Train2Game News UKIE and MCV market research

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Games trade body Ukie and leading games trade magazine MCV held their annual Market Valuation Breakfast today, where it was revealed that the value of the UK games market is up 5% from 2014, and now worth £4.19bn. Overall, the figures show positive growth across most of the categories of the UK games consumer market.

The biggest increase is seen in the mobile games market, worth £664m, an impressive £116m increase from 2014. Console hardware suffered a decrease in valuation, in 2015 being worth £689m, down from £915m in 2014.

For this year’s market valuation, Ukie and MCV added in a new category; specialist gaming PC hardware, which is worth £138m.

The market valuation has been calculated with input from leading data companies, GfK, IHS Technology, Neilson BookData, Official Charts company, NPD and Kantar. Representatives from some of these data companies spoke at a special launch breakfast held at Ukie this morning, where the figures were revealed for the first time.

Dr Jo Twist, CEO of Ukie, said, “This data shows the increasing strength of the games market and confident consumer growth in our industry. We’re pleased to see the market soar to nearly £4.2bn for the first time, which is a result of the constant creative and technological innovation in the UK industry, which makes our consumer market extremely strong. These statistics are hugely valuable to Ukie in our mission to promote the strength of our sector nationally – to investors, the media and policy makers – as well as internationally, where we aim to show that the UK is the best place in the world to make and sell games.”

Editor of MCV, Chris Dring, added, “Almost £4.2bn is an incredible result. And the figures show that there is opportunity across the industry, from games to accessories, past toys, books and events. Almost £1.9bn of the figures come from the booming digital sectors, which has become a major force for growth in games. But physical items still accounted for more than £2.3bn, so the results are positive for the entire business.

“Now we shall see what 2016 has in store with the arrival of new blockbuster games such as Uncharted 4, The Legend of Zelda and Gears of War, a rising tide of excellent looking independently-created titles, plus virtual reality and Nintendo’s secretive new console, the NX.”

Train2Game News UK video games market worth

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Leading video games business publication MCV has revealed that the UK video games market generated £3.944bn of consumer spending in 2014.

Working in conjunction with trade body Ukie (UK interactive entertainment), MCV’s research compiles the amount spent across video games and related products – from downloads to consoles, licensed toys to mobile games.

The £3.944bn includes the spending on new boxed games, pre owned games, hardware and accessories, digital sales on all games formats plus merchandise, events, plus games-related books and magazines.

The number is 13 per cent higher than 2013’s figure, when the UK market reached £3.48bn.

This year’s data includes £1.048bn for digital console and PC content (based on IHS estimates), £915m on console hardware (Chart-Track figures), £106.8m on pre-owned software (Kantar Worldpanel) and £69m on toys (NPD figures). For the full breakdown, check out the attached infographic.

The best-selling video game soundtrack of 2014 was ‘The Music of Grand Theft Auto V’, the most popular video game-based movie was Need for Speed, while the best-selling video game-based book was Minecraft: The Official Construction Book.

“£3.944bn is the second-highest figure in games industry history and just narrowly misses out on eclipsing the £4bn generated in 2008 when Guitar Hero, Wii and DS ruled the charts,” said MCV editor Christopher Dring.

“Almost every sector of the market is in growth, and 2015 is set to be even better, with new blockbusters such as Uncharted, Zelda, Halo and Star Wars; highly anticipated new technologies such as Oculus Rift and Steam Machines, plus new business models around games subscriptions and streaming. It’s a good time to be involved in the video games business.”

Ukie CEO Dr Jo Twist commented on the evaluation “It’s fantastic the see the consumer market thriving and growing. Impressive figures like these help reinforce the importance of our sector to policy makers and the media, strengthening our standing globally as a key market in the digital economy.”

The data was revealed to industry professionals at a behind-closed-doors presentation this morning, and will be the subject of tomorrow’s edition of MCV (Friday, February 13th).

Train2Game News Interface

The teams behind MCV and Develop are hosting a brand new event in May for developers to showcase their games, find investors and pitch ideas.

Interface takes place on May 14th in central London and will bring together developers, publishers, platform holders, investors and funding experts.

Interface will connect indies, start-ups and creators of new games with investors and backers in private pitch meetings; plus, there will be demo zones and breakout sessions dedicated to seminars on better business practices.

There will also be areas for studios looking to recruit, plus networking and lounge spaces.

Interface will be affordable for businesses large and small, with prices starting at just £49.

Registration for walk-in delegates opens in March.

First partners will be announced next week – sponsorship includes exhibition space, access to the B2B meeting/pitching service and prominent exposure.

Email interface@nbmedia.com to be one of the first to find out more.

Interface will also offer affordable demo areas for indies wanting to showcase games, premium spaces for publishers, content acquisition, technology, recruiters and platform-holders looking to find games and partners; and over 300 delegates, including press, to present your creations to.

Interface takes place at the Candid Arts Trust, a creative arts space in London next door to Angel tube station.

“Indies, investors and creators of interactive content have told us they want a new place to find partners, see games and pitch ideas,” said Michael French, publisher of MCV and Develop.

“Interface focuses on quality meeting time – that’s what matters most if you’re looking to score a deal or a new business.”

Source: Develop

Train2Game News 500 studios in the UK

Develop has compiled a list of more than 500 British games development studios as part of Game Source 2014, a new directory for the UK’s games agencies.

The list was compiled by the Develop team, and is an updated version of last July’s Develop 100, which ranked to the top 100 UK studios and included a list of hundreds more.

Game Source’s studio directory features the company names and website links for more than 500 studios found throughout the UK, ranging from indie start-ups and one-man studios to publisher-owned behemoths and other triple-A games developers.

You can view the book for free, either in your browser or by downloading the iPad edition.

Presented by MCV, Game Source is the UK directory of leading games industry service companies, featuring creative and promotional agencies, digital distributors, accessory and hardware firms, logistics and payment companies and much more. The guide showcases the leading players across each sector, offering a snapshot of the resources on offer, plus client history and contact details.

Train2Game News 100 most influential games industry Executives

gamerLeading games business publication MCV (The Market for Computer & Video Games) has named the 100 most influential games industry executives – those reshaping the business in the UK and beyond.

The inaugural MCV Brit List features men and women from all different disciplines supporting UK video game businesses. It also names a handful of the famous Brits flying the flag for UK creativity and intelligence on the global stage.

From Twitch to Mind Candy, and Xbox to Apple, the Brit List is a definitive guide to the creative and commercial British brains working in video games.

The list was collated after an extensive entry and lobbying period, and then voted for by a judging panel featuring some of the industry’s most high-profile experts.

Both legends and rising stars feature, with hugely respected leaders such as Rockstar Games founders Dan and Sam Houser, Ukie CEO Dr Jo Twist, and PlayStation CEO Andrew House sat alongside the likes of Tomb Raider writer Rhianna Pratchett, the creators of Yogscast (the UK’s most popular YouTube channel) and Roberta Lucca, co-founder of Bossa Studios.

The full list, featuring interviews and profiles of the 100, is available to download on iPad or view in your browser at: http://www.mcvuk.com/digital-edition. And it’s absolutely free. Featured content will also be posted on www.mcvuk.com over the next seven days.

“The Brit List is a toast to those men and women transforming the games business in the UK – and those flying the flag for British excellence abroad” said Michael French, Publisher of Games at Intent Media.

“The power of UK creativity really means this list could comfortably have been much longer. Congratulations to those that made the list.”

Discs vs Digital – Round 2

Another big name has waded into the Discs vs Digital debate in the form of Namco Bandai VP of sales, marketing and publishing Olivier Comte.

You may remember that recently, SCEE President Andrew House acknowledged that games sold on discs in boxes are still popular but that digital content could possibly the way forward. His comments were discussed in great detail on the Train2Game Forum.

In an interview with MCV, Comte spoke about a number of subjects including the digital market. He questioned its relevance on consoles;

Today digital is a significant part of PC gaming. We are a Japanese company and Japanese companies are not known for PC titles. But we need to have a product on every platform – including PC – so in that sense digital will start to become more important for Namco Bandai. There is better margin and using a digital platform gives us direct access to the consumer.”

“But in terms of console, it is a little bit too early to say. The only real business model for digital on consoles is DLC because the consumer will always want to have the box because it is an expensive thing.”

He raises a good point about the contrasts between the digital markets of console and PC games. As mentioned in a previous blog, the PC has embraced the idea of digital distribution and downloadable content far more enthusiastically than the Xbox 360 or PlayStation 3 has. The dominance of Steam in the digital distribution market has of course helped this along. Meanwhile, console owners prefer their games to some on a disc in a box.

So, while downloadable games may not be to the tastes of major distributors, it’s an ideal way for independent Games Designers, Games Developers, and Games Artists and Animators – like Train2Game students – to get their work out there.

This appears to have worked for independent studio Hello Games, who’ve just released their first production in form of Joe Danger on the PlayStation Network – and it’s had some very good reviews. We’ll have to wait and see if these positive reviews transform into downloads, but with a relatively low price it’s likely that many gamers will be tempted to try it out.

We’re not so willing to risk our money on something new if it costs £40 and doesn’t even come in a box. But this raises an important question for independent developers; do you save costs by releasing your first game as a digital download? Or do you sell it in a box which consumers can pick up on the shelf. Train2Game students, as producers, which medium would you prefer?