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From Exuberant Youth to Sustainable Maturity - DTI Home

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The core focus of our analysis was on issues facing<br />

development and publishing. However, in order <strong>to</strong><br />

understand the issues facing these sec<strong>to</strong>rs we also<br />

examined a number of other players in the value<br />

chain (see below).<br />

Exhibit 40: The games industry value chain<br />

Licence holder<br />

Platform owner / console<br />

manufacturer<br />

Middleware & services company<br />

Developer<br />

Financial institutions<br />

Recruitment<br />

Training education<br />

Lawyers<br />

Technology suppliers<br />

Other services<br />

Agent<br />

Source: Spectrum analysis<br />

Publisher<br />

This section thus examines the key characteristics<br />

and the main challenges faced by players in the UK<br />

games industry:<br />

• Development<br />

• Publishing<br />

• Middleware and <strong>to</strong>ols<br />

• Outsourcing and services companies<br />

• Format holders / console manufacturers<br />

• Distribu<strong>to</strong>rs<br />

• Retailers<br />

4.1 Development<br />

Peripherals<br />

manufacturers<br />

Distribu<strong>to</strong>r<br />

Key:<br />

The UK development sec<strong>to</strong>r was effectively born out<br />

of the Sinclair Spectrum phenomenon of the 1980s.<br />

This low-cost programmable computer quickly<br />

gathered a large following of programming<br />

enthusiasts - a hobbyist bedroom development<br />

culture was created that encouraged the<br />

development of new programming skills, combining<br />

technical savvy with creative ideas.<br />

A<br />

B<br />

C<br />

D<br />

Retailer Consumer<br />

Core value chain - Not interviewed<br />

Core value chain - Interviewed<br />

Core value chain - Focus of study<br />

Peripheral <strong>to</strong> value chain - Interviewed<br />

DETAILED UK SUB-SECTOR REVIEW<br />

4.1.1 Sec<strong>to</strong>r structure and employment<br />

The UK development sec<strong>to</strong>r employs over 6,000<br />

people 33 , more than twice as many as any other<br />

European country and is now the largest, and<br />

arguably the most successful, European<br />

development community.<br />

Exhibit 41: Number of people employed in computer<br />

games development in European<br />

terri<strong>to</strong>ries (2000)<br />

500<br />

Benelux<br />

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

34 Source: Spectrum analysis based on Screen digest data<br />

35 Source: Spectrum analysis based on Screen digest data<br />

2,620<br />

France<br />

580<br />

Germany<br />

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

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

The development sec<strong>to</strong>r comprises over 270 studios,<br />

is divided between the independent studios and<br />

those owned and operated by the publishers. There<br />

is also a natural division between the smaller<br />

developers and those with substantial scale. The<br />

majority of the development community is employed<br />

in small <strong>to</strong> medium sized independent studios with<br />

an average of 22 employees 34 . These studios often<br />

only have the resources <strong>to</strong> work on one project at a<br />

time and may supplement revenues with conversion<br />

work (re-writing a game originally released on one<br />

platform for another, e.g. from Playstation 2 <strong>to</strong> PC).<br />

There are, however, approximately eleven large,<br />

more experienced independent developers that<br />

employ over 100 people 35 . This greater scale<br />

enables them <strong>to</strong> run a number of development<br />

projects simultaneously, increasing the likelihood that<br />

they will obtain royalties from at least one of the<br />

projects and mitigate the risks of a project being<br />

cancelled. They also benefit from economies of scale<br />

from sharing development <strong>to</strong>ols, technologies, and<br />

organisational systems and processes. These<br />

developers have established reputations and have<br />

typically produced successful titles with a volume of<br />

sales sufficient <strong>to</strong> support future development<br />

investment and enabling them <strong>to</strong> obtain better terms<br />

on successive deals. This success has enabled<br />

some of these larger developers <strong>to</strong> gain access <strong>to</strong><br />

external sources of finance <strong>to</strong> fund growth plans<br />

(e.g. Argonaut and Warthog).<br />

Competitiveness analysis of the UK games software sec<strong>to</strong>r Main report 33<br />

200<br />

Italy<br />

900<br />

Scandinavia<br />

300<br />

Spain<br />

6,000<br />

UK

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