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The $68 Billion Question: What is the future of interactive entertainment and computer games?

07 May 2009

The $68 Billion Question: What is the future of interactive entertainment and computer games?

About the Speech:

With a global financial crisis in full swing, and traditional media audiences migrating to new, uncontrolled platforms; with associated advertising revenue diminishing and dissipating through alternative channels, and either the inevitable reduction in content choice, or the associated lowering of ambition in production values and cultural standards: one might think that entertainment as we know it has peaked?

Are we destined for more and more dumbing down through the incessant chasing of greater audience share? Are computer games and the internet compounding this with their limited cultural value and often-associated, bad press? Is the advent of consumer-generated content removing any profit-incentive for future investment in entertainment production?

With a predicted $68 billion market for interactive entertainment and games being reliably predicted by 2012 (Global Entertainment and Media Outlook: 2008-2012, PricewaterhouseCoopers 2008),  and no significant diminishing of growth within the markets since September 2008 (MICA, Ministry of Information, 2008),  it would seem not?

Paul Harris discussed the opportunities, challenges and growing markets for games and interactive entertainment, and how the new Scottish University Centre for Excellence in Computer Games Education at the University of Abertay Dundee (as established by the Digital Britain strategy, chaired by Lord Carter), intends to help drive the sector forward.