Level up – Building a Stronger Games Sector

Total Page:16

File Type:pdf, Size:1020Kb

Level up – Building a Stronger Games Sector LU/31 / Published: December 2008 Policy Briefing 1. PricewaterhouseCoopers Level Up – Building a Stronger Games Sector (2006) ‘Global Entertainment and Media Outlook 2006-2010.’ Over the last 30 years, video games have grown from a niche hobby into London: PWC. 2. According to MMOGChart a global entertainment industry. The arrival of a new generation of game there are currently 17 million consoles, alongside innovations like social and online gaming, has dramatically active subscribers in Multi-Player Online Games. enlarged the size of the market, creating substantial opportunities for 3. Nintendo’s Wii and DS consoles targeting demographics entrepreneurial companies. traditionally neglected by the video games industry, such But games have not just come of age in mainstream culture. They are also a as women, families and older people, have respectively sold source of innovation that benefits the broader economy. Technologies and 30 and 81 million units since business models developed in the video games industry are being applied their launch. 4. Holding, M. (2008) ‘Video to areas such as health, defence and architecture. The popularity of video games to become UK’s top entertainment form.’ Reuters, 5 games amongst young people makes them a promising potential source of November. Available at: http:// www.reuters.com/article/ educational innovation. technologyNews/idUSTRE4A46 1720081105?feedType=RSS&fee But if the UK is to continue as a global industry leader, important challenges dName=technologyNews 5. PEW/Internet American Life need to be tackled. These include skills shortages, unsustainable business Project (2008) ‘Teens, video models and barriers to accessing finance. The industry must also raise its games, and civics.’ Available at: http://www.pewinternet.org/ game in the rapidly expanding online market, and face up to intense – often PPF/r/263/report_display.asp 6. ISFE (2008) ‘Video gamers subsidised – competition from overseas. in Europe 2008.’ Available at: http://www.isfe.eu/ tzr/scripts/downloader2. php?filename=T003/F0013/3e/ ba/10udqgsz3qaghqd4alr5p A mainstream medium with a strong and 2006, video games exports contributed 0p3l39&mime=application/ UK presence £200 million to the UK balance of trade.9 pdf&originalname=Key_Facts_ English_final.pdf 7. ELSPA (2005) ‘The Games Video games are a rapidly growing creative There are currently around 10,000 developers Industry: A UK Success Story 10 – call to government for more sub-sector with a promising future employed by UK studios. They have been support for one of the UK’s most The video games industry is rapidly expanding, behind some of the most memorable franchises successful industries.’ London: with annual growth of 11.4 per cent, and and path-breaking genres,11 and enjoy a ELSPA. 8. Games Investor Consulting projected global turnover of $46 billion in world-class reputation for their ingenuity and (2008) ‘Raise the Game: The 2010.1 No longer are video games the preserve technical skills.12 competitiveness of the UK’s games development sector and of young men: a new generation of hardware the impact of governmental and new ways of playing2 have enlarged the While other creative sub-sectors concentrate support overseas.’ London: GIC Limited. market beyond its traditional demographics to in London, video game development takes 9. ELSPA (2005) ‘The Games embrace women, families and older people.3 place across the UK, with significant clusters Industry: A UK Success Story – call to government for more Video games sales continue to grow fast, even in Dundee, Cambridge, Brighton, Bristol, support for one of the UK’s most in the current economic downturn, and are Birmingham and Leeds.13 successful industries.’ London: expected to overtake music and DVD sales in ELSPA. 4 10. Ibid., p.9. the UK by the end of 2008. 11. Including Tomb Raider, SingStar, Fable or Grand Theft Of course, video games remain particularly Video game innovation creates Auto. 12. Twenty-five out of Develop popular with young people. A recent survey value beyond the boundaries of the Magazine’s Top 100 developers showed that 97 per cent of US teenagers play industry are based in the UK. See http:// 5 www.develop100.com/ video games, while 48 per cent of UK 16 to 13. CIO (2008) ‘Game On! A 29 year olds classify themselves as ‘active A highly creative and innovative creative Report on the Interactive Leisure 6 Software Subsector in London.’ gamers’. sub-sector London: CIO. Few industries rely on sustained innovation 14. NESTA (2008) ‘Hidden The UK is a global player as much as video games, with new hardware, Innovation in the Creative Industries.’ London: NESTA. The UK is the third largest video games market software, user interfaces and content driving in the world after the USA and Japan,7 and the sector’s growth.14 Today, highly interactive its development sector is the fourth largest gaming experiences can be enjoyed on almost NESTA Policy & Research Unit revenue earner, behind the USA, Japan and all digital platforms, and there is an explosion 1 Plough Place London EC4A 1DE Canada, whose subsidised industry captured of ‘genres’ that cater for the demands of an [email protected] 8 third place from the UK recently. Between 2004 expanding and diverse audience. www.nesta.org.uk 15. Vamey, A. (2007) ‘London in Oblivion.’ Available at: http://www.escapistmagazine. com/articles/view/issues/ issue_109/1331-London-in- With outcomes that can be applied in the with increasing frequency in classrooms to Oblivion broader economy complement traditional teaching. One pilot 16. See http://fold.it/portal/ The technologies developed by video games study in Scotland has shown that pupils who info/science 17. Lohr, S. (2006) ‘IBM studios are being successfully deployed in other add to their maths lessons with sessions of Unveils Server Line That sectors. Sophisticated game engines enable Nintendo’s puzzle game ‘Brain Training’ obtain Uses Game Chips.’ New York 22 Times, 9 February 2006. architects to produce virtual models of their better test scores. The capacity of games to Available at: http://www. building designs before construction begins.15 emulate real-life environments and complex nytimes.com/2006/02/09/ technology/09blue.html And, in the puzzle game Foldit, users ‘fold’ real scenarios also makes them very suitable for 23 18. These include large protein structures, collective activity that could training purposes. corporations such as MTV or lead to the discovery of new proteins with Disney, which have launched 16 virtual environments where their health and environmental benefits. users can meet up, socialise, play games and access content in new ways. The sector’s demand for high performance The strong position of the UK games 19. Hiatt, B. (2008) ‘Rock Games hardware, software and networks also sector cannot be taken for granted Battle for Bands.’ Available at: http://www.rollingstone.com/ encourages innovation in the ICT industries news/story/21896070/rock_ as a whole. These have wider applications: The UK development sector is projected to games_battle_for_bands/1 chips originally designed for the PlayStation decline in the coming years 20. NESTA (2007) ‘The New Inventors: How users 3 console now power servers that can process Despite all this, the UK industry is in danger are changing the rules of and display huge amounts of data during drug of decline. Recent research has forecast a drop innovation.’ London: NESTA. 17 21. Little Big Planet and discovery and research activities. in the number of UK video games studios and Buzz (two games respectively developers in the coming years, as well as a developed by Guildford-based Media Molecule and Brighton Many video games are distributed and played slide in global sales rankings behind countries studio Relentless Software) online. So, companies in the sector are such as China and South Korea.24 Several provide users with tools they can use in order to create experimenting with new technologies for digital structural weaknesses explain these growing their own content as well as distribution and community engagement, as difficulties. platforms for distribution. This increases the quantity of well as creating new business models based on complementary content available micro-transactions and virtual markets. These • Unsustainable business models and for these games, and their commercial attractiveness. See innovative approaches have been emulated by barriers to finance reduce the scope for http://www.guardian.co.uk/ other creative and media firms as they move innovation technology/2008/nov/06/ 18 little-big-planet-lbp-indiegames- their own activities online. UK studios have historically excelled at the games development of globally appealing original 22. The Guardian (2008) Increasingly, video games are also a platform genres and franchises – a high value- ‘Computer game boosts maths scores.’ 28 September 2008. through which other creative content and added activity that generates revenues for Available at: http://news.bbc. intellectual properties can be exploited in reinvestment. Creativity and innovation have co.uk/1/hi/scotland/7635404. stm innovative ways. As traditional CD sales fall, the helped to differentiate UK developers from 23. Virtual Heroes, which revenues that musicians earn from music video their less expensive Eastern European and simulates emergency scenarios, is one example of the emerging games such as Guitar Hero, Rock Band and Asian competitors. ‘serious game’ genre. See SingStar are starting to take their place.19 http://www.virtualheroes.com/ index.asp However, the growing levels of investment 24. Games Investor Consulting At the forefront of user-led innovation required to produce global blockbusters, and (2008) ‘Raise the Game: The competitiveness of the UK’s Previous NESTA research has shown the risk-aversion amongst publishers who prefer games development sector and growing importance of users as a source of to develop such titles ‘in-house’, have made the impact of governmental 20 support overseas.’ London: GIC new products, content and expertise. Perhaps it more difficult for UK studios to launch Limited.
Recommended publications
  • How to Collect Coins a Fun, Useful, and Educational Guide to the Hobby
    $4.95 Valuable Tips & Information! LITTLETON’S HOW TO CCOLLECTOLLECT CCOINSOINS ✓ Find the answers to the top 8 questions about coins! ✓ Are there any U.S. coin types you’ve never heard of? ✓ Learn about grading coins! ✓ Expand your coin collecting knowledge! ✓ Keep your coins in the best condition! ✓ Learn all about the different U.S. Mints and mint marks! WELCOME… Dear Collector, Coins reflect the culture and the times in which they were produced, and U.S. coins tell the story of America in a way that no other artifact can. Why? Because they have been used since the nation’s beginnings. Pathfinders and trendsetters – Benjamin Franklin, Robert E. Lee, Teddy Roosevelt, Marilyn Monroe – you, your parents and grandparents have all used coins. When you hold one in your hand, you’re holding a tangible link to the past. David M. Sundman, You can travel back to colonial America LCC President with a large cent, the Civil War with a two-cent piece, or to the beginning of America’s involvement in WWI with a Mercury dime. Every U.S. coin is an enduring legacy from our nation’s past! Have a plan for your collection When many collectors begin, they may want to collect everything, because all different coin types fascinate them. But, after gaining more knowledge and experience, they usually find that it’s good to have a plan and a focus for what they want to collect. Although there are various ways (pages 8 & 9 list a few), building a complete date and mint mark collection (such as Lincoln cents) is considered by many to be the ultimate achievement.
    [Show full text]
  • WILDLIFE WATCHING and TOURISM a Study on the Benefits and Risks of a Fast Growing Tourism Activity and Its Impacts on Species IMPRINT
    WILDLIFE WATCHING AND TOURISM A study on the benefits and risks of a fast growing tourism activity and its impacts on species IMPRINT Published by United Nations Environment Programme (UNEP) and the Secretariat of the Convention on the Conservation of Migratory Species of Wild Animals (CMS). Wildlife Watching and Tourism: A study on the benefits and risks of a fast growing tourism activity and its impacts on species UNEP / CMS Secretariat, Bonn, Germany. 68 pages. Produced by UNEP / CMS Convention on Migratory Species and TUI Author Richard Tapper, Environment Business & Development Group, E-mail: [email protected] Editing & Coordinator Paola Deda, CMS Secretariat, E-mail: [email protected] Publishing Manager Muriel M. Mannert Design Karina Waedt © 2006 United Nations Environment Programme (UNEP) / Convention on Migratory Species (CMS). This publication may be reproduced in whole or in part and in any form for educational or non-profit purposes without special permission from the copyright holder, provided acknowledgement of the source is made. UNEP would appreciate receiving a copy of any publication that uses this publication as a source. No use of this publication may be made for resale or for any other commercial purpose whatsoever without prior permis- sion in writing from the United Nations Environment Programme. DISCLAIMER The contents of this volume do not necessarily reflect the views of UNEP or contributory organizations.The designations employed and the presentations do not imply the expression of any opinion whatsoever on the part of UNEP or contri- butory organizations concerning the legal status of any country, territory, city or area in its authority, or concerning the delimitation of its frontiers or boundaries.
    [Show full text]
  • 2016 Pub Rpt HOBBY COLLECTIONS Revised
    Publicity Report - Premium Placing State Fair of Texas Page 1 Standard Sept. 30 - Oct. 23, 2016 Department - F HOBBY COLLECTIONS Place / Rank Name City/State Club/Farm Name Department F - HOBBY COLLECTIONS Class F - Lot 100 - ADVERTISING ITEMS HOBBY COLLECTIONS 1st DENNIS BARDIN Quinlan, TX 2nd BOB CHAMBLEE Prosper, TX 3rd LAURA MCCARTHY Dallas, TX HM LOU ANNA CHAMBERS Dallas, TX Lot 101 - AMERICAN GLASS, ANY TYPE HOBBY COLLECTIONS 1st LOU ANNA CHAMBERS Dallas, TX 2nd LESLIE WALLIS DURHAM Dallas, TX 3rd BRAD PATTERSON Keller, TX Lot 102 - AMERICAN POTTERY HOBBY COLLECTIONS 1st JAN WIER Dallas, TX 2nd MIKE JAMES Dallas, TX 3rd FREDERICK STANWISE Dallas, TX Lot 103 - APOTHECARY ITEMS HOBBY COLLECTIONS 1st MISTY ALLEN-GUINN Garland, TX 2nd ANGELA KING Arlington, TX 3rd PATTI BREWER Dallas, TX Lot 104 - BANKS - STILL HOBBY COLLECTIONS 1st CHARLES BERG DALLAS, TX 2nd EVELYN CHEEK Mesquite, TX HM CAROL A GRIMES Mc Kinney, TX Lot 105 - BARBER ITEMS HOBBY COLLECTIONS 1st RICK LEAL Grand Prairie, TX 2nd COLLIN PITTMAN Dallas, TX 3rd JANET L BLACKWELL Richardson, TX Lot 106 - BASKETS-CRYSTAL OR GLASS ONLY HOBBY COLLECTIONS 1st JUDY SPENCER CREED Euless, TX Lot 107 - BELT BUCKLES HOBBY COLLECTIONS 1st ERNEST CARR Duncanville, TX 2nd ANN PERDUE Carrollton, TX 3rd SUE TURNER FERRIS, TX Printed At 09/06/2016 12:59:42 PM Publicity Report - Premium Placing State Fair of Texas Page 2 Standard Sept. 30 - Oct. 23, 2016 Department - F HOBBY COLLECTIONS Place / Rank Name City/State Club/Farm Name Lot 108 - BOOKS, CHILDREN'S HOBBY COLLECTIONS 1st LINDA ROE
    [Show full text]
  • Creative Industries
    KEY INDUSTRY CREATIVE INDUSTRIES Colorado is a global leader in the creative INDUSTRY FACTS industries, which include six creative sub-groups: design, film and media, heritage, literary and publishing, performing arts, and visual arts and crafts: • Design applies artistic content to commercial products, services and the $300 environment, and includes companies that purchase fabrics, design, cut, sew and assemble garments and other sewn products ranging from footwear to handbags and luggage. Companies that provide design-related services (such as architectural, MILLION home interiors, graphic, and advertising-related agencies) are also included. EXPORTS 2013 TOTAL • Film and media companies provide technical and distributive elements of EXPORT Colorado’s entertainment industry, including companies that provide technical TOP 3 MARKETS production support systems such as sound, lighting, digital art, animation, sets and studios, broadcasting and distribution channels via motion picture, video and music 1. Canada production companies. • Heritage includes Colorado’s historical sites, museums and botanical gardens. 2. Mexico • Literary and publishing companies print newspapers, books, labels, stationary 3. Japan and other materials, and perform support activities such as data imaging and bookbinding. Companies that wholesale and publish newspapers, magazines, books, directories and mailing lists, and software are also included. • Performing arts includes actors, musicians, promoters, producers and directors and the venues at which they perform. Musical instrument and supply stores are also NUMBER OF included. COMPANIES • Visual arts and crafts companies manufacture metal, wood, jewelry, silverware, dolls and stuffed toys, games, musical instruments, wholesale toy and hobby goods, jewelry and precious metals. Photography studios, galleries, photofinishing laboratories, fine arts schools, art dealers, and sewing and needlework stores are also included.
    [Show full text]
  • 2021 Outdoor Participation Trends Report Table of Contents
    2021 OUTDOOR PARTICIPATION TRENDS REPORT TABLE OF CONTENTS Executive Outdoor Participant Diversity The Next A Detailed Methodology Summary Participation Profile Generation Look Snapshot EXECUTIVE SUMMARY In 2020, 53 percent of Americans ages 6 and over participated in outdoor recreation at least once, the highest participation rate on record. As the COVID-19 pandemic ravaged communities and forced a nationwide shutdown, outdoor spaces became places of refuge to safely socialize, improve physical and mental health, connect with family and recover from screen fatigue. Remarkably, 7.1 million more Americans participated in outdoor recreation in 2020 than in the year prior. Despite these gains, nearly half of the U.S. population did not share in the proven, positive health outcomes of outdoor physical activity. COVID-19 inspired huge TERMINOLOGY participation growth, as detailed throughout this report. These PARTICIPANT A survey respondent who reported one-year gains, however, did Outdoor Foundation’s Thrive Outside participating in at least one outdoor activity not fundamentally alter the initiative is focused on reversing the in calendar year 2020. Participants often report undertaking multiple activities long-term challenges faced declining trend of outdoor engagement. multiple times throughout the year. by the outdoor industry. To build and strengthen networks that provide children and families with The outdoor industry and its PARTICIPATION RATE repeat and reinforcing experiences in partners are positioned to The proportion of a group that participated the outdoors, Thrive Outside awards in outdoor recreation or in an outdoor champion new ways to engage multiyear, capacity-building grants to activity. For example, if 6 in 10 teenagers outdoor participants and invest diverse communities.
    [Show full text]
  • The Creative Economy of Houston
    JULY 2012 THECREATIVE ECONOMY OF HOUSTON A comprehensive sTUDY OF creaTIVE-SECTor INDUStrieS and their IMPACT ON THE HOUSTON ECONOMY Commissioned by Houston Arts Alliance and University of Houston in partnership with Greater Houston Partnership Data and Analysis by EMSI Thank you to all of the many thoughtful participants in bringing this study to a reality. Nearly three years WELCOME LETTER ago, Houston Arts Alliance and University of Houston convened a group of creative, academic and policy leaders to discuss the broad creative sector in Houston. A few preliminary take-aways have informed the work since then. Among them is the sense that the delineation between the for-profit creative sectors and the non-profit arts is now highly porous. Artists and other creatives move fluidly between work in major arts institutions, community-based organizations, film, design and other creative endeavors. The “arts” today are about creative expression and creative experience, and don’t fall neatly within for-profit and non-profit parameters. We need to shift the perception from the arts as a quality of life attraction for a well-qualified workforce, to the creative sectors as a tremendously powerful component of the economy unto itself. I believe this study reflects these early ideas. This is a conservative study. By design, we asked our colleagues at EMSI to mirror the study as much as possible to successful studies in other major US cities, but to tailor it to Houston. The result are findings that are defendable, easy to grasp, and are presented within the context of Houston’s job sectors.
    [Show full text]
  • Economic Analysis of Outdoor Recreation in Washington State 2020
    ECONOMIC ANALYSIS OF OUTDOOR RECREATION IN WASHINGTON STATE 2020 UPDATE AUTHORS Johnny Mojica Project Director, Earth Economics Angela Fletcher Project Director (Ecosystem Services), Earth Economics Suggested Citation: Mojica, J., Fletcher, A., 2020. Economic Analysis of Outdoor Recreation in Washington State, 2020 Update. Earth Economics. Tacoma, WA. The authors are responsible for the content of this report. ACKNOWLEDGMENTS Research support was provided by Ken Cousins, Trygve Madsen, and Will Golding (Earth Economics) Report design by Cheri Jensen (Earth Economics) Map design by Corrine Armistead (Earth Economics) Project Oversight by Maya Kocian (Earth Economics) Funding provided by: Washington State Recreation and Conservation Office, Washington State Department of Natural Resources, Recreational Equipment, Inc. (REI) We would also like to thank: Wendy Brown (RCO), Kaleen Cottingham (RCO), Jon Snyder (Office of the Governor), Brock Milliern (DNR), Leah Dobey (DNR), Cassie Bordelon (DNR), Tom Bugert (DNR), and Marc Berejka (REI). Earth Economics’ Board of Directors Morgan Collins, David Cosman, Judy I. Massong, Nan McKay, Craig Muska, Ingrid Rasch, and Molly Seaverns. 1 TABLE OF CONTENTS 1 Executive Summary 3 2 Introduction 7 Report Overview 7 Background on Washington State 7 3 Concepts and Methods 9 The Outdoor Recreation Economy 10 Consumer Surplus and Environmental Benefits 11 Recreation Expenditure Flow 12 4 Expenditures and Economic Contribution of Outdoor Recreation in Washington State 13 Outdoor Recreation Participation and Spending
    [Show full text]
  • 2019 Essential Facts About the Computer and Video Game Industry
    2019 ESSENTIAL FACTS About the Computer and Video Game Industry Foreword Table of Contents 2018 was a record-breaking year for our industry, with total video game sales exceeding $43.4 billion. Over 164 million adults in the United States play video games, and three-quarters of all Americans have at least one gamer in their Foreword 3 household. It’s now more important than ever to understand who America’s video At-A-Glance 5 game players really are and what’s driving them. Average Gamer 6 That’s why I’m thrilled to share the 2019 Essential Facts About the Computer and Video Game Industry. For the first time, we at the Entertainment Software Social & Lifestyle 9 Association have taken a comprehensive look at the individual Americans who enjoy video games and their lifestyles in order to better understand their profiles Parents of Gamers 10 and interests. Households with Children 13 The resulting data speaks for itself. Video game players represent a diverse cross- Who Plays 15 section of the American population spanning every age, gender, and ethnicity. They live healthy lives, are civically engaged, and are socially active. More than Purchasing 20 three-quarters report that video games provide them with mental stimulation (79%) as well as relaxation and stress relief (78%). The role of video games in the ESA Partners 22 American family is also changing: nearly three-quarters (74%) of parents believe video games can be educational for their children, and more than half (57%) enjoy ESA Members 23 playing games with their child at least weekly.
    [Show full text]
  • America's Creative Economy: a Study of Recent Conceptions, Definitions, and Approaches to Measurement Across the USA
    America's Creative Economy: A Study of Recent Conceptions, Definitions, and Approaches to Measurement Across the USA Christine Harris Christine Harris Connections Margaret Collins Center for Creative Economy Dennis Cheek National Creativity Network This project was supported in part or in whole by an award from the Research: Art Works program at the National Endowment for the Arts: Grant# 12-3800-7015. The opinions expressed in this paper are those of the author(s) and do not necessarily represent the views of the Office of Research & Analysis or the National Endowment for the Arts. The NEA does not guarantee the accuracy or completeness of the information included in this report and is not responsible for any consequence of its use. AMERICA’S CREATIVE ECONOMY A STUDY OF RECENT CONCEPTIONS, DEFINITIONS, AND APPROACHES TO MEASUREMENT ACROSS THE USA A REPORT FROM THE CREATIVE ECONOMY COALITION (CEC) A WORKING GROUP OF THE NATIONAL CREATIVITY NETWORK CHRISTINE HARRIS MARGARET COLLINS DENNIS CHEEK NATIONAL CREATIVITY NETWORK, OKLAHOMA CITY, OK, IN COLLABORATION WITH CREATIVE ALLIANCE MILWAUKEE, AUGUST 2013 AMERICA’S CREATIVE ECONOMY A STUDY OF RECENT CONCEPTIONS, DEFINITIONS, AND APPROACHES TO MEASUREMENT ACROSS THE USA A Report from the Creative Economy Coalition (CEC), a Working Group of the National Creativity Network ! Oklahoma City, OK: National Creativity Network Reproduction Rights: in collaboration with Creative Alliance Milwaukee, Organizations and individuals may freely August 2013 reproduce this report in whole or in part subject to the following requirements: 1) No copies may be sold, and 2) Excerpts must contain the full Christine Harris, M.Sc. citation of the report as follows: “Reproduced Principal Researcher and Lead Author with permission from America’s Creative Economy: Founder and CEO, Christine Harris Connections A Study of Recent Conceptions, Definitions, and Milwaukee, WI Approaches to Measurement across the USA.
    [Show full text]
  • Towards a Classification of Cultural Tourists
    INTERNATIONAL JOURNAL OF TOURISM RESEARCH Int. J. Tourism Res. 4, 29±38 +2002) DOI: 10.1002/jtr.346 Towards a Classi®cation of Cultural Tourists Bob McKercher* Department of Hotel and Tourism Management, The Hong Kong Polytechnic University, Hung Hom, Hong Kong, SAR ABSTRACT consumer base, without considering that dif- ferent types of cultural tourists may seek This paper proposes a model to segment the qualitatively different experiences or may be cultural tourism market according to two capable of engaging attractions at different dimensions: i) the importance of cultural levels. motives in the decision to visit a destination This paper proposes a model to segment the and ii) depth of experience. The model is cultural tourism market according to two tested empirically using Hong Kong as a case dimensions: +i) the importance of cultural study. The test identi®ed ®ve discrete motives in the decision to visit a destination cultural tourism market segments that and +ii) depth of experience.The model is exhibited substantially different behaviour. tested empirically using Hong Kong as a case Copyright # 2002 John Wiley & Sons, Ltd. study.The model has been proposed to advance the examination of cultural tourism as a tourism activity. Received 8 September 2000; revised 6 December 2000; accepted In this paper, terms such as shallow, deep, 12 December 2000 super®cial and meaningful are used to de- scribe different types of experiences engaged Keywords: cultural tourism; classi®cation in by cultural tourists.The terms are used as system; segmentation; Hong Kong. descriptors only; they are not used in a judgmental sense to imply that one type of INTRODUCTION activity is preferable to another or that one type of tourist is a more worthy type of cultural n spite of the fact that it has been recognised tourist than another.
    [Show full text]
  • Assessing Vermont's Creative Economy
    Assessing Vermont’s Creative Economy December 2019 PURPOSE document the critical importance of Vermont’s creative businesses, individuals and institutions, and demonstrate the substantial potential in the creative sector to boost the economy and to revitalize Vermont’s communities 2 DEFINING THE CREATIVE ECONOMY “the enterprises, organizations, and individuals whose products and services are rooted in artistic and creative content” 3 CREATIVE SEGMENTS design performing arts graphic design services, architecture, performing arts companies, promoters of landscape architecture, interior performing arts, music and dance schools, design, industrial design services, musical instrument manufacturing and printing, other specialized design supplies stores, self-employed actors, dancers, directors, musicians visual arts & fine crafts photography, sculpting, painting, culture and heritage jewelry, pottery, textiles, pressed and museums, historical sites, libraries/archives, blown glass, art dealers, galleries, antiques, preservation craft making, craft stores artisan foods film & media retail and commercial bakeries, breweries, motion picture and video industries, spice and extract companies, specialty sound recording, radio and television canning, chocolate and confectionary broadcasting, internet publishing, manufacturing, cheese manufacturing newspapers, advertising, public relations agencies, video game literary arts developers writers, publishers, bookstores, printing 4 VT CREATIVE ECONOMY Research Methods 5 RESEARCH METHODS economic data analysis
    [Show full text]
  • Chapter 8: Tourism and Traveler Services 252
    Route 116 Scenic Byway Corridor Management Plan July 2013 Tourism and Traveler Services C H A P T E R 8 Route 116 Scenic Byway Introduction Visitors are drawn to the Route 116 Byway corridor for the many scenic, natural, recreational, historic, and cultural resources. Travelers experience a wide array of activities and a diverse landscape. With the changing seasons, the types of activities and attractions differ throughout the year. In many ways the Route 116 Scenic Byway embodies a classic New England experience. The goals of this chapter are to provide information on existing resources, services, and attractions available to the Byway traveler; to identify unmet needs related to tourism; and to propose recommendations or identify potential projects to enhance and improve tourism along the Byway. The chapter contains an inventory of the existing tourism services including the location of visitor centers and information agencies, as well as websites and publications that provide additional traveler information. A summary of attractions and resources along the Byway, including scenic and natural attractions, outdoor recreation opportunities, historic and cultural resources, events and festivals, and public restroom facilities, is also provided. Resources that have not been detailed in previous chapters of the Corridor Management Plan are included in this chapter. The resources that are located directly on or within a half-mile radius of the Route 116 Scenic Byway are noted with the “America’s Byway” symbol. While the Corridor Management Plan focuses on resources within a half‐mile radius of the Byway (Route 116), this chapter of the report also includes attractions that are located outside of the study area boundary, but within the towns along the Byway.
    [Show full text]