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From Exuberant Youth to Sustainable Maturity - DTI Home

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UK COMPETITIVENESS SUMMARY<br />

3.5.1 Profile / reputation<br />

Value and importance of games industry <strong>to</strong> UK not<br />

widely appreciated or unders<strong>to</strong>od<br />

In 2000, the UK's expenditure on leisure software<br />

exceeded spending at the cinema box office and on<br />

VHS and DVD rental (however, note that cinema box<br />

office only makes up 30% of revenue from films).<br />

Exhibit 37: UK leisure purchases for comparable<br />

industries, 2000 (m units)<br />

cinema box<br />

office<br />

Source: Screen Digest - Interactive leisure software, market assessment and<br />

forecasts <strong>to</strong> 2005<br />

In 1999, the UK games industry created exports of<br />

£482m, in line with TV, but significantly less than film.<br />

In the previous year film exports were actually lower<br />

than those from leisure software 30 .<br />

Exhibit 38: Export values for comparable industries,<br />

1999 (£m)<br />

1,200<br />

1,000<br />

800<br />

600<br />

400<br />

200<br />

632<br />

0<br />

481<br />

VHS and<br />

DVD rental<br />

1,104<br />

VHS and<br />

DVD retail<br />

2,018<br />

music<br />

software<br />

1998 1999<br />

leisure<br />

software<br />

Note that while the value of exports of leisure<br />

software declined from 1998 <strong>to</strong> 1999, so did the<br />

value of imports in<strong>to</strong> the UK and that the positive<br />

balance of trade in leisure software actually<br />

increased from £219m <strong>to</strong> £276m 31 .<br />

24 Competitiveness analysis of the UK games software sec<strong>to</strong>r Main report<br />

934<br />

Film TV Leisure software<br />

Source: Screen Digest – Interactive leisure software, market assessment and<br />

forecasts <strong>to</strong> 2005<br />

30 Source: Screen Digest - Interactive leisure software, market assessment and forecasts <strong>to</strong> 2005<br />

31 Source: Screen Digest - Interactive leisure software, market assessment and forecasts <strong>to</strong> 2005<br />

The importance of the industry <strong>to</strong> the UK economy is<br />

not widely appreciated, however. Financial<br />

institutions, in particular, have a far more limited<br />

awareness of the games industry than they have of<br />

other creative industries. And there is as yet no<br />

specific Standard Industry Classification (SIC) code<br />

for games - the design and development of games<br />

software is currently classified under "software<br />

consultancy and supply", whilst publishing of all<br />

games software is classified under "other publishing"<br />

and the manufacture and wholesaling of video<br />

games is classified under "miscellaneous <strong>to</strong>ys".<br />

The low profile of the industry is due <strong>to</strong> lack of<br />

communication both at the business and consumer<br />

levels. Until very recently the industry had little<br />

attention from Government, certainly in comparison<br />

<strong>to</strong> the film or TV industries. Most notably, the film<br />

industry has secured both funding from Lottery<br />

receipts and a unique framework of tax breaks for<br />

inves<strong>to</strong>rs.<br />

There is no doubt that the film industry has managed<br />

<strong>to</strong> build its profile on the back of mass-market<br />

consumer appeal, and a glamour that appeals <strong>to</strong><br />

consumers and policy-makers alike. The games<br />

industry is unlikely <strong>to</strong> develop this type of profile,<br />

particularly given the hither<strong>to</strong> 'niche' demographic of<br />

hardcore gamers <strong>to</strong> which it has appealed. However,<br />

most games companies have done little high profile<br />

advertising, or marketing - preferring specialist press<br />

and in-s<strong>to</strong>re promotions.<br />

Sony's mass-market promotion of the Playstation is<br />

the singular, and highly important, exception <strong>to</strong> this<br />

rule.<br />

"Sony did more for the profile of the industry than<br />

anyone else. Their marketing campaign transformed<br />

games from geeky <strong>to</strong> cool. They are the reason that<br />

we are now targeting 26-year-old males" [Publisher]<br />

Games companies are beginning <strong>to</strong> increase their<br />

mass market marketing spend and profile. For<br />

example: games can now be seen on supermarket<br />

shelves and petrol stations and hit games are being<br />

advertised on mainstream television channels (e.g.<br />

Xbox and Halo). Following the launch of the Xbox<br />

and Gamecube, the profile of games in the mass<br />

media is likely <strong>to</strong> grow once more. The Industry as a<br />

whole could benefit from this enormously. In<br />

addition, publishers, through ELSPA, are aiming <strong>to</strong> lift<br />

reviews of games on<strong>to</strong> the same pages as book, film<br />

and video reviews.

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