Video games industry in Scotland - Scottish Affairs Committee Contents


Written evidence from Gamers Voice (UK) Ltd

  1.  The Committees' enquiry is to examine the potential impact on Scotland's video game industry of the recent announcement by the Chancellor of the Exchequer to abolish tax relief for this sector and to examine alternative financial incentives for the industry.

  2.  Inevitably various reports will be prepared by other bodies including developers, distributors and undoubtedly TIGA as one of the industries representative bodies. The purpose of this report is to provide background narrative to the video game industry in the UK as a whole and to that in Scotland from the point of view of the consumer rather than the industry itself. It is hoped that this report will assist the committee in making its findings within a broader factual matrix.

3.  GAMERS' VOICE

  3.1  Gamers' Voice (UK) Limited ("Gamers' Voice") is a not for profit limited company established to represent consumers and gamers in the UK. In November 2009, Tom Watson, MP for West Bromwich defended the content and players of video games following an attack by Keith Vaz MP on the contents of the game Call of Duty: Modern Warfare 2.

  3.2  Following that event, Mr Watson made a call for like minded gamers on the social networking site Facebook which resulted in the company being formed. The group currently has approximately 17,000 members and has formed close contacts with members of the industry at all levels. It's purpose is to promote video games as a form of artistic media and to defend games and their players from attacks against them by the media and, where necessary, by politicians.

  3.2  While computer game tax relief does not have a direct effect on consumers in the UK, Gamers' Voice has become involved in the battle for them to be reinstated as the abolition was entirely unexpected.

  3.3  Our primary concern was that the computer games industry was seen to be either not worthy or too immature for the cuts, and that the decision to make those cuts was made on an arbitrary basis without consideration of the economic and cultural value of what is one of the fastest growing industries in the UK.

4.  CULTURAL IMPACT OF VIDEO GAMES

  4.1  Britain has a pioneering history in the development of video gaming and this has made a significant cultural impact on the UK. Games developed in the UK which are culturally significant such as Elite, Lemmings, Sensible Soccer, Tomb Raider and Grand Theft Auto are now household names. From the British-made ZX Spectrum to the highest grossing video game of all time in GTA IV the industry has grown into a multi-billion pound industry which spans more than 30 years of games and consoles.

  4.2  The Nintendo Wii has now transcended being purely a games console and culturally is as significant as IPods and is accessible to all members of the family. With the Playstation Move and Xbox "Kinect" looking to build upon the Wii success, social gaming has never been more popular or significant.

  4.3  Britain's video game industry is now recognised by the Ivor Novello awards, for the music scores of Video Games. The Baftas have been out awards to the Video Games industry since 1998 and due to the rising profile of Video Games a separate event was created in 2004.

  4.4  Video Gamers are incredible enthusiastic and proactive consumers; the most recent launch of "Halo Reach" by Microsoft for the Xbox 360 had more than 400 stores opening their doors at midnight. UK gamers want to support games developed in the UK, which is why Gamers Voice wants to support tax relief.

5.  SCOTTISH GAMERS AND SCOTTISH GAMES INDUSTRY

  5.1  The Scottish Video Games industry is thriving although recent evidence suggests that businesses are beginning to struggle.

  5.2  Talentscotland.com describes the local industry succinctly as follows:

    "Scotland's Video Game industry has more than 50 companies based predominantly in Dundee and the Tayside area, but also in Edinburgh and Glasgow. And it still continues to create bestselling titles—such as the Grand Theft Auto franchise from Rockstar North, and 2007's worldwide smash hit Crackdown, from Realtime Worlds. While these companies are the two big players in Scotland's thriving industry, there are many equally innovative smaller studios such as Denki, Proper Games, Cohort Studios, Dynamo Games and Outerlight.

    As a whole, the sector employs 100,000 people and contributes more than $9 billion annually to Scotland's economy. This is expected to grow by between 10% and 20% a year. With new innovative titles constantly in development, the video games industry will continue to contribute to the wider sector's success."

  5.3  Scotland's Games Industry has a worldwide reputation for being a source of creative and high quality games, even down to a consumer level. Internationally known names like Rockstar repeatedly produce high quality "AAA" titles for distribution around the globe.

  5.4  Scotland's video game heritage is, as with the whole of the UK, firmly established with iconic games like `Lemmings' being developed within it's borders.

6.  GAMING DEMOGRAPHIC

  6.1  It is fair to say that decades ago, video games were predominantly played by pre-pubescent or teenage boys in the confines of their bedrooms. They were a primarily a solitary hobby. Those days are firmly in the past. The committee may be surprised to know that recent research shows the following:

    —  The average gaming age is now 30+.

    —  38.2% of the UK population is an active computer gamer.

    —  51.2% of British men and 25.1% of British women aged 10-35 play games regularly.

    —  The average computer gamer has been playing for over 10 years.

    —  On average, gamers play for 11 hours per week.

    —  27.2% of all active gamers in the UK are women.

    —  The average age of the UK female gamer is 30-35 years old.

7.  WHAT CONSULTATION WAS HELD BY THE UK GOVERNMENT WITH THE INDUSTRY BEFORE THE DECISION WAS MADE TO ABOLISH A GAMES TAX RELIEF?

  7.1  As stated above, the initial concern of Gamers' Voice was that the decision not to introduce a specific tax relief for the UK video games industry was a short sighted move made without any form of proper consultation on the basis that video games are not a "proper" form of art. To this end Gamers' Voice wrote to various MPs demanding an explanation. Mr Jim Dobbin MP, forwarded our correspondence to David Gauke MP who replied on the 6th September 2010 to Mr Dobbin as follows:

    "The decision was taken as a part of a wider package of reforms to business taxation, including reducing the main rate of corporation tax to 24% by 2014 and the small profits rate to 30% from April 2011. One of the principles underpinning this reform is that a simpler tax system with lower rates for all is usually the most effective way to support economic growth. The package of reforms are a step in the Government's long term aim to create the most competitive corporate tax system in the G20.

    These changes will help companies invest, attract foreign investment and boost growth. As an industry that is recognised across the world as a source of great talent and experience, the video games industry in the UK is strongly places to benefit from the most fundamental and far-reaching reform of the corporate tax regime in generations"

8.  CANADIAN TAX RELIEF SYSTEMS

  8.1  In 2006, the UK games industry was the third largest in the world in terms of revenue generation. We have since fallen to fifth place, arguably because of foreign jurisdictions creating benefits and incentives for businesses to be based abroad. The main comparator used is Canada, although it should be noted that Germany, Japan, various States of America and now Russia also have similar incentives in place.

  8.2  Quebec offers tax credits of up to 37.5% on labour expenditures, and Ontario offers up to 40%. These are non-refundable tax credits, so companies receive the benefits even if the business is not profitable. They aren't refunds on taxes; companies become eligible for the credits as soon as expenditure is made. For an industry that has a notable lag between the production and development phases of its product and the front end sale, this has undoubtedly assisted in Canada overtaking the UK to become the third largest development base in the world.

  8.3  Clearly these systems are superior to the changes made by the Government in the recent emergency budget in that they automatically reduce a huge operating cost by up to 40%; money which can be dedicated to other parts of the business. Government's emergency budget simply cuts tax on the bottom line rather than providing an immediate incentive, or "helping hand" as had been anticipated before the election.

Summary

    —  From July 2008 through July 2009 15% of UK games businesses shut down.

    —  From July 2008 to March 2010 about 7% of the UK games industry staff lost their jobs.

    —  The average gaming age is now 30+.

    —  38.2% of the UK population is an active computer gamer.

    —  51.2% of British men and 25.1% of British women aged 10-35 play games regularly.

21 September 2010





 
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