Examination of Witnesses (Questions 1-93)
13 OCTOBER 2010
IAN LIVINGSTONE, MICHAEL RAWLINSON, DR RICHARD WILSON
Q1 Chair: I welcome you to
this meeting of the Scottish Affairs Committee and to our investigation
of the video games industry and related matters. Some of us have
already had visits to Dundee on an informal basis, which we found
immensely useful. We have advertised for and received a number
of pieces of written evidence, which, again, have been found to
be very useful. Now we are down to the formal hearings. I am sorry
for the delay caused by the vote in the House. It might seem to
you people who deal with gee-whizzery and so on that it would
be much easier just to press a button. However, the great advantage
of voting in the way that we do is that you get to meet lots of
people in the Lobbies. The Government Members who are here will
very soon learn that the opportunity to catch a Minister without
his or her civil servants, get them to agree to something, and
write to them saying, "As you agreed on such-and-such a date"
is immensely helpful. [Interruption.] I am afraid that
we have to go away again, but we will be back. We hope to get
this finished by 11 o'clock tonight. Sorry about this.
Sitting suspended for a Division in the House.
On resuming
Chair: I will not say everything I said
before, but for the record, we have with us Dr Richard Wilson,
chief executive officer of the Independent Game Developers Association;
Michael Rawlinson, the Director General of the Association for
UK Interactive Entertainment; and Ian Livingstone, Life President
of Eidos and Chair of the Computer Games Skills Council. In the
next session, we will speak to Paul Durrant, who is the Director
of Business development at the University of Abertay Dundee, but
rather than have him sit in the corner like a bad boy, we thought
we would have him up here. If there are any really difficult questions
that you don't know the answer to, you can always palm them off
on to him.
Mr Livingstone He can translate
for us.
Q2Chair: Sorry, we don't have a simultaneous
translation. That was a bit harsh, actually. Mark that man down
as a troublemaker.
My first question is basically aimed at getting
an overview of Scotland's position in the global games industrythe
industry's strengths and weaknesses, the key factors making Scotland
a successful base, and changes that might imperil the industry's
future. Respond to that, and if there are any other comments that
you want to make of an opening nature, put them in there. Then
we will go into the questions.
I am offering each Member the opportunity to
ask five minutes of questions. Then we will try to tie things
up at the end. We will go through a similar process with you,
Mr Durrant. Who wants to be first?
Dr Wilson: I am very happy to
start off. Thank you very much for inviting us here today. It
is great to have an opportunity to present the case of the video
games industry to this Committee.
In terms of some of the key issues that we would
be keen to get across, I think we would like to emphasise that
the video games industry in the UKin Scotland in particularis
important economically, culturally and in terms of education.
Economically, the UK video games industry contributes
about £1 billion to UK GDP and generates about £400
million in tax receipts for the Treasury. The sector is important
educationallythere are many video game companies in the
United Kingdom, and some in Scotland, that make educational-based
games. The sector is important culturally: more than 70% of the
UK population now play video games. It is important for all those
key reasons.
In terms of the sector in Scotland, our research
shows that Scotland has 46 development companies, employing 651
development staff. Video game companies in Scotland, such as Denki
and Digital Goldfish in Dundee, make entertainment games. A company
called 3MRT uses games-based technology to make learning tools
and devices. We also have other companies that develop software
to support the games industry in Scotland.
The Scottish games industry has been very successful
in recent years. Scotland was, of course, responsible for "Grand
Theft Auto", which was one of the most successful entertainment
products of all time. Other companies have produced games such
as "Crackdown" and "Lemmings", which have
been very successful.
However, the UK games industryin Scotland
in particularhas suffered over the past couple of years.
Our data show that the development work force in Scotland have
declined by more than 18% over the course of this year, primarily
because Realtime Worlds, one of the biggest development studios
in Scotland, went into administration.
The sector, both in the UK and in Scotland,
has declined in any case over the past 12 months. We believe that
one of the key reasons for this is that the UK games industry
doesn't have a tax break against production, whereas most of our
key overseas competitorsor at least some of our key overseas
competitors, our critical competitorsdo have tax breaks
against production. So our development industry is not competing
on a level field, which means that it is harder to attract investment
and to create jobs.
Mr Livingstone I would like to
add to that, and to point out what great things Scotland has done.
The Scottish embraced the games industry very early on. Obviously,
the University of Abertay Dundee has been a shining example of
how to do things right. It got the Skillset accreditation for
computer science and for art and animation. The reason for that
is that it decided to set up a games-centric ecosystem in Dundee,
where the university was working very closely with local industry
and local government. There was therefore a very positive symbiotic
relationship, from which everyone could benefit. Industry effectively
got a two-year interview process, as regards the students coming
out of Abertay, and Abertay in turn helped with research projects
and with giving the industry the students it actually wanted to
make the games.
So many courses in the UK are, frankly, not
fit for purpose. They are generalist subjectsmedia studies,
effectively, masquerading as computer games studieswhereas
Abertay is absolutely doing it correctly. It is giving the hard
skills that industry needs to make the gamescomputer science,
maths, art and animation. So this has been very effective. I would
hope that that model is replicated throughout the UK.
Using games as a learning tool in education
has also been a strong point in Scotland. I think you can even
study programming now. At one point a company like Microsoft could
almost effectively hijack the classroom. Children are learning
IT alonethey learn about Word, PowerPoint, Excel, but they
don't learn to programme any more. It was not that many years
ago that the BBC Micro and the Dragon were used in schools, so
children learned basic programming. That creates a push further
on in their educational profile, from primary school to secondary
school to university. There is a demand put on the university
to support children in studying computer science and maths.
Clearly, the perception of games has been a
lot better in Scotland than it has been in the rest of the UK
because of the willingness of local government, universities and
industries to say, "This is a great subject." It is
part of the digital economythe knowledge economy for the
UK going forward. It is clean, green and knowledge-basedall
the skills that are required in the new world of the digital economy,
which is going to get the UK back on its feet again; traditional
manufacturing and financial services are in decline. For me, Scotland
has been a great example of promoting games with the right connotationsnot
just talking about the violence in a few titles, but about the
games industry as a whole being a great thing.
Mr Rawlinson: I would like to
add that the market for video games has grown and developed. The
reason why our association has changed its name so that it relates
not solely to video games but covers interactive entertainment
is the expansion in the market. As Ian rightly points out, Scotland
has been at the forefront of the close relationship between education,
development and governmental support. We are now on the cusp of
a new wave of potential growth and opportunity.
If we look at our industry, we have gone from
hardcore video-games-playing to everybody participating in interactive
entertainment. This change has been brought about by the introduction
of easily accessed devices such as the Wii and the DS, and Apple
iPhone applications that are touch-sensitive. The barriers to
entry for people playing games have been greatly reduced, so the
opportunity for companies to create, access and exploit the market
is growing. We are at a point where we have got not only potential
within the existing market, but a hugely growing market. Our problem
is that we are competing against other countries that have recognised
this growing potential, and which are setting their stall out
with support that enables their businesses to take maximum advantage.
This is where our strengths and weaknesses come into play. We
have strengths, but we really need to exploit them and make the
most of them.
Q3 Chair: The point about
the problems leads me on to the second point that I want to make,
which is about your relationship with Government, particularly
at Westminster, and whether we should be doing anything more to
help you, as distinct from just keeping out of the way. In terms
of comparisons with elsewhere, we would quite like to hear from
you what points we should be putting to the Minister when we see
him next week. That was really what triggered this inquiry off.
Jim McGovern, the Member for Dundee, was very much the driver
behind this inquiry, which arose from the tax cutor the
cut in the tax cutthat you experienced. It would be helpful
if you could spell out for us the agenda that we ought to be pursuing
with the Government to help you.
Dr Wilson: I think there are three
key things that we would be very keen for the Committee to advance
or put to the Minister. The first is the issue of games tax relief.
As you know, at the time of the general election, we were delighted
because all political partiesthe Scottish National party,
the Labour party, the Conservative party and the Liberal Democratspublicly
said that they supported games tax relief, which we were very
pleased about, as you can imagine. Unfortunately, after the election
we did not have an opportunity to present our case again to Ministers,
despite making attempts to do so. We would be very grateful if
the Committee could raise the issue of games tax relief and ask
Ministers, particularly the Treasury team, to look at it again.
Games tax relief is the major issue facing our sector. It is the
key measure that we think, if implemented, would allow us to compete
on a level playing field and allow the sector to flourish. The
second issue
Q4 Chair: Can I just be clear
about that? In the run-up to the election, people were promising
this. Then the position changed after the election, did it, in
the sense that what was promised was not delivered?
Dr Wilson: That is absolutely
right. To be completely precise, the Labour party and the Scottish
National party both included a commitment to games tax relief
in their manifestos. The Conservative spokesman, Ed Vaizey, and
the Liberal Democrat spokesman, Don Foster, both said that their
parties supported games tax relief. As you can imagine, we were
ecstatic at the time to have cross-party support, so it was unfortunate
that, after the election, that clearly dissipated. But there
was a united front before the election, with political parties
supporting games tax relief.
Q5 Chair: When you say "dissipated",
you mean that it was not delivered.
Dr Wilson: Exactly.
That is the first issue. The second issue that
would be well worth raising is the research and development tax
credits. That is very much a second-best measure for the video
games industry. None the less, because the Government are conducting
a review of R and D tax credits, it makes sense to raise with
the Minister ways in which the R and D tax credits can be made
more helpful to the sector and, indeed, other sectors as well.
We suggest, for example, making the tax relief more generous
at the very least, and making it easy to apply.
Q6 Chair: Can I just clarify
whether or not there is anything specific about your industry
in relation to R and D? Would you require a tweaking of the scheme,
or would the generality of the scheme apply equally to yourselves
and anybody else?
Dr Wilson: We are limited, unfortunately,
in what we can do with research and development tax credits.
I understand that there is an international definition of what
constitutes R and D. It is called the Frascati definition. I
think that all Governments around the world are constrained in
what they can do with research and development tax credits. Some
developersyou probably met them when you were up in Dundeehave
said that they would be very glad if you could make R and D tax
credits reward content innovation. At the moment, R and D tax
credits very much focus on technological improvements, and they
are designed to give tax relief to technological or scientific
improvements.
As you can imagine, many game development companies
engage in R and D. They develop their own technology and their
own engines to make video games, R and D tax credits having helped
up to a point. But, of course, the main focus of development
that takes place in a development studio is generating new content.
I suppose in simple termsbearing in mind that we cannot
really unravel an international definition of what constitutes
R and Dwhat we would really like to see is the R and D
tax credits being made more generous. At the moment, for every
£1 of qualifying R and D expenditure, you can get £1.75
back. For example, you couldthe Dyson report suggested
this as wellraise the qualifying amount to £2, so
that for £1 of qualifying expenditure you might get £2
back in R and D tax relief. That is the second issue. I must
emphasise that that is very much a second-best option for our
sector.
The third issue is skills. We have a skilled
work force. We need to increase the supply of good quality computer
science and mathematics graduates. Our trade association, TIGA,
has been very concerned about the decline in IT and computer science
graduates. There has been something like a 25% drop in recent
years in IT and computer science graduates. We have suggested,
for example, that if tuition fees are likely to risewe
saw yesterday that they probably willwe would like to see
measures taken by the Government to make sure that computer science
graduates and mathematics graduates pay lower tuition fees than
those on other courses. That would at least give people an incentive
to study those important courses. In the case of computer science
and mathematics degrees, there would be a cross-sectoral benefit;
it would benefit not just the games industry. Those would be
TIGA's three top priorities.
Q7 Chair: Do the others want
to add anything to that?
Mr Livingstone We are certainly
very much in support of production tax credits, from a practical
point of view. This country often sees production tax credits
as a handout, whereas a country like Canada sees them very much
as an incentive. Canada offered $500 million by way of incentivising
companies like Electronic Arts, Ubisoft and my own company, Eidos,
to set up shop in Montreal. That in turn generated $1.5 billion
of inward investment into Montreal. It has achieved in three
years what it took this country 25 years to achieve. It has a
highly skilled work force that creates content for global companies
and publishers.
We have now fallen behind Canada in the world
ranking of developments, and that is a tragedy given our heritage,
and our initial launch of video games way back in the '80s. It
is no surprise that games like "Grand Theft Auto" and
"Tomb Raider" started life here. We very much support
production tax credits, not just as an incentive, but to create
a level playing field. They would be financially rewarding for
the Revenue as well.
Mr Rawlinson: I would just reiterate
that the introduction of the tax credit scheme would enhance the
ecosystem, which would generate inward investment from major multinational
publishers who are looking for the centres to create those big
games. That, in turn, would support and develop our own smaller
local companies. Together, we would create the right ecosystem,
which would be a great ground for developing skills and enhancing
our work force. We stand fully behind the points that Richard
has outlined.
Chair: Could I bring in Jim McGovern?
He is the MP for Dundee East
Jim McGovern: West.
Chair: Sorry, West. I knew it was Dundee;
I got the city right. He has been the main driver behind these
hearings. Jim, over to you.
Q8 Jim McGovern: First, I
would like to thank Paul, Michael, Richard and Ian for coming
here today to give evidence to this inquiry. Richard, I recently
said to you that I see more of you than I do of my wife, Normabut
for all the best reasons. How can the UK Government help support
the games industry? The tax break that was offered prior to the
general election has since been described as poorly targeted.
Do you have a view on why it might have been poorly targeted,
and do you think that it would have helped in the case of Realtime
Worlds?
Dr Wilson: On whether the games
tax relief was poorly targeted, I think that, on the contrary,
it was precisely targeted to help the UK games industry, and it
was targeted to enable us to compete on a level playing field.
Our calculations, or the calculations that Games Investor Consultanting
did on behalf of TIGA, indicated that over a five-year period
a games tax relief would more than pay for itself. It would generate
£415 million in tax receipts for the Treasury, from an outlay
of £192 million. It is important to emphasise that the tax
relief would more than pay for itself. It would also lead to additional
investment in the sector over a five-year period to the tune of
£457 million, and it would create about 3,500 graduate-level
jobs. We think that it was a very precisely targeted measure.
It did not cost a great deal of money in the great scale of things,
as far as the UK Government are concerned, and it would have been
enormously beneficial for the sector itself.
On the issue of whether games tax relief would
have helped Realtime Worlds, it would be difficult and wrong for
me to comment on its ultimate fate. I am not on the management
team and I am not a non executive director, so I can only comment
in general terms. I suppose the only thing that you could say
is that if games tax relief had been in operation five years ago,
Realtime Worlds may have had different funding options available.
I would say, and this is the more important point, that with games
tax relief in place we could look at the demise of particular
firms with more equanimitywith regret, yes, but with more
equanimity than we do now. With games tax relief in place, there
are powerful incentives for overseas publishers to invest in ScotlandDundee,
Edinburgh and Glasgowor the rest of the UK. There are strong
financial measures in place, flowing from games tax relief, to
enable indigenous developers to grow their firms. Games tax relief
would be precisely targeted to help our sector, and it would be
enormously beneficial not only to the games industry, but to the
wider UK economy.
Q9 Jim McGovern: I have a
supplementary, Richard. You are the chief executive of TIGA, the
games association. Is every organisation that is involved in the
games industry a member of TIGA?
Dr Wilson: In the United Kingdom?
Q10 Jim McGovern: Yes.
Dr Wilson: I wish they were. I
do my best to grow my organisation, as you can imagine. There
are, as I said in my opening remarks, about 46 games companies
in Scotland. We have 19 members14 developers and another
five education institutions. Realtime Worlds was a member of TIGA,
and it was a supporter of games tax relief, but unfortunately
it went out of business, as you know, and it went into administration.
So, no, we do not represent every single business in the UK. Equally,
if you look at the Institute of Directors, the British Chambers
of Commerce or the CBI, they do not represent every business in
the UK. I think that we do a pretty good job of representing our
sector.
Chair: Julian?
Julian Smith: First, I thank our witnesses
for coming.
Chair: The fact that everyone is walking
out of the room
Julian Smith: I won't take it personally.
Jim McGovern: They just wanted to hear
me.
Q11 Julian Smith: I want to
start off by complimenting your industry on its success. Can I
ask more specifically why, in your opinion, in these straitened
financial times, your industry, as opposed to other creative industries,
merits being a special case?
Mr Livingstone The games industry
is very much misrepresented in the world's perception. It's the
largest entertainment industry in the worldbigger than
DVD, music, box office and booksyet there has always been
a sort of negative connotation. It's an industry that we are particularly
good at in the UK, and we want to incentivise games makers, wherever
they are in the world, to make the UK their destination of choice
when it comes to making games. We have been particularly good
at it. Traditional manufacture is in decline, financial services
are in turmoil
Q12 Julian Smith: Why computer
gaming, as opposed to other creative industries? Why should you
get a tax break as opposed to others?
Mr Livingstone The film industry
has already had a tax break. It's had a 20% cultural tax break
for a number of years. It had the support of the Film Council
and the BFI. The Film Council is no longer in its current state,
but we never had any help.
Q13 Julian Smith: Is there
anything specific? I presume there are things specific to the
longevity of your development process that mean that you feel
there is a good argument for having this.
Mr Livingstone A typical blockbuster
game that runs on a high-end consolea super-intense graphic
consolewill cost between £20 million and £30
million to produce. Then you are going to expend another £20
million on marketing and advertising before you see a penny back
in return. R and D tax credits are always given at the end of
a project. If you are successful in applying, you will get a rebate
through R and D. What we need is help during the production processbecause
these are quite large capital investmentsunless you want
all production to move overseas to naturally cheap labour markets
such as Asia or to incentivised markets such as Canada. You're
going to see more and more production going offshore.
Q14 Julian Smith: Do you really
think that it is just about tax breaks? Isn't it about skills,
really? If you look at the Abertay situation, or at Strathclyde
and telecommunications, or other Scottish universities, the big
opportunity seems, in my view, to come from a generally advantageous
fiscal position for new business combined with skills, university
spin-offs and that whole area. Are people going to come to Dundee
just for tax breaks?
Mr Livingstone Absolutely not.
Good, high skills and low costs are absolutely joined at the hip.
Canada offers great skills as well as low costs. As you quite
rightly say, there is no point in going somewhere that's cheap
if the labour is no good. It's all part of a package of things
that we need. You might know I'm conducting a skills review of
the computer games industry on behalf of Ed Vaizey at the moment,
and we will be reporting in January. There are 81 universities
in the UK offering games studies of some sort, and nine of those
courses have been approved by Skillset as fit for purpose. We
need good skills and production tax credits, and we need the perception
of the games industry to change in a positive sense. We need Government
and all MPs to put their arms around the industry and say, "Hey,
this is a great industry. It's good socially, culturally and economically
for our country." We need
Q15 Julian Smith: Hang on,
Ian; I've got limited time. We've got to put our arms around a
lot of people, and we've got limited money. What is it about your
industry that means we should be giving it a tax break?
Mr Livingstone We are creating
IP, which is very valuable to the UK.
16 Julian Smith: So does the TV
industry and other format entertainment industries.
Mr Livingstone We are knowledge-based.
Jim McGovern: Could I make a point? I
understand that the British film industry gets tax breaks of somewhere
in the region of £110 million a year. The tax breaks that
were offered by the previous Labour Government are somewhere in
the region of £55 million, and the computer games industry
actually generates more income in the UK than the film industry.
Chair: Could Members please not enter
into a dialogue?
Q17 Julian Smith: Could I
move on to the other fiscal measures that were announced in the
Budget, specifically the NI holiday for new start-ups, the lowering
of corporation tax and the abolishing of the jobs tax proposed
by the previous Government? Michael, you talked about the new
start-ups that your industry attracts. That has been a really
positive message to those new start-ups to come to Dundee and
other areas of the UK, hasn't it?
Mr Rawlinson: It has; that is
absolutely true. However, what I believe the games tax relief
would bring is a scale of investment that multinational companies
can bring; these other measures won't bring that. If we look at
the fiscal support that is provided to the film industry, it is
identified because of the cultural benefits and output that that
industry can bring. But actually, I believe that that is a front
for the economic support that is coming. We absolutely produce
culturally relevant products, and if we are not careful, our ability
to continue to produce culturally relevant material from a UK
perspective is going to be severely damaged, because we will be
competing with companies that are centring their creative process
in the Americas and the Asian territories.
Mr Livingstone We don't want to
become a work-for-hire nation. When you think of "Tomb Raider"
and Lara Croft
Julian Smith: Sorry, I've got one minute
left. Paul, Abertay seems
Chair: I was going to take Paul after
this session.
Julian Smith: Are we not allowed to ask
him anything?
Chair: Well, you can, but it's coming
off your time. There'll be a separate time to ask him questions
at the end, if you want.
Q18 Julian Smith: Okay. Fine.
So, just going back to skills, do you feel that the UK Governmentthe
London Governmentcould be doing more on skills to help
your industry?
Mr Livingstone We're very happy
with Ed Vaizey's backing of the skills review, which I am leading.
It's going to look at the whole talent pipelinenot just
at existing universities, but at primary and secondary through
to further and higher education to get that push from a
very early age, and to get careers advisers, teachers and parents
on board with STEM subjects.
Q19 Julian Smith: So you'd
agree that public money is probably better put into that than
tax breaks.
Mr Livingstone I think that it
should be a combination. You need the great skills, and you need
a financial incentive for people to
Q20 Julian Smith: But on balance,
in an era in which we have limited finances, would you put the
money more into skills or tax breaks?
Mr Livingstone I would like to
see both.
Mr Rawlinson: You wouldn't necessarily
have to add additional money into the skills framework in schools.
As Ian said, training and the curriculum were diverted away from
computer sciences and into learning IT packages. I think it is
probably recognised today that that is unnecessary going forward,
as young people automatically have an affinity with computers
and with using packages. There is no longer a need to invest in
that capability.
Q21 Julian Smith: I thought
you said earlier that there was a skills shortage in the industry.
Mr Rawlinson: I think that what
we need to do is to get young people into programming and the
fundamentals of computer science and other STEM subjectssomething
that has been severely lackingand that will then flow through
into the university agenda and on into the work force. That doesn't
necessarily need more money; it needs more focus. We also need
our industry to be talked up rather than down, so that when young
people want to pursue a career in the video games and interactive
entertainment industry, people are not saying, "Go and get
a proper job," but rather recognising that it is a proper
job, and that we are a recognised industry in which there are
real prospects for young people.
Julian Smith: I started off by complimenting
you on your industry, and I compliment you at the end.
Chair: Fiona?
Q22 Fiona O'Donnell: Just
leading on from what Michael was sayingand Ian also talked
about the industry being misunderstoodI just wanted to
give you the opportunity to say why you think so few women work
in the sector.
Mr Livingstone If you look at
this historically, I think the industry is relatively new, unlike
TV, film and traditional entertainment media. Games started off
as guys making games for guyseither sports games or shooting
gamesand it is only with the gradual acceptance of games
as a genuine entertainment medium that there has been more diverse
content created over more diverse platforms, both online and offline.
Now you're getting games that appeal to both men and women, and
women are joining more and more to create the content that they
want to consume. Girls predominantly prefer puzzle games. I think
they are more mature than men; we just like doing sort of crazy
stuff. But you are finding that more women are now joining the
industry, which can be only a good thing. The industry is not
trying to exclude womenfar from it. We recognise the purchasing
power of women and their enthusiasm for games, and we want them
to join the industry.
Q23 Fiona O'Donnell: I think
that part of the perception out there of the industry concerns
corporate social responsibility and the violent content of games.
I think that that debate has been had for some time, but there
is growing concern about the length of time that young peopleadults
as wellspend playing games. I wonder whether the industry
has any views on that, and whether there are any health or safety
concerns around it.
Mr Rawlinson: As an industry association,
we are very clear on our messaging through our website, and through
all our communications, that interactive entertainment should
be part of a leisure pursuit and a lifestyle, and that it should
not be the sole preserve of people's leisure time. We recommend
very firmly that there should be regular breaks of five to 10
minutes in every hour that is played. I think, however, that the
zeitgeist is that young people really enjoy playing games, that
they are rewarded for that experience and that, through the interactivity,
there is a benefit that perhaps people of my generation and some
parents do not recognise, because it was not part of their youth
experience, so I think that there is still work to be done to
explain that. I am not saying that the perceptions are not true
or real for people, but I am not sure that they are the reality,
if that makes sense. We have work to do.
Mr Livingstone Historically, parents
have allowed their children to watch endless hours of television
and now the game seems to be the new threat in soaking up all
their leisure time. You have to strike a balance and parents have
to take some control of what their children's activities are.
The good thing about games is that, because they are interactive,
children are actively involvedengagedin what they
are doing.
Q24 Fiona O'Donnell: They
are more and more physical as well.
Mr Livingstone Children are not
sitting passively like a couch potato; they are learning about
choice and consequence, problem-solving, puzzle-solving, intuitive
learning, many social skills and technology. As a learning tool,
games are helping children to learn quite a lot more. Many games,
whether they are brain training or mathematics games, actually
promote intelligence, I would offer.
Q25Fiona O'Donnell: That is all very
helpful. I promise you that I am not anti the sector; I just
wanted an opportunity to talk about that.
I apologise, because I am going to cherry-pick
rather than go with a theme today. There is help available to
the sector at different levels of government and from Government
agencies. Are there any parts that you think are or are not working
well at local authority level in terms of business gateway and
supporting start-ups? What are your views on the support that
you get from Scottish Enterprise and the Scottish Government?
In terms of accessingI know that this is a lot to think
aboutthe support finance that is available for SMEs from
the UK Government, do you have any comments?
Mr Livingstone I think that there
needs to be greater clarity, clarification and understanding of
how these start-up companies, of which there are many, can access
this help. There is usually a lot of bureaucracy involved and
they do not know how to go about itwho to ask, what to
ask, and how to get it.
There is a golden age of opportunity now for
games. Traditionally they have been high-cost packaged goods that
go through retail and, consequently, they have not been able to
reach global markets. But today, with the online world of network
gaming, social games, casual games and games that are played on
iPhone, small teams of people can get global audiences. Two-man
or two-women teams can make a game for iPhone and sell many millions
of units through broadband and through downloads. But they also
need help and guidancenot just fiscal help, but mentoring
help and business help because they are creatives and they
often do not have the help in business that they need. They need
to partner with business people, they need access to finance,
and they need guidance and to be told, "We are over here
and we can offer you this help with setting up business and help
with financial backing." We are brilliant at making games.
We just need to get that ecosystem up and running because we
could be a world power again.
Dr Wilson: I think that Scottish
Enterprise has done a good job with regard to video gamesit
has a number of schemes in operation, as you know, to help small
development studios. I think I am right in saying that it has
invested about £2.4 million in video game companies in Scotland
since 2004, so it has been supportive of the sector. One thing
that we could do throughout the UKon the part of the Government
and of Government agencies in Scotland as wellis be much
more aggressive in marketing Scotland and the UK in general as
a place to do games business.
I have mentioned this to other MPs in different
circumstances, but it is worth emphasising again: the Canadians
are extremely good at doing this. They phone up and contact the
chairman of TIGA and people on my boardthey have no shame.
They will contact major UK developers and try to get them to locate
overseas. They have a very attractive package of measures with
37.5% production tax breaks. Scotland has some fantastic things
about ita great education system, a good health service
and good transport linksbut if we are going to market ourselves
well, we have to be much more aggressive about the offering that
we have available.
Q26 Fiona O'Donnell: Whose
job is that, do you think?
Dr Wilson: I think there are a
number of roles, actually. I think trade associations have a roleTIGA
in the UK has a roleand Scottish Enterprise, UK Trade and
Investment, the Scottish Government and the Westminster Government
have a role. We all have a role to play.
Fiona O'Donnell: Thank you for your patience.
Q27 Fiona Bruce: In the written
evidence that TIGA has submitted, you say that you expect games
tax relief to have created or saved 3,550 jobs, although I think
that the figure of 3,500 was said today. Could you elaborate on
how you have come to that figure?
Dr Wilson: There are a number
of levels within games tax relief that we proposed. It was a tax
break or tax credit depending on the size of the budget. For a
game with a budget of more than £100,000 up to £3 million,
you get 30% tax relief. If the budget of a game was between £3
million and £6 million, you get 25% tax relief, and if the
game was more than £6 million, you get 20% tax break. Games
Investor Consulting, which we contracted to do the mathematics,
did an estimate of how much additional economic activity would
be stimulated, and that was the figure it arrived at.
We are confident because if you look at the
experience in Canadain Quebec, to which Ian referred earliertypically,
for £500 million of approximate investment through tax breaks,
you're getting back another £1 billionyou get two
for one back. I cannot give you today the exact, precise mathematical
calculations on how that figure was arrived at, although I am
happy to send that to the Committee if you like, but we are confident
that the figures stack up. We are also confident in the data presented
to the Treasury in the run-up to the March Budget. Treasury officials
looked at the data then and said to me that although their figures
were slightly different from ours, the broad picture was the same.
So we believe that games tax relief has a powerful stimulating
effect on job creation and additional investment.
Q28 Fiona Bruce: Thank you.
How many people does the industry currently employ?
Dr Wilson: In game development,
it is just over 9,000 at the current time.
Q29 Fiona Bruce: You quoted
a figure earlier. You said that in Scotlanddid I hear this
correctly?you have 651 development staff in the industry.
What proportion are in Scotland and what proportion of the 9,000
are elsewhere in the country?
Dr Wilson: Out of approximately
9,000 development staff, according to our most recent data, 651
are based in Scotland, and the remainder are based in the rest
of the UK, mainly in England.
Q30 Fiona Bruce: You said
that your development work force in Scotland has declined by about
18%, mainly because of Realtime Worlds, so is that 18% of 651?
Dr Wilson: It is 18% of earlier
on this year, back in March. Let me just check the figuresorry.
In April of this year, the game development work force was calculated
in Scotland to be 798 development staff. That fell by 18.4% over
the course of this year up to September, and now it is standing
at 651.
Q31 Fiona Bruce: So we have
about 140 jobs in Scotland affected by the current climateeconomic
or governmental.
Moving on, but on the same theme, could you
describe some of the companies that you think will chiefly benefit
from the tax relief? Let me quote one of your colleaguesMr
Rawlinson, I thinkwho said that "tax credits would
enhance the ecosystem for major multinational companies",
and that "there would be a scale of investment which major
multinational companies would bring". My concern is to support
our businesses and our whole industry. I have a particular concern
for SMEs, which make up, I think, well over 90% of all businesses,
or possibly 95%. What I am concerned about is that we ensure that
the limited funds that we now have as a nation are targeted to
support our businesses and our industry, and that we don't end
up subsidising multinationals.
Dr Wilson: Can I reassure you
on that point? When we drafted our games tax relief proposal last
year, we wanted a measure that would help theif I can use
the termentire ecosystem of video game development companies
in the UK. That is why, as I mentioned a moment ago, the tax relief
that we suggested should be based on different sized budgets,
with proportionately a larger relief available to smaller budgets,
which would help smaller game developers. So, any game developers
that are, basically, producing a game with a budget of more than
£100,000 stand to benefit from games tax relief, provided
that they also pass the cultural test that we had to incorporate
in our games tax relief proposal.
We envisaged that a spectrum of companies would
benefit from games tax relief. Your SMEs would benefit from games
tax relief. You are right that, just as more than 90% of businesses
in the UK are SME in nature, the same applies to the video games
sectorabout 90% of studios would be classified as small
and medium-sized enterprises.
Publisher-owned studios in the UK could benefit
in principle from the games tax relief, but they are an important
part of the ecosystem within the United Kingdom. Many smaller
developers can often spin out from publisher-owned studios. Of
course, the Chancellor of the Exchequer has said that he wants
the United Kingdom to be open for business, and we understand
from overseas publishers that they would find games tax relief
attractive. We think it would help the whole spectrum of fairness.
Mr Rawlinson: Could I just illustrate
that briefly? There was a studio in Canada employing 20 people
that Activision purchased, having seen its capability. Today that
studio now employs 200 peoplethose are 200 local Canadian
jobs. That same model can apply in the UK and in Scotland in particular.
Fiona Bruce: I have one minute left.
May I ask one last question?
Chair: Yes.
Q32 Fiona Bruce: Thank you,
Chair.
This is a completely separate question that
again relates to some evidence that TIGA submitted. You said that
to qualify for relief, video games would need to pass a cultural
test. Could you elaborate on how you would assess what to me seems
like a very subjective issue?
Dr Wilson: Well, the cultural
test is informedactually, I shall rewind slightly. We had
to incorporate a cultural test in the games tax relief proposal
because otherwise it wouldn't get through the European Union.
There had to be a cultural test. We were advised that by the Treasury
that that was the best waythe only way, effectivelyto
get a games tax break.
The cultural test that we proposed was similar
to the tax break criteria that exist in the film industry, which
has a cultural test, and similar tonot exactly the same
asthe tax break that is available to video game developers
in France, who also have a cultural tax break. So, in terms of
criteria, in order to pass the cultural test and therefore benefit
from games tax relief, you would, for example, get points for
using new technology, for having your production staff based in
the United Kingdom, for if your game was a new game rather than
a sequel, for using new technology, or for basing it on an aspect
of British or European heritagethat could be a book, film,
historical event or sport. We think the latitude for a game getting
through the cultural test for the games tax relief is pretty flexible.
We ran a test involving 18 games last year,
just to see how it worked out. We took 18 titles, pretty much
at randoma sample of publisher-owned, studio-developed
games and independently developed game titles. Bearing in mind
that none of those studios had tried to get their games through
the cultural test, because they didn't know what it was, we found
that out of those 18 titles, about 44% passed. That was pretty
much the same proportion as exists in France. We imagine that
if the games tax relief was introduced, clearly games companies
would try to make sure that they could benefit from the tax break
and pass the cultural test, so we think that a higher proportion
would pass eventually.
Fiona Bruce: Thank you. If there is time
at the end, I might like to come back on that.
Q33 Lindsay Roy: Good afternoon,
gentlemen.
In making a case for investment, whether public
or private, do you share my view that the industry is a catalyst
for more diverse creative technological development and that we
perhaps do a disservice if we focus solely on video games? I am
thinking in particular about medical applicationsit is
about not just games, but simulations. You might have a better
chance of stronger investment if what they put forward was widened.
Dr Wilson: Again, the games tax
relief proposal that we put forward last year would have benefited
interactive products generally. At least in theory, it would be
possible for a game to pass the cultural test even if it wasn't
primarily for entertainment purposes. You are right. There are
obviously game companies in Scotland and in the United Kingdom
more generally that create serious gamesI think that about
20% of TIGA members and developers in the UK create serious or
educational games. Games can obviously be used for training purposes
as well. When we put forward our proposal last year, we thought
it should benefit as wide a range of interactive products as possible.
Q34 Lindsay Roy: We hear again
and again that youngsters are digital natives and that we are
digital immigrants. Is it really the case that we need to change
the school curriculum?
Mr Livingstone I have some opinions
on that matter. The way education has been for 50 years has not
really changed very much: one person talks to the many, the many
copy down rote, and learning is boring. The way children engage
with media has changed radically over the past 10 years. They
use social media devices, they use Facebook and they work collectively
together. It is the many helping the manythey are learning
collaboratively. That ethos of collaborative learning should be
taken into the classroom a lot more. Children should not be told
to leave their media devices at the gates, rather like leaving
their guns at the saloon. They should bring these devices into
the classroom and use them for collaborative learning, and they
can help to teach each other. Then the teacher is effectively
a monitor as they all learn from each other by using things like
Wikipedia, which was supposed to be a sin at first and yet is
a constantly evolving encyclopaedia. Hard copies of encyclopaedias
date, as do books, but Wikipedia is constantly evolving and upgrading
with new knowledge constantly coming on. Those devices, and engaging
with media and collaborative learning, should absolutely come
into the classroom.
Also, why should children make a choice between
art and science? That is preposterous in a digital age of the
creative industries. Computer games are the marriage of art and
science. People need to know the workings between the two disciplines
to be able to make the best digital content going forward. There
are many ways in which the curriculum should change to be more
up to date with today's technological thinking.
Q35 Lindsay Roy: I don't wish
to sound cheeky, but when were you last in a school? In my experience,
a lot of these things are happening. There is collaborative work.
Mr Livingstone I said in my opening
remarks that this is actually happening in Scotland, which is
great. It needs to go forward throughout the rest of the UK. They
also use programming in Scotland, which they do not do in the
rest of the UK. Scotland has been a shining example of the way
modern learning is realised.
Q36 Lindsay Roy: So how do
we get that continuum from schools through FE to university and
link it in with businesses like your own?
Dr Wilson: There is some happening
already. We find that about 40% of our development studios already
has a relationship with universities or further education colleges.
A smaller number has a relationship with schools, but there is
some interaction happening between game development and education
providers.
Q37 Lindsay Roy: In relation
to universities, how well served are you by Dundee and Abertay
Universities?
Dr Wilson: We have enormously
high regard for not simply Abertay University, but other Scottish
universities as well.
Q38 Lindsay Roy: I am not
one for league tablesAbertay is not high up in league tablesbut
I think we need to do something about that, because they seem
to be providing a more integrated collaborative approach to learning,
well focused on problem-solving approaches.
Mr Livingstone From my understanding,
the UK average is that 6% of universities engage with local industry,
which is preposterous if you want to keep up with what is happening
in the real world. We would ask any Government to ensure that
there is more incentive for universities to engage with local
industry. Abertay is a shining example of best practice, and that
should be replicated throughout the country.
Q39 Lindsay Roy: Would you
agree that, if we are going to have league tables, there may well
need to be different definitions of success criteria, for example
in relation to employment and outcomes?
Mr Livingstone And they should
be financially incentivised to offer the skills that we certainly
require: computer science, maths, art, animation and physics.
It seems to be that, historically, universities have been funded
on a bums-on-seats basisexcuse my languagethat incentivises
numbers rather than quality. So, you are stripping maths out of
your curriculum to get more people on a course and to get greater
income for the university, but it should be done the absolute
opposite way, with less money for media studies rather than hard
skills studies.
Chair: Right, could we turn to Mark?
Q40Mark Menzies: Thank you, Chairman.
Richard, you talked about the £415 million benefit that you
feel the tax break would bring, and the £192 million cost
of that. Can you talk us through the numbers and the assumptions
in the calculation that got you to that £415 million number?
Dr Wilson: I'm afraid I can't
do that now. I am very happy to send our report to the Committee,
which will show how the figures were arrived at. What I can say
is that the Treasury adopted that figurein fact, I think
both parties did. Before the election, they used our estimate
of how much the games tax relief would cost in a given year. After
the games tax relief was removed in the June Budget, the saving
that the coalition Government assumed would take place was again
based on how much money they thought we would spend on games tax
relief in a given yearabout £40 million. I suppose
that all I can say to you at the present time is that the figures
we presented were being accepted as robust.
Q41 Mark Menzies:
Do you believe that the Treasury has fully bought in, more or
less, to that £415 million figure?
Dr Wilson: I believe that the
Treasury, in the run-up to the March Budget, looked at our report.
As I said a moment ago, we were told that the Treasury did its
own calculations and that those calculations were slightly different
to what we suggested, but not that far out. We believe that they're
pretty accurate.
Q42 Mark Menzies:
Bearing in mind that this is predominantly about tax relief and
the costs and benefits, I think that it is quite important that
we really understand how we got to that number. If you want to
send it back to us at a later point that would be great. Also,
it is important for us to be able to understand from the Treasury
whether those numbers are robust enough, and if it is the case
that is really the premise on which much of this case is built.
If those numbers don't stack upif the Treasury doesn't
think that those numbers stack upit really starts to bring
into question much of the benefit and the return that this is
all based on. If you can send that to us at a later stage it would
be useful to the Committee.
Dr Wilson: I would be very happy
to do that, and I will send you the report. I agree with you.
A strong part of our case has been that games tax relief was a
net revenue generator for the Treasury.
Q43 Mark Menzies: That's fine.
The other thing is that, operating in an environment
where money is very limited, if a tax relief was off the table,
what other things do you think could be done, either by the Government
or other bodies, to bring benefit to the games industry and, for
example, in Dundee in particular?
Dr Wilson: I am sorry to be repetitive,
but I am probably going back to what I mentioned more or less
at the beginning of the session: if we couldn't have games tax
relief the next best thing would be to have very enhanced R and
D tax credits. But that would, of course, incur additional costs
for the Government, and R and D tax credits cannot be specialised,
or focused on just the video games sector. In many ways, to use
a familiar phrase, they would be poorly targeted because we would
be using the research and development tax credits not simply to
help the video games industry but to try to help a swathe of other
sectors as well, and that could well end up costing the Treasury
more.
I am sorry to be tedious and to repeat this,
but our industry wants to be able to compete on a level playing
field, particularly against Canada. They have very generous tax
breaks37.5% tax relief in Quebec. A dozen states of the
United Statesthe land of the free and the laissez-faire
economic attitudehave tax breaks or incentives to get video
game developers to focus in particular jurisdictions. We want
to be able to compete on a level playing field and the best way
to do that would be with the games tax relief. If we can't have
that, the next best thing would, as I say, be R and D tax credits.
But it wouldn't be a game changer, it would not draw in those
overseas publishers to invest in the United Kingdom or stimulate
new investment in the UK games industry.
Mr Livingstone Clearly we all
want production tax credits but two other things spring to mind.
One is perhaps to extend the EI scheme, so that it could be more
widely used as a slave model rather than as a per-project model.
Also, I hear that the proposed patent box is to be taxed at 10%.
If you could extend that to IP, with IP owners paying corporation
tax at 10% rather than 28%, that might incentivise IP retention
as well as creation in this country, because if you tax IP at
source there is a great incentive for people not to offshore their
IP.
Q44 Mark Menzies: I am conscious
of time. When we took our informal evidence session, and were
speaking to some of the companies in Dundee, it is probably fair
to say that the people were not speaking with one voice when it
came to the benefits of the tax changes. People were highlighting
other things that could be done to help them. That was really
the thinking behind that question.
The other thing that I'd just like to try to
understand is whether you have done any analysis of the benefits
that the changes to national insurance contributions, corporation
tax and so on that were announced in the Budget, would bring to
companies that are essentially SMEs.
Dr Wilson: I have just two points.
On the issue about there not being a uniform voice when you went
up to Dundee, we did a survey back in December 2009, which showed
that 84% of developers supported games tax relief. I think that
it would be unusual in any voluntary association to have complete
unanimity on a particular tax proposal.
Q45 Mark Menzies: In one particular
company we spoke to, the senior person pretty much pushed it to
one side, saying that there were bigger things on the tableIP
ownership and various other things. It left me with great doubt
as to whether this was over tax relief, or were there other things
that we needed to focus on.
Dr Wilson: But for every example
you can find of a developer saying that they weren't convinced
by games tax relief as being the top measure, I can name a lot
of others who would be supportive of it. It is important to emphasise
that.
Q46 Jim McGovern: I think
it is fair to say that in Canada, it is not just about tax breaks,
but employee incentives.
Dr Wilson: Yes. It is worth emphasising
that skills are importantof course they are. But one of
the reasons why there is a skills shortage, which has been important
in the UK, and which has affected the development sector is again
because our competitors in Canada have this enormous tax incentive,
which in turn allows them to spend more money on poaching individuals
from the UK to work in Canada.
Q47 Mark Menzies: At what
point do you think you will be able to do some analysis on the
NI changes and corporation tax? Is it something that your company
is looking at?
Dr Wilson: We are looking at that.
TIGA has set up a committee that will look into the tax changes
that have been announced in the Budget. We don't believe it will
change the essence of the argument, but we intend to look at it.
With regards to the corporation tax measures
that were announced, we have taken informal soundings with some
overseas publishers. Everybody likes to have corporation tax cut,
of course, but no one is saying that the changes in corporation
tax are significantly substantial enough to make them change their
investment decisions. If you have a 37.5% tax break in Quebec,
obviously it looks much more attractive than lowering the rate
of corporation tax in the UK.
It is also worth emphasising that corporation
tax reductions are very useful if you are making a profit, but
a lot of the smaller developers, many of whom you may have come
across in Dundee, were going through a period when they were making
a loss. A change in corporation tax at that point doesn't really
help them a great deal.
Q48 Dr Whiteford: Thank you
gentlemen for being here and for your forbearance earlier when
we were running around the voting Lobbies.
As Mark has just been saying, when we were in
Dundee, we heard a range of views on the tax issue, from people
who thought it would have a very marginal impact to others who
would welcome it. But one thing that came across very strongly
was that many of the games producers seemed to have problems with
banks and access to sustainable finance, particularly finance
for development and credit when things are in the pre-production
stage. I wonder what your reflections on that issue are. That
struck me, as I came away from Dundee, as being a more substantial
issue that we need to address for the future of the industry than
tax, but I would be interested to hear your thoughts on that.
Dr Wilson: Again, our survey evidence
from December 2009 seemed to show that developers had problems
accessing finance. I think that probably no sector in the UK particularly
loves the banks at the moment, and are able to say that they are
getting stacks of cash from them. That much is probably general
in nature. Developers will fund themselves in a number of ways,
such as through publishers, through their own resourcesin
particular smaller developers, which rely on their own resourcesand
of course they will look to banks to help them out.
But again, one of the things that was advantageous
or seemed appealing about the games tax relief proposal that we
put forward was that if a developer could show that their game
had approval to benefit from games tax reliefas I said
in the beginning, 30% tax relief on their particular productthat
could in turn attract external investors in that game, because
they could see that there would be money coming; in essence, there
would be money available to invest in that company. That makes
the small developer a more attractive organisation or opportunity
to invest in.
Mr Rawlinson: I think it is fair
to say that any creative industry is a high-risk, high-reward
industry, and the video games industry probably stands at the
very top of that list of high risk and high reward. Therefore,
the underpinning of a tax relief will improve the opportunity
for the return on investment, and make it a better investment
potential for the banks, particularly with small start-ups and
SMEs, which I think our industry is creating a lot of at the moment.
For the normal high street bank looking at that business, it is
incredibly difficult for them to assess the risk and understand
the proposition. In fact, both Richard and I attended a meeting
with other creative industries in the summer, and the understanding
of the decision makers within the banks was one of the key issues
that we were discussing across all the creative industries. Yes,
banks are a problem.
Mr Livingstone Not just banks
though. Private equity, VCs and angels still have trouble understanding
our industry, and quite right too, because it's not just one format
and one way of consuming content. There are diverse platforms
and diverse ways of playing, whether it is small casual games
played online, or games played on iPhones, handheld devices, mobile
phones, social networks, or high-end consoles. With diverse content
device skills and budgets from a few hundred pounds to £30
million, it is very difficult for anyone, even in our own industry,
to understand the economics, let alone outside funders. We need
an educational process too, so that people understand the whole
process.
Q49 Dr Whiteford: The other
big issue that I came away with from Dundee was this whole issue
of the level playing field. It struck me that if countries such
as Canada and France are creating an unfair competitive advantage
by subsidising their industries, that is an issue that we should
be raising at the WTO, so that the unfair subsidies are taken
out of the equation. That might be a more effective way of creating
the level playing field that we all want to see our industry on.
Dr Wilson The previous Government
looked into that, and they found that there were no grounds for
appealing to the WTO. They have already been down that route.
Mr Rawlinson: Canada sits outside
the EU, so it is not restrained by EU competition rules. As Richard
pointed out earlier, the need for a cultural test enables us to
overcome the state aid rules that would normally apply for providing
sector-specific support. That is how France has been able to offer
tax relief for its video games production.
Q50 Dr Whiteford: It strikes
me that the cultural test seems to be a pretty low bar, and that
it might well be open to challenge. I am concerned, because what
we don't want is a race to the bottom. We do not want these proposals
to create a race to the bottom and replicate the existing problem
that we are complaining about in other places.
Mr Rawlinson: I think that we
all agree with that. You're absolutely right. If your only selling
feature is price, there is only one way and it is the bottom.
That is not where we are. We are an industry and a country that
has a rich heritage of excellentindeed, the very bestgames
production. We look at the success in Scotland, in particular
of "Grand Theft Auto". We do not look only at that product,
but it is a world beater. We have the skills and the creativity,
and I think it is uniquely British that we have success across
a whole range of creative industries. We can look to other countries
that are successful in particular creative industries, whether
that be architecture, furniture design, art, paintingwhatever
it might bebut we seem to have skills and expertise across
a very broad range of creative industries. That enables us to
move forward in our industry, where, as Ian said, we are a marriage
of technology and creativity.
Q51 Dr Whiteford: I was interested
in what you were saying at the outset about the diversification
into iPhones, Wii games and so on, not least echoing some of the
questions that Fiona was asking about the move away from simply
violent computer games. That has to be a very welcome development
if the industry is to improve its credibility and perceptions
of that. I wanted to ask you about potential growth in that sector,
which perhaps echoes someone else's question. What are the things,
apart from tax relief, that will help us maximise potential?
Mr Rawlinson: Growth will come
through opportunity and talking up our ability in this country.
Having a Government, an education system and a trade and investment
department that really trumpet our industry as open for business
and open for capability will give us the opportunity to lay our
wares out and show what we are capable of. Underpinning that is
this tax relief system that we are advocating. Although it will
support the industry, and we do not want us to become a low price-based
industry, it will provide an incentive for that inward investment.
That is really important.
Women in games is absolutely key, because then
we get a diversity of content that we can create and can meet
the needs of a growing market. We should recognise that the industry
is growing well above the average. It is a leading growth industry,
not just in terms of creative industries that are growing above
the national average, but we are the leading creative industry
in respect of that growth. The opportunities are exponential:
marketing that, promoting that, diversification of the work force
and definitely bringing in minorities and women that will create
new game formats.
To echo the words of the Chancellor when he
says, "Yes, we want a low-cost economy because we are going
to generate new jobs.", when asked where the jobs are coming
from, we do not know. I cannot specifically say where they are
going to come from, but I think the opportunity that we will create
will give us new jobs and new employment.
Q52 David Mowat: I want just
a piece of context, first of all, in a couple of numbers that
you gave. I think you said that there were 650 development employees
in Scotland and 9,000 in the UK as a whole?
Dr Wilson: Yes.
Q53 David Mowat: What that
is saying is that this industry is no more significant in a sense
to Scotland than the rest of the UK, because those proportions
are roughly the relative size of the countries and populations.
Is that true?
Dr Wilson: It depends precisely
on what measurement you are looking on. I said in my evidence,
which I have written down here, that Scotland has 46 development
companies. That represents about 10% to 11% of development companies
in the United Kingdom. In terms of head count
Q54 David Mowat: I think you
said 9,000 in the UK.
Dr Wilson: Yes, 9,000 in the UK.
In terms of Scotland having a share of that head count, that
651 figure which is up to date is about 7.2%.
Q55 David Mowat: Yes, so obviously,
this is a UK issue?
Dr Wilson: It is.
Q56 David Mowat: We all went
to Dundee. Is the structure of the industry in other bits of
the UKthe other 93% of itfairly similar to what
we would have seen in Dundee or are there structural differences
in other ways?
Dr Wilson: In Dundee, you probably
have a larger number of small independent developers. Most of
the developers up there probably do not employ roughly more than
about 25 people now. The big employer there, Realtime Worlds,
went into administration. In other parts of the UKfor
example, Brighton, Dundee, west midlands and Londonyou
will get clusters of development studios, both overseas publisher-owned
studios and independent developer-owned studios. Dundee might
have been a little more different in the sense that there probably
is a greater proportion of small independent developers.
Q57 David Mowat: Okay. I
think that you used a figure of an 18% decline in Scotland over
the past year. Would that be a similar number to the rest of
the industry in the UK?
Dr Wilson: In the rest of the
UK, the most up-to-date figure I have is a 4.4% decline in the
UK as a whole this year.[1]
Q58 David Mowat: So Scotland
has been disproportionately hit for whatever reason?
Dr Wilson: That is right.
Mr Rawlinson: The demise of Realtime
Worlds had a disproportionate effect.
Q59 David Mowat: That was
in these numbers, was it?
Mr Rawlinson: That was in these
numbers.
Q60 David Mowat: Okay. Thank
you for that.
Going back to your point about the size of the
tax relief and what might come of it, £192 million is the
figure that you have suggested and that will save and create 3,500
jobs. That is quite a lot per job. That is £60,000 a job.
To echo the points made previously, it is very important that
we can see other benefits than that. There are other ways that
we can create jobs for £60,000 each. There has to be something
else that we are going to create in terms of revenue.
Mr Livingstone It is IP creating
as well. We need more IP to reside in this country. The value
of IP is hard to put on a balance sheet, but if you look at Lara
Croft, which everyone says is quintessentially a UK digital icon,
the reality is that "Lara Croft: Tomb Raider" is developed
in California and it is owned by the Tokyo Stock Exchange. It
is not British any more. A lot of our IP has gone offshore not
just to be developed, but it is owned offshore.
Q61 David Mowat: I agree,
but even with IP unless you can either translate the ownership
of IP into jobs or tax revenue
Mr Livingstone We don't want to
become a work-for-hire nation.
Q62 David Mowat: No, we don't.
The nature of the tax relief is a sort of rebate, isn't it, so
you actually get it while you're doing a development? Is that
right? Is that what the Canadians do and what you need? It's not
something that only goes to profitable games?
Mr Livingstone It comes at the
end of the fiscal year. They come with their 37.5% cheque.
Q63 David Mowat: But you don't
have to have made money yet?
Mr Livingstone Not at all. To
offset the costs of production is the great problem during the
time of production.
Q64 David Mowat: It would
be quite important for me to see the figures that show the benefit
over and above the £60,000 per job, because that is a lot
of money to create a single job. We have to have a case.
Dr Wilson: I am more than happy
to send the information about how the figures were calculated
to you. I would emphasise the fact that in the evidence we put
forward, which we are confident about, it is a net revenue generated
for the Treasury. It is worth emphasising that point.
It is also worth emphasising something about
the nature of the video games industry, which others mentioned
earlier. The video games development sector is extremely export-oriented.
A typical development studio would generate 62% of their turnover
through the export of their games. Almost all developers in the
UK export their content, which is really important.
Q65 David Mowat: Can I just
ask about that? One of the things I took away from being in Dundee
was a little bit of knowledge about the structure of the industry.
You have things that they call publishers who tend to commission
these guys to produce what they produce. I don't know how typical
this is, but it was a bit of an IP issue that quite often the
publishers own the IP and they were using the firms in Dundee
a little bit like creative software developersnothing wrong
with that; high added value and everythingbut structurally
it doesn't stand up. If the publishers are somewhere else, it
sounds like there could be a structural issue in the industry.
Eventually you becomeI think you used the phrase, Michaeljobs
for hire. You do become that in that model that I saw in Dundee.
Is that something you think is happening?
Dr Wilson: There are some developers
who, as you say, do work-for-hire work for overseas publishers.
There are other developersfor example, Firebrand Games
in Glasgow is independently owned, owns a lot of its own IP and
exports its games. It depends on the nature of the contract between
publisher and developer. A lot of developers are increasingly
trying to sell their games directly to the consumer; for example,
as Michael mentioned earlier, over the iPhone. It will depend
on the particular game and developer.
Mr Rawlinson: The market is changing
very rapidly, so we turn the clock back maybe as little as two
or three
Q66 David Mowat: Is it consolidating?
Mr Rawlinson: It has been consolidating,
or it was in a process of consolidation. Two or three years ago
the global publishers who had the access to market for box products
controlled the market more or less, and therefore the independent
developers were under pressure to relinquish their IP. Now, as
Richard has rightly said, they have the opportunity to reach the
global market through online distributionwhether that be
through the internet, console portals, PlayStation network, Xbox
Live or the iTunes networkdirect to consumers, so they
can retain the ownership of their IP, they can exploit their IP,
and this tax relief would enable those smaller companies to grow
and blossom alongside the multinationals.
Q67 David Mowat: A quick final
question on scale. The UK declined by about 4% and Scotland 18%.
What does the industry do globallyapproximately? Not just
Canada. Broadly, is that number available?
Dr Wilson: I haven't got a precise
figure in front of me, but PricewaterhouseCoopers earlier this
year quoted that the global market for video gamesnot just
software but hardwarewas worth about £50 billion this
year, and they predict that by 2014 it will be worth £80
billion, very approximately. Forgive me for going back to Canada
very briefly. While our work force have declined over the past
two years, the Canadian games industry has continued to expand
in terms of head count by another 33% over the past two years.
The key difference again is the tax relief. You may think it's
expensive to keep those jobs in operation, but none the less it
clearly has a significant impact on growth or decline.
Mr Livingstone The thing is that
the industry is still growing. Software sales are increasing year
on year.
Q68 David Mowat: Globally?
Mr Livingstone Yes. We will be
reaching a tipping pointsome say 2012, some say 2015when
revenues from network sales, or online delivery of games revenues,
will be larger than those from box products.
Q69 David Mowat: That's over
the internet?
Mr Livingstone Yes.
Q70 Jim McGovern: Could I
put a point to David? It wasn't just coincidence that Dundee became
the hub for computer games. I also point out that it is not just
about young lads sitting in front of a TV; there is a lot more
to it than that. The Timex and NCR factories in Dundee started
producing computers, and it was the people who worked in those
factories that ended up starting businesses; that is why Dundee
is the hub for the computer games industry in the UK. Obviously,
Abertay University has a link to that.
David Mowat: That is what I thought,
but it does not appear to be wholly borne out by the numbers that
Dr Wilson gave us; he said that 7% of the video games industry
is in Scotland. That was all.
Jim McGovern: Yes, probably in Dundee.
If I sound biased there, my apologies.
Mr Rawlinson: The circumstances
around the growth of Dundee as a hub are as Mr McGovern pointed
out, but in different hubs around the country different circumstances
have prevailed. You will have found that a small company that
20 years ago had a success grew its business and had spin-offs,
which then set up their own business alongside. So we do have
these hubs in Brighton, Guildford, the midlandsaround Leamington
Spa, for instancealong the M62 corridor, including Manchester
and Liverpool, and in the north-east, in Newcastle. All varied,
for their own particular reasons, but nevertheless these hubs
have grown and developed.
Q71 Cathy Jamieson: One of
the things about speaking after everyone has asked a lot of questions
is that you have a bit of a job in trying to sweep up and crystallise
some of these things, and that is what I hope to do. I have three
quick questions to ask, so that the Committee and I are clear
and can take things forward. First, in relation to IP, we have
had a lot of discussion about not wanting that offshore, and all
the issues around that, and of how the tax incentives would assist.
I wonder whether there is anything else that the Government need
to do, and that the Committee could recommend that Government
looked at, in relation to the creation and protection of IP.
Mr Rawlinson: I think Ian has
already outlined the extension of the patent box. I am not an
IP or tax lawyer, but if the Government could produce something
that links IP to this country, or makes it beneficial to keep
the ownership of the IP in this country, along with the tax receipts
from the worldwide exploitation of that IP, it would be very beneficial.
Mr Livingstone There are also
hidden benefits that people might not appreciate, especially in
the online world. In the old modelthe old world, where
people went into shops, bought their products and walked outthe
shop will have paid corporation tax, and the Revenue would have
got some VAT. In the online world, which can be served from anywhere
in the world, those revenues are no longer being had. If the IP
was coming from the UK and serving a global audience rather than
the UK consuming IP from overseas, there would be additional tax
revenue, which is now lost in the online world.
Mr Rawlinson: VAT receipts are
a big danger. We have already seen it with online trading of physical
goods being serviced from the Channel Islands, but as Ian said,
the server and the registered address for an online business could
be in any low-cost tax jurisdiction.
Mr Livingstone Tax on IP alone
would be a great help.
Q72 Cathy Jamieson: I was
going to ask about VAT, but you have probably answered that. One
of the other issues that came up in discussion with some of the
smaller companies was the issue of self-publishing. I wonder whether
you have any views on what the Government could do to encourage
more co-operation among the smaller companies to promote self-publishing.
Have you any specific ideas on that?
Mr Durrant: Is it possible that
I can come in here? That was something that I was going to mention
when I gave evidence, because I had the benefit of being party
to that discussion in Dundee. I think that you heard that there
was some kind of emergent plan to create a consortium. I suggest
that the Committee seek details from NESTA, which is acting as
an honest broker to bring that project together, and the project
is advancing. Essentially, NESTA is putting together a consortium
of developers, which will include developers in Scotland, with
the idea, in particular, of taking advantage of digital publishing.
It intends to create a developer-owned publisher, which will be
owned by a consortium of developers, who will share not only marketing
costs, but the revenue and returns. It aims to reduce the publishing
cost and the risk. It wants to create a portfolio of titles and
use that as a platform for raising finance.
The reason I was going to mention this when
giving evidence is that we'll be linking our prototype project
with it, and I don't want to jump ahead to that. But, essentially,
there are opportunities, there is a project there and there is
some public funding going into it to try to stimulate it. As I
say, I recommend that the Committee seek the precise details from
the National Endowment for Science, Technology and the Arts. When
I give my evidence, I'll talk about how our prototype project
would specifically relate to that project and benefit it.
Q73 Chair: Is there anything
anyone would like to add to that?
Dr Wilson: I would just like to
add that, as a trade association, we try to provide best-practice
information and advice on self-publishing. We had an event up
in Dundee earlier this yearit was when the volcano went
off, as it happened. We had some of our experts from other parts
of the United Kingdom come up and speak about self-publishing.
Mr Livingstone I would add that
these companies can create great content, but not everybody knows
about it, so they need help with not only accessing global markets,
but telling those markets that they are here. They need help with
marketing, promotion and getting visibility to drive users to
their content.
Q74 Cathy Jamieson: I have
a short question. I suppose this will put people on the spot,
but we will have to produce a report with recommendations. Could
each member of the panel say in one sentence what the top recommendation
is that they would like us to make to the Government?
Dr Wilson: I'm so sorry to be
boring, but I hope that the report will say that the Government
should look again at tax relief, on the basis that we are supporting
an export-oriented, highly skilled industry. We are supporting
a sector that really has an opportunity to take advantage of growth
in world markets. So, games tax relief should be the top priority,
and I hope that the Committee will be able to recommend its adoption.
Mr Livingstone I think it's a
combination of things, led by production tax credits and tax relief,
but that's also matched with the skills that we need to make the
games; we need hard skills, not soft skills, and we need people
who know how to make a game, rather than who know the philosophy
behind the games. We need the perception of games to change. We
need greater careers advice at a younger age to get people into
the industry. We want IP-creation incentivesnot just creation,
but retention. We need programming in schools. We need broadband.
Feeling great about 2 megabits is misplaced; as more and more
devices are used in the home, those 2 megabits will go down to
a lot less. If we've got four or five users in a home, we will
need at least 8 megabits, not only to download games, but to play
them online and to serve global markets from the UK. So, broadband
is another issue. Of course, there is also piracy.
Chair: That was a very long sentence.
Mr Livingstone I hope there will
be a lot of recommendations.
Mr Rawlinson: To cut it short,
I would just reiterate what my colleagues have said. We have covered
the points.
Q75 Mr Reid: Thanks for coming
along this afternoon. Perhaps you could explain how you see games
tax relief working in practice and why games tax relief, rather
than other incentives, is so important.
Dr Wilson: Again, the reason why
we advocated games tax relief was that, over the last few years,
game developers and publishers have been saying that the UK is
competing on an uneven playing field and that we are losing jobs
and investment to overseas jurisdictions, particularly Canada.
Typically, if you go to a development studio, almost every person
you speak to will say that they have lost staff to Canada, so
there is a real brain drain. That is partly driven by Canada's
very strong tax incentives. That's why we proposed games tax relief.
I can send the Committee a copy of the proposal,
but in concise terms, games tax relief would benefit a company
if it had a budget of at least £100,000 a game. As I think
I mentioned, there would be three different rates of relief: 30%,
25% or 20%, depending on the exact cost
Q76 Mr Reid: Per cent. of
what?
Dr Wilson: Of the cost of the
game. A company's game would have to pass the cultural test. As
I mentioned, we had to include the cultural test in our proposal.
If your company was profitable, you could use the games tax relief
to reduce your corporation tax bill. If your company was making
a loss and your game qualified, you could use the games tax relief
as a cash rebate from HMRC. Basically, it would be increasing
cash flow to the business in question. I think I mentioned that
one of the reasons why we proposed games tax relief was that it
would help a range of companies in the United Kingdomsmall
companies, independent development studios and publisher-owned
studios.
Q77 Mr Reid: You keep referring
to Canada. Is Canada the only problem, or are there other countries?
Dr Wilson: Canada is the most
egregious exampleshocking exampleof Government intervention
providing very strong rates of tax relief. Quebec offers the most
generous relief, but other provinces of Canada offer very strong
rates of relief as well. About a dozen states in the United States
provide either tax relief for games production or similar strong
incentives. France has a tax break for games production. I think
that back in 2008 Singapore launched a $200 million scheme specifically
to help the export of video games. It just shows the level of
ambition and money that other countries are putting behind video
games. Those are the main competitors I would refer to.
Q78 Mr Reid: Would the level
that the previous Government proposed for the tax relief be sufficient
to enable us to compete with Canada?
Dr Wilson: The Government informed
me on the day of the Budget that they were going to adopt our
proposal. As I said, we were proposing a 20%, 25% and 30% rate
of relief. We think that was a proportionate response to overseas
developments. We don't think it would be a race to the bottom;
we think it would be a way of making sure that the UK games industry
was competing on a level playing field. We think the proposal
we put forward was proportionate, sensible and would have the
required effect of helping us to compete on a level playing field.
Q79 Mr Reid: I want to ask
about the jobs that you think you could create if you got the
tax relief. What would the people doing those jobs otherwise be
doing? Would they be working in Britain in other sectors? Would
they be attracted in from abroad? Would they be unemployed? Where
would they come from?
Dr Wilson: Obviously, that is
a very difficult question to answer because you never know what
a multiplicity of people would do, but we do know that a brain
drain is taking place from development studios in the UK. Again,
I am very happy to send the Committee a copy of our report. Back
in 2009, we carried out a survey of game developers. We found
that just under 25%I think the figure was 23%of
development studios said that over the previous 12 months they
had lost staff. Of those development studios that said they had
lost staff, 75% said they had lost staff to Canada, and those
were typically the extremely high-skilled project managers or
experienced programmers. A lot of very high-skilled people were
leaving to go to Canada.
What would these people be doing if we didn't
have games tax relief? We don't know precisely what they would
be doing, but we can be pretty confident that some of them would
push off to overseas jurisdictions.
Q80 Mr Reid: So it is more
a question of retaining the skills that we have?
Dr Wilson: It is a question of
retaining skills, absorbing some of the new, very qualified graduates,
or training people in the games industry who are coming out of
education.
Q81 Mr Reid: From what you
have been saying, the industry seems to be concentrated in certain
hubs throughout the UK. Does that mean that if the Government
changed their mind and granted the tax relief, all the benefits
would simply go into those hubs, or would wider parts of the country
benefit as well?
Dr Wilson: The truth of the matter
is that the game development work force that we currently have
are very mobile. At the moment, they tend to be male, as we have
already commented. They tend to be fairly young, so they don't
have many restrictions or ties in relation to where they are currently
working. Clearly, if we had games tax relief and some of the existing
studios expanded, people would go to those towns and citiesDundee,
Brighton, Guildford or whereverbut if there was a very
strong university in another part of the UK and it was able to
spin off new start-up studios, there is no reason in principle
why another hub might not emerge.
One of the good things about the video games
industrythis is worth emphasisingis that the majority
of the work force is not concentrated in London. It is good that
it is concentrated throughout the UK. I think 85% of the development
work force are outside London, which is really good. We talked
about this earlier. All political parties have talked about wanting
to rebalance the economy and promote growth throughout the United
Kingdom. The development work force can be part of that solution.
It is fantastic to be able to have high-skilled jobs in Jim McGovern's
constituency, to name but one example. It is great that we can
create these jobs in different parts of the United Kingdom. Yes,
you would see some existing hubs expanding, but it would also
be possible to see new hubs emerging, particularly if there were
a strong university in place.
Chair: I should interrupt. I know, Mr
Livingstone, that you have to go, and I could see you becoming
more and more itchy. If you must dash, I thank you very much for
coming, but if you can stay a bit longer it would be helpful;
we were interrupted by the vote. I could see you getting more
and more ready to go, so leave when you want to.
Q82 Mr Reid: Mr Wilson, you
were talking about a mobile work force, and we are dealing with
intellectual property, which is slightly intangible. Traditionally,
if a Government give a company a subsidy to build a factory and
put in machinery, the Government who gave that grant have some
sort of control, because you can write in a clause stating that
the machinery cannot be taken away. Is there a risk that if the
companies benefiting from tax relief get a better offer from Canada
or somewhere else, the intellectual property and skilled developers
may go away anyway?
Dr Wilson: Our belief is that
with the games tax relief in place the United Kingdom is a much
more attractive place in which to do business. We have referred
to the fact that we have a talented work forceand some
excellent universitiesin the United Kingdom games industry.
With the tax relief in place, we are confident that more overseas
publishers will invest in the United Kingdom. One thing in our
proposal is that to benefit from the games tax relief you must
obviously pay corporation tax, so it seems to be a win-win situation.
More companies will invest in the games industryoverseas
publishers, to name but one exampleand will not only have
the ability to employ skilled people in the United Kingdom, but
will also pay corporation tax to the United Kingdom Government.
Q83 Mr Reid: And would you
see it as a relief that would have to be permanent, or could it
be there for a few years, after which you would be able to compete
on your own? Would it need to be a permanent feature?
Dr Wilson: At the very least,
we would like a pilot project. As you know, almost every Government
pilot project becomes permanent, so we would be delighted with
that proposal. To be serious, we would want games tax relief to
be a permanent measure. We believeI can show you the statistics
behind our calculationsthat it is a net revenue generator
for the United Kingdom, so we believe it makes a lot of investment
sense.
The United Kingdom Government decided that film
tax credit makes sense for the film industry because it promotes
high-skilled jobs and attracts businesses to invest in the United
Kingdom, and we believe that the same argument applies to games
tax relief, which helps an important creative sector.
Q84 Mr Reid: Would the industry
change? Is the cultural test restrictive, or is it such a low
bar that the whole industry would qualify anyway? Would there
be any change?
Dr Wilson: No. Obviously I was
struck by your remark about a low bar. When we did our test last
year, we found that 44% of the titles we put forward passed for
relief. We were obviously pleased that companies were able to
benefit from the tax relief, but we were conscious when we made
our proposal that it should be seen as a serious measure, and
we knew that if something like 80% of companies were passing,
the Treasury would probably show it the door, which I suppose
in a way they did. We tried to frame the cultural test as a serious
test. I said that 44% of titles passed our test, and that seemed
to be pretty much on a par with the way the French tax credit
works. I think about 40% of French games typically benefit from
production tax credit. I would not say that it is a shoe-in, but
it is an opportunity for game developers. No one has to take advantage
of it, but it gives an opportunity if we can take advantage of
a tax credit.
You don't have to believe me on the benefits
of games tax relief, because NESTAthe National Endowment
for Science, Technology and the Artsdid a survey last year
of about 30 key people in the games industry. It was not a big
sample, but the people who were interviewed were very important
and included financiers in the City of London, overseas publishers
and key independent developers. Some interesting findings came
out of that research. First, game developers thought that they
would be able to hold on to all the IP. Secondly, the financial
institutionsthe City of London thought that the
games industry had become much more attractive with games tax
relief. Thirdly, everyone said that it would create more jobs.
Mr Reid: Thanks very much.
Q85 Chair: Now, there are
a couple of observations that I would like to make. I have three
questions to put to you, and then I will take the supplementary
questions that anybody else has. People shouldn't feel obliged
to ask another five minutes of questions.
First, could you send us some more information?
We are seeing the Minister next week, so obviously it is important
that we get that sooner rather than later. Similarly, if you have
prepared any answers to questions that we haven't asked, and you
feel that we would benefit from hearing them, by all means tell
us if you think that, on reflection, there are a couple of areas
that we haven't covered.
The first point that I want to put to you relates
to sex and violence. The title, "Grand Theft Auto",
does not impress, in terms of social conscience, well-being, and
all the rest, does it? The industry does have this image of being
somewhat bloody, gory and encouraging of antisocial behaviour.
How do you overcome that? What sort of system of not censorship,
but guidance, do you have that would encourage us to be supportive
of the industry?
Mr Rawlinson: I am very happy
to answer that question. First of all, sections 40 and 41 of the
Digital Economy Act 2010, which was passed in the dying breaths
of the previous Parliament, amend the Video Recordings Act 1984
so that the industry's self-regulatory system for the age-content
classification of video games, which is called PEGI, is enshrined
in law. That is due to be implemented by the spring of next year,
so we will have a stand-alone classification system for video
games that makes the classification from 12 upwards mandatory
and legally enforceable. It will be the first time that video
games are covered by such a benchmark. Those amendments were made
in response to the recommendations of the Byron review. It is
very important for the Committee and Parliament to know that video
games are regulated, like films, obviously, but unlike books,
the content of which is totally unregulated.
In comparison with other creative industriesI
have cited filmswe are a mature industry, so we should
be free to tackle mature topics and mature subjects with our content
and output, provided that it is correctly classified, regulated
and signposted. "Grand Theft Auto" has always been classified
as an 18-rated product for an adult audience. That game was, in
fact, covered by the previous regulation, under which it was illegal
to sell that product to a person under 18 years of age. The industry
has acted, and it continues to act, very responsibly in relation
to adult content. That is not to say that young children don't
play that game, but that is the responsibility of parents. As
part of the introduction of the new regime, which will come in
next spring, the industry is committed to an education and awareness
campaign to ensure that parents, gatekeepers and carers understand
that video games are not just for children, and that there is
a content classification system. It shows them what it is, how
it's used and how they can use it to determine what is appropriate
or inappropriate for their children.
My final point is on scale. In 2009, 994 titles
were produced for sale through retail shops. Of those titles,
only 53 were classified at 18, so it is a very small percentage
of the industry's output that is actually targeted at adults.
As I have said, I don't think that it's unreasonable that, as
we are a mature entertainment industry, we should be permitted,
with correct regulation, to supply and produce adult content.
Q86 Chair: Can you just clarify
that? I am not sure that you are living in the real world if you
believe that regulation stating that a particular video game should
not be played by people under the age of 18 has much impact on
what really happens in constituencies such as mine. I think that
belief is naive in the extreme.
Mr Rawlinson: I am not saying
that young people don't play "Grand Theft Auto". I am
saying that there is regulation that makes it an illegal offence
for that product to be sold to under-18s.
Q87 Chair: In a sense, my
reaction is, "So what?" You mentioned that only a small
percentage of games are classified 18, but that does not relate
to the number sold. Is there an equivalent percentage?
Mr Rawlinson: In previous years,
that percentage, in terms of sales, was higher, but in the last
year for which I have figures, 18-rated products accounted for
about 8% of the market. That was against units produced being
about 3%. It varies year on year, depending on the titles. To
be honest, we get a peak when there is a new "Grand Theft
Auto" or a "Modern Warfare".
In terms of your rebuttal around 18-rated games,
exactly the same regime applies to 18-rated films, so I think
that it would be inappropriate for our industry to be singled
out and treated differently to the film or other creative industries.
I'm very happy to have a debate around adult mature content and
the legal framework for its supply, but let's do that in the round,
not isolate our products.
Q88 Chair: I understand why
you would say that. I have heard essentially similar things from
the producers of cigarettes, and I think that the fact that you
indicated that there was a peak in sales of games when the new
versions of "Grand Theft Auto" or "Modern Warfare"
came out indicates the direction in which the majority of the
market is skewed. I listen to some of the youngsters in my constituency,
and they are not playing educational games; they are playing games
in which you blow as many limbs off as many people as possible,
or steal as many things, or sell as many drugs, as you possibly
can. That is the nature of it, and the role models that these
youngsters are picking up from your industry are not particularly
progressive or beneficial.
Mr Rawlinson: First, the average
age of a gamer is now 33. It is not just a market for young people,
it is a market for the whole population, and there is a broad
range of products. We were asked a question about women gamers,
and, historically, one barrier to them playing games was the technological
barrier. A joypad with eight or 10 buttons on it was quite technically
challengingI certainly can't master it. Nowadays, the Wii
has a controller that you just hold in your hand and wave around,
or a stylus that we can use to write on the screen. Or you can
use your finger on a touch-screen. The technological barrier to
engaging in games is falling, and so I think
Chair: I understand that, but I'm not
entirely convinced, so I think I'll stop you before you dig yourself
further in.
Q89 Jim McGovern: Can I make
a point? Obviously, you're involved in the entertainment side
of the games industry, but Professor King, the principal of Abertay
University, calls it "pervasive technology".
Chair: That's one of the other points
I was going to make, actually. To describe these as video games
almost trivialises it. All of us who were in Dundee were quite
impressed by the extent to which it covered a much wider range
of activities. I see that you say "interactive entertainment",
but I wouldn't necessarily describe it as entertainment; it is
educational. There is an issue there.
Leaving sex and violence behind for the moment,
the second point I wanted to touch on, in terms of your relationship
with Government, is that when we are talking to organisations,
there are always two aspects. The first is whether you can access
the Government, and feel that you can give them your views and
that they hear them. The second is whether they accept and act
on themdistinct activities. Do you feel that you have had,
and now have, appropriate access to Government, in terms of being
able to communicate your views to them? Leaving aside the question
of the tax break, which is ongoing, on other issues do you think
that they are responding appropriately?
Mr Rawlinson: If I could just
finish briefly, I would say that we, as a trade association, have
very good relationships with our two key sponsoring DepartmentsBIS
and DCMS. We also have relationships with the Department for Education,
and I sit on the executive committee of the UK Council for Child
Internet Safety, which is co-chaired by Tim Loughton and James
Brokenshire, who is from the Home Office. We've had contact in
the past, and continue to have contact, with the Department of
Health. So I would say that as a trade body on behalf of our industry,
we have very good relationships with Government. They listen to
our views and seek our opinion and our input on a range of issues,
and I think we're listened to.
Dr Wilson: I think we have a very
good relationship with all the civil servants whom Mike has just
referred to in those Departments; it is a good relationship. Both
the previous and current Governments have had round table meetings
in the Department for Culture, Media and Sport, which both our
trade associations were present at, with the relevant Ministers
from that Department.
As you will have seen from my evidence, I was
disappointed that we weren't able to have meetings with Ministers,
even for just five minutes, before the Budget, which I think was
unfortunate. We would be very keen to have meetings, even if they
were for a very short duration, with Cabinet Ministers relating
to our industry. The Department for Business, Innovation and Skills
would be one, and a Treasury Minister would be another, as well
as the Secretary of State for Culture, Media and Sport. We know
that these people are enormously busy, and we don't want to take
up a huge amount of their time. But I think it would be good to
be in front of them for five minutes just to highlight some of
the key issues that are being faced. You rightly made a distinction
by asking whether we were being listened to. If, after listening
to us, they say, "We don't want to do that," that's
absolutely fine, but I think it is important we have engagement
with Cabinet Ministers from time to time.
Chair: Jim, you were bursting earlier
on to make a couple of observations. Are there any other questions
or points that you want to make?
Q90 Jim McGovern: I would
like to say to Richard that I think I said earlier, tongue in
cheek, that I probably see more of you than I see of my wife.
You talk about getting in touch with politicians; I am not a member
of the Government, obviously, but certainly you and I are pretty
regularly in touch, and I regularly visit Abertay University,
and speak to Professor King on a regular basis. Just to conclude,
I would like to thank you for coming along, Paul, Michael, Richard
and Ian, who has had to leave, and I hope we can stay in touch
on a regular basis.
Dr Wilson: Thank you very much.
Chair: Any other points that anyone wants
to raise?
Q91 Mr Reid: I think you said
earlier, when I asked you one of the questions, that without this
tax relief, you were losing developers to Canada. Do you have
any evidence of that? Do you have records of people who have worked
and trained here and have gone to work in Canada?
Dr Wilson: We have a mixture of
evidence. We have survey evidencethe survey of game developers
that was carried out in December. As I said, I will send the Committee
a copy of that report, so that you can see the statistics. We
have anecdotal evidence from studios. I know it is never as satisfactory,
but none the less, there is anecdotal evidence.
Also, in the run-up to the March Budget, I contacted
a number of companies to ask them for examples of people who had
cleared off to Canada. I was given some information, but frustratingly,
I wasn't in a position to pass it on to the Treasury at the time
because of data protection requirements. Those are the three main
sources of evidence.
Q92 Lindsay Roy: Do you have
any evidence of people from out of the UK, or out of Scotland,
coming into Dundee?
Dr Wilson: If I heard your question
correctly, you asked about people from outside the UK coming into
Dundee.
Q93 Lindsay Roy: Yes, from
outside the UK or elsewhere in the UK to Dundee.
Dr Wilson: Absolutely. Sadly,
before Realtime Worlds went into administration, about a quarter
of its staff came from outside the European economic area. In
fact, that is one point worth mentioning. It has been said to
me by a number of developers and publishing studios that they
are concerned about the possible restrictions on migration that
are being planned. Some studios need to take very talented staff
from their studios overseas on occasion to meet skill shortages
in their companies and to complete particular projects. They would
be concerned if they were to be prohibited from doing that. Although,
as I mentioned earlier on, we have a skilled work force in the
UK, from time to time, there will be occasions when you need very
talented staff who you need to draw upon as quickly as possible.
Chair: Okay. Thank you very much for
coming along. We are just about to go on for another hour and
a half with Paul. Can I suggest that we adjourn for five minutes
for a comfort stop? If you want to stay to listen to Paul, by
all means do so. If, however, you have to go off, then feel free
to do so. I apologise for the delay at the start; it was because
of the votes that we hadn't anticipated. Back in five minutes.
1 I now have received more recent information from
Games Investor Consulting which suggests that the decline in the
UK as a whole between July 2009 and September 2010 is 5%].
Back
|