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The Economic Impact of the UK Film Industry - BFI - British Film ...

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9.4. Computer/video games<br />

<strong>Economic</strong> Contribution <strong>of</strong> <strong>the</strong> <strong>UK</strong> <strong>Film</strong> <strong>Industry</strong><br />

July 2007<br />

For ‘blockbuster’ films, in particular, <strong>the</strong>re is a significant overlap between <strong>the</strong> film market and <strong>the</strong> games<br />

market. <strong>Film</strong>s are <strong>of</strong> wider significance to <strong>the</strong> games industry in developing techniques that are originally<br />

used in film but later transferred to games, and in providing a skilled workforce that can be a source for<br />

games companies to enhance <strong>the</strong>ir skills base (see Chapter 5). But <strong>the</strong>y are also important in terms <strong>of</strong><br />

direct sales <strong>of</strong> games<br />

As in <strong>the</strong> case <strong>of</strong> books, <strong>the</strong> direction <strong>of</strong> influence is not entirely in one direction. <strong>The</strong> Tomb Raider<br />

franchise, for example, started out as a video game ra<strong>the</strong>r than as a film. <strong>The</strong> o<strong>the</strong>r large film-related<br />

franchises in <strong>the</strong> games market, though - Harry Potter and James Bond - both moved from films to games<br />

ra<strong>the</strong>r than vice versa – and both are derived from <strong>British</strong>-made films.<br />

This is an important market – overall sales <strong>of</strong> <strong>UK</strong> leisure s<strong>of</strong>tware in 2006 reached £1.36 billion, and <strong>the</strong><br />

<strong>UK</strong> video games industry employed, 25,000 people 41 . Data for 2004 suggest films account for 17% <strong>of</strong> this<br />

market 42 , <strong>of</strong> which <strong>the</strong> <strong>UK</strong> film share is 25%. Applying <strong>the</strong>se market shares to 2006 implies sales <strong>of</strong> about<br />

£60 million in <strong>the</strong> <strong>UK</strong> for leisure s<strong>of</strong>tware inspired by <strong>UK</strong> films.<br />

9.5. Toys/models<br />

Some <strong>of</strong> <strong>the</strong> more popular children’s films generate large sums from sales <strong>of</strong> toys and models linked to<br />

<strong>the</strong> film. Although <strong>the</strong> bulk <strong>of</strong> <strong>the</strong>se items are manufactured abroad, particularly in China, this does not<br />

apply to o<strong>the</strong>r elements <strong>of</strong> <strong>the</strong> value chain, such as design, distribution, etc. Since <strong>the</strong> actual<br />

manufacturing costs are a relatively small part <strong>of</strong> <strong>the</strong> final price – perhaps 20% - <strong>the</strong> majority <strong>of</strong> <strong>the</strong> value<br />

added, employment, tax revenues and so derived from <strong>the</strong> merchandising <strong>of</strong> toys and models will benefit<br />

<strong>the</strong> <strong>UK</strong> economy.<br />

9.6. Clothing<br />

Commentators have pointed in <strong>the</strong> past to <strong>the</strong> links between films and fashion. <strong>The</strong> popularity <strong>of</strong> a star’s<br />

‘look’ in a film can lead to increased popularity for clo<strong>the</strong>s that help create a similar look. And <strong>UK</strong> films<br />

are more likely to help promote a <strong>British</strong> ‘look’. Chapter 10 comments on <strong>the</strong> way in which <strong>British</strong> film can<br />

help stimulate demand for <strong>British</strong> goods more generally.<br />

Merchandising, though, really refers to a more specific link between a film and clothing than simply a<br />

particular look or style. Ra<strong>the</strong>r, it covers <strong>the</strong> sale <strong>of</strong> particular items <strong>of</strong> clothing directly based on those<br />

worn in <strong>the</strong> film – a Superman cape, for example.<br />

9.7. <strong>The</strong> overall value <strong>of</strong> merchandising<br />

Not all aspects <strong>of</strong> merchandising are easily quantifiable, and in some cases films will stimulate sales <strong>of</strong><br />

41 Source: <strong>The</strong> Entertainment & Leisure S<strong>of</strong>tware Publishers Association (ELSPA).<br />

42 Source: ‘Chart Track’ Annual Report <strong>of</strong> top 100 leisure s<strong>of</strong>tware (all formats).<br />

59

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