From Exuberant Youth to Sustainable Maturity - DTI Home
From Exuberant Youth to Sustainable Maturity - DTI Home
From Exuberant Youth to Sustainable Maturity - DTI Home
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Contents<br />
1 Introduction 4<br />
1.1 Purpose and scope of the study 5<br />
1.2 Definition of competitiveness 5<br />
1.3 Approach 6<br />
1.4 Access <strong>to</strong> data 6<br />
1.4.1 Sources used 6<br />
1.4.2 Sources available 7<br />
1.4.3 Data availability issues 7<br />
2 Games market overview 8<br />
2.1 Games industry structure 9<br />
2.2 Global market size 10<br />
2.3 Key developments 11<br />
2.3.1 Increasingly hits-driven market 12<br />
2.3.2 Massively increasing scale of projects 12<br />
2.3.3 Progress <strong>to</strong> mass-market for games consoles 13<br />
2.3.4 Development of new platforms and e-commerce 14<br />
3 UK competitiveness summary 16<br />
3.1 Outputs 17<br />
3.1.1 UK market share 17<br />
3.1.2 US market share 17<br />
3.1.3 European market share 18<br />
3.1.4 Japanese market share 18<br />
3.1.5 Global market share 18<br />
3.1.6 Balance of trade 19<br />
3.1.7 Total value generated 19<br />
3.2 Inputs 20<br />
3.2.1 The UK domestic retail market 20<br />
3.2.2 The UK games industry 20<br />
3.3 Efficiency 21<br />
3.4 SWOT 22<br />
3.4.1 UK development SWOT 22<br />
3.4.2 UK Publishing SWOT 23<br />
3.5 Key challenges 23<br />
3.5.1 Profile / reputation 24<br />
3.5.2 Access <strong>to</strong> finance 25<br />
3.5.3 Industry data availability 26<br />
3.5.4 Skills development 28<br />
3.5.5 Protection of IP 30<br />
3.6 Competitiveness Summary 30<br />
Competitiveness analysis of the UK games software sec<strong>to</strong>r Main Report 1