by the government. It later expanded to include consumer electronics like radios, TVs, and calculators. The industry grew rapidly between 1984-1990 but faced challenges in the 1990s due to economic issues. Currently the industry is worth $32 billion and growing at a brisk pace, attracting major global companies to set up manufacturing in India. Challenges include infrastructure issues and competition from imports. The future remains robust with opportunities in rural expansion, new product categories, and learning from global best practices.
The document discusses the history and growth of the gaming industry as well as trends in mobile, console, and PC gaming. Some key points include:
- The global smartphone gaming market will surpass console gaming this year, with mobile making up 32% of the $108.9 billion industry compared to 31% for console.
- Console gaming revenues are expected to decline between 2017-2019 as new platforms are released but growth will slow thereafter.
- PC gaming made up 28% of the $116 billion gaming industry in 2017, with 62% of gamers using PCs and 56% using consoles.
- Virtual reality is becoming more mainstream through uses in entertainment, tourism, training and more.
State of Play -The UK games industry’s priorities for the EU negotiationsukieluke
The UK games industry relies heavily on international talent and access to global markets. A majority of UK games businesses surveyed cited talent and access to the EU single market as top priorities in Brexit negotiations. The industry is also highly dependent on the ability to process and transfer user data across borders in order to create innovative new games. The report recommends the UK ensure it maintains access to skilled international talent, keeps trade with the EU tariff-free, and establishes a robust legal framework for continued cross-border data transfers post-Brexit.
BACK TO THE FUTURE GAETTS August E-NewletterDavid Wortley
BACK TO THE FUTURE
Welcome to the GAETSS August 2016 E-Newsletter. I have given this newsletter a “BACK TO THE FUTURE” title because so many of the pieces included this month have a historical context, especially the archived “Radio with Pictures Show” recordings which, considering that they were produced 14 years ago, would still be regarded today as pushing the boundaries of communication technology in the seamless combination of radio, telephony and web conferencing.
This mail version of the Newsletter is a text only version and I recommend viewing the full version of the newsletter at http://www.davidwortley.com/16-08%20GAETSS%20Newsletter.pdf
Pokemon and Mixed Reality, Ian Livingstone Academies,
Radio with Pictures Show Community Media Archives,
Thaisim 2016 Games and Simulations for Learning,
Revolutionary Learning 2016, Blockchains and BitCoins in Education
Drones and 360 degree Video, Impact of Machine Learning and AI on Society,
World of Health IT Conference and European Chapter of ISDM,
The Future of Digital Medicine in the Aging Society, Upcoming Events.
The impact of technology in the gaming industryRegine Labog
This document provides an overview of gaming-on-demand and the video game industry. It discusses the history of video games and how the technology, society, and economy around gaming has changed over time. Currently, the largest businesses in the gaming market are general retailers, online retailers, specialty brick-and-mortar stores, and specialty online stores. Gaming-on-demand would allow users to stream high-end games over the internet to any device, eliminating the need for dedicated gaming hardware. However, issues around latency, bandwidth constraints, and piracy present barriers to the success of this business model.
This document discusses the convergence of media industries and platforms in the digital age. It covers topics like the dominance of smartphones, uptake of tablet devices, new gaming platforms, vertical and horizontal integration in media, the concept of media convergence, and case studies of companies like Apple and Blackberry dealing with issues as technologies and markets change.
2016 10 11 Institute of Physics talk - York UniversityYen Yau
The document discusses career opportunities in STEM fields within the UK film industry. It notes that the creative economy, which includes film, is growing faster than the overall economy and provides many jobs. In-demand roles in the film industry include production managers, assistant directors, costume supervisors, and digital roles like digital imaging technicians and digital asset managers. The stages of filmmaking are outlined, and useful websites for pursuing careers in film are listed. The document also discusses how science and robotics relate to the film industry.
The document proposes three ideas for partnerships between Digi-Key and influencers/organizations in the electronics community: 1) Sponsoring existing engineering YouTube shows by Bill Hammack or creating a new show with Joe Grand. 2) Providing STEM learning materials and lesson plans to Minnesota high schools. 3) Holding an electronics design competition where a project is passed between hackerspaces around the world within 80 days. Each idea is intended to promote Digi-Key's brand while contributing to engineering culture.
Immersive Techology Strategies Jan 2013 e newsletterDavid Wortley
This newsletter announces upcoming events focused on immersive technologies and serious games, including a Games Festival/Conference at De Montfort University from February 25-28. It also shares information on seminars, conferences, employment opportunities and resources like archived presentations. The newsletter is a monthly publication from David Wortley of Immersive Technology Strategies to share news and opportunities in this field.
Research Methodology of Samsung Electronics Co. Ltd (Analysis of Questionnaire)Nikita Jangid
This document provides information about Samsung Electronics Co., Ltd., including its business, products, mission, vision, history and SWOT analysis. Some key points:
- Samsung Electronics is a South Korean multinational electronics company and the flagship subsidiary of Samsung Group. It is one of the largest technology companies in the world.
- Samsung's main business areas and products include mobile phones, smartphones, tablets, TVs, home appliances, semiconductors, memory chips and displays.
- The company aims to lead the digital convergence movement through technology innovation, as stated in its vision and mission. Its vision for 2020 is to inspire the world and create the future through new technology, innovative products and creative solutions.
- Gaming continued to rise in cultural prominence in 2020, with Hollywood mining popular gaming IPs for TV and film adaptations. Games themselves have become destinations for linear IPs seeking young global audiences.
- The cloud gaming race intensified as tech giants and startups rushed to offer new services, but interest remains limited due to cost, latency and lack of cloud-native games.
- Game engines like Unreal and Unity saw increased traction beyond gaming through acquisitions that expanded their capabilities.
- The concept of the "metaverse" garnered significant media coverage and funding for companies working towards interconnected virtual worlds.
- Party games like Among Us and Fall Gu
The document proposes a pilot student entrepreneurship forum to take place in Krakow, Poland in 2012. The forum is designed to help students learn about business, develop skills like innovative thinking, risk-taking, leadership and collaboration. Participants will include students, teachers and business representatives who will provide feedback through questionnaires to evaluate the pilot activities. The forum will use concentrated activities like business simulations to show students how ideas can become realities in a short time period.
The proposal outlines a pilot project to help students transition to the labor market through career mentoring. It will directly engage 20 students from 10 schools and train 10 teachers from those schools as career mentors. Through dissemination, it aims to reach 20 more schools, 600 additional teachers, and 3,500 career mentors. A key part is developing an e-learning program to train additional mentors and linking students, mentors, and local employers.
The proposal outlines a pilot project to help students transition to the labor market through career mentoring. It will directly engage 20 students from 10 schools and train 10 teachers from those schools as career mentors. Through dissemination, it aims to reach 20 more schools, 600 additional teachers, and 3,500 career mentors. A key part of the project is developing an e-learning program to train additional career mentors to provide students with guidance on career and employability issues.
The document summarizes creative projects undertaken by four schools in the final year of the Creative Partnerships program. The projects aimed to develop skills needed for the 21st century like creativity, collaboration, communication and resilience. Interviews revealed that the schools sought to improve outcomes like well-being, employability, and social mobility through developing personal agency and creativity. Evidence showed improvements in students' debating, questioning, and teamwork skills as well as increased confidence and engagement with learning.
The document outlines an approach to triangular evaluation of projects that involves pupils, teachers, and practitioners reflecting on their own learning as well as others'. It describes using an initial survey to establish understanding, ongoing evaluation throughout the project, a midpoint evaluation to check progress, and an endpoint survey. A variety of evaluation tools are proposed, including baseline and endpoint surveys, project diaries, and midpoint evaluations. Levels of evaluation involvement from light touch to full are discussed, as are challenges of collecting, processing, and discussing the evaluation data between partners in different countries and education systems.
This document summarizes the findings of a study that examined teachers involved in enterprise circles in Slovenia and compared them to a control group of teachers. The study found that teachers leading the enterprise circles were more critical of an overemphasis on administrative work like business plans. They were also more open to students' ideas, made more use of technology, and believed their schools were less tolerant of mistakes compared to the control teacher group. The findings suggest teachers leading innovative programs have a different perspective that could encourage more creativity in schools.
The Innovation Voucher was a program started by JAPTI to provide vouchers that supported enterprises' development and growth by covering costs for consulting, education, and training services in areas like intellectual property protection and workforce skills development. It proved to be a necessary and efficient system with fast, flexible support. After 2009, the program took the form of a classic public tender process where companies could apply for approved co-financing to take advantage of support in approved cost areas.
AND Isitallaboutwhoyouknow - future directions reportpesec
This document summarizes a discussion session on developing careers for young people in the creative industries in London. Key points from the discussion included: there is a perception the arts sector is predominantly middle-class; passion and commitment are important but some young people lack exposure; unpaid internships are common but standards need improving; and higher education is often a default rather than assessing skills. Participants agreed on developing early arts exposure, relevant opportunities, entrepreneurship, transparent recruitment, and sharing best practices.
This document outlines a vision for improving cultural and creative opportunities for young people in London over the next three years. It aims to ensure London has the best such opportunities in the world and that young people from all backgrounds can engage with and progress in their chosen cultural interests. It discusses how bridge organizations can help facilitate networks and access between schools, arts organizations, and cultural institutions. It also outlines specific programs and projects the organization delivers to train teachers, engage young people in heritage and the arts, and help young people gain entrepreneurship skills through a social enterprise qualification program run through several London schools.
National institute for education presentationpesec
The National Institute for Education in the Czech Republic is a public organization that oversees career guidance and counseling. It merged several institutes in 2011. Its departments create educational programs, provide teacher training, counseling services, and ensure equal access to education. The Department for Lifelong Career Guidance provides methodological support and promotes career guidance nationally and internationally. The Centre for Career Counselling offers consultations and counseling services via email, phone, and personal meetings for students, adults, and disadvantaged groups. The Institute has developed an information system called "VIP CAREER II" and provides e-learning programs to train over 5,000 teachers in career guidance since 2007.
CEED Slovenia provides training and networking opportunities to help entrepreneurs accelerate business growth and promote entrepreneurship. Their programs address challenges at different stages of a business and entrepreneur's development through knowledge sharing, mentorship, and an international network. They are piloting a secondary school program in Slovenia to cultivate entrepreneurship among youth by involving entrepreneurs to develop skills and mentor student ideas through experiential learning and networking between schools and businesses.
The polish association of creativity presentationpesec
The document outlines a Polish project that aims to: 1) Increase students' innovativeness and entrepreneurship skills; 2) Connect students' actions to the creative industry by promoting talents, curiosity and creativity; 3) Transfer ideas into practical realization through local projects in schools connected to creative fields like fashion, theater, or music. The project would prepare 100-150 student groups in schools to carry out local creative projects, learning business and presentation skills, with an evaluation upon completion.
Lietuvos Junior Achievement" is a nonprofit organization that educates Lithuanian youth about business and economics. Its mission is to foster entrepreneurship, initiative, and leadership skills. In the 2011/2012 school year, it reached over 20,000 students across 280 schools in 120 Lithuanian cities. Its main activities include teaching materials, trainings, events, competitions, and business simulations. Some of its best practices are the Student Company Programme, Company Of The Year Competition, and Innovation Camps.
ENTRUM is a non-formal entrepreneurship education program established in 2010 in Estonia by the Entrum Foundation. It aims to promote entrepreneurial mindsets among Estonian youth through free education programs. ENTRUM provides entrepreneurship training to over 500 young people annually and has led to over 100 new business startups. It is recognized by the Estonian government and public as the leader in entrepreneurship education and has received several awards for its work.
The document discusses creative entrepreneurship training in Finland. It provides information on organizations that support creative industries and entrepreneurship education such as Aalto University, Creative Industries Finland, and guidelines from the Finnish Ministry of Education. Examples of best practices are described, including the Center for School Clubs, Youth Academy, Hope Project, and Creative Blender, which provide resources, funding, and training to promote entrepreneurship among youth and teachers. The goal is to foster innovative and entrepreneurial attitudes across all sectors of Finnish society through education and collaboration between schools and businesses.
Danish foundation for entrepreneurship presentationpesec
The Danish Foundation for Entrepreneurship - Young Enterprise is a partnership between 4 Danish ministries that aims to introduce entrepreneurship, creativity and innovation to students from primary school to PhD level. It provides teaching materials, training, funding, networking opportunities and competitions to encourage entrepreneurship among Danish students. It has 30 staff members located in Odense and Copenhagen and can be found online at www.ffe-ye.dk.
The IPC Media Schools Design Programme was a two-phase pilot programme run by Archbishop Michael Ramsey Technology College and IPC Media. Phase one involved 12 after-school design sessions using InDesign software followed by a week of work experience at IPC Media magazines. Evaluations informed improvements for phase two, including more integrated curriculum lessons and intensive two-week design courses. Students gained technical design skills and real work experience, and many were inspired to pursue design careers. The partnership successfully addressed career awareness and curriculum integration goals.
Creative Partnerships commissioned Arts Inform to design, establish, manage and evaluate a two-phase mentoring programme pairing teachers in Creative Partnerships schools with representatives from cultural organizations. The evaluation of the second phase found that the 25 mentoring partnerships largely achieved their aims and objectives, which were highly relevant to the schools' work. Unexpected benefits included enhanced understanding between mentors and mentees as well as personal and professional growth for both parties. Evaluators emphasized the importance of structure, realistic expectations and school leadership support for partnership success.
Create jobs - inspire a generation (overview)pesec
1) The document outlines the CREATE Jobs mission to create hundreds of work opportunities for 14-25 year olds in the creative industries across Olympic host boroughs in London.
2) It notes high youth unemployment across the UK and especially in these London boroughs, and the need for employment and training opportunities.
3) However, the creative and cultural sectors are growing rapidly in London and expected to provide many new jobs.
4) CREATE Jobs engages employers to provide jobs, apprenticeships, traineeships and mentoring to connect local youth to opportunities in these growing sectors. To date over 300 students attended careers events and 99 secured traineeships through the program.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
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The Abduction: Unfolding the Dwayne Johnson Kidnapping
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On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
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Next gen.
1. Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries 1
Next Gen.
Transforming the UK into
the world’s leading talent
hub for the video games
and visual effects industries
A Review by Ian Livingstone and Alex Hope
Little Big Planet 2
copyright Sony Computer Entertainment
2. 2 Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries
All the images in this report are taken from games and visual effects that were made in the UK
Ian Livingstone OBE
Ian Livingstone is Life President of Eidos and one of the UK’s founding fathers of interactive entertainment.
In 1975 he co-founded Games Workshop and launched Dungeons & Dragons in Europe. In 1977 he published
White Dwarf, the UK’s first interactive games magazine and was its editor for five years.
In 1982 he co-wrote The Warlock of Firetop Mountain with Steve Jackson, the first Fighting Fantasy interactive
gamebook. The series sold in excess of 16 million copies in 25 languages. He wrote many of the international
best-sellers including Deathtrap Dungeon. In 1984 he invested in Domark, one of the first UK computer games
publishers, designing the company’s first game Eureka. He joined the board in 1992 and helped merge the
company with Eidos Technologies. Following a full listing on the London Stock Exchange in 1995, he served as
Executive Chairman of Eidos plc until 2002, and subsequently as Creative Director. At Eidos he helped to secure
many of the company’s major franchises including Tomb Raider and Hitman.
He is a Non-Executive Director of SocialGO plc, Non-Executive Director of UKIE, Chair of Skillset’s Computer
Games Skills Council, Vice Chair of the BAFTA Games Committee and an advisor to the British Council.
He was awarded an OBE, a BAFTA Special Award, a British Inspiration Award and an Honorary Doctorate of
Technology by the University of Abertay, Dundee for his contribution to the UK computer and video games industry.
Alex Hope
Alex Hope is Managing Director and Co-founder of Double Negative Ltd, the UK’s largest film-only VFX company.
He started his career at The Moving Picture Company and was a Board Director from 1996-1998. In 1998 he
left to work with VFX Supervisor Peter Chiang as VFX Producer on Pitch Black and, in the same year, helped to
found Double Negative. Alex then spent four years both helping to run Double Negative and as a VFX Producer
on a number of productions including Enemy at the Gates, Johnny English and Cold Mountain. In 2002, as the
company expanded, he took on the full-time role of Managing Director. Double Negative has grown from a team
of 30 people in 1998, to 900 people in London today, and it has a Singapore office that opened in 2009. Double
Negative VFX Supervisors have been nominated for two films for the 2011 VFX Oscar – Inception and Iron Man II.
Alex is also currently a Board Director of the UK Screen Association, the trade body that represents and
promotes over 140 service companies working in film, commercials and television in the UK.
3. Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries 3
Foreword.
In July 2010, Ed Vaizey, the Minister for Culture, Communications and the Creative Industries asked us to
undertake a Review of the skills needs of the UK’s video games and visual effects industries and to make
practical recommendations for how these needs can be met. Being passionate believers in the cultural and
economic contributions our two industries make to the UK, and having managed skills gaps and shortages at the
coalface ourselves, we both leapt at the opportunity. Six months later, after an intensive period consulting our
fellow practitioners, school teachers and university lecturers and conducting a comprehensive programme of data
gathering and original research, we are presenting Next Gen:Transforming the UK into the world’s leading
talent hub for the video games and visual effects industries.
Though there are important differences between our industries, we recognised that many of the skills we draw
on are similar. They both combine art and digital technology, and rely on a highly specialist, yet flexible, workforce
that can adapt to furious rates of technological change. We felt that the education system was not meeting the
needs of our industries.
But during the course of the Review we learned that a lot more than the future of our two industries rests on
addressing the challenges we have identified in this report. That if the UK is to retain its global strengths in the
high-tech creative and digital industries more generally it must urgently address the need for more rigorous
teaching of computing in schools. That government and industry have a shared responsibility for supporting
excellent university courses that teach industry-essential skills but which would struggle in a completely free
market. That the changes in the education system that are needed to support the fusion of art and technology
skills – the defining feature of our two industries – are essential for the future of all of the UK’s creative and digital
industries.
We would like to thank the many thousands of individuals who contributed ideas and opinions for this Review,
either through our surveys and interviews or at our consultation meetings and workshops. We have highlighted
key contributors in the acknowledgements section that follows the Executive Summary and in the list of individuals
we thank at the end of the report. We’d like to pay particular thanks to Hasan Bakhshi and Juan Mateos-Garcia
for their tireless efforts in researching and drafting this report. They made incredible contributions to all aspects of
the Review.
In this report we detail a set of 20 recommendations for government, educators and industry, identifying clearly
in each case where we see lead responsibility lying. We have set out a blueprint for change, and look forward to
working with government, educators and industry to make it happen.
Ian Livingstone and Alex Hope
February 2011
4. 4 Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries
The Chronicles of Narnia: Voyage
of the Dawn Treader Image Courtesy
of Twentieth Century Fox/Walden/MPC
Executive summary.
The video games and visual effects industries play to the
UK’s twin strengths in creativity and technology. British
ingenuity has given us a headstart in two sectors that
have rapidly become ubiquitous in our lives, from mobile
phone games to 3D film blockbusters. At over £2 billion
in global sales, the UK’s video games sector is bigger
than either its film or music industries, and visual effects,
the fastest growing component of the UK’s film industry,
grew at an explosive 16.8 per cent between 2006 and
2008. High-tech, knowledge-intensive sectors and, in
the case of video games, major generators of intellectual
property, these industries have all the attributes the UK
needs to succeed in the 21st century.
5. Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries 5
£2 billion
The global sales of the UK video games industry in 2008
A skills problem... technology and art degrees to consider them as career
Yet, the sad truth is that we are already starting to lose options. But they also need job-ready graduates with
our cutting edge: in just two years, it seems the UK’s more specialist technical skills who can start with a
video games industry has dipped from third to sixth good understanding of production processes and the
place in the global development rankings. Meanwhile, programming languages and software applications
the visual effects industry, though still enjoying very the industries use. There are already many university
rapid growth, is having to source talent from overseas courses purporting to provide specialist training for
because of skills shortages at home. That is mainly video games and visual effects. But most of these
a failing of our education system – from schools to courses are flawed, leaving those graduating from
universities – and it needs to be tackled urgently if we them with poor job prospects. There are some
are to remain globally competitive. important exceptions, and a strengthened accreditation
system for such courses would highlight their industry
...that starts with schools relevance and guide would-be students to those
The industries suffer from an education system that courses that will properly equip them for a career in
doesn’t understand their needs. This is reinforced by these industries.
a school curriculum that focuses in ICT on office skills
rather than the more rigorous computer science and These are fast-changing sectors. Innovations in
programming skills which high-tech industries like technology can transform media in months, as is
video games and visual effects need. As the curriculum happening now with emerging games platforms such
is overhauled and syllabuses are brought into line with as smartphones, social networks and 3D. So, those
the most challenging in the developed world, we need working in the industry need the opportunity regularly
to look to places like Singapore and Finland so that the to refresh their technical and business skills.
computing and artistic skills that are vital to high-tech,
creative industries are given the impetus they need. A private market in supplying Continuous Professional
Development (CPD) to these industries has emerged
At the same time, young people and their teachers to meet these needs, but many employers cannot
need a greater awareness of the job prospects in afford to use them. Universities and colleges could
these industries and the qualifications that can take offer high-quality lower-cost options, but they currently
them there. STEM subjects – the sciences, technology, are not seen as a source of training for these sectors.
engineering and maths – and art are key to success. Stronger partnerships are needed to ensure that
Raised awareness of this will alone make these effective CPD can be accessed in further and higher
subjects more attractive to young people. But video education to keep our high-tech, creative industries at
games and visual effects have a much more direct role the top of the game.
to play in addressing the UK’s STEM needs: increasing
numbers of schools are recognising that games can be Our findings: there are severe misalignments
used to improve maths, physics and computer science between the education system and what the UK
outcomes in the classroom itself. video games and visual effects industries need
Underpinning our Review has been what is, by some
...and is compounded by poor university courses way, the largest ever data collection and research
The video games and visual effects industries can do study of the skills needs of the video games and visual
a lot more to encourage those with excellent science, effects industries. We have surveyed parents, young
6. 6 Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries
people and teachers to gauge their views on the skills Computer science should be on the national
and subjects required to work in the video games and curriculum alongside maths and physics, with new
visual effects industries. We have found a worrying qualifications that give young people the technical
lack of understanding of the importance of maths, computing knowledge they can go on to develop in
physics and art. higher education, for the benefit of video games and
visual effects companies and those in many other
We have interviewed university course assessors and digital sectors. We need more specialist teachers, and
uncovered real concerns about the quality of STEM skills more effective use of video games and visual effects in
(in particular maths and programming) and soft skills such STEM lessons.
as team-working of young people emerging from school.
A GCSE in computer science should be introduced in
We have collected data from over 1,800 individuals all schools and recognised, alongside art, within the
either employed in, or who have sought employment in, new English Baccalaureate. Young people should have
the video games and visual effects industries, and found access to video games and visual effects clubs that
a disconnect between what they learned at university give them the experience of cross-curricular working.
and what they needed to know when they started work.
The industries need to be more strategic in the way
And we have undertaken in-depth interviews with they engage with schools, providing better resources
over half of the UK’s video games and video effects for teachers and career advisers, giving young people
employers, who reveal a real dissatisfaction with the exposure to industry role models and developing a new
talent pool available in the UK, which means that many national schools competition. Colleges and universities
have to recruit overseas instead. also have an important role to play in supporting these
initiatives.
Our skills audit of specialist universities courses
feeding talent into these industries has revealed an …and ensuring a steady flow of high-quality
oversupply of graduates from these courses for the graduates from universities and colleges
number of available jobs, and large numbers enrolled Strengthened accreditation of university and FE
on specialist courses in further education colleges, courses, building on Skillset’s existing scheme,
even though we show that very few of these go is essential if young people are to make informed
straight into industry jobs. decisions on what is the right pathway into the
industries. These industry-accredited courses
The stakes: the UK’s high-tech creative should receive targeted funding from HEFCE as
industries ‘Strategically Important and Vulnerable’ subjects
As the Review progressed, it became quickly apparent when the Government’s reforms to university
that the stakes were higher than the future of two education funding are implemented. Industry in
industries. The deficiencies we were uncovering in the turn must demonstrate its own commitment to these
education system needed urgent action for the future courses by introducing new industrial scholarships and
of the UK’s high-tech creative and digital industries supporting CPD for lecturers.
more generally.
STEM graduates and students should be made
The essential processes of video games and visual more aware of opportunities in the industries. A new
effects are the creation of digital assets, their animation University Technical College for the high-tech creative
or manipulation to create content, and ultimately their industries should be developed. Improved CPD
commercial exploitation. These processes are in fact provision should be offered by industries at universities
common right across the high-tech creative industries. and FE colleges so that employers have access to a
And the tools that are created in the visual effects and broader range of affordable training options for both
video games industries for optimising the quality of the technical and business skills. And firms must continue
images produced and the processing performance of to be able to recruit the best international talent.
the hardware they run on, migrate into the rest of the
high-tech creative industries. Pulling together to win
Unless we act quickly, we are in danger of losing out in
Our actions: equipping young people with the globally competitive markets that are only set to grow
right knowledge and skills for these industries… quickly in the years ahead. Our proposals below call
We need to make radical changes and have made for a redirection of existing government resources, not
a series of recommendations that we believe can for new ones. Nor do they require significant funds
transform the prospects of the UK’s high-tech creative from industry or educators. But they do require a real
industries like video games and visual effects. Our drive and shared sense of purpose from all three if we
main recommendations are highlighted here in bold are to re-invigorate a British success story with the
and italics. The full set of 20 recommendations are talent it needs to thrive.
listed in the box on page 7.
7. Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries 7
Twenty recommendations across the talent pipeline
Schools
Recommendation 1. Bring computer science into the National Curriculum as an essential discipline.
Recommendation 2. Sign up the best teachers to teach computer science through Initial Teacher Training
bursaries and ‘Golden Hellos’.
Recommendation 3. Use video games and visual effects at school to draw greater numbers of young
people into STEM and computer science.
Recommendation 4. Set up a one-stop online repository and community site for teachers for video games
and visual effects educational resources.
Recommendation 5. Include art and computer science in the English Baccalaureate.
Recommendation 6. Encourage art-tech crossover and work-based learning through school clubs.
Recommendation 7. Build a network of STEMNET and Teach First video games and visual effects
Ambassadors.
Recommendation 8. Introduce a new National Video Games Development and Animation Schools
Competition.
Recommendation 9. Design and implement a Next Generation of Video Games and Visual Effects Talent
Careers Strategy.
Recommendation 10. Provide online careers-related resources for teachers, careers advisers and young
people.
Universities, Colleges and Vocational education
Recommendation 11. Develop kitemarking schemes, building on Skillset accreditation, which allow the best
specialist HE courses to differentiate themselves from less industry-relevant courses.
Recommendation 12. HEFCE should include industry-accredited specialist courses in their list of ‘Strategically
Important and Vulnerable’ subjects that merit targeted funding. Industry commits to these
courses through industrial scholarships and support for CPD for lecturers.
Recommendation 13. Raise awareness of the video games and visual effects industries in the eyes of STEM
and arts graduates.
Recommendation 14. Give prospective university applicants access to meaningful information about
employment prospects for different courses.
Recommendation 15. Develop a template for introducing workplace simulation into industry-accredited video
games and visual effects courses, based on Abertay University’s Dare to be Digital
competition.
Recommendation 16. Leading universities and FE colleges sponsor a high-tech creative industries University
Technical College (UTC), with clear progression routes into HE.
Recommendation 17. Kitemark FE courses that offer students the best foundation in skills and knowledge to
progress into Higher Education.
Training and continuous professional development
Recommendation 18. Skillset Creative Media Academies and e-skills UK’s National Skills Academy for IT
to work with industry to develop specialist CPD training for video games and visual
effects industries.
Recommendation 19. Support better research-oriented university-industry collaborations in video games and
visual effects.
Recommendation 20. Continue to treat the 18 visual effects occupations on the Government’s shortages list
as shortage occupations.
8. 8 Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries
Acknowledgements.
The Livingstone-Hope Review was led by Ian Livingstone and Alex Hope, working with NESTA in collaboration
with Skillset and with support from e-skills UK. This report and the research underpinning it was produced by
Hasan Bakhshi and Juan Mateos-Garcia at NESTA. We would like to thank all those who generously contributed
their ideas and opinions through our surveys, interviews and consultation meetings. Special thanks to Andy
Payne, Antony Hunt, Ben Arora, Chris Burn, Gaynor Davenport, Helen Stanley, Jackie McKenzie, Kate O’Connor,
Kim Blake, Mark Benson, Nigel Payne, Ray Maguire, Richard Kunzmann, Saint John Walker, Simon Humphreys,
Vic Rodgers and William Sargent for their support throughout the Review.
9. Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries 9
Contents.
Part I. About this Review 10
Part 2. The video games and visual effects industries: 18
where creativity meets high-tech
Part 3. The Talent Pipeline: beginning with schools 28
Part 4. The Talent Pipeline: universities, further education colleges 46
and vocational education
Part 5. The Talent Pipeline: training and continuous 70
professional development
Conclusions. Effecting change 80
Endnotes. 84
Thanks. 87
11. Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries 11
“A review of the 20 biggest films of all time shows
that seventeen of those are visual effects (VFX)-heavy
“Creative computing gave rise to a blockbusters and the other three are CG-animated films
new UK entertainment industry in utilising very similar technology. Computer-based effects
the 1980s. The market for computer have transformed the way high-end films are made. In the
games boomed and UK designers and last 20 years, the proportion of the budget of these types
programmers were revered at home of films that is spent on VFX has grown from around 10 per
and abroad. Original and innovative cent to anywhere between 20 per cent and 50 per cent.
PC titles like Elite, Jetpac, Populous, The great news is that, over that same period, the UK has
Lemmings, Sensible Soccer and been transformed into a global centre for VFX, taking market
Worms became hugely popular. They share from the rest of the world. Between 1997 and 2004,
were followed in the late 1990s by employment and turnover of the four largest VFX companies
international blockbusters such as in the industry increased in real terms by 444 per cent and
Tomb Raider and Grand Theft Auto 540 per cent respectively and, as we’ll show in this report,
and in the 2000s by titles such as growth has continued. A look at the films nominated for the
Fable and RuneScape. Today, some best VFX Oscar reveals that at least one British company
70 per cent of the UK population has been represented in five of the last six, with one win (for
enjoys playing games. Indeed, films including The Golden Compass, The Dark Knight,
hundreds of millions of people are The Lion, the Witch and the Wardrobe). The UK’s VFX
enjoying playing games the world over. capabilities are now a major draw to big budget US films
Global revenues from software sales coming to the UK. And they have helped drive inward
are reportedly $50 billion per annum investment from film to $920 million in 2010.
and are expected to rise to $87 billion
by 2014. It is the largest entertainment But British VFX success is not limited to film. The UK has
industry in the world and continues to long been a global post-production centre for commercials.
grow. Commercials that are filmed both in the UK and around
the world and then transformed into slick films in British
The games industry is highly VFX studios. VFX is playing a larger and larger part of the
competitive and the industry needs programmes we watch on TV, from Dr Who to Walking
the best talent with hard skills: world- with Dinosaurs. This is a young industry that will play an
class computer scientists and artists. ever-increasing role in film, TV, broadcast and the web. Its
Quite simply, there are not enough of technologies will become standard tools for any image-
them in the UK. In recent years the UK based content creation business. If you’re creating content,
has slipped from 3rd to 6th in the world you are using computers, and the skills needed are common
development league. The education to both VFX and games.
system is failing to produce the talent
of the calibre required. There is a This is all great news. But it could be even better. UK VFX
generation of young people who are companies are turning away millions of pounds of work
passionate about playing games, yet every year for one reason: they can’t find the skilled people
they don’t know that a development they need. This means job opportunities and potential tax
industry is well established in the UK, revenues are being lost. The Migration Advisory Committee
or which subjects they need to pursue recognises this and has placed 18 VFX roles on their
a career in the industry. Now is the shortage occupations list.
time to invest in talent by equipping
them with skills for the digital age. This Through this Review I want to raise awareness of our
is not about additional funding. It’s industry and its potential as a great place to work in. I want
about re-directing existing resource to highlight why currently the education system is largely
to have the right mix of subjects to failing it. There are a few great examples of what does
prepare our children for a digital work in education, and we need to make these the norm.
world and its creative and commercial Industry, educators, and government must all play their part
opportunities.” in transforming the education system at every level to ensure
that the UK stays at the centre of one of the industries of the
Ian Livingstone future, rather than being left behind.”
Alex Hope
12. 12 Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries
3
The number of films nominated for
this year’s Oscar for Achievement
in Visual Effects that were entirely
or significantly created by UK
visual effects companies
a. This Review is about two of the most leading companies in Soho are behind the visual
high-tech and fast-growing creative effects for blockbuster film franchises such as Harry
industries in the UK Potter and Batman.
Video games and visual effects are two of the fastest …where technological ingenuity meets creative
growing creative industries in the world. High-tech, prowess
knowledge-intensive and, in the case of video games, Of course, the UK has long been a world leader in
generators of valuable intellectual property, these technological innovation. Britain had the world’s first
industries have all the attributes the UK needs to Industrial Revolution. Its code breakers at Bletchley
succeed in the 21st century. The global market for Park helped win the Second World War and created
video games is projected to grow at an annual rate of the first computer. Their inventiveness is echoed in the
10.6 per cent over the coming years to reach $86.7 multitude of innovative high-tech start-ups peppering
billion in 2014.1 In many markets, video games have the country today. This technological ingenuity is
gone from a product to service with spectacular matched only by our creative flair: the UK’s creative
success: hundreds of millions of people are playing industries, from the arts to television broadcasting and
video games over an increasing range of devices from music to digital media and design are, on some
and online via dedicated games portals and social measures, proportionately the largest in the world.5
networks. New console motion controllers are
redefining the way users interact with video games. We shouldn’t be surprised, then, to find the UK at the
In film, 3D spectaculars such as Avatar have lured global forefront of video games and visual effects,
global audiences back to cinemas. Film ticket sales two industries that combine the twin British traditions
worldwide grew 7.9 per cent between 2008 and of technological and creative excellence. In these
2009, and eight of the ten top grossing films in 2009 industries, research and development meets content
had a strong visual effects component.2 development, and scientists and software engineers
work hand-in-hand with artists and designers to
The UK is in an excellent position to reap the benefits produce interactive and audio-visual content that is
of this explosive growth in the market for video games consumed the world over.
and visual effects. As recently as 2008, its video
games development sector was the third largest in the
world after the USA and Japan, generating £2 billion
in global sales, contributing £1 billion to GDP and b. Resolving the skills challenge for
employing 10,000 people.3 Meanwhile, Soho is widely the UK video games and visual effects
acknowledged as the most important hub for visual industries
effects production after Hollywood, and houses four of
the world’s largest visual effects companies. Between
2006 and 2008, the UK visual effects industry grew by The UK video games and visual effects
almost 17 per cent, employing 5,000 people.4 industries face fierce competition in rapidly
changing markets
Landmark video games including Elite, Tomb Raider, Other countries are seeking to attract these two high-
Grand Theft Auto, Fable, RuneScape and Little Big tech, high-growth industries to their shores. In Canada,
Planet are the brainchildren of UK developers, and several provinces lavish video games development with
13. Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries 13
Elite copyright
Acornsoft
generous tax breaks and subsidies, and invest heavily Canada again, and New Zealand and Australia have
in their universities to produce a specialised talent targeted tax credits specifically at visual effects
pool.6 Access to finance and a skilled workforce are production. Eastern European and Asian countries
joined at the hip in attracting video games companies. with cheaper labour costs are increasingly able to
tackle top-of-the-range video games and visual
Box 1. The UK’s video games and visual effects industries: creative and commercial powerhouses
Video games: The UK has long excelled in producing innovative – often genre-defining – video games that
enjoy resounding commercial success. In recent years, British studios have been behind some of the most
popular video games titles in the world. Grand Theft Auto IV, produced by Edinburgh’s Rockstar North, broke
all entertainment records in 2008, selling 3.6 million units and earning $310 million in sales in its first 24
hours. Other award-winning, top-selling titles of recent years include Little Big Planet, Fable, Batman: Arkham
Asylum, Lego Star Wars and SingStar, respectively developed by Media Molecule, Lionhead, Rocksteady,
Traveller’s Tales and Sony Computer Entertainment London. UK studios such as Frontier and Rare are, with
Kinectimals and Kinect Sports, also at the forefront of innovation with new motion controllers in consoles.
Some UK video games companies have taken a lead in online markets. Cambridge-based Jagex is behind
RuneScape, the most popular free-to-play multiplayer online game in the world, while Hand Circus caused
a splash in the App Store with its iPhone game Rolando. Playfish, which makes social network games, now
owned by Electronic Arts, has just hit a user base of 55 million and more than 90 million virtual items are
transacted daily in Playfish games.
Visual effects: Batman Begins, The Dark Knight, Bourne Ultimatum, Prince Caspian, The Voyage of the
Dawn Treader, Avatar, Clash of the Titans, Prince of Persia, The Sorcerer’s Apprentice, The Da Vinci Code
and many more. It is hard to think of a Hollywood blockbuster over the last five years which has not benefited
from the creative expertise of talent working in Soho’s visual effects hub. Double Negative, Framestore, MPC
and Cinesite – four of the largest visual effects companies in the world – have all been involved in these films.
Alongside these films they have also helped bring J.K. Rowling’s Harry Potter books to the screen, which
between them have earned $6 billion at the box office. This franchise has been fundamental to the growth
of the UK visual effects industry which now is helping set the standard for quality globally. This year three of
the five films nominated for the Oscar for Achievement in Visual Effects were entirely or significantly created
by these companies. Double Negative visual effects supervisors are nominated for Inception and Iron Man
II, and Framestore and MPC Supervisors for Harry Potter and the Deathly Hallows Part 1. Framestore is a
past Oscar winner (2008). The Mill heralded the arrival of the UK on the visual effects map with its Oscar
win in 2001. As the industry has grown, so it has enabled numerous new companies to set up work on these
high-end effects films. The UK is also a global centre for visual effects work in commercials, with The Mill,
Framestore and MPC attracting work from all over the world. The UK also boasts some of the world-leading
companies producing technology and tools for the visual effects industry. The Foundry, for instance, has
developed Nuke, the industry standard for compositing.
14. 14 Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries
Little Big Planet 2
copyright Sony
Computer Entertainment
effects projects, directly competing with leading UK games and visual effects industries. Undertaken by
companies. While all of this happens, both industries NESTA with support from Skillset and e-skills UK (the
are experiencing disruption as a consequence of respective Sector Skill Councils for Creative Media
technological progress and market changes (such as and Business and Information Technology), its purpose
the move to online and mobile in video games, and the was to identify the bottlenecks in the flow of talent
spread of 3D in film). What worked in the past will not from education into the video games and visual effects
be enough to succeed in the future. industries, and to put forward a programme of practical
actions to remove them.
If the UK is to tackle these challenges, and realise the
economic benefits of rapid growth in video games and Ultimately, the Review seeks to transform the UK into
visual effects markets, it is crucial that both industries the best source of talent in the world for these two
have access to the right kind of talent. However, sectors, ensuring that UK video games and visual
the UK’s education system is not producing enough effects companies have access to the skills they need
people with the right skills. to stay ahead of their overseas competitors. As well
as supporting indigenous video games and visual
The education system is failing to produce effects companies with the highest growth potential,
talent of the calibre that these industries now this will also help attract inward investment from global
need companies, which are always on the lookout for top
Previous evidence suggests that difficulties filling talent.8
vacancies are having a real impact on video games
and visual effects companies’ growth prospects.7 They If the UK’s video games industry overcomes existing
are forcing some companies to recruit from abroad, barriers to growth and keeps up with its global
turn down lucrative work and in some cases move competitors, it stands to generate £1 billion more
their operations overseas. Skills shortages have led sales by 2014. And the UK’s visual effects sector, if it
the government to include 18 specialist visual effects continues to expand at the rates experienced in recent
occupations in its shortage occupation list for Tier years, could reach £610 million in revenues by the
2 of the points-based system. This situation is not same year.9
sustainable. The education system needs to adapt
to ensure that the UK keeps up with other countries At the digital frontier, the skills needs of video
that are actively promoting their own video games and games and visual effects businesses are
visual effects industries. bellwethers for the creative industries
Digital technological progress is disrupting all the
This Review seeks to transform the UK into the creative industries. Music, publishing and advertising
best source of video games and visual effects businesses have still fully to come to terms with
talent in the world online distribution, and even live performance
In July 2010, Ed Vaizey, the Minister for Culture, arts organisations are experimenting with digital
Communications and Creative Industries asked Ian technologies to reach audiences in new ways.10
Livingstone, Life President of Eidos, and Alex Hope, The crossover between creativity and technology is
Managing Director of Double Negative, the largest examined in The Fuse, a recent report by the Council
film-specialist visual effects company in Europe, to for Industry and Higher Education, which argues
lead this independent Review of skills for the video for the need to think about the creative, digital and
15. Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries 15
£102 billion
GVA of creative, digital and IT industries in the UK
information technology industries in an integrated need a steady flow of young, high-calibre talent
way, acknowledging their strategic importance for from the education system. This talent is first
the UK economy, and paying special attention to the nurtured at school, from where it feeds into
multidisciplinary way in which they combine creativity further education colleges and universities, and
and technology, which creates new demands from the then into industry.
education system.11 The Fuse makes it clear that these
sectors matter for the UK economy, employing over 2.5 We have examined the barriers to achieving this,
million people, and contributing £102 billion in GVA.12 and have put forward recommendations to remove
them, in schools, colleges and universities:
An implication is that other creative industries are
already facing – or are bound to face imminently – a. Schools: primary and secondary schools
similar skills shortages to those faced by the video should provide young people with the
games and visual effects industries.13 This means knowledge that can be developed into
that many of our recommendations will benefit those industry-relevant skills later in life.14 We must
industries too, by addressing deficiencies in their own ensure that young people are taught the
talent pipelines. Arguably, our actions aimed at raising essential Science, Technology, Engineering
awareness of the industries, ensuring that universities and Mathematics (STEM) knowledge,
and colleges equip graduates with industry-relevant including computer science, that they need
skills, and that they participate more actively in CPD for to work in the high-tech industries of the 21st
the video games and visual effects workforces, could century including video games and visual
serve as a template for action in other, increasingly effects. We need to set in motion a virtuous
high-tech, creative sectors. circle where video games and visual effects
help draw young people into maths, physics
and computer science, and improve their
learning outcomes, in turn enlarging the talent
c. Our approach pool for these industries in the future. Schools
should do more to encourage cross-curricular
A talent pipeline… learning. Careers guidance needs to reflect the
During the Review, our consultations with industry growing employment opportunities in high-tech
have led us to adopt the metaphor of a ‘talent pipeline’ creative industries like video games and visual
through which talent flows across different educational effects.
paths (including schools, colleges, universities and
continuous professional development) and into b. Colleges and universities: Colleges and
video games and visual effects. We have worked universities should produce graduates with the
with industry and educators to diagnose where the right mix of deep academic knowledge, hands-
bottlenecks in this pipeline lie (Figure 1). And we have on technology skills and awareness of what
sought to answer one key question: what do the UK’s working in the industries involves. This requires
video games and visual effects industries need from both improving the quality of specialist courses
the education system? and raising awareness of the video games and
visual effects industries as excellent career
• The video games and visual effects industries destinations for the smartest graduates from
16. 16 Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries
general STEM and arts degrees.15 and colleges, including course numbers, entry
requirements, syllabus content and graduate
• The video games and visual effects industries employment destinations.
need access to affordable and high-quality
training options to keep the technical and 5. A survey of employers: The largest scale in-
business skills of their workforces up to date. depth survey of video games and visual effects
Training providers can also help individual employers’ skills needs ever conducted in the UK,
employees to upgrade their skills in sync with involving 224 video games and 84 visual effects
changes in the labour market. companies.
We have examined how to achieve this in the 6. An online survey of talent: A survey of 910
third and last point of the talent pipeline: people working or seeking work in the video
games industry, and separately 936 people
c. Continuous Professional Development working or seeking work in visual effects.
including the provision of training services by
FE colleges, universities and private training 7. Interviews with recruitment agencies
providers. We uncover the precise nature and headhunters: Interviews with leading
of skills shortages in the labour market, recruitment agencies and headhunters for the
confirming that video games and visual video games and visual effects industries. The
effects companies rarely use FE colleges interviews explored new trends in the labour
or universities for CPD and training, and we market for these sectors, as well as emerging
identify the barriers to upgrading the skills of skills needs in the eyes of recruiters. The study
the two industries. also helped to triangulate the findings from the
employer and talent surveys.
…and a research programme
Given the lack of an existing robust evidence base, An appendix, which can be downloaded from NESTA’s
we have worked closely with industry and educators website, presents our methodology for data collection and
to design and implement an ambitious research findings of the different research strands in further detail.
programme comprising seven discrete data collection
and analysis exercises: In addition to our primary data collection, we have
also drawn on relevant sectoral studies carried out by
1. Surveys of young people and parents: organisations in the UK like Skillset, e-skills UK, TIGA,
Surveys of 564 11-18 year olds and 918 UKIE and UK Screen Association, international bodies
parents/carers focused on their awareness of like the OECD and the International Association for the
the UK video games and visual effects industries, Evaluation of Educational Achievement, and academic
their perceptions of careers in these industries studies (references are provided throughout in the
and their knowledge of the skills required to endnotes).
succeed in them.
We have carried out extensive rounds of
2. Surveys of teachers: Surveys of over 400 consultations with industry experts, educators,
primary and secondary school teachers about professional bodies and policymakers
their awareness of the UK video games and Between August and December 2010, we held
visual effects industries and the skills needed to five expert workshops, and separately consulted
work in them. The surveys also examined the use more than a hundred people in order to develop
of technology in the classroom and teachers’ own our research programme, validate its findings, and
technology skills and media consumption habits. build our recommendations. In developing some of
our recommendations we consulted learned bodies
3. Interviews with university course assessors: including the Institute of Physics, the British Computer
Interviews with course assessors at leading Society’s Academy of Computing and The Royal
universities, teaching specialist video games Society, and groups like Computing at School and
and visual effects skills, and experts in overseas STEMNET. Some of the individuals we consulted for
territories. The interviews explored the assessors’ the Review, including those at our workshops, are
experience of course applicants, and what needs listed at the back of the report. We are indebted to
to be done at school to ensure that more young them for their time and input.
people can succeed in the most demanding and
industry-relevant degrees. A word on our recommendations
When developing our recommendations, we have been
4. An audit of university and college skills at pains to attribute funding responsibilities based on
supply: A detailed audit of video games and a careful assessment of the benefits and costs of each
visual effects specialist courses at universities action. We call for public funding only where there is a
17. Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries 17
Clash of the Titans:
Image Courtesy of Warner
Bros Pictures/MPC
strong public value case for UK plc, for instance where of video games and visual effects.
our recommendations will impact on the numbers of
young people choosing to do STEM subjects that Part 3 presents our findings and policy
are in high demand across the whole economy, or recommendations in the schools area.
will improve learning outcomes in schools. Even here,
wherever feasible, we seek co-funding from industry. Part 4 focuses on higher education, further education
Where we believe that the benefits from action will be and vocational training.
largely limited to the video games and visual industries
(say around raising levels of awareness), we call on Part 5 examines the provision of training for continuous
them to take the lead, including in funding them. professional development.
Structure of the Report Part 6 presents the conclusions of the Review and
In Part 2 of the Report we provide a brief overview suggests lead responsibilities for implementing our
of the video games and visual effects industries. We recommendations.
identify the essential skills that go into the production
Figure 1. The talent pipeline
To ensure that a steady flow of To ensure that there is a range of
Aims young high-calibre talent is affordable training options to keep
supplied by the education system the skills of the workforce up to date
CPD Providers
FE Colleges
Stakeholders Schools Vocational
Universities
Industry
18. 18 Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries
KinectSports copyright
Microsoft Game Studios
Part 2. The video games and
visual effects industries: where
creativity meets high-tech
In this Part, we provide an overview of the video games
and visual effects industries, and of their activities in
the UK. Our discussion of their production processes
and innovation activities, as well as the results from our
own research, shows how these are quintessential high-
tech creative industries that integrate creative content
production and cutting-edge technology. This means
that they depend on excellent STEM skills and artistic
talent working together.16
19. Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries 19
“VFX is about making the impossible possible
on screen – if you can think it, we can create
it (nearly! – and those things we can’t do yet,
we’ll be able to do pretty soon). Whether it is the
talking lion in Narnia, making Paris fold on top
of itself in Inception, or crashing the Millennium
Bridge into the Thames for Harry Potter, there
is one common feature: the fusion of art and
science.
“Video games are now accepted as a genuine art
form, capable of evoking emotional responses If you want to make computerised water
from players. The industry was built on two of believable, it needs to look and move right. Which
the core strengths of the UK – creativity and high means you need to understand: the science
technology. It was a marriage of art and science. behind the way light behaves as it passes through
Video games production ticks all the right boxes water, partially reflected on the surface to give
for the digital economy: creative, knowledge- and bright highlights but also passing through the
skills-based, IP-creating, high-tech, broadband- surface to illuminate what lies beneath; and the
enabled, scalable and green. Developing games computational fluid dynamics that physicists use
is not a simple matter. to model how liquids move.
Games were once a single-player experience, Once you have the science, you then need to
available as a product sold at retail to typically take an artistic eye to it. While the equation
‘niche’ gamers, usually male. Today’s games have borrowed from physics may accurately describe
become social and have entered the living room. how the water moves, it is not perfect and needs
Men and women, young and old are playing a subjective and creative decision made about
games together, both off and online. There are what ‘feels’ right. Once you’ve created the tool in
many gaming platforms: PCs, TV-based consoles, the computer to light the water realistically, you
handheld devices, smartphones and online still need the artistic flair of a cinematographer or
portals, and social networks such as Facebook a painter to make it look great. At every turn, the
offering games as a service. At one end of the VFX artist is combining maths, physics, computer
spectrum, small, agile teams are delivering science and art to create. They do this as part of
innovative online interactive content and at the a team and with a pragmatism born of a need to
other, large 100+ person teams are developing work to a tight deadline.”
intense, graphics-rich, cinematic single- and
Alex Hope
multi-player gaming experiences for high-end
consoles played both off and online.
The skills needed to produce such varied
content are, however, linked by the common
denominators of computer science, maths,
physics and art. The relatively low number of
graduates leaving universities with these hard
skills is a fundamental problem for the games
industry. Unless this trend is reversed, production
will move offshore leaving the UK to rue yet
another wasted opportunity in an industry for
which it has the innate fundamental abilities to be
a world leader.”
Ian Livingstone
20. 20 Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries
a. Video Games: the art of software a blockbuster title was one or two entrepreneurial
individuals with a good idea and the right technical
i. An overview of the video games industry skills. Most video games projects took a few months
to complete, and they were very often self-funded.
Interactive goes mainstream As the scale of projects grew, driven by new and
The video games industry produces interactive content more powerful gaming devices, so did the levels
that is consumed across a wide range of devices, of investment required for development. (Table 1
including games consoles (such as Microsoft’s Xbox, illustrates these changes with a comparison between
Sony’s PlayStation and Nintendo’s Wii), personal Elite and Grand Theft Auto IV). This led to the
computers, arcade machines, portable gaming devices emergence of large publishers financing development
(like the Nintendo DS), mobile phones and tablets. studios in exchange for ownership over the resulting
Video games markets have grown exponentially Intellectual Property (IP).
over the last decade, and are expected to continue
doing so: according to the latest projections from The advent of digital distribution has transformed the
PricewaterhouseCoopers, the sector will grow at an video games value chain, enabling developers to reach
average annual rate of 10.6 per cent between 2010 their audiences directly, or through online stores such
and 2014 – faster than film, music and TV. as Apple’s AppStore, Valve’s STEAM and Microsoft’s
Xbox Live. It has also made it possible to produce new
The latest report from the Interactive Software kinds of video game that are played on the Internet
Federation of Europe (ISFE) shows the extent to or in social networks, with new business models
which video games have come of age as a mainstream that generate revenues through subscriptions, online
entertainment medium.17 It shows that almost a third of advertising, and the sale of virtual goods and premium
all people older than 16 in the UK describe themselves content. The online segment of the video games
as ‘gamers’ (with an almost even breakdown between market is expected to grow at an annual rate of 21.3
men and women). The percentage goes up to 74 per per cent between 2010 and 2014, twice the average
cent for people between the ages of 16 and 19. In its for the sector overall. Some industry insiders believe
most recent Communication Markets Report, Ofcom that revenues from online sales will surpass those from
notes that one in every two UK houses owns a video packaged goods this year.19
games console. Playing video games is now the most
popular form of online media consumption in the UK Console gaming is still dominated by large ‘platform
(39 per cent of internet users report doing so), ahead holders’ such as Microsoft, Nintendo and Sony (who
of music and film. ‘Games’ is the 7th most popular not only design and manufacture gaming consoles, but
search term on Google.18 also publish video games developed by their ‘in-house
studios’), and large publishers such as Activision-
The video games value chain is being Blizzard and Electronic Arts (who release video games
transformed by digital distribution and online developed by their in-house studios and ‘third party’
gaming independents). Meanwhile, new giants are emerging
In the early days of the video games industry in the in the online space – Google has made a large
late 1970s and early 1980s, all it took to produce investment in Zynga, the US social gaming company
Table 1: Two UK video games blockbusters, 24 years apart
Elite Grand Theft Auto IV
Release date September 1984 April 2008
Project team 2 150
Development time 2 years 4 years
Man-month equivalent 48 7,200
Memory requirements 22 Kilobytes 1.5 GB (PC version)
Units sold 600,000 17 million
Estimated gross revenue at 2009 prices £21 million £600 million
Sources: Spufford, F. (2003) ‘Backroom Boys.’ London: Faber & Faber; Barton, M. and Loguidice, B. (2009) ‘The History of Elite: Space, the Endless Frontier.’
Available at: http://www.gamasutra.com/view/feature/3983/the_history_of_elite_space_the_.php; EDGE (2009) ‘The Making of Elite.’ Available at: http://www.
next-gen.biz/features/the-making-of-elite?page=0,0; Orry, J. (2010) ‘GTA 4 Sales reach 17 million.’ Available at: http://www.videogamer.com/news/gta_4_sales_
reach_17_million.html. http://gamewiki.net/Grand_Theft_Auto_IV
21. Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries 21
21.3%
Projected annual
growth rate of
the online video
games market
between 2010
and 2014
behind Facebook video games titles such as FarmVille projects are carried out by multidisciplinary teams.24
and CityVille, which has an estimated market value of
$5.5 billion – larger than Electronic Arts.20 Downloads These teams, which can number several hundred
from digital distribution platforms such as Steam and for larger scale console projects, include computer
Apple’s AppStore are also booming, and millions visit programmers who produce the software, artists,
online gaming portals such as Miniclip and Kongregate animators, designers in charge of the gameplay
every day.21 Publishing is not dead, but it is certainly (the way in which the user interacts with the video
changing. game, which is key for immersion and engagement),
scriptwriters and music composers. Like any software,
Independent studios are hired by publishers to video games require strenuous usability testing
produce video games. Increasing numbers ‘self- and quality assurance, as well as careful project
publish’ on the Internet. They vary in size depending management to ensure that all these components are
on the platform they target: while video games for integrated smoothly.
mobile phones can be developed by small teams, ‘AAA’
blockbusters for consoles and high-end PCs require The increasing importance of digital distribution and
investments of up to $100 million (before marketing self-publishing means that many studios can no longer
costs) and hundreds of developers. The mainstream leave the commercialisation of their video games to
success of online and social network gaming has been publishers. Instead, they are having to improve their
associated with rapid growth in the size of some of business, sales and marketing skills to make the most
the leading studios. Cambridge-based studio Jagex, of new online and social gaming markets where the
responsible for RuneScape (which has 10 million business models of the ‘bricks and mortar’ age don’t
regular users), is now one of the largest video games apply any more. Working with unproven technologies,
companies in the UK (and the 22nd fastest growing as well as unpredictable audiences, video games
high-tech company in the country according to the developers face higher levels of commercial
Sunday Times Tech Track 100).22 uncertainty than most creative businesses.25 Projects
often shift course significantly before completion,
Video games production also relies on support putting great stress on the problem-solving and
services provided by a rich ecosystem of companies – improvisation abilities of the workforce.26
including ‘middleware’ (software tools for video games
development), localisation, testing, outsourcing and Changes in technology and markets keep
motion capture. impacting on the skills needs of the sector
Disruptive change seems to be the only constant
Video games development is a multidisciplinary in this industry: new platforms, peripherals and
effort programming languages appear in the market at
The ideal of the lone coder toiling away at home a relentless pace. 2010 alone saw the release of
remains alive thanks to the popularity of mobile phones Microsoft Kinect and Sony’s Move, smartphone and
where an individual can still produce a successful social network gaming became the hot thing for new
video game, as well as the PC. This is illustrated by consumers looking for ‘bite-sized’ gaming experiences,
the success of Minecraft, a million-selling indie game and 3D TVs started to gain mainstream traction. Cloud
produced single-handedly by a Swedish programmer.23 gaming and a new generation of video games consoles
But the truth is that even in these markets most are coming soon. This dynamism helps to explain the
22. 22 Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries
boom in gaming audiences over the last decade, but it studios in the world (indeed, 25 out of the top 100
also means that video games developers need to keep development studios selling their product in retail
their skills constantly updated to stay ahead of the celebrated by Develop, a trade magazine, are based in
curve.27 the UK).30 The creative outputs of the UK video games
industry are heavily in demand throughout the world –
Video games are at the cutting edge of many according to a TIGA survey, 91 per cent of UK video
technology fields games developers export their products overseas. On
Intense competition in entertainment markets has average, they generate 62 per cent of their turnover
driven rapid technological change, putting video games through sales in international markets.31
companies at the forefront of many technology fields:
studios adopt sophisticated optimisation techniques But the UK’s position as a global video games
to exploit the graphical capabilities of hardware and development hub is under threat
save memory; they write complex artificial intelligence Not all is well with the UK video games industry.
algorithms to make the behaviour of their video games Over the last few years, there have been increasing
more believable to players.The advent of new motion concerns about its decline in global market share.
sensitive controllers and touch pads has put the sector Mounting competition from countries with generous
at the forefront of innovation in user interfaces. Online public subsidies, such as Canada and France, as
video games companies constantly seek ingenious well as those with booming online markets (including
ways to reduce their bandwidth load and signal lag. Germany and South Korea) together with cheaper
They also collect and analyse user data rapidly to studios in Eastern Europe and the Far East mean that
improve the quality of the user experience. Social the UK has fallen in the global development rankings.
network games companies launch new titles with In 2010, Canada officially overtook the UK to become
minimum viable content and serve new metrics-driven the third development territory in the world in terms of
content to consumers on a weekly or even daily basis. workforce32 – according to industry insiders, the UK
could have already dropped down to the 6th position
In doing all this, video games companies often produce globally, behind South Korea and China.33 A recent
proprietary technologies and tools that allow them study by TIGA reports that the UK video games
to stay ahead of their competitors, and which can be industry has shed 900 jobs since 2008.34 The UK
licensed to third parties: this is an important source of video games industry has made vigorous calls for a
value for video games studios that have traditionally tax credit for video games production similar to those
relinquished ownership over their IP to the publishers already available in Canada and France.35
who fund their work. For example, Crytek, a leading
German video games studio, is behind CryEngine, a The lavish public support enjoyed by overseas
state-of-the-art engine that can be licensed by other competitors is not the only challenge facing UK video
studios to produce their own video games (or even in games companies. The sector has long had structural
some cases, high-spec military simulations).28 difficulties accessing finance for development and
growth. This is one reason why no home-grown
ii. The video games industry in the UK publisher has managed to reach the global scale of
their US, Japanese and French competitors. The UK
A historical success story for the UK’s creative industry also faces barriers to benefiting from public
economy schemes already in place to support investment and
The UK video games development industry emerged innovation.36 Skills shortages and problems with
over the 1980s and 1990s when a generation of the education system, with which this Review is
bedroom coders who had learned programming on concerned, also rank as one of the main barriers to
cheap and widely available computers graduated into making video games in the UK.37
professional video games production. This ‘golden age’
generated titles such as Elite, Lemmings, Populous A highly entrepreneurial development sector
and Broken Sword. The UK’s creative and technical Our employer survey targeted companies with UK
excellence attracted the attention of global publishers, offices involved in the production or commissioning of
many of which acquired independent studios and set video games, and collected data for 224 businesses.
up their European headquarters in the UK. Figure 2 shows that small companies dominate the
sector (just under three-quarters have fewer than 25
The UK remained at the forefront of video games permanent employees, and only 8 per cent have more
development for many years. As recently as 2008, than one hundred). That said, relatively few employers
the UK’s video games industry was the third largest account for a significant proportion of the workforce,
development territory in the world after the USA and with the four largest companies employing a third of
Japan. It generated £2 billion in turnover, contributed the overall workforce in our sample. Most businesses
£1 billion to GDP and employed 10,000 people in (145) responding to our survey define themselves
development activities.29 The UK still hosts some as independent developers; a further 32 are studios
of the most prestigious video games development owned by publishers; 83 describe themselves as
23. Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries 23
Batman: Arkham City
copyright Warner Bros.
Interactive Entertainment.
having publishing functions, and 74 provide support to which the UK video games industry integrates
services (these categories are not mutually-exclusive technology-intensive and creative tasks. Of 736
– for instance, many independent studios also publish respondents currently employed in the sector, 30 per
their own video games).38 cent are in programming positions, 24 per cent are
artists or designers and 10 per cent work in production
Console and PC are the dominant platform focus positions (including producers and project managers).
(over 61 per cent of our respondents have produced A further 9 per cent are involved in testing.
video games for each of these markets), followed by
mobile (44 per cent) and other handheld devices (26 The sector recruits employees from many courses: 12
per cent). Only 1 per cent specialise in educational per cent of graduates who responded to the survey
and training video games. Larger companies focus on had studied video games programming courses, 29
console games, while smaller ones tend to specialise per cent had degrees in computer science, 12 per
in the mobile and PC markets. cent in creative media, 7 per cent in animation, and 5
per cent in video games design. Our sample contained
UK video games companies recruit highly more mathematicians than people with general arts
qualified personnel, often with degrees in STEM degrees (7 per cent compared with 2 per cent).
subjects Overall, 48 per cent of graduates working in the video
Our video games talent survey shows the extent games industry who completed our survey had studied
STEM subjects (including maths, engineering, physics
and computer science).39
Figure 2: Size distribution of video games employers These results also illustrate the high levels of
in our sample knowledge and skill that are required to work in the
industry. Seventy-three per cent of respondents
who were currently employed in the industry had
an undergraduate degree; 25 per cent had a
8% postgraduate qualification (including 3 per cent with
PhDs). Twenty-nine per cent of those with degrees
10% 0 to 4 working in the industry had been awarded First Class
34% 5 to 24
Honours.
9% 25 to 49
Consistent with this, we looked at the 640
50 to 99 respondents who provided their salary details to
100+ estimate their average annual gross salary, and
compared it with other occupations from the 2010
39% Annual Survey of Hours and Earnings (ASHE). Our
respondents’ average salary, £36,211, compares
favourably with the national average (£26,510), and is
in line with other Professional, Scientific and Technical
Activities (£36,732).
Source: Video games employer survey, 2010.
24. 24 Next Gen: Transforming the UK into the world’s leading talent hub for the video games and visual effects industries
Of the 20 biggest films of all
time, 17 made heavy use of
visual effects and the other
three were CG-animated films
The multidisciplinary aspects of video games They help film-makers reduce the production costs
development are also visible in our employer of shooting outdoors scenes or recreating period
survey settings – from the Second World War in Atonement
The responses to our large-scale employer survey to Victorian London in Sherlock Holmes.
confirm the extent to which the video games industry
draws on technical and artistic personnel who,
crucially, are able to work closely with each other. They are most often provided by specialist
When asked what were the top three qualities sought companies
in newly qualified candidates, 71 per cent mention The audience’s appetite for ever more absorbing and
technical skills to plug into production from day one, spectacular experiences has driven a technological
65 per cent identify the ability to work as part of a race in visual effects production. But very few
team and 51 per cent flag up artistic skills to make a film or TV companies have the in-house levels of
difference creatively. expertise required for the highest quality visual effects
production. Visual effects are instead provided
by specialist companies employing hundreds of
animators, artists and programmers, such as those in
b. Visual Effects: high-tech dream Soho.
factories
As visual effects become more important, so do
i. An overview of the visual effects industry the levels of collaboration between the companies
producing them and their film, TV and advertising
Visual effects have become a driving force in clients. Although visual effects companies are usually
creative media considered as part of the ‘facilities’ sector, providing
Rapid advances in software and hardware have post-production services to businesses in other parts
made it possible for film-makers and TV production of the value chain, they often participate in projects
companies to create experiences that would have from their very inception. Many provide expert advice
been inconceivable a few years ago, and worldwide during the pre-production and production stages, after
audiences have flocked in droves to watch them. which they create and integrate visual effects with live
Amongst the top ten grossing films of all time were footage. As with video games, visual effects companies
Harry Potter and the Deathly Hallows Part 1, Harry draw on support services such as technology and
Potter and the Sorcerer’s Stone and Batman: The tools developers.
Dark Knight, all with a strong visual effects component
generating between them $2 billion at the box office. What does a visual effects project look like?
The bulk of their visual effects were provided by Films are perhaps the most ambitious and demanding
specialist companies based in Soho.40 area of work for visual effects companies. Consider
what a ‘typical’ visual effects project life cycle for a big-
Although visual effects are more prominent in science budget feature film looks like.
fiction, adventure and fantasy content (many of
the characters and settings are wholly computer- During pre-production, the phase before filming starts,
generated in Harry Potter and Lord of the Rings), they the visual effects team will:
are becoming more important in other genres too.