Select Committee on Culture, Media and Sport Minutes of Evidence


Memorandum submitted by TIGA

  Tiga represents the business and commercial interests of UK Games independent and publisher owned development studios. Tiga has 130 members who make all or parts of video games. The sector employs nearly 9,000 developers in 160 studios up and down the British Isles.

1. INTRODUCTION

  1.1  Tiga is the trade Association formed in 2001 to represent the business and commercial interests of the UK's globally renowned computer and video games studios. The UK has a reputation for creativity and innovation, having been responsible for classic and iconic content such as the Lara Croft Tomb Raider series of adventure games.

  1.2  UK games developers have few "home grown" routes to market and so mostly make content commissioned from US and Japanese owned publishers.

  1.3  The UK industry was worth £3.4bn at retail (Elspa/Chartrack2007), and there was a surplus of trade with the rest of the world of some £280m in 2006 ("Playing for Keeps", UKTI 2007)

  1.4  UK has until recently been the third largest producer of video games in the world, but has recently fallen back to fourth place, now that market distorting state aids being offered in Canada (reducing the cost of making game by 30-50%) have started to bite with much of the growth in production facilities going there rather than being invested in UK operations ("Playing for Keeps", UKTI 2007).

  1.5  A December 2005 report, "Gamers in the UK", commissioned for the BBC found that 59% of UK 6-65 year-olds—some 26.5million people—play electronic games, with 21.6million of these regularly playing at least once a week.

  48% of the UK aged 6-65 plays games at least once a week (21.6 million people):

    —  100% of 6-10s consider themselves to be gamers.

    —  A quarter of UK game players are aged 36-50.

    —  18% (or 1.7 million gamers) are aged between 51-65.

    —  The average age of UK gamer is approximately 28.

    —  45% of all gamers are female.

  1.6  In 2007, 42 games rated "18+" by PEGI (pan European industry rating system) were sent to the BBFC for rating under the Video Recordings Act. Of these, 21 games were given an "18" rating, 19 games were given a "15" rating and 2 games were given a "12" rating.

  1.7  We note that contrary to popular perceptions held by politicians in the UK, Canada and other countries have recognised the importance of this industry offering modern high valued added employment and skills. But if in the UK policy makers and politicians continue to blame the industry for the ills of society we will loose yet another great British invention.

  1.8  "Games" as a form of entertainment are a much misunderstood concept by politicians, and policy makers and regrettably also much maligned. They provide a convenient "whipping boy" for the ills of society, and Tiga would respectfully ask committee members to consider whether games content is really the cause or a symptom of the ways our societies are rapidly being re-shaped by modern communications and marketing and not least licentious commercial imperatives.

2.  THE BENEFITS AND OPPORTUNITIES OFFERED TO CONSUMERS, INCLUDING CHILDREN AND YOUNG PEOPLE, AND THE ECONOMY BY TECHNOLOGIES SUCH AS THE INTERNET, VIDEO GAMES AND MOBILE PHONES

  2.1  The potential of benefits of "games" are recognised by informed forward thinkers, so that the immersiveness that is invariably created around players of electronic games has been noted by educationalists and academics as having a massive potential for engaging large parts of the population. This is currently the subject of many research projects, such as "FutureLab" in Bristol, and "Games to Grow" in Walsall. So that for many of these informed people, they view "games" not only as a rapidly rising form of entertainment (Games bucked the "bearish" retail trend this last Xmas), but the platforms and technologies for conveying them are a potential new medium for conveying much wider forms of content including information, education as well as entertainment:

  2.2  We would draw the committee's attention to the part of the industry known as "Serious Games" which are being applied and researched for use in military, educational, health and training applications. "Serious games', sometimes very close to popular entertainment content, are used for treatment of cancer and post traumatic stress disorder sufferers, for combating MRSA in hospitals and simulating "Triage" for emergency services staff and the same games developer (Blitz) of this last application has used its games technology for the soon to be launched Westminster historical simulation. Sports simulation games such as football and Formula One are used by sportspeople to prepare themselves for the real thing.

3.  THE POTENTIAL RISKS TO CONSUMERS, INCLUDING CHILDREN AND YOUNG PEOPLE, FROM EXPOSURE TO HARMFUL CONTENT ON THE INTERNET OR IN VIDEO GAMES. THE COMMITTEE IS PARTICULARLY INTERESTED IN THE POTENTIAL RISKS POSED BY:

  3.1  We accept that this has become a contentious issue, but we do not believe we have seen any concrete evidence to prove that video games content can harm children if the age ratings codes are used correctly. However we do note that there is confusion among some consumers about the ratings systems, and believe more could be done to implement these codes effectively.

  3.2  As with other media such as film, violent games content is made and sold, but the number of these in proportion to the overall output of the sector is small. We do not think there is an issue with pornographic content in the games sector.  

  3.3  Video games provide great entertainment. They can be as engrossing and as enjoyable as films. If a player is forcibly stopped from playing at a crucial moment in a game then he or she will react as if he or she had been stopped from watching a film at an equally critical moment. We do not believe that this therefore means that video games are "opiates" or that they are "addictive".

4.  THE TOOLS AVAILABLE TO CONSUMERS AND INDUSTRY TO PROTECT PEOPLE FROM POTENTIALLY HARMFUL CONTENT ON THE INTERNET AND IN VIDEO GAMES

The effectiveness of the existing regulatory regime in helping to manage the potential risks from harmful content on the Internet and in video games

  4.1  Dedicated video games consoles now have parental control technology built in, allowing parents to prevent those consoles from playing games which they do not consider appropriate. However, parental control technology is no substitute for parental engagement in the activities of their children.

  4.2  On the question of age ratings, we concede that there is some confusion among members of the public about what the ratings stand for, eg there can be confusion over whether the rating number is a difficulty level or a content rating as in films. Some initiative is called for to better inform the public by the publishers and retailers. However we believe strongly that there should be a pan European classification system and that the PEGI system fulfills this necessity and that it could be perfectly clear to any parent, who would take the time to understand what his or her children are doing.

January 2008





 
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