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The Committee urges the Government to make the future of the sector a priority in the face of emerging barriers for growth. This is a golden age of opportunity the Committee says for the industry and proper support for small companies accessing global audiences is vital, it is potentially a world leader for the UK. It warns that overseas government subsidies, cheaper labour markets and skills shortages have created an uneven international playing field and more encouragement for development and growth is needed. The possibility of a games industry tax relief should be kept under review and a comprehensive assessment of the benefits of a games tax relief should be carried out, along with an examination of countries whose industries flourish without such support. A shortage of adequately qualified graduates to sustain the industry is also a real concern, skills like maths and computer science being needed and the brain drain of graduates to countries offering better incentives. The creation and retention of intellectual property is seen as a priority issue for the UK video games industry and the Government's review of intellectual property taxation will be monitored. The failure of the creative industries Minister to lobby the Treasury directly on games tax relief is both surprising and disappointing and the Committee asks the Government to explain how the industry's voice will be heard properly in future.
Scotland's creative industries are an international success story, having produced some of the world's best creative talent and some of the world's best-selling creative content. Scotland also hosts the world's largest arts festival, the Edinburgh Festival Fringe, which brings together performers and audiences from across Scotland, the UK and the world. The creative industries in Scotland have been tremendously successful, and they will no doubt continue to be so. For the potential of these industries to be maximised, however, it is essential that industry views are taken into account by both the UK and Scottish governments in order to create the right policy framework for supporting creative enterprises and benefitting the Scottish economy and Scotland's reputation as a centre of creative talent. Scottish Parliament's Economy, Energy and Tourism Committee recently held an inquiry into the economic impact of the creative industries in Scotland, looking at the film, TV and video games industries, and produced a report in March 2015. Their work focused on devolved areas of responsibility but also considered the impact of reserved matters such as tax reliefs, immigration and broadcasting. The Scottish Government responded to the report in May 2015, accepting a number of their recommendations and committing to take action on them. We launched our inquiry into the creative industries in Scotland to focus on some of the reserved policy areas highlighted by the Scottish Parliament's Economy, Energy and Tourism Committee and to look at how the interests of the creative industries in Scotland are represented at a UK-level.
The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.
Why should anyone care about the medium of communication today, especially when talking about media law? In today’s digital society, many emphasise convergence and seek new regulatory approaches. In Medium Law, however, the ‘medium theory’ insights of Harold Innis, Marshall McLuhan and the Toronto School of Communication are drawn upon as part of an argument that differences between media, and technological definitions, continue to play a crucial role in the regulation of the media. Indeed, Mac Síthigh argues that the idea of converged, cross-platform, medium-neutral media regulation is unattainable in practice and potentially undesirable in substance. This is demonstrated through the exploration of the regulation of a variety of platforms such as films, games, video-on-demand and premium rate telephone services. Regulatory areas discussed include content regulation, copyright, tax relief for producers and developers, new online services, conflicts between regulatory systems, and freedom of expression. This timely and topical volume will appeal to postgraduate students and postdoctoral researchers interested in fields such as Law, Policy, Regulation, Media Studies, Communications History, and Cultural Studies.
For related report, see HCP 542 (ISBN 9780215047489)
Writing a dissertation in the final year at university can be a highly daunting task for any student, but particularly if the degree is practically oriented and implementation based. This book provides an accessible, concise guide to producing a dissertation in computer science, software engineering, or games development degrees, with research projects typically involving design, implementation, testing, and evaluation. Drawing on the authors’ extensive knowledge and experience of supervising dissertation students, the book offers a step-by-step guide to the key areas of writing a dissertation alongside real-life examples. Chapters cover: Producing literature reviews. Formulating research questions. Understanding epistemologies. Selecting methodologies and research methods. Software development life cycle methodologies. Evaluation, statistical analysis, and formulating conclusions. Working methodically through the different stages of writing a dissertation, this is an essential comprehensive guide for all students producing any form of dissertation in computer science, software engineering, or games development.
The computer games industry is one of the most vibrant industries today whose potential for growth seems inexhaustible. This book adopts a multi-disciplinary approach and captures emerging trends as well as the issues and challenges faced by businesses, their managers and their workforce in the games industry.
Today Scotland's interests in the European Union are represented by the UK which, as one of the largest Member States, has the voting power and leverage to influence decisions to the benefit of Scotland. In leaving the UK, a separate Scotland would lose this advantage. A separate Scotland is likely to have its application to join the EU accepted - but not within the self-imposed timetable of 18 months, nor with the terms, that the Scottish Government is proposing. The proposal that Article 48 of the Treaty on European Union could be used to provide for Scottish membership is not supported by any other EU state; senior EU figures have ruled it out and it is opposed by the United Kingdom Government - which would, under this process, have to initiate it. The additional and exceptional demand for the ability to discriminate against UK students with respect to tuition fees would be voted against by the UK Government and is therefore almost certain not to be met. Furthermore, insufficient attention has been paid to the need to negotiate the UK's retention of VAT zero rating on a wide range of goods. As a separate Member State, not only would Scotland cease to benefit from the UK rebate (currently worth in the region of £300 million per year to Scotland) but it would have to contribute to it. In these circumstances Scottish voters need a more realistic alternative perspective of how joining the EU would be achieved, and what its likely terms and timetable would be.