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InGame Economic Impact June 2023
InGame Economic Impact June 2023
impact of InGAME
June 2023
InGAME is funded by the Creative Industries Clusters Programme,
managed by the Arts & Humanities Research Council (AHRC) as part
of the Industrial Strategy. Grant Reference AH/S002871/1.
A report to the InGAME Academic Partnership (Abertay University, University of Dundee and University of St.
Andrews)
April 2023
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1. Introduction 3
2. InGAME 6
3. Business Benefits 9
4. Economic Impact 14
7. Conclusions 34
Since 2018 InGAME has become a key element of Dundee’s successful games
cluster, a convening power at the heart of its innovation system. It has helped to
address the strategic challenges to realising the potential of the games sector by
supporting co-ordination and communication and brokering new partnerships and
projects both within the sector, and between the sector and external stakeholders.
The links it has helped establish between the sector and wider stakeholders are likely
to lead to significant societal benefits with impacts in both public health and
agriculture expected to be substantial over the longer term.
InGAME has also generated substantial benefits for the businesses it has supported.
It has played an important role in helping several young businesses successfully
transition into mature enterprise with the capacity for long-term sustainable growth.
Some of the businesses supported were able to attribute specific performance
improvements to the support they had received, resulting in substantial quantifiable
economic impacts. This is unusual for this type of initiative and is a testament to the
effectiveness of the approach adopted by the InGAME team.
It is estimated that over 10 years the initiative will generate £84.7 million GVA for
the Scottish economy and support more than 175 jobs. This is expected to include
around £55.3 million GVA and around 115 jobs within the Tay Cities Region.
This implies that for every £1 of UK public funding invested through the Creative
Industries Clusters Programme, InGAME:
1.1 InGAME
InGAME was established in 2018 to increase the scale and value of the Dundee video
games cluster through collaborative research and development. It is led by Abertay
University in partnership with Dundee University and the University of St Andrews. It
has received funding from the Arts and Humanities Research Council, the Scottish
Funding Council, industry and academic institutions.
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1
https://www.bbc.co.uk/news/technology-64187547
However, the value of the sector extends beyond the direct economic benefits
associated with of digital games. Games technology is also an increasingly
important platform technology with the potential for wide ranging applications and
slipovers for other important sectors and areas of society. This assessment
considers both dimensions of the sector’s economic role.
According to research by TIGA, the trade association for the video games industry2,
Scotland’s games industry is growing quickly, faster than the rest of the UK, and the
proportion of games developers employed in Scotland is growing. TIGA’s research,
based on a survey of UK games businesses shows that in December 2021 there were
2,269 FTE creative staff working on games development in 147 games development
companies, an increase of 53% since April 2020. This makes Scotland home to
almost 8% of the UK’s games studios and almost 11% of its developer employees3.
While this paints an encouraging picture for anyone interested in the economic
opportunity offered by the sector, it is likely to underestimate its full scale, because a
growing number of businesses do not actively create games and are not included in
this picture. According to data from the Scottish Games Network, Scotland has 425
companies working in the games sector, of which 317 are developers. Of the
remaining businesses 34 are tech companies and 74 are supporting companies –
largely specialists in audio, animation, digital design, music 4. Chapter 3 considers
how InGAME has supported the growth of these kinds of businesses and chapter 4
quantifies the economic impact of this.
Chapter 5 considers the extent to which InGAME has supported the development of
an innovation ecosystem for the Dundee cluster.
Beyond AI, games engines create 3D environments that are used across industries,
the backbone of the immersive economy8. The UK is Europe’s largest market for
virtual and augmented reality (VR and AR), tapping into what is predicted to become
a $160 billion immersive technologies market. The infrastructure put in place by
games developers to enable this is built on cutting-edge technology, from super-
powered computers to 5G and cloud networking. There are growth opportunities for
immersive technologies across architecture, construction, engineering,
manufacturing, defence, entertainment, healthcare, training, and transport sectors9.
Chapter 6 considers how InGAME has driven innovation in this area, not least
through the application of games technology to agriculture and chapter 7 presents
the conclusions of the analysis.
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6
UKRI (2021), The games sector: the innovation engine of the UK digital economy,
https://www.ukri.org/blog/the-games-sector-the-innovation-engine-of-the-uk-digital-economy/
7
UK Government, National AI Strategy, https://www.gov.uk/government/publications/national-ai-strategy
8
UK Digital Catapult and High Value Manufacturing Catapult, The Immersive Economy in the UK Report
2019, https://www.immerseuk.org/resources/immersive-economy-report-2019/
9
Ibid.
Source: InGAME
• open calls whereby researchers were invited to submit proposals for research;
and
• challenge-based industry funding, including customer-centred challenges
designed to identify solutions to industry-specific problems.
Over time this evolved into a very organic approach in which the needs and
aspirations of each business were assessed on a case-by-case basis and used to
develop a bespoke package of interventions tailored specifically to the situation.
This typically involved members of the InGAME team working closely with individual
business leaders, often over an extended period, to understand the challenges and
opportunities facing the business. Through this process the team have been able to
develop strong working relationships with the businesses they work with and in-
depth insight into the kind of support they require.
This approach has proved particularly well suited to the relatively young digital
games sector. Fast moving and heterogeneous, the sector encompasses a wide
range of business models, technologies, genres, audiences, and business sizes and
includes a high proportion of businesses that have not yet reached maturity. Many of
these businesses are still defining their vision and competitive strengths and may
not yet have a complete picture of their own development needs.
For these types of business engaging effectively with the much better established,
slower moving and more structured worlds of academia and public research funding
can be challenging. However, this type of engagement can be invaluable for enabling
young businesses operating in a rapidly changing and highly technical field to exploit
emerging opportunities. The approach developed by the InGAME team evolved to fill
this gap by helping bridge the gap between different actors in the system.
2.3 Delivery
Since 2018 the approach outlined above has enabled InGAME to 10:
The team’s ability to adapt its approach in response to the needs of the sector has
almost certainly been an important factor in enabling these outputs to be achieved.
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10
At the time of writing project outputs were increasing. Figures accurate to end of December 2022.
Of those interviewed 23 reported they had developed new games, products, services
or intellectual property (IP). This included 27 new games. Two companies also
reported that they had improved an existing game (or other product, service or IP)
and 11 reported being actively engaged in at least one ongoing development.
• 53% of businesses either agreed or strongly agreed that there has been follow-on
engagement with academic partners;
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11
Interface is the public innovation agency responsible for connecting businesses and other organisations
in Scotland with relevant academic expertise in Scottish universities and research institutes.
When asked about the commercial performance of their business since engaging
with InGAME, many of the businesses also reported that they had either already
created new jobs or expected to do so in the future. The economic impact of these
quantifiable improvements is presented in the chapter 4. However, these benefits are
likely to represent a fraction of the total value businesses derived from engaging with
InGAME. The remainder of this chapter therefore considers the nature and scale of
these unquantifiable benefits.
Other business leaders described how networking events arranged by InGAME had
helped them to develop stronger connections within the sector. Such connections
have the potential to generate business value by making it easier for people to find
out about new opportunities in the sector and collaborate with their peers.
A third type of relationship described by consultees were those established with non-
games businesses and organisations. These types of relationships tended to emerge
in the context of projects designed to explore opportunities to apply games
technology to non-games related applications and as such are likely to be
particularly important from a societal perspective (see chapter 6).
Each of these relationships is valuable in its own right because each holds the
potential to unlock new opportunities that might not otherwise emerge. But what is
perhaps even more valuable are the relationship building skills this process has
helped to nurture.
For one business the basis of this improvement was the opportunity for the chief
executive to participate in a peer-to-peer mentoring programme. This supported his
growth as a leader and enabled him to lead the business through the next phase of
its growth with greater confidence.
Through the project the business received input and advice from industry experts
and participated in market testing workshops. Following a successful competitive
bidding process the businesses was awarded £35,000 to develop their ideas.
The project has had a big impact on the business. The most immediate outcome
was to enable the business to embed accessibility and inclusivity into new original
intellectual property: “Pine Hearts”. This resulted in a better game with a wider
potential market.
Building on this experience the business was then able to develop a tool kit that has
enabled it to automatically embed inclusivity and diversity considerations as a
standard part of its design process. The business has since taken the opportunity to
develop a new service offer that will enable them to support clients interested in
embedding these considerations into their own work.
These developments have led to tangible commercial benefits for the business, but
the non-quantifiable benefits are likely to be equally if not more important in the long-
term. By enabling the business to focus on a socially important but commercially
marginal value proposition InGAME has helped it to establish a niche market offering
for clients and prospective staff. In the long-run this is expected to help the business
establish a stronger competitive position that could be even more valuable than the
short-term increase in turnover supported by the project.
For some businesses this was simply a result of the additional publicity received by
participating in projects. InGAME’s social media channels were perceived as a
helpful resource in this respect that helped provide welcome visibility, particularly for
some of the smaller and less mature businesses supported.
Other businesses described how working with InGAME had enhanced their credibility,
particularly with external partners. One business leader for example described how
his business is now regularly bidding for contracts up to ten times larger than they
were before engaging with InGAME. This outcome is largely attributable to the
enhanced confidence and skills the team developed through working with InGAME
and the enhanced profile the project helped generate for the business.
The first is the value InGAME has generated for businesses by helping them to build
networks and professional relationships. While the value of these connections
cannot be quantified, they are likely to be an important source of long-term
competitive advantage.
A third type of benefit identified were reputational. These arose both because of
publicity generated by InGAME and through the enhanced credibility collaborating
with InGAME provided.
The final important type of benefit realised by businesses were tangible, quantifiable
improvements to business performance. It is unusual for an innovation support
initiative of this type to have generated such tangible benefits in such a short space
of time and this provides strong evidence of the effectiveness of the InGAME model.
It is then necessary to consider the extent to which this effect can be attributed to
the intervention in question (additionality). To do this it is necessary to account for
the following important factors.
4.1.1 Deadweight
Deadweight is the extent to which the impacts that have been observed might have
happened anyway. To assess deadweight it was necessary to consider the level of
growth that might have been achieved by each of the businesses if they had not been
supported by InGAME (see section 4.3.1 for further discussion).
4.1.2 Leakage
Leakage is the extent to which the impacts of a programme occur outside the study
area, e.g. Dundee City. The location of all companies was ascertained, and this was
used as the basis for assumptions around leakage, with some businesses based
elsewhere in the Tay Cities Region or Scotland.
4.1.4 Displacement
Displacement is when a business supported by a programme reduces economic
activity in another business within the study area. As the businesses taking part in
InGAME are in the games industry, which is global, it was considered unlikely that
there would be any displacement in Scotland.
4.1.5 Substitution
Substitution is the extent to which those assisted may have been diverted from other
activities that could have also generated impacts or from other similar support
programmes. A key finding of the consultations was that no other organisation
provides a comparable service to InGAME and therefore it was assumed that there
would be no substitution effect.
The direct GVA of an organisation is equivalent to the sum of its employment costs
and operating profit (excluding loss). Where this was not available, but data on
turnover was, direct GVA was estimated by applying turnover/GVA ratios for the
sector in which the business is based, and where only employment data was
available direct GVA was estimated by applying staff costs/employee, or in a small
number of cases GVA/employee12, to the number of staff employed.
It shows that 13 businesses reported having created 72 new jobs and 18 businesses
expected to create 108 new jobs within the next three years. These businesses also
reported that since engaging with InGAME, 123 jobs had been safeguarded and 61
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12
Scottish Government (2022), Scottish Annual Business Statistics 2020
The fact that the businesses supported by InGAME have improved their performance
since engaging with the project is encouraging; however, it is not in itself evidence of
impact. To assess the impact of InGAME it was also necessary to understand the
extent to which the improvements reported by businesses can reasonably be
attributed to InGAME.
The responses provided by the interviewees did not precisely align with the
responses gathered in the survey. Some businesses reported higher levels of actual
and expected job creation than they did in the survey while others reported lower
levels. This is not unusual and is likely to reflect both differences in understanding
and perception between those who participated in the interviews and those who
completed the survey and developments that have occurred within the businesses
since the survey was completed. In general however the interviews confirmed that
InGAME has been an important factor in driving business performance.
By combining13 the findings of the survey and supplementary interviews it was found
that a total of 89 jobs have been created or safeguarded since InGAME was
established. (Elsewhere in this report employment estimates are rounded to the
nearest 5 jobs.)
The GVA impact associated with these jobs was estimated based on the Scottish
Government growth Sector statistics for the video games industry14. For established
companies it was assumed that the economic impact would be equal to GVA per
employee for the sector. For less established companies, which are less likely to be
generating a profit, it was assumed that GVA per employee would be equal to staff
costs per employee.
On this basis, it was estimated that the gross direct economic impact of these jobs
would £5.8 million GVA across Scotland. The gross direct benefits in each of the
study areas are presented in (Table 4-1).
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13
This estimate incorporates the data gathered through the interviews undertaken as part of this study and
data from the Interface survey for those businesses that were not interviewed as part of this exercise.
14
Scottish Government (2022), Scottish Growth Sector Statistics 2020
To do this it was necessary to make assumptions about what might have happened
to the performance of each of the businesses supported if InGAME did not exist.
These assumptions were informed by feedback provided directly by the businesses
involved through the interviews undertaken to support this study.
4.3.1 Deadweight
Businesses often struggle to quantify how much of their improved performance can
reasonably be attributed to support they may have received. For this reason
deadweight assumptions are always to some extent a matter of judgement.
However, when questioned on this point some of the businesses interviewed as part
of this exercise were able to attribute some of their recent business performance
improvements to their engagement with InGAME. While these businesses struggled
to quantify exactly how much of these improvements could be attributed to InGAME,
each was confident that their business would not have achieved the same level of
success within the same time-scale were it not for the support received. Although
InGAME is not the only factor that has helped drive performance, it has, as one
business leader put it “definitely helped weight the dice”.
It is uncommon for this type of sector support initiative to generate such tangible
evidence of quantifiable economic returns in such a short period. The fact these
businesses were able to point to tangible economic impacts therefore provides good
evidence of the effectiveness of the InGAME approach.
Where business were able to quantify these benefits, the estimates provided were
used directly. Where they were not it was assumed that 50% of the benefits realised
were attributable to the support received from InGAME.
This effect was estimated by applying industry appropriate indirect and induced GVA
and employment multipliers to the additional direct impact of each business.
Source: BIGGAR Economics Analysis. Totals may not sum due to rounding.
Forecast jobs were estimated using the same approach used to estimate current
employment impact. The starting point for this was the evidence provided by
businesses that responded to the Interface survey on the number of jobs expected to
be created and safeguarded in the future. This was then supplemented with data
provided by businesses interviewed as part of this study. In this way it was
estimated that businesses supported by InGAME expect to create and/or safeguard
a total of around 75 jobs in the future across Scotland.
As with the current impact either GVA per employee or staff costs per employee
were used to estimate the direct GVA impact. In this way the gross direct economic
impact associated with businesses working with InGAME were estimated to be £4.7
million GVA per year (Table 4-3).
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15
Scottish Enterprise (2011), Optimism Bias in Non-Infrastructure Projects
Employment
Direct 25 25 35
Indirect 5 5 15
Induced 10 15 30
Total 35 45 80
Source: BIGGAR Economics Analysis. Totals may not sum due to rounding.
Employment
Current 55 70 95
Forecast 35 45 80
Total 95 115 175
Source: BIGGAR Economics Analysis. Totals may not sum due to rounding.
To do this it was necessary to account for the ramp up of forecast benefits over
three years and any subsequent policy decay (a concept used to reflect the idea that
Using these assumptions it was estimated that over ten years, the economic impact
of InGAME would amount to £84.7 million GVA across Scotland.
Much of this impact will be realised in the future and future benefits tend not to be
valued as highly as current benefits. To account for this it is common practice to
present a future stream of benefits in terms of Net Present Value (NPV). Using a
discount rate of 3.5%, which is consistent with guidance from UK Treasury,17 it was
therefore estimated that the net present value of the stream of economic impacts
attributable to InGAME amounts to £74.3 million GVA across Scotland (Table 4-6).
Table 4-6 Current and Forecast Net Additional Economic Impact over Ten Years
Based on discussion with the InGAME team these are the businesses most likely to
have realised quantifiable financial benefits because of the support received;
however, it is possible that other businesses have also realised quantifiable benefits.
It is likely that any such benefits would be relatively small in comparison to those
considered in this chapter and, as no data is available about the nature or extent of
these benefits, they have not been included in the analysis. While this helps maintain
confidence in the robustness of the analysis it could mean that the impacts
presented in this chapter are an underestimate. It should also be reiterated that the
quantifiable economic impacts presented in this chapter do not reflect the wider
(and potentially more significant) business benefits described in section 3.2.
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16
Scottish Enterprise (2014), Impact Delivery, Build, Persistence and Decay
17
HM Treasury (2022), The Green Book
The approach taken in this chapter is consistent with this wider definition.
Specifically it adopts the Systems of Innovation approach developed in Sweden by
Professor Charles Edquist (Figure 5-1) which is influenced by the successful
innovation systems in the Nordic countries in particular. There are strong theoretical
groundings for this systems approach, which allows all the determinants of
innovation to be considered.
• innovation;
• creating and changing organisations;
• research and development;
• networking through markets and other mechanisms;
• provision of R&D support services; and
• competence building.
Articulation of quality requirements from the demand side with regard to new products.
Creating and changing organisations needed for developing new fields of innovation.
Examples include enhancing entrepreneurship to create new firms and intrapreneurship
to diversify existing firms; and creating new research organisations, policy agencies, etc.
Networking through markets and other mechanisms, including interactive learning among
different organisations (potentially) involved in the innovation processes. This implies
integrating new knowledge elements developed in different spheres of the SI and coming
from outside with elements already available in the innovating firms.
Creating and changing institutions – e.g., patent laws, tax laws, environment and safety
regulations, R&D investment routines, cultural norms, etc. – that influence innovating
organisations and innovation processes by providing incentives for and removing
obstacles to innovation.
Incubation activities such as providing access to facilities and administrative support for
innovating efforts.
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18
Adapted from various publications from Professor Charles Edquist, Ruben Rausing Chair in Innovation
Research at Centre for Innovation, Research and Competence in the Learning Economy (CIRCLE), Lund
University, Sweden, including Edquist (November 2011) Design of innovation policy through diagnostic
analysis: identification of systemic problems or failures, in Industrial and Corporate Change
InGAME’s ability to bring together different actors within the system in this way has
been a key factor in the effectiveness of the initiative. This convening power rests on
a deep understanding of the different actors within the system, an awareness of the
priorities that drive them and the challenges they face and the ability to bring them
together in mutually beneficial ways.
For example the innovation voucher scheme, which is modelled on the national
scheme administered by Interface, is often the first step for companies to
understand the potential benefits of engaging with the cluster more widely and
accessing the full depth of its expertise, particularly in universities. This is important
because companies often lack knowledge of the sector as a whole, particularly for
academia, and find it difficult to navigate. Consultees frequently mentioned that
without InGAME they would not have known how to access research expertise within
universities and other institutions or even where to begin.
Furthermore, staff employed at InGAME increase the efficiency and circulation within
the system because they often go on to work at other organisations. A talented and
fluid labour force that moves between different institutions and companies is one of
the hallmarks of a well-functioning innovation ecosystem, as it facilitates the transfer
of knowledge and ideas.
Many of InGAME’s current and former employees were previously or are now
employed in other parts of ecosystem, bringing different perspectives to create a
better understanding of the sector. Their experience of working for InGAME in turn
heightens their strategic awareness, and they frequently transition to more
experienced roles elsewhere. This turnover is a good sign that InGAME is closely
integrated within the cluster.
5.2.2 Communication
Communication between different institutions is crucial to the success of an
innovation ecosystem. Without it, while the each of the constituent parts may be
present (e.g. companies, researchers, public sector) they will operate in silos and the
ecosystem will fail to function.
Whereas the start-up may be creating innovative new products and developing
quickly they are likely to have limited commercial experience. The academic partner
on the other hand may have deep expertise but is likely to be operating within much
InGAME describes this role as akin to a gearbox, harnessing the relatively high speed
of nimble young companies and transforming it into a format and timescale that is
understandable to academia, and vice versa. As discussed in Chapter 6, this can
include adapting the large amounts of data produced by the gaming industry so that
organisations outside the sector can harness its potential.
One of the important ways in which InGAME facilitates relationships within the
sector is by hosting events and other professional development networking
opportunities. The InGAME team also helps integrate new individuals and companies
into the cluster by introducing people to each other. They can also improve
communication and collaboration between existing business leaders, who may
otherwise not have reason to speak to each other but would at a networking event or
an innovation call.
One consultee, who has been involved with the Dundee games cluster for over fifteen
years noted that taking part in these events felt like the earliest days of the cluster’s
development, when it was much smaller and therefore easier to know what other
people were doing.
One of the main ways that InGAME does this is through Innovation challenges, which
are intended to address a specific problem faced by an organisation. While these
challenges were initially intended to foster relationships with large gaming
companies, who would frame specific problems faced by them or their users, in
practice they tended to involve non-gaming organisations which faced challenges
that could benefit from the application of games technology.
One of the important ways in which the InGAME team has supported relationship
building within the sector is through the active engagement of senior staff with
organisations outwith the games cluster. Senior members of the InGAME team
regularly attend conferences and other networking events, which they use to make
connections with decision makers in other sectors and explain the potential
advantages of incorporating gaming technologies. While the benefits of such activity
are difficult to measure, such connections can become a catalyst for future
collaborative ventures with the potential to generate substantial value.
One of the important mechanisms used to achieve this have been Applied Games
Labs. This workstream is founded on the recognition that innovation happens when
curious and creative people play with ideas and technologies for purpose. The
approach involves bringing together games designers and technologists with
academics and experts in fields with the potential to apply games technologies. Its
purpose is to harness the potential of videogames to solve wicked problems, boost
productivity and drive positive change.
InGAME has run several Applied Games Labs including one specifically aimed at
immersive games technology and another focused on women in games. Each was
designed to help boost the R&D capacity of the sector by giving companies access to
facilities and equipment, expertise and new perspectives.
Another important element of adding cluster capacity is by adding to the skills and
experience of companies working with InGAME. While some of the companies
supported by InGAME may be unsuccessful, the founders themselves will have
increased knowledge and skills and can apply the lessons learned to new start-ups
or companies that they subsequently work for. In this way, even projects that may
not appear successful can have long-term benefits.
This role relies on InGAME’s unique position at the centre of the innovation
ecosystem. It has a range of relationships and an awareness of developments
across the cluster. As a result InGAME is able to identify and articulate the needs of
the sector to policy makers.
InGAME’s independence from specific organisations also means that it is well placed
to advocate for the sector. For example, InGAME was commissioned by the UK
Department for Digital, Culture, Media and Sport (DCMS) to undertake an evidence
assessment on the effects of loot boxes, a controversial game mechanism where
users pay to access a randomised reward that has been linked to problem gambling.
As part of the assessment, which was published in July 2022, InGAME suggested
several principles to inform ethical game design, including an age limit for loot
boxes, on-screen information about how much has been spent and suggesting
pauses in gameplay and generous refund policies. InGAME’s position means that
these recommendations have greater weight than if they were from a typical industry
body or other group.
InGAME has also supported greater mapping of the games sector across the UK.
This has increased knowledge of the sector amongst policy makers and led to the
first Scottish Games Week, which took place in October 2022 and was hosted by the
Scottish Games Network. It has advocated for greater gender diversity within the
games sector, hosting an innovation sprint with Women in Games and hosting a
showcase designed to increase awareness of these issues in the sector and to
identify potential solutions.
A recurring theme was that the loss of InGAME would be keenly felt, and that it
would adversely affect the continued growth of the Dundee games cluster.
This includes brokering new relationships and translating the needs and strengths of
very different institutions, such as nimble, highly innovative start-ups and more
process-driven universities. InGAME is uniquely well-placed to do this, due to its
combination of industry and academic expertise.
Through its networking and events it creates links between the sector and
stakeholders in other industries where games technology has the potential to lead to
significant benefits. It is also able to articulate the needs of the sector to wider
stakeholders and advocate on its behalf, due to its unique position within the cluster.
Key stakeholders had a universally positive view of InGAME, noting its distinct and
substantial benefits to the Dundee games cluster.
InGAME’s team seeks out opportunities for engagement with people with a wide
array of interests. Consultees for this study have remarked on the importance of
these seemingly “chance encounters” and the conversations they stimulated, some
of which have led to innovative co-operation between gaming companies and those
seeking solutions to seemingly unrelated challenges. For example, work with Nesta
established a Virtual Healthy Neighbourhood Challenge, to identify the value of
applying video game engine technology and design techniques to develop virtual
environments that shape access to healthy and more affordable food options. This is
illustrated in the example box below. Another example is work with the School of
Medicine at the University of Dundee to identify how virtual reality could be used to
help develop surgical skills, eventually leading to a $4.3 million research bid.
InGAME also plays an important role in providing “proof of concept” for the
application of digital technologies to societal problems. Several of the projects
executed by the team have generated outputs with the potential for wider
application. A good example of this is InGAME’s work with Agri-Epi (see below).
Games companies are often very small, inexperienced, agile and fast changing – and
the innovation partners involved are large, public-sector bodies, with longer slower
operating practices. It would have been difficult for them to work with each other
without some kind of intermediary. InGAME has a crucial role to play, being out and
about, on the ground, communicating and engaging with people and helping them
recognise potential opportunities. A good example of how this role has worked in
practice is the collaboration between InGAME and Nesta (see below).
Colleagues at Nesta and InGAME had been talking for a while, with Nesta being
interested in food environments and the influence they have in increasing weight
gain. Their conversations had been around the potential of the gaming industry to
reach millions of audience members. Nesta was interested in understanding how
games developers attract large audiences, and to see if they could apply that to a
social innovation mission challenge. InGAME thought it sounded like an interesting
proposition and could see the potential of games engine technology to address
complex social challenges. The Virtual Healthy Neighbourhood Challenge
Programme was born.
The Virtual Healthy Neighbourhoods Challenge called for Scottish video game
makers to pitch ideas for developing virtual food environments. The idea behind the
project is to increase understanding of how our food environments shape access to
healthy and affordable food. And to assess the viability of using video games
techniques to test and shape new policy approaches to help ensure healthy and
appealing food options are accessible and affordable for everyone.
Biome’s CityBox game is based on the Hilltown area of Dundee and was designed in
conjunction with residents from the area who shared their experiences to help the
team create realistic characters for the game. Users in CityBox are given a span of
ten years to improve the average BMI of residents using different policy levers such
as advertising restrictions and incentivising healthy outlets to open in the
neighbourhood.
Both proof-of-concept games use real data on what we eat, where we buy our food
and the average calories in different settings and types of food, as well as what
happens when we change the availability or promotion of different foods.
Source: InGAME
Nesta sees huge potential for game design thinking and technology to help it map
and understand complex real-world food environments, allowing it to formulate, test
and measure impacts in a virtual world before implementing them in the real one.
At the time of writing this collaboration was still at a relatively early stage and had
not yet fully addressed the innovation. However, Nesta is providing £50,000 follow-on
Investment to Konglomerate Games to continue the development of the proof-of-
concept demonstrator. PlayBox 2.0 will include a digital twin of a neighbourhood in
Since 2018 InGAME has and has received a total of £5.3 million UK public funding
from the Creative Industries Clusters Programme. It has used this funding to
leverage a further £11.1 million of co-investment. This implies that for every £1 of UK
public funding invested through the Creative Industries Clusters Programme,
InGAME:
Capture cluster and research expertise to improve the impact and return
on investment on original IP by developing tools and processes that
locate commercial viability and innovation opportunity at the heart of
game development.
A distinctive feature of InGAME has been the organic and bespoke approach the
team has taken to supporting each business. It has helped them to build networks
and professional relationships, an important source of long-term competitive
advantage. It has supported other types of capacity for future growth, nurturing them
to help identify opportunities. Being associated with InGAME has also provided
reputational benefits, enhancing their credibility by association with the project. All
of this has led to tangible, quantifiable improvements in business performance.
InGAME is a vital element at the centre of the innovation system. There is great
potential for it to support the continued growth of the games sector, economic
growth, and ongoing diversification to create even broader societal benefits.
Businesses
Hyper Luminal Games Rob Madden
Lowtek Games Ally Low
Pocket Sized Hands Gary McCartan
Outplay Entertainment Doug Hare
Denki / Reforged Studios Colin Anderson
Ninja Kiwi Danny Parker
Floyen Jim Piggot
Tag Games Marc Williamson
Konglomerate Games Jamie Bankhead
Stakeholders
Ukie / Creative UK Dan Wood
Interface Howell Davies
Dundee City Council Julie Craik
Agri-EPI Centre Duncan Forbes
Nesta Deb Fox
Abertay Uni Gregor White
The Independent Games Association – TIGA Richard Wilson
Scottish Games Network Brian Baglow
The study also drew on data from a previous survey undertaken by Interface. A list of
those that participated in this exercise is provided for completeness below.
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