Computer Animation and Gaming Industry. Adeel Ghayur
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1 Computer Animation and Gaming Industry Adeel Ghayur
2 Scheme of Presentation Introduction World Wide Computer Game Industry World Wide Animation Industry Country Strategies Pakistan Four Pillar Strategy Conclusion Animation & Gaming 2
3 Introduction A century ago, we learned cricket from the English and went on to become one of the top playing teams in the world This century, we need to repeat the same but in a different type of game: Computer Game Computer and video game industry began with the birth of Atari in 1970s Today product development is not keeping pace with the surging demand Developed countries have recognized this untapped potential and are heavily investing time, money and efforts to establish themselves as leaders Computer Animation and Computer Game used to be two different industries but both are fast merging into one Each industry is worth nearly US$ 30 billion Countries like Singapore, India, China, and Korea have developed strategic plans with the aim of developing these industries Animation & Gaming 3
4 Computer/Video Gaming Industry Global Industry US$ 29 billion in 2005 US$ 44 billion in 2011 US Industry US$ 17.2 billion in 2006 Computer Game industry is an amalgam of numerous industries: Online games In-game advertising Global Industry US Industry Animation & Gaming 4
5 Online Games Fastest growing phenomenon in the gaming world US$ 3.4 billion in 2005 Over US$13 billion in 2011 China fastest growing market expected to grow from US$ 1 billion in 2006 US$ 4 billion in 2010 Between North America, Japan, South Korea and China, they cover nearly 95 percent of the current world market. Animation & Gaming 5
6 In-Game Advertising Advertisement placed within the computer and video games Market share was US$ 200 million in 2006 Expected to grow to a billion dollars by Analysts Microsoft Yankee Group Massive Inc Animation & Gaming 6
7 Animation Industry US$ 27.7 billion in 2003 US$ 32.7 billion plus by 2010 Animation studios in UK, France, Germany and Spain are market leaders in Europe Major milestone was partnering of European animation studios with the TV channels to produce animation content for them In Asia, Japan and South Korea are leader India, China, Singapore, Malaysia and Vietnam have started to show strength Animation & Gaming 7
8 Country Strategies Singapore; India; and China Animation & Gaming 8
9 Singapore National Research Foundation s allocation of S$500 million for the years Fund development of a strategic digital media research program and the setup an agency August 2006 the Interactive and Digital Media Research & Development (IDM R&D) Program Office is setup Purpose to initiate digital media research and help in the growth of local digital media industry Animation & Gaming 9
10 Singapore cont The IDM R&D Program Office has devised a four initiative formula for effective industry development involving all stakeholders i.e. the industry players, universities, the consumers and the public sector: Drive Demand for Digital Media Services National and International Research Network Encouragement of Innovative Ideas Establish Singapore as an International Test- Bedding Centre Animation & Gaming 10
11 Singapore cont Drive Demand for Digital Media Services Attract companies to invest in research and development opportunities by anchoring and jumpstarting the demand for digital media services including proposals in applications, services and platforms with the potential to generate new business models and drive new demand for digital media services National and International Research Network Grow a network of national and international research organizations to augment the capabilities of Singaporean digital media sector Call for research proposals from universities and research institutes which address the local industry issues related to digital media Work with the best research institutes of the world In October 206 Singapore-MIT International Game Lab (SMIGL) was established as a result of cooperation between MDA and Massachusetts Institute of Technology (MIT) Animation & Gaming 11
12 Singapore cont Encouragement of Innovative Ideas Generation of innovative ideas and projects from the public in the digital media sector i.jam an online jamming platform via which public is encouraged to contribute ideas and explore R&D projects in digital media area The ultimate vision of i.jam is to provide a platform which not only captures new and innovative ideas but also nurtures them into projects. Establish Singapore as an International Test-Bedding Centre Aim to develop Singapore into an international test-bedding centre for interactive digital media related infrastructure and applications IDM R&D Program Office has given a call for proposals of original and innovative applications or services with viable business models Animation & Gaming 12
13 India Indian animation industry stood at US$ 1.5 billion in 2005 Academia, industry and the Government working together with one vision to mushroom a creative gaming/animation culture in a conducive environment In 2006 India had 300 animation companies with 16,500 people working in this area In 2004, the first animation studio in India, Toonz Webel Academy was setup There are also programs being carried out in which scholarships are awarded to the students to complete animation courses Animation & Gaming 13
14 China Between 2001 and 2005, China s digital media market jumped from $0.5 billion to more than $12 billion this industry is expected to maintain high growth over the next 5-10 years China s computer game market scale crossed US$ 1 billion in 2006 and is expected to reach US$ 4 billion in Animation & Gaming 14
15 China cont Chinese Government has three online game and animation development zones in different cities: National Network Game and Cartoon Industry (Beijing) Development Zone in Beijing's Zhongguancun area; Chengdu; and Guangdong. These special zones offer attractive tax incentives and company setup benefits to game and animation studios Animation & Gaming 15
16 Pakistan Current Standing Nearly no standing in the international computer game and animation industry Until very recently, all of the animation content played on TV channels was also imported Recently, there has been some growth in the animated advertisements, but the size is negligible There isn t any university or institution which awards degrees in this area In 2004 National College of Arts was provided with technical and financial assistance from the Federal Ministry of Information Technology to train over 3000 professionals in the field of computer graphics and animation PSEB took a delegation of companies to Korea to work with the leading computer graphics companies in Seoul and started an apprenticeship scheme to enable the smaller companies to hire apprentices and train them at government expense for four months Animation & Gaming 16
17 Pakistan cont The full potential of computer game and animation industry stays unutilized We propose a Four Pillar Strategy in which the Government and industry work together with the goal of spawning a successful computer animation and gaming industry Four pillars identified are: HEC, Government, industry and the local bodies Computer Animation and Gaming Industry Industry HEC Government Local Bodies Animation & Gaming 17
18 Four Pillar Strategy Short Term Goals Introduction of computer animation and game courses in a university or establishment of a university with public/private partnership for courses in the said area Incubation center/ technology park within the university 100 graduates every semester within two years Reaching the mark of 100 animation/ gaming companies Publication of research papers in international journals Long Term Goals Center of Excellence in computer game/animation Gaming/animation degrees in major universities across Pakistan More than two technology parks 1,000 graduates every semester Reaching the mark of 500 animation/ gaming companies National animation/gaming journal and magazine Animation & Gaming 18
19 Higher Education Commission (HEC) Either degree and training courses in computer animation and game are started in a university or a new institute for the said purpose is set up Done under public/private partnership (PPP) Setup in a year s time with a goal of starting operations by the end of the year Development of a highly qualified faculty for the institute/s is crucial. Adequate resources would be required to train a new breed in these areas and this also fast tracked Sending abroad for higher studies would be an important enabling measure. It would also be looked into if the PhD time of the scholars could be divided between their degree institute and the home institute. Another incentive could be in the form of scholarships for the students willing to study computer game and animation degrees. This would help produce bigger number of quality graduates in a shorter time. Organization of national and international conferences on the subject would further the cause as well Animation & Gaming 19
20 Industry Industry has to take initiative Industry initiative and HEC support to setup an institution An incubation or a technology center Creation of some sort of digital entertainment organization with all gaming and animation firms as its members To set standards, carry out research activities, help new members, promote Pakistani firms internationally, organize international collaborations, and liaison with the Government Can operate on funds from both the industry and Government Firms can agree on donating a part of their profits to the organization, while the Government can periodically provide research funds to it. Creating collaborations between IT firms and TV channels to produce animation for them or may be even starting a completely new animation channel. Animation & Gaming 20
21 Government Support in the form of tax exemptions, international exposure of the industry and its promotion Establishment of an interactive and digital entertainment industry tax free zone Based on the experience, additional zones in different parts of the country may be established Zone(s) should be selected with built-in flexibility to accommodate future growth and industry expansion in terms of: area, provision of utilities and physical infrastructure. Research is the backbone Government would need to provide research funds to the industry Use of this fund needs to be based on a mechanism that adequately integrates the private sector and representative of the industry. Animation & Gaming 21
22 Local Bodies The local bodies are crucial in setting technology parks and the tax free zones. Setting up of incubation center(s) near commercial areas would be greatly helped with the participation of local bodies Also provide help in ensuring building and maintaining necessary infrastructure. Animation & Gaming 22
23 Conclusion Stay relevant and develop the niches Develop innovative ideas Development of computer game and animation industry in the context of a surging market is one such dimension A collaborative mechanism between the industry, Government, local bodies and institutions of higher learning The goal of establishing a computer game and animation industry needs to be vigorously pursued Efforts need to be made for the joint ventures and in becoming part of the supply chain. Animation & Gaming 23
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