TIGA Calls on UK Government to Create a Video Games Investment Fund

The videogame industry generates significant income yet it can be a cutthroat marketplace where small indie developers struggle to remain competitive against larger global studios. TIGA, the network for games developers and digital publishers, has recently released a new report, Sustaining Success: A Video Games Investment Fund (October 2018), calling on the UK government to introduce a Video Games Investment Fund (VGIF).

The aim of the fund is to aid studios access to finance, thus promoting the development of original IP and studio growth. This would not only help standard videogame developers but also VR studios as well – being that it can be more difficult to turn a profit with the technology.

TIGA’s idea is for the VGIF to provide funding of between £75,000 GBP and £500,000 to videogame developers nationwide. Funding between £75,000 and £100,000 would be delivered as grants while above £100,000 soft loans would be matched pound for pound to ensure that games companies find new investment from other sources.

“Britain’s video games industry is a world leader, and it’s vital that it stays that way. TIGA’s proposal for a Games Investment Fund is something Labour is seriously considering as a way to boost innovation, investment and jobs in the sector,” said Tom Watson MP, Deputy Leader of the Labour Party and Shadow Secretary of State for Digital, Culture, Media and Sport, in a statement. “We need to make sure we sustain success in one of our most important creative industries.”

Research commissioned by TIGA shows that the VGIF could increase headcount by nearly 1,500 staff over five years from 2019 to 2023. In that same time frame over 2,700 indirect jobs in the supply chain around games development could be created. Additionally, the investment could contribute an additional £197 million in tax revenues over 5 years.

“TIGA’s plan for a Video Games Investment Fund would improve developers’ access to finance, encourage the creation of new IP and strengthen the UK video games industry,” commented Dr Richard Wilson OBE, TIGA CEO. “The matched funding criteria would attract new investment from new investors into games and drive employment in the industry. The VGIF would also enhance productivity growth in the sector by catalysing investment in capital, skills and innovation.

“A similar scheme in Finland operated by the agency Tekes has provided financial support to over one fifth of the entire Finnish games industry’s studio population. The programme has more than paid for itself: for every euro invested by Tekes in the games industry, a return ranging from nine to 26 euros has been generated.”

Should the VGIF become a reality, VRFocus will let you know.

TIGA Publish New In-Depth Guide To Better VR Accessibility

TIGA, the trade association representing the videogame industry, has recently published a new guide that explores in-depth how to better virtual reality (VR) accessibility. Titled Accessibility and VR, the guide has been written to help developers, studios and publisher bring VR content to a broad spectrum of different users by better understanding what they can do to enable their content to be more accessible.

TIGAThe report has been written by veteran videogame accessibility specialist Ian Hamilton and shares a number of detailed overviews for the opportunities that come in making VR content suitable for a diversity of users. Taking a deep dive into the challenges of developing content for VR at present, allowing with exploring distinct accessibility considerations – as well as VR content creation disciplines and design elements – while offering thoughtful, practical tips on what developers should consider to make their content more suitable for all audience members.

Some of the topics that are covered within the report include better serving those with motor and visual impairment, understanding hearing loss relative to VR, considering simulation sickness, and the reality of photosensitive epilepsy. All of these, along with a number of extra topics, are key factors that should be considered by any developer when trying to build more accessible content. Other areas to consider include offering colourblind options, subtitles and closed captions, options to reduce motion blur and much more.

Oculus Rift

“The more accessible a game is, the better for the user and the greater the potential success for the creators and the wider industry,” said Dr Richard Wilson OBE, TIGA CEO. “The more people that are able to play games, the more the benefits of gaming can reach every corner of society. Virtual reality, of course, presents many challenges for content creators, regardless of the individual requirements of any given user.”

“Ensuring accessibility when shaping VR content will make a better experience for every kind of player. VR offers unique challenges and opportunities and we are thrilled to share Ian’s insights with all our members, and help them maximise the potential reach of their games. I would like to thank Ian for writing this report.”

The report Accessibility and VR is available now for free to all TIGA members, with details on how to become one available on their website. Earlier in the year TIGA also published a report that showed that VR and augmented reality (AR) was the faster growing sectors for the United Kingdom’s games industry.

For more on TIGA in the future, keep reading VRFocus.

Tumble VR Takes Home TIGA Award for Best Puzzle Game

TIGA, the UK network for videogames developers and digital publishers and the trade association representing the videogames industry, today announced the winners of the 2017 TIGA Games Industry Awards. Amongst the winners was PlayStation VR launch title Tumble VR from Supermassive Games, which took home ‘Best Puzzle Game 2017’.

Tumble VR screenshotThe award ceremony, held last night at The V&A Museum in London. The evening saw Manchester based Playdemic scoop the prestigious Game Of The Year title for Golf Clash, which was presented by Nick Ferguson from Platinum Sponsor Amazon Appstore. The public vote for the TIGA Game of the Year Award broke last year’s record to receive nearly 97,000 individual votes, demonstrating the growing popularity of the TIGA Awards.

Dr Richard Wilson, TIGA CEO, said: “Congratulations to all of last night’s winners. At the largest TIGA Awards Ceremony so far we highlighted excellence in games and business, education and technology, diversity and creativity. I would like to offer huge congratulations to all of our winners and finalists, whose innovation, creativity and excellence is driving the games industry forward.”

Supermassive Games, meanwhile, are pushing hard on PlayStation VR with two more videogame titles on the way: The Inpatient and Bravo Team. This expands the studio’s virtual reality (VR) catalogue to four titles, with Until Dawn: Rush of Blood and the aforementioned Tumble VR offered as launch titles for the PlayStation VR.

The-Inpatient-1The studio also developed a prototype experience, Jurassic Encounter, showcasing the PlayStation VR hardware at trade shows prior to launch. Early this week, Supermassive Games’ Simon Harris, an executive producer at the studio, reaffirmed the team’s commitment to VR development.

The full line-up of winners at The TIGA Games Industry Awards 2017 follows below, and VRFocus will keep you updated with all the latest from Supermassive Games.

Best Action and Adventure Game 2017: Ninja Theory Ltd: Hellblade: Senua’s Sacrifice

Best Arcade Game 2017: Sumo Digital Ltd: Snake Pass

Best Audio Design 2017: Space Ape Games: Fastlane: Road to Revenge

Best Casual/Social Game 2017: Sony Interactive Entertainment Europe: That’s You!

Diversity Award 2017: Women In Games

Best Educational Game 2017: Denki: Autonauts

Creative and Heritage Award 2017: Billy Goat Entertainment Ltd: Her Majesty’s SPIFFING

Best Game by a Small Studio 2017: Playtonic Games: Yooka-Laylee

Best Puzzle Game 2017: Supermassive Games: Tumble VR

Best Racing Game 2017: Codemasters: F1 2016

Best Role Playing Game 2017: Sony Interactive Entertainment Europe: Horizon Zero Dawn

Best Strategy Game 2017: Outplay Entertainment Ltd: Castle Creeps TD

Best Visual Design 2017: Rebellion: Sniper Elite 4

Best Amazon Appstore Game 2017: Lockwood Publishing: Avakin Life

Best Service Provider 2017: Aardvark Swift

Best Art/Animation Supplier/Game Trailer Supplier 2017: Liquid Crimson

Best Audio Services 2017: PitStop Productions

Best Education Initiative and Talent Development 2017: Abertay University

Best Educational Institution 2017: Norwich University of the Arts

Best Engine, Middleware, Tools and Technology 2017: GameBench

Best Large Independent Studio 2017: Rebellion

Best Small Independent Studio 2017: PlayFusion

Outstanding Leadership 2017: John Earner, Space Ape Games

Best Publisher 2017: Sony Interactive Entertainment Europe

Best Legal Services Supplier 2017: Stevens & Bolton LLP

Best QA Provider 2017: Universally Speaking Ltd

Best Recruitment Agency 2017: Amiqus

Best Tax and Accountancy Organisation 2017: MMP

Best Technical Innovation 2017: PlayFusion

Person of the Year 2017: Mark Eyles

Outstanding Franchise Development: Playground Games

Game of the Year 2017: Playdemic, Golf Clash