The document discusses lessons that can be learned from production tax credits supporting the video game industry in various Canadian jurisdictions. It finds that the growth of Canada's video game industry has been driven by a diversity of incentives rather than any single intervention. Specifically, it points to Ontario's multi-pillar approach combining a tax credit with supplemental funds and programs as a model. Finally, it argues that tax credits provide a market-driven approach that can promote the creation of marketable intellectual property.
5. Let us take a closer look at video games support in
three very different Canadian jurisdic/ons:
Quebec (Montreal) Ontario (Toronto) Bri/sh Columbia (Vancouver)
Long history of excellence in 3D Up to 40% produc/on tax
No produc/on‐based tax credit
design and anima/on credit that had been recently
But, a long‐standing major
Up to 37.5% produc/on tax expanded
publisher (Electronic Arts ‐
credit (est. 1996) Numerous suppor/ng
1991)
Lured UbisoW in 1997 (and programs
Close connec/on to California
others aWer) Recently lured a UbisoW studio
44% of Canada’s games
37% of Canada’s games 14% of Canada’s games
development industry jobs
development industry jobs development industry jobs
6. Ontario’s mul/‐pillar approach:
Produc/on Tax Credit
Interac/ve Digital Media Fund – small investments in
smaller games
IP Fund – early‐stage investment in prototyping
Directed investment to ajract a top‐level publisher
Various training and professional development programs
This approach could also
address the UK’s situa/on
7. Traditional games development vs. emerging
development process
High-cost Games Development Process
Launch of Game
+
Sales B
Cash Flow
Development
A
Costs
-
Emerging (Social/Casual) Games Development Process
Early Signs of More new content
traction, revenue
+
launched
model established
Cash Flow
Launch of new content,
B D spike in revenue
Building new features
A C (new characters, areas,
E game modes, etc.)
More investment in
-
new content for the
Initial Dev’t Cost (few game
game elements)
8. There are also very different production cycles
Traditional Games (and F/TV) Slates
Game 1 Game 2 Game 3
Cost
Time
Downtime, waste due
to overhead
Emerging (Social/Casual) Games Development Cycle
Game 1
(continued Game 2
investment) (no
traction) Game 3
(slow rev.
Cost
growth)
Time
11. Tax credits offer a market‐driven tool for support
Alloca/on driven by entrepreneurs rather than financiers
More likely to lead to market outcomes: the crea/on of
marketable IP
Predictable; not subject to ra/oning
Are flexible enough to underpin rights‐op/miza/on
strategies
13. Summary of Key Conclusion
The Canadian experience demonstrates that growth of the video
games industry is driven by a number of factors, including
interven;on
Consider Ontario’s mul;‐pillar approach: a diversity of incen;ves
for a diversity of business models
Consider the market‐driven approach offered by a tax credit, to
promote the crea;on of marketable IP
Underline financial performance and encourage op;mal
management of rights
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