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NORDISKA DATORSPEL - Nordic Game Program

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Summary in English<br />

This study has surveyed the <strong>Nordic</strong> computer games for children and youth available in the<br />

<strong>Nordic</strong> countries, and types of interactive digital information material. A <strong>Nordic</strong> game, in this<br />

context, is in a <strong>Nordic</strong> language, and satisfies two out of the criteria of being produced in Norden,<br />

under <strong>Nordic</strong> control and based on <strong>Nordic</strong> intellectual property rights. This study is based on open<br />

sources, databases and interviews.<br />

Producers, publishers and distributors have been surveyed, and their selection criteria for<br />

projects and products studied, enabling us to indicate the potential supply of <strong>Nordic</strong> computer<br />

games.<br />

Interactive digital information material has two main types. One is pedagogical, fact-based<br />

learning material used in schools. The other is information material from public or other sources.<br />

Both types may have game-like features, but the production and financing of such material is<br />

separate from the computer games industry.<br />

The selection criteria for projects developed by game companies from idea to demonstrable<br />

material are not clear. The starting-point is either something that they wish to do, or something<br />

they feel is lacking in the market. It is then dependent upon factors like experience, skills, available<br />

technology, and opportunities for re-use of previous work. The final decision rests with what they<br />

think the publishers are interested in, and what they are able to make the publishers buy. The<br />

publishers base their selection on the market performance of games on the target platform and of<br />

the genre, and future expectations for these. Then the track-record of the development company<br />

and the characteristics of the product itself are considered.<br />

Just over 200 companies produce computer games in the <strong>Nordic</strong> counties, and about half are<br />

established enough for data to be available from credit rating companies. These have about 1,000<br />

employees and a turnover of over 80 MEUR in the latest fiscal year. The <strong>Nordic</strong> computer gamesproducing<br />

companies have wide and deep expertise, a good international reputation, and if<br />

Norden as a whole is not a net exporter of computer games in terms of production, it is clear that<br />

some <strong>Nordic</strong> countries are.<br />

The <strong>Nordic</strong> market is estimated at between 250 and 400 MEUR, and is the sixth or seventh in<br />

the world in size. Norden is the fourth market in the world in per capita consumption. In 2003<br />

about 5,500 separate publications of computer games were made in the <strong>Nordic</strong> countries. <strong>Nordic</strong><br />

publishers were behind four percent of these, while 66 % were handled by <strong>Nordic</strong> distributors. Just<br />

over five percent fill some of our prerequisites for being regarded as <strong>Nordic</strong>. Only one percent fully<br />

met our definition, and just 0.7 % qualifies as original publications of <strong>Nordic</strong> games.<br />

To achieve a richer, high-quality offering of <strong>Nordic</strong> computer games for children and youth,<br />

there is a need for improved information, both market data and consumer information. A better<br />

infrastructure is required, with improved distribution and better conditions for the producers to be<br />

paid for their efforts. A supply of labour with the appropriate skills is necessary. Improved<br />

financing, with a selection of different forms for support and investment capital is also needed.<br />

The factors are interconnected, and it thus important that different actions are well balanced,<br />

so stimulation is the result, not conservation. <strong>Nordic</strong> efforts in the computer games field should<br />

primarily be directed at exchange and dissemination of information, stimulating alternative and<br />

developed distribution, and support for simplifying and cost-reducing localisation into <strong>Nordic</strong><br />

6

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