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Building a Thriving Interactive Games Development Industry in Australia 1 Summary
A reminder to government of the value in supporting a thriving games development industry and recommendations for industry support December 2018 About IGEA The Interactive Games & Entertainment Association (IGEA) is the peak industry association representing the business and public policy interests of Australian and New Zealand companies in the computer and video games industry. Our members publish, market, develop and distribute interactive games, entertainment content and related hardware. Our mission is to create an environment that drives sustainable growth for the interactive games and entertainment industry. IGEA Suite 145, National Innovation Centre Australian Technology Park 4 Cornwallis St, Eveleigh NSW 2015 www.igea.net [email protected] @igea /igea.net CONTENTS About IGEA IFC Summary 2 Table of policy recommendations 3 Why Australia needs an interactive games industry 4 1. Game development is an innovative and future-looking creative industry 4 2. Game development will help build a modern and talented Australian workforce 5 3. Games are a valuable, IP-driven and weightless export with high global demand 7 4. We have entered an era of serious games and their uses have limitless potential 8 5. The power of games for digital inclusion and its cultural dividend for Australia 10 Blueprint for fostering a strong Australian game development industry 12 1. Provide a $40 million fund for game development 12 2. Create a 30 per cent refundable tax offset for game development 14 3. Provide strategic support for cultural, educational and serious games 16 4. Additional funding and policy support to foster a game development industry 16 The fiscal and economic case for supporting game development 18 1. -
Eternal Coders the Veterans Making Games on Mobile
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Eternal coders The veterans making games on mobile Reviling rodents Point Blank Why rats continue to Code your own infest our video games shooting gallery Issue 20 £3 wfmag.cc Stealth meets Spaghetti Western UPGRADE TO LEGENDARY AG273QCX 2560x1440 F2P game makers have a responsibility to their players ree-to-play has brought gaming to billions offer: any player can close their account and receive of new players across the globe: from the a full refund for any spending within the last 60 days. middle-aged Middle Americans discovering This time limit gives parents, guardians, carers, and F hidden object puzzles to the hundreds of remorseful spenders a full billing cycle to spot errant millions of mobile gamers playing MOBAs in China. spending and another cycle to request their funds People who wouldn’t (or couldn’t) buy games now have WILL LUTON back. It’s also a clear signal to our players and the an unfathomable choice, spanning military shooters to gaming community that F2P is not predicated on Will Luton is a veteran interior decorating sims. one-time tricks but on building healthy, sustainable game designer and F2P is solely responsible for this dramatic expansion product manager relationships with players. of our art across the borders of age, race, culture, and who runs Department How such a refund policy would be publicised and continents. The joy of gaming is now shared by nearly of Play, the games adopted is a little more tricky. But faced with mounting industry’s first the entire globe. -
Department of Communications and the Arts Australian and Children's
Submission to Department of Communications and the Arts Subject Australian and Children’s Screen Content Review Date 21 September 2017 Table of Contents 1. Introduction ............................................................................................................................... 3 2. About IGEA ................................................................................................................................ 4 3. Executive Summary .................................................................................................................... 4 4. Responses to Questions ............................................................................................................. 5 5. State of the Interactive Games Industry ................................................................................... 17 A. Global and Australian interactive games industry ........................................................... 17 B. Australian interactive games development ..................................................................... 18 C. Impediments to the growth of Australian games development....................................... 19 6. Parliament Reports on Australian Video Game Development ................................................... 22 A. Senate – Future of Australia’s video game development industry ................................... 23 B. House of Representatives – Inquiry into innovation and creativity .................................. 24 7. Factors to Grow and Sustain Australia’s Video -
This May Be the Author's Version of a Work That Was Submitted/Accepted
This may be the author’s version of a work that was submitted/accepted for publication in the following source: Banks, John& Cunningham, Stuart (2016) Creative destruction in the Australian videogames industry. Media International Australia Incorporating Culture and Policy, 160(1), pp. 127-139. This file was downloaded from: https://eprints.qut.edu.au/98197/ c Consult author(s) regarding copyright matters This work is covered by copyright. Unless the document is being made available under a Creative Commons Licence, you must assume that re-use is limited to personal use and that permission from the copyright owner must be obtained for all other uses. If the docu- ment is available under a Creative Commons License (or other specified license) then refer to the Licence for details of permitted re-use. It is a condition of access that users recog- nise and abide by the legal requirements associated with these rights. If you believe that this work infringes copyright please provide details by email to [email protected] Notice: Please note that this document may not be the Version of Record (i.e. published version) of the work. Author manuscript versions (as Sub- mitted for peer review or as Accepted for publication after peer review) can be identified by an absence of publisher branding and/or typeset appear- ance. If there is any doubt, please refer to the published source. https://doi.org/10.1177/1329878X16653488 Creative Destruction in the Australian Videogames Industry The games industry is usually considered exemplary of the structures of global production in ‘an era of spatially-dispersed and casualised labour under a global regime of huge media conglomerates’ (Miller, 2016). -
Submission to Senate Environment and Communications Committee Inquiry Into the Future of Australia's Video Game Development Industry
Submission to Senate Environment and Communications Committee Inquiry into the future of Australia's video game development industry Submission from Digital Media Research Centre, Queensland University of Technology Submitted by Distinguished Professor Stuart Cunningham AM Associate Professor John Banks About the Digital Media Research Centre The QUT Digital Media Research Centre (DMRC) conducts research that helps society understand and adapt to the changing digital media environment. It is a leading Australian centre for the fields of media and communication, areas in which QUT has achieved the highest possible rankings in ERA, the national research quality assessment exercise. Our research programs cover the challenges of digital media for journalism, public communication and democracy; the dynamics and regulatory challenges of emerging digital media economies; and the embedding of digital media technologies into the practices of everyday life. The DMRC has a particular focus on innovative digital methods for social and cultural research, including the analysis of ‘big social data’; is actively engaged with the Asian region across all its research programs; and has a strong commitment to research training for academic and industry researchers alike. More information: http://www.qut.edu.au/research/dmrc 2 Introduction This submission is informed by research undertaken by Associate Professor John Banks and Distinguished Professor Stuart Cunningham for the Australian Research Council Linkage project LP100200056, ‘The Games and the Wider Interactive Entertainment Industry in Australia: An Inquiry into Sources of Innovation’. The research focused on how Australian videogames developers have grappled with the profound restructuring of the videogames industry since the Global Financial Crisis and the industry’s major move to mobile platforms. -
Game On: More Than Playing Around
The Senate Environment and Communications References Committee Game on: more than playing around The future of Australia's video game development industry April 2016 © Commonwealth of Australia 2016 ISBN 978-1-76010-413-9 Committee contact details PO Box 6100 Parliament House Canberra ACT 2600 Tel: 02 6277 3526 Fax: 02 6277 5818 Email: [email protected] Internet: www.aph.gov.au/senate_ec This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Australia License. The details of this licence are available on the Creative Commons website: http://creativecommons.org/licenses/by-nc-nd/3.0/au/. This document was printed by the Senate Printing Unit, Parliament House, Canberra Committee membership Committee members Senator Anne Urquhart, Chair ALP, TAS Senator Linda Reynolds CSC, Deputy Chair (from 12 October 2015) LP, WA Senator Anne McEwen (from 18 April 2016) ALP, WA Senator Chris Back (from 12 October 2015) LP, WA Senator the Hon Lisa Singh ALP, TAS Senator Larissa Waters AG, QLD Substitute member for this inquiry Senator Scott Ludlam (AG, WA) for Senator Larissa Waters (AG, QLD) Former members Senator the Hon Anne Ruston, Deputy Chair (to 12 October 2015) LP, SA Senator the Hon James McGrath (to 12 October 2015) LP, QLD Senator Joe Bullock (to 13 April 2016) ALP, WA Committee secretariat Ms Christine McDonald, Committee Secretary Mr Colby Hannan, Principal Research Officer Ms Fattimah Imtoual, Senior Research Officer Ms Kirsty Cattanach, Research Officer iii iv Table of contents Committee membership .................................................................................. -
Game Production Studies Production Game
5 GAMES AND PLAY Sotamaa (eds.) & Švelch Game Production Studies Edited by Olli Sotamaa and Jan Švelch Game Production Studies Game Production Studies Game Production Studies Edited by Olli Sotamaa and Jan Švelch Amsterdam University Press The publication of this book is made possible by Academy of Finland project Centre of Excellence in Game Culture Studies (CoE-GameCult, 312395). Cover image: Jana Kilianová Cover design: Coördesign, Leiden Lay-out: Crius Group, Hulshout isbn 978 94 6372 543 9 e-isbn 978 90 4855 173 6 doi 10.5117/9789463725439 nur 670 Creative Commons License CC BY NC ND (http://creativecommons.org/licenses/by-nc-nd/3.0) O. Sotamaa and J. Švelch / Amsterdam University Press B.V., Amsterdam 2021 Some rights reserved. Without limiting the rights under copyright reserved above, any part of this book may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (electronic, mechanical, photocopying, recording or otherwise). Every effort has been made to obtain permission to use all copyrighted illustrations reproduced in this book. Nonetheless, whosoever believes to have rights to this material is advised to contact the publisher. Table of Contents Introduction: Why Game Production Matters? 7 Olli Sotamaa & Jan Švelch Labour 1. Hobbyist Game Making Between Self-Exploitation and Self- Emancipation 29 Brendan Keogh 2. Self-Making and Game Making in the Future of Work 47 Aleena Chia 3. Should I Stay or Should I Go? The Circulations and Biographies of French Game Workers in a ‘Global Games’ Era 65 Hovig Ter Minassian & Vinciane Zabban 4.