Views
5 years ago

Neogames

Neogames

8 Game industry in

8 Game industry in Finland – the fastest growing sector of the creative economy The Finnish game industry is on a strong path of growth. Over the coming years, the business volume of the industry will increase as much as 50 percent each year. The support given by the public sector for the game industry at the start of the 2000s and the R&D activities carried out in companies are starting to pay off. The strong development of the Finnish game industry can be attributed to three factors: the technical and content-related competence of companies as well as the excellent price/quality ratio and delivery performance in game production, added to the international rise of the mobile entertainment sector. The Finnish game industry is often considered to be too dependent on mobility, but this is not the case. Success stories such as Max Payne, FlatOut and Habbo Hotel prove that there is an ample number of alternatives in PC and console games as well. Success in the traditional game market combined with mobile know-how guarantees that the Finnish game industry is also well-positioned to answer the challenge posed by multiplatform games in the future. International research shows that the creative economy is going to challenge the traditional industrial economy in the Western world, and the game industry is the most rapidly growing sector of the creative economy. In the case of Finland, this structural change has clearly been recognised, and measures have been launched to adapt to the new situation. The rise of the game industry in Finland is not a coincidence – it is the result of continuous investment in the sector. The future seems bright. Nevertheless, investments are still important, considering the future of the game industry. Both the industry and the public sector have the will, know-how and resources to implement these investments. This industry publication was drawn up by Neogames and ordered and financed by the SILE Programme for Content Business Development by the T&E Centres. We wish to thank everyone who participated in this process. Tampere 5.4.2006 Editor

Finnish game companies 2006 In Finland, the game industry is currently in a state of change. Games and game-based applications have been given an important role in content creation, which is reflected in the development of game firms as well as the support activities of the state and the public attention received by games. More and more, the game industry is frequently being seen as an integral part of future content export. The effects of the rise of the game industry and its establishment as part of the Finnish content creation sector are most clearly seen in the growth figures and future expectations of game firms. The purpose of this publication is to provide a picture of Finnish game development firms and their operations. The data included in the charts are partly based on a poll carried out during the preparation of this publication and partly on other public sources. From multimedia to the international game business The Finnish game industry is still relatively young. The first companies specialising in games were founded in the mid-1990s. However, it is worth noting that in the 1990s games intended for the domestic market were also made in so-called multimedia companies. Despite the small number of game firms, making games was felt to be interesting, and game-making expertise and experience were developed on a wider scale than the figures actually show. The majority of the Finnish game companies have been established in the 2000s. Of these, the ones founded in the early 2000s have succeeded in establishing their operations. One player has had a strong impact on the development of the Finnish game industry, namely Tekes (the Finnish Funding Agency for Technology and Innovation). Tekes has supported the game industry with generous investments, particularly in the 2000s. This contribution has been extremely valuable for the development of the sector, especially since the availability of domestic private venture capital has been relatively weak in the 2000s following the so-called techno-hype. 9

BUSINESS ETHICS: Playing the Game Fairly, Vol. 34 - AmCham
Together, ever more responsible
Control Risks Group - riskcontrol.li
Spot on Biotechnology Business - BIO.NRW
Code of Business Conduct - The Coca-Cola Company
Code of Ethics & Business Conduct - Gardner Denver
English - Sonova
Games - Notes/Domino Release Notes
Science For A Better Life - Bayer
HSE Annual Report 2010 (English) - WINTERSHALL
3. Intellectual property protection - DyStar
CODE OF BUSINESS CONDUCT
Code of Conduct - DyStar
LINDT & SPRÜNGLI
Guide to NASDAQ OMX Baltic Securities Market 2010
Managing Expatriate Reward - Interdean
Social: Society - MeadWestvaco
Game Industry Finland brochure 2014
FIAT GROUP CODE OF CONDUCT - Irisbus
the Lewis Group of Companies Lewis Employee Events
And how far are we ready to go? - Mountain Riders
duncan bannatyne invests in masternaut customer