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Dr. Malte Behrmann, General Secretary
Shenzen May 2009
European Game Developer Federation
www.egdf.eu
2
European Game Developer Federation: EGDF
• ASSOCIATION OF DEVELOPERS:
Trade Body & SME NGO
• Representation of interests in Brussels as European
association of developers
• Best Practice exchange
• Elaboration of mutual positions (technology, content)
• Members:
UK, AT, DE, FR, SE, DK, FI, Nor, Be, NL, Lux, Es
• The federation represents more than 500 studios,
which together employ over 15,500 people.
3
Importance of Games
Game development in Europe is an economic, cultural and
technological challenge.
That means games are important as they are at the
crossroads of three issues:
• Cultural diversity = democracy
• Economic development = jobs
• Technology = technological position
=> Innovation catalyst in the information society
4
Culture: Games are culture
• In France this is less an issue, but it is in the rest of Europe:
Examples: Germany, Britain, Norway
• Impact on society is growing => positive attitude is important to
integrate games into the regulation and support initiatives of the
information society.
• Nevertheless: French Tax credit case is important for Europe
• Games as international culture
– Dynamic definition of culture (ongoing process)
– Development in civilisation of human kind
– Does culture always need public funding ?
• Games as national culture
– Is there something as a French game, a German game ?
– Yes: Genre, colours, identification of the creative with
environment
5
Games: An economic factor
• One of the few growing sectors, but publisher & console
deadlock from developer p.o.v.
• Content economy: Traditionally hit – driven: Network &
Feedback effects, so it is here.
• Network effects and economies of scale:
– Very few projects reach out to international marketing
– clear genre orientation and international stereotypes
– Production costs are rising quickly
• Creative industries: European developers face international
competition from funded game production ecomomies: Canada,
Singapur, US, within Europe, Korea, China, US, New: Mexico,
even Malta etc.
⇒ Despite the growth independent development becomes more
difficult
6
Games: Key Technology
Development Technologies
• Vital for Europe:
Technology for content
creation
• Tools for the creation of
content e.g.:
– Middleware
– Procedural content
– Tools
• Standardisation and
interoperability
– data formats
– software interfaces
– Flexibility and
adaptability
Borders are blurring
• Today: Content funding
much smaller, than the
funding for technology.
• Technology & Content &
Business model
3D Media Internet
Online Content Regulation
• opportunities for opening up
the market for new, creative,
quality driven and European
content
• Network Neutrality in danger
–> threat for innovation
7
The traditional value chain
8
Traditional business model: Publisher as Financier
Development advance
against royalties
• Prototype
• Some/few bonding and
distribution deals
• Work for hire – margin 10-
30% (+royalty)
• Most financing against
monthly milestones
• Exponential costs from
platform to platform
Main Issues
• Europe remains a fertile ground
for high-end games production
but developers face ongoing
challenges These include:
• Access to funding from outside
of publishers
• Increasing cost of
development, squeezing all but
the largest independent
developers
• Cheaper resource alternatives
• Holding onto IP rights is difficult
9
Trends
Convergence ? !
it is happening now – surprise !
• It might be called today
“Distributability in the Internet
Protocol” (“IPTV”, IPhonie”)
• This changes
– supply and demand (business
models)
– value chain / value network
– audiovisual medium services
(linear - non linear)
• ! Online games are not so
piracy – vulnerable as off line
(contrary to music) !
• Consoles
– Faster, Stronger, Better…
• Human Interfaces
– WII, DS…
• Online
– Direct to consumers
• Games are THE functioning
interactive content in a 3D
internet world
– Boom of browser & online
games (just a new hype ?)
– Community as new shaper
– Content aggregator is the new
centre
– They broaden now to digital
content
10
Western retail games versus
online & mobile – 27% of
market by 2010 – retail’s
dominance slowly being
eroded
Source: Screen Digest
11
New opportunities online & browser games
• Business Models in historical
development
– Advergames in dot com
boom
– Client based „big online
games“
– Browser based – free to
play
– Item selling works now
– In a few years 50% and
more …
• Allows adoption of alternative &
multiple business models – such
as dynamic in-game advertising,
microtransactions and
subscriptions
• Allows adoption of alternative
content models – user
generated content, episodic
content, expansion packs
• Allow content creators to build
relationships directly with
consumers and move up the
value chain
• The opportunities are growing
fast but these sectors are also
very fragmented and face their
own challenges
Cooperation & exchanges between the EU and China:
Identifying common interests of the cultural industries
• Games as new cultural medium
• Online is inceasingly relevant
• Ubiquitus aproach
• Technological cooperation
• Mutual cultural understanding
12
13
Any questions left ?
Email to
Malte.Behrmann@egdf.eu
Thank you !

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Dr. Malte Behrmann, Games für Mobile Phones und Pads

  • 1. Dr. Malte Behrmann, General Secretary Shenzen May 2009 European Game Developer Federation www.egdf.eu
  • 2. 2 European Game Developer Federation: EGDF • ASSOCIATION OF DEVELOPERS: Trade Body & SME NGO • Representation of interests in Brussels as European association of developers • Best Practice exchange • Elaboration of mutual positions (technology, content) • Members: UK, AT, DE, FR, SE, DK, FI, Nor, Be, NL, Lux, Es • The federation represents more than 500 studios, which together employ over 15,500 people.
  • 3. 3 Importance of Games Game development in Europe is an economic, cultural and technological challenge. That means games are important as they are at the crossroads of three issues: • Cultural diversity = democracy • Economic development = jobs • Technology = technological position => Innovation catalyst in the information society
  • 4. 4 Culture: Games are culture • In France this is less an issue, but it is in the rest of Europe: Examples: Germany, Britain, Norway • Impact on society is growing => positive attitude is important to integrate games into the regulation and support initiatives of the information society. • Nevertheless: French Tax credit case is important for Europe • Games as international culture – Dynamic definition of culture (ongoing process) – Development in civilisation of human kind – Does culture always need public funding ? • Games as national culture – Is there something as a French game, a German game ? – Yes: Genre, colours, identification of the creative with environment
  • 5. 5 Games: An economic factor • One of the few growing sectors, but publisher & console deadlock from developer p.o.v. • Content economy: Traditionally hit – driven: Network & Feedback effects, so it is here. • Network effects and economies of scale: – Very few projects reach out to international marketing – clear genre orientation and international stereotypes – Production costs are rising quickly • Creative industries: European developers face international competition from funded game production ecomomies: Canada, Singapur, US, within Europe, Korea, China, US, New: Mexico, even Malta etc. ⇒ Despite the growth independent development becomes more difficult
  • 6. 6 Games: Key Technology Development Technologies • Vital for Europe: Technology for content creation • Tools for the creation of content e.g.: – Middleware – Procedural content – Tools • Standardisation and interoperability – data formats – software interfaces – Flexibility and adaptability Borders are blurring • Today: Content funding much smaller, than the funding for technology. • Technology & Content & Business model 3D Media Internet Online Content Regulation • opportunities for opening up the market for new, creative, quality driven and European content • Network Neutrality in danger –> threat for innovation
  • 8. 8 Traditional business model: Publisher as Financier Development advance against royalties • Prototype • Some/few bonding and distribution deals • Work for hire – margin 10- 30% (+royalty) • Most financing against monthly milestones • Exponential costs from platform to platform Main Issues • Europe remains a fertile ground for high-end games production but developers face ongoing challenges These include: • Access to funding from outside of publishers • Increasing cost of development, squeezing all but the largest independent developers • Cheaper resource alternatives • Holding onto IP rights is difficult
  • 9. 9 Trends Convergence ? ! it is happening now – surprise ! • It might be called today “Distributability in the Internet Protocol” (“IPTV”, IPhonie”) • This changes – supply and demand (business models) – value chain / value network – audiovisual medium services (linear - non linear) • ! Online games are not so piracy – vulnerable as off line (contrary to music) ! • Consoles – Faster, Stronger, Better… • Human Interfaces – WII, DS… • Online – Direct to consumers • Games are THE functioning interactive content in a 3D internet world – Boom of browser & online games (just a new hype ?) – Community as new shaper – Content aggregator is the new centre – They broaden now to digital content
  • 10. 10 Western retail games versus online & mobile – 27% of market by 2010 – retail’s dominance slowly being eroded Source: Screen Digest
  • 11. 11 New opportunities online & browser games • Business Models in historical development – Advergames in dot com boom – Client based „big online games“ – Browser based – free to play – Item selling works now – In a few years 50% and more … • Allows adoption of alternative & multiple business models – such as dynamic in-game advertising, microtransactions and subscriptions • Allows adoption of alternative content models – user generated content, episodic content, expansion packs • Allow content creators to build relationships directly with consumers and move up the value chain • The opportunities are growing fast but these sectors are also very fragmented and face their own challenges
  • 12. Cooperation & exchanges between the EU and China: Identifying common interests of the cultural industries • Games as new cultural medium • Online is inceasingly relevant • Ubiquitus aproach • Technological cooperation • Mutual cultural understanding 12
  • 13. 13 Any questions left ? Email to Malte.Behrmann@egdf.eu Thank you !