The Money Game Project Finance and Video Games Development in the UK Executive Summary

Total Page:16

File Type:pdf, Size:1020Kb

The Money Game Project Finance and Video Games Development in the UK Executive Summary Policy briefing: February 2010 The Money Game Project finance and video games development in the UK Executive summary Seemingly everyone agrees on the importance of the video games sector to the UK economy. Yet the fiscal environment may prevent policymakers giving the sector what it most wants – a tax credit that helps to level the international playing field. Policies to improve the quality of university video games courses are crucial, but they will not stave off the industry’s near-term decline in global development rankings. Fresh thinking is urgently needed on what government can do. This briefing – the first in a series on this topic from NESTA – looks at one such idea, encouraging external project finance. Video games studios in the UK rely on global publishers for the financing of their development activities. Although this has helped to channel funds into the video games sector, it has also made it difficult for UK studios with high growth potential to scale their businesses – under this model, publishers retain ownership over the Intellectual Property (IP) that is generated, a crucial source of long-term value in the sector. And there is recent evidence showing that publishers are commissioning less original IP. This puts UK studios in a tight spot – they can’t compete on costs, particularly against territories overseas where development is publicly subsidised, and leveraging their creative talent and ingenuity seems to be getting harder, at least with publisher-backing. Excessive reliance on publisher funding might also be hindering UK studios’ transition to booming online and mobile gaming markets. This is because business models in these new markets are less suited to traditional models of publisher finance. There is evidence that UK studios are already lagging behind in these markets. New financing instruments are needed if UK studios are to remain innovative in established markets, and take advantage of the opportunities presented by new ones. More mature creative sectors like film and television offer production companies a wider range of financing options, including project – as well as corporate – finance drawing on external investors. External project finance models can make the video games sector more attractive to investors because they allow them to manage their risks in a more controlled manner than if they had to take an equity stake in a whole business. Studios, in turn, are able to retain more of their original IP, and generate additional revenues that can be invested in growth and innovation. Finally, publishers are also able to share with other investors the risks of financing more innovative and original projects in the UK. It is estimated that over £23 million has been invested in the UK games sector in the last five years using external project finance instruments. But this is a tiny fraction of overall investment in UK video games development – there are significant barriers to the wider uptake of external project finance. Awareness of project finance NESTA models, particularly among studios, is low. External project finance can be complicated, and the fixed legal and administration costs are currently too high for many studios. The main tax 1 Plough Place schemes to encourage investment in the UK – the Enterprise Investment Scheme and Venture London EC4A 1DE [email protected] Capital Trusts – are not as well suited to project as they are corporate finance. Policy has an important role to play in lowering these barriers. The television and film industries also receive www.nesta.org.uk some public project finance in the form of broadcaster and Lottery money. It is time that some of this was redeployed towards video games development. 2 The Money Game 1. Chatfield, T. (2010) ‘Fun Project finance and video games development in the UK Inc: Why Games are the 21st Century’s Most Serious Business.’ London: Virgin Books. 2. The global market for video games, which was worth £30.9 billion in 2008, is expected to grow at an annual rate of 10.3 per cent over the next four years – almost twice as fast as filmed entertainment (see PwC (2008) ‘Global Media and Entertainment Outlook 2008-2012.’ London: PricewaterhouseCoopers). In the UK, there is a video game console in half of all households. Video games revenues surpassed the revenues for film (including box office and DVD sales) in 2009 (see Wallop, H. (2009) ‘Video games bigger 1. A creative success story for the UK UK development studios have a worldwide than film.’ Daily Telegraph, 26 December). The UK was, faces its greatest challenge reputation for their ingenuity, talent and in 2008, the third largest technical prowess – indeed they have been development territory in the world after the USA and In recent months the UK video games behind some of the sector’s most innovative Japan, with global revenues sector has become the focus of a great deal and commercially successful Intellectual worth £2.03 billion, and 10,000 people directly of attention from policymakers across the Properties (IPs) – Grand Theft Auto, Tomb employed by video games political spectrum. Seemingly a consensus Raider and Fable are but three classic studios (see Games Investor Consulting (2008) ‘Raise the has been reached on its economic (and examples. Their renowned capacity to innovate Game.’ London: NESTA). cultural) significance. Last June an All Party should leave studios well-placed to reap the 3. NESTA (2009) ‘Time to Play.’ Parliamentary Group for the sector was commercial opportunities of new and fast- London: NESTA. 4. Crossley, R. (2010) UK spent established with over 20 MPs and Lords. It growing gaming markets. £280m on casual games in is now widely accepted that, just when video 2009. ‘Casual Gaming Biz.’ 11 February. Available from: games have become a mass entertainment Like other creative industries, video games http://www.casualgaming. medium,1 the UK video games sector faces are undergoing a revolution as more and more biz/news/29813/UK-spent- 280m-on-casual-games- a serious risk of losing its position at the people use online platforms to access content, in-2009 [Accessed 11 forefront of global development.2 and come together on the Internet to enjoy February 2010]. social and multi-player gaming experiences. 5. Graft, K. (2010) Valve: Steam Broke 25 Million Active Yet, the dire straits of the public finances Video games companies have been ahead of Users In 2009. ‘Gamasutra.’ means that no party has yet been able to the curve in reaching and monetising these 29 January. Available from: http://www.gamasutra.com/ commit to what many in the sector have online audiences through innovative business view/news/27011/Valve_ called for: a tax credit to level the playing models such as micro-transactions, virtual Steam_Broke_25_Million_ Active_Users_In_2009.php field with competitors such as Canada, France markets and ‘freemium’ strategies. Britons [Accessed 9 February 2010]. and Singapore, where the industry receives spent £280 million on casual video games 6. Ogden, G. (2010) Xbox Live 3 4 Arcade Revenue Hit $100 significant public subsidies. Policies to further in 2009. Steam, a digital platform for the Million in 2009. ‘Edge Online.’ improve the quality of graduates coming out distribution of PC video games, reached 25 6 February. Available from: 5 http://www.edge-online. from video games courses are crucial, but they million global users, while Xbox Live Arcade, com/news/xbox-live-arcade- will not deliver the immediate benefits which Microsoft’s dedicated online platform for its revenue-hit-100-million-2009 will stave off the industry’s decline in global Xbox360 console, generated $100 million in [Accessed 9 February 2009]. 6 7. The New Statesman (2010) rankings. worldwide revenues that same year. Global smartphone shipments surge 30 per cent in Q4, says Strategy Analytics. ‘The Fresh thinking is urgently needed on how The mass adoption throughout the world of New Statesman.’ 2 February. the government can support the sector. This smartphones with enhanced processing and Available from: http:// www.newstatesman.com/ report, on external project finance for video graphics capabilities, and easy access to online technology/2010/02/market- games development, marks the first in a series marketplaces for the purchase of ‘apps’ has share-smartphone [Accessed of pieces NESTA plans to publish in coming also created enormous audiences for mobile 9 February 2010]. 8. Perez, S. (2009) ‘The months to address this issue. games. 173.8 million smartphones were State of the Smartphone: shipped in 2009,7 and almost a third of their iPhone is Way, Way Ahead.’ Available from: http:// Staying ahead as new markets emerge users report playing video game applications www.readwriteweb.com/ Ultimately, creativity and innovation will daily on these devices. This represents a archives/the_state_of_the_ smartphone_iphone_is_way_ determine the sustainability and growth of market of almost 60 million new users last way_ahea.php [Accessed 9 the UK video games sector – they are what year, larger than the installed base for any of February 2010]. made it a global leader in the first place. the major consoles.8 New business models are 3 also emerging in this area: for example, it is video games consoles. Instead, they have had estimated that the market for virtual currencies to draw on other sources of finance. and goods in mobile applications – including mobile video games – will reach a staggering Access to corporate finance is difficult £9 billion in 2014.9 In principle, these studios could resort to corporate finance, structured as debt – such The purpose of this report: finance, as a bank loan or corporate bond – or equity, innovation and growth in the UK video with an investor providing them with funds in games sector exchange for a share of their overall profits.10 But in order to remain strong and innovative, particularly as the competitive environment But like other creative industries, the video shifts with the arrival of new gaming markets, games sector presents certain features that UK studios need access to the right kind of make corporate investments an overly risky finance.
Recommended publications
  • Printmgr File
    UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K Í ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2019 OR ‘ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 000-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Name of Each Exchange on Title of Each Class Trading Symbol Which Registered Annual Report Common Stock, $0.01 par value EA NASDAQ Global Select Market Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes Í No ‘ Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes ‘ No Í Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days.
    [Show full text]
  • Video Game Archive: Nintendo 64
    Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 ​ Table of Contents…………………………………………………………………………………………. 3 ​ Table of Figures……………………………………………………………………………………………5 ​ Acknowledgements……………………………………………………………………………………….. 7 ​ Executive Summary………………………………………………………………………………………. 8 ​ 1-Introduction…………………………………………………………………………………………….. 9 ​ 2-Background………………………………………………………………………………………… . 11 ​ ​ ​ 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 ​ 2.2 - The Console and its Competitors:………………………………………………………………. 16 ​ ​ Development of the Console……………………………………………………………………...16
    [Show full text]
  • View the Manual
    A Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any relatives have a history of seizures or epilepsy, consult a doctor before playing. © 2019 The Codemasters Software Company Limited (“Codemasters”). All rights reserved. “Codemasters”®, “EGO”®, the Codemasters logo and “Grid”® are registered trademarks owned by Codemasters. “RaceNet”™ is a trademark of Codemasters. All rights reserved. Uses Bink Video. Copyright © 1997-2019 by RAD Game Tools, Inc. Powered by Wwise © 2006 - 2019 Audiokinetic Inc. All rights reserved. Ogg Vorbis Libraries © 2019, Xiph.Org Foundation. Portions of this software are copyright ©2019 The FreeType Project (www.freetype.org). All rights reserved. All other copyrights or trademarks are the property of their respective owners and are being used under license.
    [Show full text]
  • EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers
    EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers EA Partners Expands to Chillingo and Playfish to Help Independent Developers Publish on Fast-Growing Digital Platforms REDWOOD SHORES, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ:ERTS) today announced that Chillingo and Playfish™ will offer publishing services to the fast-growing mobile and social gaming platforms to the independent development community. Following the successful and award-winning EA Partners program, EA will be expanding its partnership programs for Chillingo and Playfish furthering the delivery of fresh content to platforms such as the Apple App StoreSM, Google Android™ and Facebook®. Since its establishment in 2003, EA Partners has built a reputation for working with top-notch independent game developers, promoting both creativity and innovation amongst its global partners. Current partner titles include Epic Games and People Can Fly (Bulletstorm™), Crytek (Crysis®2), Valve (Portal 2), 38 Studios (Kingdoms of Amalur: Reckoning), Spicy Horse (Alice: Madness Returns™), Grasshopper Manufacture (Shadows of the Damned™), Paramount Digital Entertainment (Rango The Video Game), Trap Door (Warp), Funcom (Secret World) and Vanguard Games (Gatling Gears). EA partner studios also include Insomniac Games, Starbreeze Studios and Respawn Entertainment with forthcoming titles. "The EA Partners program has proven to be a phenomenally successful model. It is an all around win-win situation. The program allows EA to partner with some of the world's best console, PC and digital developers while providing those independent developers with a global distribution/publishing partner," said Bryan Neider, EA Games Label COO and General Manager of EA Partners.
    [Show full text]
  • Accelerating Worldwide Delivery of Game Builds
    CODEMASTERS GAMES & SOFTWARE Accelerating Worldwide Delivery of Game Builds aT a GLanCe The Company the file transfer,” said Jonathan Humphrey, IT director at Codemasters. “Not only does industry Codemasters is a leading developer this slow down the process of getting a Games & Software and publisher of best-selling interactive game completed but it also creates a bigger entertainment products for a global audience margin for error.” products across multiple gaming platforms and Aspera Enterprise Server channels. Established in 1986, the company’s dominant brands include Colin McRae DiRT, “Aspera’s technology not only pro- Challenge Race Driver GRID, Overlord and Operation vides significantly faster transmission To counter the typical inefficiencies Flashpoint, and recently secured the exclusive speeds, which reduce the margin for of file delivery over the public inter- net, such as high network latency worldwide video game rights to Formula 1. error but also includes comprehensive and low bandwidth utilization, The award winning video game developer has security and data verification schemes which result in slow, unpredictable implemented Aspera high-speed file transfer and unreliable file transfers. to ensure that the possibility of cor- software to enable fast, secure and reliable ruption is reduced significantly. Plus, Benefits transmission and distribution of its game builds at global distances. adaptive bandwidth control allows • Multi-GB file transfers are faster, more predictable and completely concurrent transfers to run with
    [Show full text]
  • Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
    HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités.
    [Show full text]
  • Annual Report & Accounts 2020
    DRIVEN BY AMBITION ANNUAL REPORT & ACCOUNTS 2020 w FOR OVER 30 YEARS CODEMASTERS HAS BEEN PUSHING BOUNDARIES 2020 WAS NO DIFFERENT. WE’VE ONLY JUST STARTED. STRATEGIC REPORT Our Highlights 02 Company Overview 02 Chairman’s Statement 04 Market Overview 06 Chief Executive’s Review 10 Our Strategy 14 Strategy in Action 16 12 Months at Codemasters 18 DiRT Rally 2.0 24 F1 2019 26 F1 Mobile Racing 28 GRID 29 Financial Review 30 Principal Risks and Mitigations 34 GOVERNANCE Board of Directors 36 Corporate Governance Statement 38 Audit Committee Report 42 Remuneration Committee Report 44 Directors’ Report 47 Statement of Directors Responsibilities 48 Independent Auditor’s Report to the Members of Codemasters Group Holdings plc 49 Codemasters produces FINANCIAL STATEMENTS iconic games and is a world leader in the Consolidated Income Statement 56 Consolidated Statement of Comprehensive Income 57 development and Statement of Changes in Equity 58 publishing of racing titles. Consolidated Statement of Financial Position 59 Consolidated Cash Flow Statement 60 Notes to the Consolidated Financial Statements 61 Company Statement of Financial Position 96 Company Statement of Changes in Equity 97 Notes to the Company Financial Statements 98 Company Information 102 S trategic R eport G IN POLE POSITION overnance Codemasters is a world-leader in the F inancial development and publishing of racing games across console, PC, streaming, S and mobile. It is the home of revered tatements franchises including DiRT, GRID and the F1® series of videogames. In November 2019, the Group acquired Slightly Mad Studios and added the award-winning Project CARS franchise to its portfolio alongside Fast & Furious Crossroads.
    [Show full text]
  • Interactive Entertainment and Internet Segments Are Converging, Entertainment Shifting the Landscape of the Traditional Video Game Market
    North America TMT Internet FITT Research Company Company 31 October 2010 Fundamental, Industry, Thematic, Thought Leading Deutsche Bank’s Research Product Interactive Committee has deemed this work F.I.T.T. for investors seeking differentiated ideas. The Interactive Entertainment and Internet segments are converging, Entertainment shifting the landscape of the traditional video game market. Digital, social and mobile gaming are emerging as the next major drivers of the interactive gaming space in the US over the next several years. The social and massively multi- player segments should also offer an attractive opportunity for monetization of Extending Game Play to the virtual goods, one of the fastest-growing segments in the space. Masses... beyond the console Fundamental: Growth Driven by Penetration of the Long Tail Global Markets Research Industry: We see Nearly a $30bn US Market Opportunity by 2014 Thematic: Digital, Social and Mobile are Key Emerging Themes Thought Leading: Adoption, Engagement, and Monetization Phases We Favor Activision Blizzard for Digital Position and Google for its Android Platform for Mobile Gaming Jeetil Patel Herman Leung Matt Chesler, CFA Research Analyst Research Analyst Research Analyst (+1) 415 617-4223 (+1) 415 617-3246 (+1) 212 250-6170 [email protected] [email protected] [email protected] Deutsche Bank Securities Inc. All prices are those current at the end of the previous trading session unless otherwise indicated. Prices are sourced from local exchanges via Reuters, Bloomberg and other vendors. Data is sourced from Deutsche Bank and subject companies. Deutsche Bank does and seeks to do business with companies covered in its research reports.
    [Show full text]
  • REVIEW GUIDE Game Info Background Gameplay Notes
    REVIEW GUIDE Game info Rating: PEGI 3, ESRB Everyone Supported languages: English, French, Italian, German, Spanish, Russian and Polish Players: 1-2 (local), 2-12 (online) via Steam or FeralNet cross-platform multiplayer Mac- Linux-Windows; Mac App Store version is Mac-Mac and only between MAS players Release date: November 10th 2015 Steam and Feral Store, TBC Mac App Store Platform: Mac and Linux Website: http://www.feralinteractive.com/x/mac-games/gridautosport/ System requirements / Press resources / Launch trailer Background GRID Autosport is the latest game in the hugely respected GRID racing series, originally developed for PC and console by Codemasters. It is a simulation-style racer, where players can take the wheel of a variety of cars in a variety of race types, competing in locations all over the globe and in head-to-head online multiplayer races. Gameplay notes Game modes GRID Autosport features a variety of game modes: • Career mode – the main single-player mode, where the player competes as a member of a race team. This game mode takes place over seasons and he or she must complete team and sponsor objectives to earn XP and money to progress. XP will level the player up, while money may be spent on acquiring new cars and upgrading current ones. • Online mode – see Multiplayer below. • Custom Cup mode – a customisable race mode where the player can choose vehicle type, location, race type etc. • Splitscreen mode – see Multiplayer below. Multiplayer GRID Autosport features 2-player local multiplayer and 12-player online multiplayer. Owners of the Steam version of the game can play online via Steam, while Mac App Store players can play via FeralNet.
    [Show full text]
  • Race Driver: GRID: EVALUATION SUMMARY
    Race Driver: GRID: EVALUATION SUMMARY About Race INDIVIDUAL SCORES RYG’s RATING* Driver: GRID Developed and published by Codemasters, Race Driver: 48% GRID is a racing-simulation game and forms a part of the TOCA Touring Car Series. Many critics praised GRID for its realism, particularly on car damages. This version of DiRT was bundled within a Racing Megapack distributed UNACCEPTABLE by Codemasters. 44% 52% N/A Medium: Disc Version Versions Tested: 1.00 and 1.30 * RYG’s Rating is an aggregate of the Individual Scores AREAS OF CONCERN About SecuROM Pre-Purchase & DRM Notification Activation DRM: SecuROM documentation absent from Publisher’s DRM: Hardware activation; Disc required to play GRID; Resale SecuROM is developed by Sony DADC and remains one websites, Gaming Package, Manual, Readme and EULA. prohibited. of the oldest DRM series in the Video Gaming market. Publisher: As above. Publisher: As above. This version implemented by Codemasters is a hardware- based DRM with blacklisting capabilities. EULA Manual Game Patches & Updates DRM: EULA absent from Sony DADC. DRM: No notification of DRM upgrade. About Publisher: As above; Written based on UK laws; Publisher: As above; No EULA provided; Cannot roll back to Incomprehensible and inconsistent; No warranties/refunds previous version if errors arise. Codemasters provisions for consumers outside UK; Ownership bias; Internal Disputes Resolution non-existent. Uninstallation DRM: DRM Removal tool not provided in game; Many files Codemasters Software Company Limited is a UK-based Personal Backup and registry keys remain. video games developer and publisher overseeing about BOTH: Not permissible as per EULA and DRM implemented.
    [Show full text]
  • Digital Gaming Industry in Global-Local Crossings: Comparative Study of UK, China and Brazil
    Digital Gaming Industry in Global-Local Crossings: Comparative Study of UK, China and Brazil Abstract Clustering is a common phenomenon in digital gaming industry where businesses can benefit from local concentration of talents, spill-over events, resources recycling activities, formal or informal networks formed (Pilon and Tremblay 2013; Ruggill et al. 2016). In addition, digital gaming industry also possess a born-global nature (Gomez and Gonzalez-Perez 2015). Reflecting on the global-local structure, a conceptual framework on digital gaming industry ecosystem is proposed in this paper. A comparative analysis is performed against the digital gaming industry in UK, China and Brazil. As the initial stage of the project, the analysis focuses on the similarities and differences of the digital gaming industry from perspectives such as policy, culture, funding, talents, market, infrastructure and other supports. Keywords: Entrepreneurial Ecosystem, Digital Gaming, Business Growth, UK, Brazil, China 1. Introduction When video game Grand Theft Auto V came out in September 2013, it quickly broke six Guinness world records including the highest revenue generated within 24 hours ($815.7 million) and the fastest entertainment property to reach $1 billion in sales (within three days of releasing) which were previously held by blockbuster movies like The Avengers and Avatar (Lynch 2013). This achievement is a manifestation of the growth in the digital gaming industry: since mid-1980s, the industry has grown annually by between 10% and 15% (Zackariasson and Wilson 2010; Marchand and Hennig-Thurau 2013; Newzoo 2018). In comparison, the estimated compound annual growth rate (CAGR) between 2018 and 2023 for global entertainment and media industry, which the digital gaming industry is part of, is at 4.3% (PwC 2019).
    [Show full text]
  • Electronic Arts: Equity Valuation
    Electronic Arts: Equity Valuation David Nobre Pinto Cardoso Advisor: Dr. José Carlos Tudela Martins April 26th, 2019 Dissertation submitted in partial fulfilment of requirements of the Master in Finance, at Católica Lisbon, School of Business and Economics 2 Abstract The following master thesis was elaborated by David Cardoso under the orientation of professor Dr. José Carlos Tudela Martins. The master thesis has as its main objective the valuation of Electronic Arts, a US based gaming/entertainment company. The Company was founded back in 1982 and since then has been operating in the mentioned sector namely by making game software for platforms such as personal computers, consoles and more recently smartphones. The Company has been enjoying success through its game franchises mainly in the sports category. The valuation process was made through two methods: Discounted Cash flows and Multiple relative valuation. In the DCF method, the Company’s future cash flows are estimated and discounted to present day. All those cash flows are then summed and yield the Enterprise value. The next procedure would be to add the cash in the balance sheet and subtract the Company’s debt to yield the Equity value. If the Equity value is divided by the number of shares outstanding which will result in the estimated value per share. In the Multiples relative valuation process, the financials of similar companies are used to make a comparison between what those companies are valued and what the Company should be valued. Finally, after doing both processes a final recommendation of buying and/or holding the Company. 3 Abstract (em português) A seguinte tese de mestrado foi elaborada por David Cardoso sob a orientação do professor Dr.
    [Show full text]