SCIENCE
Opportunity knocks for digital games industry
A bright future awaits the nation’s computer and online games industry, as Aussies line up to splurge $5.8 billion on games over the next four years, a leading media researcher says.
A new study on the nation’s digital games industry shows that a strong focus on gaining highly-skilled staff, developing more online and mobile games and catering to the needs of new audiences can help the industry gain a bigger share of a fast-growing market.
“The industry can look forward to a 50% increase in spending by Australians on games, rising from $1.1 billion in 2009 to an estimated $1.6 billion in 2014,” says Dr Sandra Haukka from the ARC Centre of Excellence for Creative Industries and Innovation (CCI) at Queensland University of Technology.
In the report “Working in Australia’s Digital games Industry”, Dr Haukka explored three main areas in the industry: its evolution, characteristics and performance, the international games environment, and the skills of games workers.
“Currently, skills issues are a major challenge for the sector,” she says. “We conducted two polls as part of the study, and to our surprise, 83% of the respondents believed that skills shortages still exist, in spite of the recent downturn in the games industry caused by the global financial crisis.
“The other poll confirmed our concerns about the content, delivery and outcomes of games courses, with 84% of participants believing games courses in Australia are ‘highly ineffective’.”
The study shows steps to address skills shortages, including forming firm links between the industry and providers of games courses, matching graduate skills with industry needs, developing more on-the-job training opportunities and being less reliant on overseas talent.
“To grow and prosper, studios must also take greater advantage of increasing revenue streams from online and mobile games, adopt new business models, respond to new audiences and changing player demographics, and explore new lines of business, such as serious games and advergaming – using computer games as promotional aids.
“The amazing success of apps like Halfbrick Studios’ Fruit Ninja game, reaching 20 million downloads, and Firemint’s Flight Control game, with sales of over 700,000 units, highlights what can be achieved through these new directions and opportunities,” Dr Haukka says. “With 27% of mobile users already using their phone to play games, Australian developers will continue to benefit from strong consumer demand for apps for mobile devices.”
With the support of the Games Developers’ Association of Australia, Dr Haukka will develop a future skills strategy for the industry.
A follow-up report will include short-term and long-term solutions to address workforce development priorities and issues. The solutions are focused on three to four possible scenarios of the industry’s situation in 2015.
“We encourage employers, workers, industry associations, teachers, policymakers and students from the industry to comment on the report and participate in the study’s scenario planning exercise as well.”
The study “Working in Australia’s Digital Games Industry: A Consolidation Report” and information about the scenario planning exercise are available at
http://www.cci.edu.au/content/games-industry-skills-project