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		<id>https://ukiepedia.ukie.org.uk/index.php?title=Digital_Markets,_Competition_and_Consumers_Act_2024&amp;diff=2274</id>
		<title>Digital Markets, Competition and Consumers Act 2024</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Digital_Markets,_Competition_and_Consumers_Act_2024&amp;diff=2274"/>
		<updated>2024-09-17T15:23:10Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: /* Subscription Provisions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://www.legislation.gov.uk/ukpga/2024/13 '''The Digital Markets, Competition and Consumers Act 2024 (DMCC Act)'''] is an act passed by the Conservative Government in May 2024 to enhance competition and consumer protection in the UK’s digital marketplace. The Act aims to address the growing market power of large digital companies and promote fair competition by providing the Competition and Markets Authority (CMA) with new powers to regulate digital markets, enforce consumer rights, and ensure fair business practices.&lt;br /&gt;
&lt;br /&gt;
== Subscription Provisions ==&lt;br /&gt;
&lt;br /&gt;
The DMCC Act introduces new regulations aimed at increasing transparency and fairness in subscription contracts, such as those used by Microsoft (for Xbox Game Pass), Sony (PlayStation Plus), and Nintendo (Nintendo Switch Online).&lt;br /&gt;
&lt;br /&gt;
=== Key Rules for Subscription Contracts ===&lt;br /&gt;
&lt;br /&gt;
*'''Pre-Contract Information Requirements:''' The DMCC Act requires businesses to provide clear and accessible information to consumers before they enter into a subscription contract. This includes:&lt;br /&gt;
** Details on the amount and frequency of payments.&lt;br /&gt;
** Costs that will apply after any free trial period.&lt;br /&gt;
** The minimum total amount payable.&lt;br /&gt;
** How the auto-renewal mechanism works.&lt;br /&gt;
** Instructions on how to terminate the contract and notice periods.&lt;br /&gt;
** Information on cooling-off rights.&lt;br /&gt;
&lt;br /&gt;
This information must be presented in a way that is easy to understand, without requiring consumers to navigate through multiple links or downloads.&lt;br /&gt;
&lt;br /&gt;
* '''Renewal Reminders:''' To address the issue of unintended renewals, the Act mandates that businesses send reminder notices before a subscription renews. These reminders should clearly state:&lt;br /&gt;
** The amount of the upcoming renewal payment.&lt;br /&gt;
** The date the payment will be taken.&lt;br /&gt;
** Any changes in the payment amount compared to previous renewals.&lt;br /&gt;
** How consumers can cancel the subscription to avoid further charges.&lt;br /&gt;
&lt;br /&gt;
* '''Cancellation and Cooling-Off Rights:''' The Act requires that businesses make it straightforward for consumers to cancel their subscriptions. Cancellation should be achievable with minimal effort, often through a single communication. The use of complex or obstructive methods to deter cancellations is not compliant with the Act’s requirements.&lt;br /&gt;
&lt;br /&gt;
The Act also provides consumers with the right to:&lt;br /&gt;
*Cancel at the beginning of the contract.&lt;br /&gt;
* Cancel after any free trial period.&lt;br /&gt;
* Cancel at the start of each renewal period, with a mandatory 14-day cooling-off period. This allows them to cancel within 14 days of the renewal and receive a full refund, providing flexibility to reconsider their commitment after the renewal payment has been processed.&lt;br /&gt;
&lt;br /&gt;
* '''Penalties for Non-Compliance:''' Companies that do not adhere to these new rules could face substantial fines, potentially reaching up to £300,000 or 10% of their global turnover, whichever is higher. These penalties are designed to encourage compliance and protect consumers from being locked into subscriptions they may no longer want or need.&lt;br /&gt;
&lt;br /&gt;
== Consumer Protection – Unfair Practices ==&lt;br /&gt;
&lt;br /&gt;
The DMCC Act updates the existing Consumer Protection from Unfair Trading Regulations 2008 (CPRs) to strengthen consumer protection in digital markets. The Act expands the list of &amp;quot;blacklisted&amp;quot; commercial practices that are always considered unfair. For example, the ban on falsely claiming that a product is available only for a limited time has been widened, reflecting a crackdown on deceptive &amp;quot;dark patterns&amp;quot; that pressure consumers into quick decisions. &lt;br /&gt;
&lt;br /&gt;
=== Examples of Unfair Practices ===&lt;br /&gt;
&lt;br /&gt;
* '''Misleading Time-Limited Offers:''' Claiming that a product is available only for a &amp;quot;limited time&amp;quot; to rush consumers into a purchase, without substantiating that claim. The wording has been amended to remove &amp;quot;very limited time,&amp;quot; widening the scope of what is considered an unfair practice.&lt;br /&gt;
&lt;br /&gt;
* '''Faking Consumer Endorsements:''' Providing false or misleading statements about consumer endorsements or reviews, or fabricating social proof to enhance a product’s credibility.&lt;br /&gt;
&lt;br /&gt;
* '''Concealing Important Information:''' Omitting or hiding critical details that consumers need to make an informed decision, such as the total price, additional costs, or subscription terms.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Bait and Switch&amp;quot; Tactics:''' Advertising a product at a low price to attract consumers, only to reveal that the product is unavailable and redirect them to a higher-priced alternative.&lt;br /&gt;
&lt;br /&gt;
* '''Aggressive Sales Tactics:''' Using harassment, coercion, or undue influence to compel consumers into making purchases they would not otherwise consider.&lt;br /&gt;
&lt;br /&gt;
* '''Unsubstantiated Claims:''' Making unverified claims about the benefits or efficacy of a product or service, particularly when scientific evidence or consumer testing is lacking.&lt;br /&gt;
&lt;br /&gt;
* '''Pre-Checked Boxes for Additional Costs:''' Automatically selecting options that add extra charges or services, which consumers must actively deselect to avoid being charged.&lt;br /&gt;
&lt;br /&gt;
The Act allows the Government to add new unfair practices through secondary legislation, ensuring consumer laws can quickly adapt to market changes. This dynamic approach aims to protect consumers against emerging unfair practices in digital environments without the need for proof of harm.&lt;br /&gt;
&lt;br /&gt;
== Pro-Competition Interventions ==&lt;br /&gt;
&lt;br /&gt;
The DMCC Act introduces new powers for the Competition and Markets Authority (CMA) to implement Pro-Competition Interventions (PCIs). These interventions are aimed at companies with &amp;quot;Strategic Market Status&amp;quot; (SMS) that have significant market power, particularly in digital markets.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Market Status (SMS) ===&lt;br /&gt;
&lt;br /&gt;
Strategic Market Status (SMS) is a designation given to companies that hold a particularly powerful position in one or more digital markets. To qualify for SMS, a firm must have:&lt;br /&gt;
&lt;br /&gt;
* '''Substantial Market Power:''' The company has significant control over a market segment, such as digital platforms, marketplaces, or app ecosystems, where its actions could significantly impact competitors or consumer choice.&lt;br /&gt;
&lt;br /&gt;
* '''Entrenched Position:''' The firm's market dominance is long-standing and unlikely to be disrupted by normal market forces. This typically includes large tech companies with vast user bases, established ecosystems, or substantial data advantages.&lt;br /&gt;
&lt;br /&gt;
Companies designated with SMS are subject to stricter regulatory oversight under the DMCC Act because their dominant position can potentially lead to unfair market practices such as stifling competition, self-preferencing, or imposing unfair terms on smaller competitors.&lt;br /&gt;
&lt;br /&gt;
=== Key Points of Pro-Competition Interventions ===&lt;br /&gt;
&lt;br /&gt;
* '''Behavioural Remedies:''' The CMA can require SMS firms to change their practices to prevent anti-competitive behaviour. This may include ensuring data portability (allowing users to move data between platforms) and interoperability (ensuring compatibility between different services or platforms). For the video games industry, this could mean enabling cross-platform play or transferring digital assets across platforms, fostering more competition.&lt;br /&gt;
&lt;br /&gt;
* '''Structural Remedies:''' The CMA may impose structural changes, such as requiring a company to separate certain business operations or limiting its ownership stakes in other companies to prevent anti-competitive consolidation. This could impact mergers, acquisitions, or business integrations involving major video game companies and tech giants.&lt;br /&gt;
&lt;br /&gt;
== Implementation ==&lt;br /&gt;
&lt;br /&gt;
In September 2024, the Government, through a ministerial statement by Justin Madders, outlined its implementation strategy. The statement confirmed that Parts 1, 2, and 5 of the Act will be implemented via secondary legislation, which is set to be laid before Parliament in Autumn 2024. This secondary legislation will provide the detailed rules and regulations necessary to operationalise the Act's provisions.&lt;br /&gt;
&lt;br /&gt;
* '''Part 1: Pro-Competition Regime for Digital Markets:''' Part 1 introduces a framework to enhance competition in digital markets, specifically targeting major tech firms with Strategic Market Status (SMS). The Government plans to commence this part in December 2024 or January 2025, with initial SMS investigations by the CMA expected shortly thereafter. This part will empower the CMA to take proactive steps to address anti-competitive behaviours among the largest digital firms.&lt;br /&gt;
&lt;br /&gt;
* '''Part 2: Enhancements to the Competition Regime:''' Part 2 of the Act strengthens the CMA’s ability to address anti-competitive conduct across the economy, focusing on sectors where the potential for consumer harm is greatest. These enhancements are aligned with the implementation of Part 1 and are also scheduled to commence in December 2024 or January 2025. This synchronised rollout will provide a comprehensive approach to updating the UK’s competition laws.&lt;br /&gt;
&lt;br /&gt;
* '''Parts 3 and 4: Consumer Protection and New Consumer Rights:''' Parts 3 and 4 aim to bolster consumer protections and enforcement, addressing issues like fake reviews and drip pricing:&lt;br /&gt;
** Part 3 (Consumer Enforcement) and Part 4, Chapter 1 (Unfair Trading) are slated to begin in April 2025, introducing new CMA direct enforcement powers and updating existing regulations on unfair trading.&lt;br /&gt;
** Additional consumer protection rules, including those for savings schemes, will follow, with the targeted start date of April 2025. Comprehensive reforms concerning subscription contracts are expected later, with an implementation date no earlier than Spring 2026, reflecting the need for thorough consultation and detailed preparation to support these changes.&lt;br /&gt;
&lt;br /&gt;
* '''Part 5: Miscellaneous Measures:''' Part 5 includes various provisions, such as new powers for the CMA to gather information, collaborate with international regulators, and monitor competition in specific sectors. These measures are set to begin alongside Parts 1 and 2 in December 2024 or January 2025.&lt;br /&gt;
&lt;br /&gt;
Commencement orders will be issued at least 28 days prior to the respective implementation dates, providing time for those affected to prepare for the changes.&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Digital_Markets,_Competition_and_Consumers_Act_2024&amp;diff=2273</id>
		<title>Digital Markets, Competition and Consumers Act 2024</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Digital_Markets,_Competition_and_Consumers_Act_2024&amp;diff=2273"/>
		<updated>2024-09-17T14:52:29Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://www.legislation.gov.uk/ukpga/2024/13 '''The Digital Markets, Competition and Consumers Act 2024 (DMCC Act)'''] is an act passed by the Conservative Government in May 2024 to enhance competition and consumer protection in the UK’s digital marketplace. The Act aims to address the growing market power of large digital companies and promote fair competition by providing the Competition and Markets Authority (CMA) with new powers to regulate digital markets, enforce consumer rights, and ensure fair business practices.&lt;br /&gt;
&lt;br /&gt;
== Subscription Provisions ==&lt;br /&gt;
&lt;br /&gt;
The DMCC Act introduces new regulations aimed at increasing transparency and fairness in subscription contracts, such as those used by Microsoft (for Xbox Game Pass), Sony (PlayStation Plus), and Nintendo (Nintendo Switch Online).&lt;br /&gt;
&lt;br /&gt;
=== Key Rules for Subscription Contracts ===&lt;br /&gt;
&lt;br /&gt;
** '''Pre-Contract Information Requirements:''' The DMCC Act requires businesses to provide clear and accessible information to consumers before they enter into a subscription contract. This includes:&lt;br /&gt;
** Details on the amount and frequency of payments.&lt;br /&gt;
** Costs that will apply after any free trial period.&lt;br /&gt;
** The minimum total amount payable.&lt;br /&gt;
** How the auto-renewal mechanism works.&lt;br /&gt;
** Instructions on how to terminate the contract and notice periods.&lt;br /&gt;
** Information on cooling-off rights.&lt;br /&gt;
&lt;br /&gt;
This information must be presented in a way that is easy to understand, without requiring consumers to navigate through multiple links or downloads.&lt;br /&gt;
&lt;br /&gt;
* '''Renewal Reminders:''' To address the issue of unintended renewals, the Act mandates that businesses send reminder notices before a subscription renews. These reminders should clearly state:&lt;br /&gt;
** The amount of the upcoming renewal payment.&lt;br /&gt;
** The date the payment will be taken.&lt;br /&gt;
** Any changes in the payment amount compared to previous renewals.&lt;br /&gt;
** How consumers can cancel the subscription to avoid further charges.&lt;br /&gt;
&lt;br /&gt;
* '''Cancellation and Cooling-Off Rights:''' The Act requires that businesses make it straightforward for consumers to cancel their subscriptions. Cancellation should be achievable with minimal effort, often through a single communication. The use of complex or obstructive methods to deter cancellations is not compliant with the Act’s requirements.&lt;br /&gt;
&lt;br /&gt;
The Act also provides consumers with the right to:&lt;br /&gt;
** Cancel at the beginning of the contract.&lt;br /&gt;
** Cancel after any free trial period.&lt;br /&gt;
** Cancel at the start of each renewal period, with a mandatory 14-day cooling-off period. This allows them to cancel within 14 days of the renewal and receive a full refund, providing flexibility to reconsider their commitment after the renewal payment has been processed.&lt;br /&gt;
&lt;br /&gt;
* '''Penalties for Non-Compliance:''' Companies that do not adhere to these new rules could face substantial fines, potentially reaching up to £300,000 or 10% of their global turnover, whichever is higher. These penalties are designed to encourage compliance and protect consumers from being locked into subscriptions they may no longer want or need.&lt;br /&gt;
&lt;br /&gt;
== Consumer Protection – Unfair Practices ==&lt;br /&gt;
&lt;br /&gt;
The DMCC Act updates the existing Consumer Protection from Unfair Trading Regulations 2008 (CPRs) to strengthen consumer protection in digital markets. The Act expands the list of &amp;quot;blacklisted&amp;quot; commercial practices that are always considered unfair. For example, the ban on falsely claiming that a product is available only for a limited time has been widened, reflecting a crackdown on deceptive &amp;quot;dark patterns&amp;quot; that pressure consumers into quick decisions. &lt;br /&gt;
&lt;br /&gt;
=== Examples of Unfair Practices ===&lt;br /&gt;
&lt;br /&gt;
* '''Misleading Time-Limited Offers:''' Claiming that a product is available only for a &amp;quot;limited time&amp;quot; to rush consumers into a purchase, without substantiating that claim. The wording has been amended to remove &amp;quot;very limited time,&amp;quot; widening the scope of what is considered an unfair practice.&lt;br /&gt;
&lt;br /&gt;
* '''Faking Consumer Endorsements:''' Providing false or misleading statements about consumer endorsements or reviews, or fabricating social proof to enhance a product’s credibility.&lt;br /&gt;
&lt;br /&gt;
* '''Concealing Important Information:''' Omitting or hiding critical details that consumers need to make an informed decision, such as the total price, additional costs, or subscription terms.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Bait and Switch&amp;quot; Tactics:''' Advertising a product at a low price to attract consumers, only to reveal that the product is unavailable and redirect them to a higher-priced alternative.&lt;br /&gt;
&lt;br /&gt;
* '''Aggressive Sales Tactics:''' Using harassment, coercion, or undue influence to compel consumers into making purchases they would not otherwise consider.&lt;br /&gt;
&lt;br /&gt;
* '''Unsubstantiated Claims:''' Making unverified claims about the benefits or efficacy of a product or service, particularly when scientific evidence or consumer testing is lacking.&lt;br /&gt;
&lt;br /&gt;
* '''Pre-Checked Boxes for Additional Costs:''' Automatically selecting options that add extra charges or services, which consumers must actively deselect to avoid being charged.&lt;br /&gt;
&lt;br /&gt;
The Act allows the Government to add new unfair practices through secondary legislation, ensuring consumer laws can quickly adapt to market changes. This dynamic approach aims to protect consumers against emerging unfair practices in digital environments without the need for proof of harm.&lt;br /&gt;
&lt;br /&gt;
== Pro-Competition Interventions ==&lt;br /&gt;
&lt;br /&gt;
The DMCC Act introduces new powers for the Competition and Markets Authority (CMA) to implement Pro-Competition Interventions (PCIs). These interventions are aimed at companies with &amp;quot;Strategic Market Status&amp;quot; (SMS) that have significant market power, particularly in digital markets.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Market Status (SMS) ===&lt;br /&gt;
&lt;br /&gt;
Strategic Market Status (SMS) is a designation given to companies that hold a particularly powerful position in one or more digital markets. To qualify for SMS, a firm must have:&lt;br /&gt;
&lt;br /&gt;
* '''Substantial Market Power:''' The company has significant control over a market segment, such as digital platforms, marketplaces, or app ecosystems, where its actions could significantly impact competitors or consumer choice.&lt;br /&gt;
&lt;br /&gt;
* '''Entrenched Position:''' The firm's market dominance is long-standing and unlikely to be disrupted by normal market forces. This typically includes large tech companies with vast user bases, established ecosystems, or substantial data advantages.&lt;br /&gt;
&lt;br /&gt;
Companies designated with SMS are subject to stricter regulatory oversight under the DMCC Act because their dominant position can potentially lead to unfair market practices such as stifling competition, self-preferencing, or imposing unfair terms on smaller competitors.&lt;br /&gt;
&lt;br /&gt;
=== Key Points of Pro-Competition Interventions ===&lt;br /&gt;
&lt;br /&gt;
* '''Behavioural Remedies:''' The CMA can require SMS firms to change their practices to prevent anti-competitive behaviour. This may include ensuring data portability (allowing users to move data between platforms) and interoperability (ensuring compatibility between different services or platforms). For the video games industry, this could mean enabling cross-platform play or transferring digital assets across platforms, fostering more competition.&lt;br /&gt;
&lt;br /&gt;
* '''Structural Remedies:''' The CMA may impose structural changes, such as requiring a company to separate certain business operations or limiting its ownership stakes in other companies to prevent anti-competitive consolidation. This could impact mergers, acquisitions, or business integrations involving major video game companies and tech giants.&lt;br /&gt;
&lt;br /&gt;
== Implementation ==&lt;br /&gt;
&lt;br /&gt;
In September 2024, the Government, through a ministerial statement by Justin Madders, outlined its implementation strategy. The statement confirmed that Parts 1, 2, and 5 of the Act will be implemented via secondary legislation, which is set to be laid before Parliament in Autumn 2024. This secondary legislation will provide the detailed rules and regulations necessary to operationalise the Act's provisions.&lt;br /&gt;
&lt;br /&gt;
* '''Part 1: Pro-Competition Regime for Digital Markets:''' Part 1 introduces a framework to enhance competition in digital markets, specifically targeting major tech firms with Strategic Market Status (SMS). The Government plans to commence this part in December 2024 or January 2025, with initial SMS investigations by the CMA expected shortly thereafter. This part will empower the CMA to take proactive steps to address anti-competitive behaviours among the largest digital firms.&lt;br /&gt;
&lt;br /&gt;
* '''Part 2: Enhancements to the Competition Regime:''' Part 2 of the Act strengthens the CMA’s ability to address anti-competitive conduct across the economy, focusing on sectors where the potential for consumer harm is greatest. These enhancements are aligned with the implementation of Part 1 and are also scheduled to commence in December 2024 or January 2025. This synchronised rollout will provide a comprehensive approach to updating the UK’s competition laws.&lt;br /&gt;
&lt;br /&gt;
* '''Parts 3 and 4: Consumer Protection and New Consumer Rights:''' Parts 3 and 4 aim to bolster consumer protections and enforcement, addressing issues like fake reviews and drip pricing:&lt;br /&gt;
** Part 3 (Consumer Enforcement) and Part 4, Chapter 1 (Unfair Trading) are slated to begin in April 2025, introducing new CMA direct enforcement powers and updating existing regulations on unfair trading.&lt;br /&gt;
** Additional consumer protection rules, including those for savings schemes, will follow, with the targeted start date of April 2025. Comprehensive reforms concerning subscription contracts are expected later, with an implementation date no earlier than Spring 2026, reflecting the need for thorough consultation and detailed preparation to support these changes.&lt;br /&gt;
&lt;br /&gt;
* '''Part 5: Miscellaneous Measures:''' Part 5 includes various provisions, such as new powers for the CMA to gather information, collaborate with international regulators, and monitor competition in specific sectors. These measures are set to begin alongside Parts 1 and 2 in December 2024 or January 2025.&lt;br /&gt;
&lt;br /&gt;
Commencement orders will be issued at least 28 days prior to the respective implementation dates, providing time for those affected to prepare for the changes.&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Digital_Markets,_Competition_and_Consumers_Act_2024&amp;diff=2272</id>
		<title>Digital Markets, Competition and Consumers Act 2024</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Digital_Markets,_Competition_and_Consumers_Act_2024&amp;diff=2272"/>
		<updated>2024-09-17T14:43:02Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: Created page with &amp;quot;== Digital Markets, Competition and Consumers Act 2024 ==  The Digital Markets, Competition and Consumers Act 2024 (DMCC Act) is an act passed by the Conservative Government i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Digital Markets, Competition and Consumers Act 2024 ==&lt;br /&gt;
&lt;br /&gt;
The Digital Markets, Competition and Consumers Act 2024 (DMCC Act) is an act passed by the Conservative Government in May 2024 to enhance competition and consumer protection in the UK’s digital marketplace. The Act aims to address the growing market power of large digital companies and promote fair competition by providing the Competition and Markets Authority (CMA) with new powers to regulate digital markets, enforce consumer rights, and ensure fair business practices.&lt;br /&gt;
&lt;br /&gt;
== Subscription Provisions ==&lt;br /&gt;
&lt;br /&gt;
The DMCC Act introduces new regulations aimed at increasing transparency and fairness in subscription contracts, such as those used by Microsoft (for Xbox Game Pass), Sony (PlayStation Plus), and Nintendo (Nintendo Switch Online).&lt;br /&gt;
&lt;br /&gt;
=== Key Rules for Subscription Contracts ===&lt;br /&gt;
&lt;br /&gt;
* '''Pre-Contract Information Requirements:''' The DMCC Act requires businesses to provide clear and accessible information to consumers before they enter into a subscription contract. This includes:&lt;br /&gt;
  * Details on the amount and frequency of payments.&lt;br /&gt;
  * Costs that will apply after any free trial period.&lt;br /&gt;
  * The minimum total amount payable.&lt;br /&gt;
  * How the auto-renewal mechanism works.&lt;br /&gt;
  * Instructions on how to terminate the contract and notice periods.&lt;br /&gt;
  * Information on cooling-off rights.&lt;br /&gt;
&lt;br /&gt;
This information must be presented in a way that is easy to understand, without requiring consumers to navigate through multiple links or downloads.&lt;br /&gt;
&lt;br /&gt;
* '''Renewal Reminders:''' To address the issue of unintended renewals, the Act mandates that businesses send reminder notices before a subscription renews. These reminders should clearly state:&lt;br /&gt;
  * The amount of the upcoming renewal payment.&lt;br /&gt;
  * The date the payment will be taken.&lt;br /&gt;
  * Any changes in the payment amount compared to previous renewals.&lt;br /&gt;
  * How consumers can cancel the subscription to avoid further charges.&lt;br /&gt;
&lt;br /&gt;
* '''Cancellation and Cooling-Off Rights:''' The Act requires that businesses make it straightforward for consumers to cancel their subscriptions. Cancellation should be achievable with minimal effort, often through a single communication. The use of complex or obstructive methods to deter cancellations is not compliant with the Act’s requirements.&lt;br /&gt;
&lt;br /&gt;
The Act also provides consumers with the right to:&lt;br /&gt;
  * Cancel at the beginning of the contract.&lt;br /&gt;
  * Cancel after any free trial period.&lt;br /&gt;
  * Cancel at the start of each renewal period, with a mandatory 14-day cooling-off period. This allows them to cancel within 14 days of the renewal and receive a full refund, providing flexibility to reconsider their commitment after the renewal payment has been processed.&lt;br /&gt;
&lt;br /&gt;
* '''Penalties for Non-Compliance:''' Companies that do not adhere to these new rules could face substantial fines, potentially reaching up to £300,000 or 10% of their global turnover, whichever is higher. These penalties are designed to encourage compliance and protect consumers from being locked into subscriptions they may no longer want or need.&lt;br /&gt;
&lt;br /&gt;
== Consumer Protection – Unfair Practices ==&lt;br /&gt;
&lt;br /&gt;
The DMCC Act updates the existing Consumer Protection from Unfair Trading Regulations 2008 (CPRs) to strengthen consumer protection in digital markets. The Act expands the list of &amp;quot;blacklisted&amp;quot; commercial practices that are always considered unfair. For example, the ban on falsely claiming that a product is available only for a limited time has been widened, reflecting a crackdown on deceptive &amp;quot;dark patterns&amp;quot; that pressure consumers into quick decisions. &lt;br /&gt;
&lt;br /&gt;
=== Examples of Unfair Practices ===&lt;br /&gt;
&lt;br /&gt;
* '''Misleading Time-Limited Offers:''' Claiming that a product is available only for a &amp;quot;limited time&amp;quot; to rush consumers into a purchase, without substantiating that claim. The wording has been amended to remove &amp;quot;very limited time,&amp;quot; widening the scope of what is considered an unfair practice.&lt;br /&gt;
&lt;br /&gt;
* '''Faking Consumer Endorsements:''' Providing false or misleading statements about consumer endorsements or reviews, or fabricating social proof to enhance a product’s credibility.&lt;br /&gt;
&lt;br /&gt;
* '''Concealing Important Information:''' Omitting or hiding critical details that consumers need to make an informed decision, such as the total price, additional costs, or subscription terms.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Bait and Switch&amp;quot; Tactics:''' Advertising a product at a low price to attract consumers, only to reveal that the product is unavailable and redirect them to a higher-priced alternative.&lt;br /&gt;
&lt;br /&gt;
* '''Aggressive Sales Tactics:''' Using harassment, coercion, or undue influence to compel consumers into making purchases they would not otherwise consider.&lt;br /&gt;
&lt;br /&gt;
* '''Unsubstantiated Claims:''' Making unverified claims about the benefits or efficacy of a product or service, particularly when scientific evidence or consumer testing is lacking.&lt;br /&gt;
&lt;br /&gt;
* '''Pre-Checked Boxes for Additional Costs:''' Automatically selecting options that add extra charges or services, which consumers must actively deselect to avoid being charged.&lt;br /&gt;
&lt;br /&gt;
The Act allows the Government to add new unfair practices through secondary legislation, ensuring consumer laws can quickly adapt to market changes. This dynamic approach aims to protect consumers against emerging unfair practices in digital environments without the need for proof of harm.&lt;br /&gt;
&lt;br /&gt;
== Pro-Competition Interventions ==&lt;br /&gt;
&lt;br /&gt;
The DMCC Act introduces new powers for the Competition and Markets Authority (CMA) to implement Pro-Competition Interventions (PCIs). These interventions are aimed at companies with &amp;quot;Strategic Market Status&amp;quot; (SMS) that have significant market power, particularly in digital markets.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Market Status (SMS) ===&lt;br /&gt;
&lt;br /&gt;
Strategic Market Status (SMS) is a designation given to companies that hold a particularly powerful position in one or more digital markets. To qualify for SMS, a firm must have:&lt;br /&gt;
&lt;br /&gt;
* '''Substantial Market Power:''' The company has significant control over a market segment, such as digital platforms, marketplaces, or app ecosystems, where its actions could significantly impact competitors or consumer choice.&lt;br /&gt;
&lt;br /&gt;
* '''Entrenched Position:''' The firm's market dominance is long-standing and unlikely to be disrupted by normal market forces. This typically includes large tech companies with vast user bases, established ecosystems, or substantial data advantages.&lt;br /&gt;
&lt;br /&gt;
Companies designated with SMS are subject to stricter regulatory oversight under the DMCC Act because their dominant position can potentially lead to unfair market practices such as stifling competition, self-preferencing, or imposing unfair terms on smaller competitors.&lt;br /&gt;
&lt;br /&gt;
=== Key Points of Pro-Competition Interventions ===&lt;br /&gt;
&lt;br /&gt;
* '''Behavioural Remedies:''' The CMA can require SMS firms to change their practices to prevent anti-competitive behaviour. This may include ensuring data portability (allowing users to move data between platforms) and interoperability (ensuring compatibility between different services or platforms). For the video games industry, this could mean enabling cross-platform play or transferring digital assets across platforms, fostering more competition.&lt;br /&gt;
&lt;br /&gt;
* '''Structural Remedies:''' The CMA may impose structural changes, such as requiring a company to separate certain business operations or limiting its ownership stakes in other companies to prevent anti-competitive consolidation. This could impact mergers, acquisitions, or business integrations involving major video game companies and tech giants.&lt;br /&gt;
&lt;br /&gt;
== Implementation ==&lt;br /&gt;
&lt;br /&gt;
In September 2024, the Government, through a ministerial statement by Justin Madders, outlined its implementation strategy. The statement confirmed that Parts 1, 2, and 5 of the Act will be implemented via secondary legislation, which is set to be laid before Parliament in Autumn 2024. This secondary legislation will provide the detailed rules and regulations necessary to operationalise the Act's provisions.&lt;br /&gt;
&lt;br /&gt;
* '''Part 1: Pro-Competition Regime for Digital Markets:''' Part 1 introduces a framework to enhance competition in digital markets, specifically targeting major tech firms with Strategic Market Status (SMS). The Government plans to commence this part in December 2024 or January 2025, with initial SMS investigations by the CMA expected shortly thereafter. This part will empower the CMA to take proactive steps to address anti-competitive behaviours among the largest digital firms.&lt;br /&gt;
&lt;br /&gt;
* '''Part 2: Enhancements to the Competition Regime:''' Part 2 of the Act strengthens the CMA’s ability to address anti-competitive conduct across the economy, focusing on sectors where the potential for consumer harm is greatest. These enhancements are aligned with the implementation of Part 1 and are also scheduled to commence in December 2024 or January 2025. This synchronised rollout will provide a comprehensive approach to updating the UK’s competition laws.&lt;br /&gt;
&lt;br /&gt;
* '''Parts 3 and 4: Consumer Protection and New Consumer Rights:''' Parts 3 and 4 aim to bolster consumer protections and enforcement, addressing issues like fake reviews and drip pricing:&lt;br /&gt;
  * Part 3 (Consumer Enforcement) and Part 4, Chapter 1 (Unfair Trading) are slated to begin in April 2025, introducing new CMA direct enforcement powers and updating existing regulations on unfair trading.&lt;br /&gt;
  * Additional consumer protection rules, including those for savings schemes, will follow, with the targeted start date of April 2025. Comprehensive reforms concerning subscription contracts are expected later, with an implementation date no earlier than Spring 2026, reflecting the need for thorough consultation and detailed preparation to support these changes.&lt;br /&gt;
&lt;br /&gt;
* '''Part 5: Miscellaneous Measures:''' Part 5 includes various provisions, such as new powers for the CMA to gather information, collaborate with international regulators, and monitor competition in specific sectors. These measures are set to begin alongside Parts 1 and 2 in December 2024 or January 2025.&lt;br /&gt;
&lt;br /&gt;
Commencement orders will be issued at least 28 days prior to the respective implementation dates, providing time for those affected to prepare for the changes.&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2271</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2271"/>
		<updated>2024-09-17T14:39:16Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== UK Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Video Games Market]]'''&lt;br /&gt;
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]&lt;br /&gt;
**[[UK Games Charts]]&lt;br /&gt;
*'''UK Industry'''&lt;br /&gt;
**[[Job market and economic contribution]]&lt;br /&gt;
***[[Video Game Tax Relief (VGTR)]]&lt;br /&gt;
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]&lt;br /&gt;
***[[Regional Economic Impacts of the UK Games Industry]]&lt;br /&gt;
**[[Geography of the UK industry]]&lt;br /&gt;
**[[UK Investment]]&lt;br /&gt;
**[[UK Crowdfunding]]&lt;br /&gt;
**[[UK Games Fund]]&lt;br /&gt;
**[[Exports and Imports]]&lt;br /&gt;
**[[Qualified workforce]]&lt;br /&gt;
**[[Video Game Technology Spillover]]&lt;br /&gt;
*[[PEGI Age Ratings]]&lt;br /&gt;
*[[Notable Dates in UK Games Industry History]]&lt;br /&gt;
**[[UK Honours in the Games Industry]]&lt;br /&gt;
*'''UK Laws and Regulations'''&lt;br /&gt;
**[[Digital Markets, Competition and Consumers Act 2024]]&lt;br /&gt;
&lt;br /&gt;
*[[Stats About Ukie]]&lt;br /&gt;
&lt;br /&gt;
== Global Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Acquisition and Investment]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Game video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
**[[Global Game Sales]]&lt;br /&gt;
&lt;br /&gt;
*[[Global Games Development Incentives]]&lt;br /&gt;
&lt;br /&gt;
== Demographics &amp;amp; Diversity ==&lt;br /&gt;
&lt;br /&gt;
*[[Industry Diversity]]&lt;br /&gt;
**[[UK Games Industry Census 2020]]&lt;br /&gt;
**[[Games Industry Careers &amp;amp; Salary Reports]]&lt;br /&gt;
*[[Player Diversity &amp;amp; Demographics]]&lt;br /&gt;
**[[GameTrack Quarterly Digests]]&lt;br /&gt;
*[[Diversity &amp;amp; Inclusion Initiatives &amp;amp; Resources]]&lt;br /&gt;
*[[Inappropriate behaviour and misconduct in the workplace resources]]&lt;br /&gt;
&lt;br /&gt;
== Education &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Digital Schoolhouse]]&lt;br /&gt;
*[[Computing Education Research and Resources]]&lt;br /&gt;
*[[Age Ratings &amp;amp; Parental Controls]]&lt;br /&gt;
*[[Game-related Teaching &amp;amp; Homeschooling Resources]]&lt;br /&gt;
*[[Careers in the Games Industry]]&lt;br /&gt;
&lt;br /&gt;
== International Markets ==&lt;br /&gt;
&lt;br /&gt;
*[[North America]]&lt;br /&gt;
**[[North_America#USA|USA]]&lt;br /&gt;
**[[North_America#Canda|Canada]]&lt;br /&gt;
*[[Latin America]]&lt;br /&gt;
*[[Europe]]&lt;br /&gt;
**[[Europe#France|France]]&lt;br /&gt;
**[[Europe#Germany|Germany]]&lt;br /&gt;
**[[Europe#Italy|Italy]]&lt;br /&gt;
**[[Europe#Poland|Poland]]&lt;br /&gt;
**[[Europe#Serbia|Serbia]]&lt;br /&gt;
**[[Europe#Spain|Spain]]&lt;br /&gt;
**[[Europe#Sweden|Sweden]]&lt;br /&gt;
**[[Europe#Turkey|Turkey]]&lt;br /&gt;
**[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
*[[Asia]]&lt;br /&gt;
**[[Asia#China|China]]&lt;br /&gt;
**[[Asia#India|India]]&lt;br /&gt;
**[[Asia#Japan|Japan]]&lt;br /&gt;
**[[Asia#South Korea|South Korea]]&lt;br /&gt;
**[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
*[[Australia]]&lt;br /&gt;
&lt;br /&gt;
== Other Helpful Resources ==&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Data Providers|Industry Data Providers]]&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Media &amp;amp; News Outlets|Industry Media &amp;amp; News Outlets]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK and International Trade Associations|UK and International Trade Associations]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK Game Development Meetups &amp;amp; Groups|UK Game Development Meetups &amp;amp; Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Glossary of Games Terminology]]&lt;br /&gt;
&lt;br /&gt;
*[[Indie Developer Resources]]&lt;br /&gt;
&lt;br /&gt;
*[[Accessibility]]&lt;br /&gt;
&lt;br /&gt;
*[[Remote Working Resources]]&lt;br /&gt;
&lt;br /&gt;
*[[Video Game Music]]&lt;br /&gt;
&lt;br /&gt;
*[[Cybersecurity Resources]]&lt;br /&gt;
&lt;br /&gt;
== COVID-19 ==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia hosts a range of games industry relevant resources, support and other content in relation to the Coronavirus outbreak. We will endeavour to keep these as up to date as possible, but please continue to refer to official sources for the latest information.&lt;br /&gt;
&lt;br /&gt;
*[[Coronavirus Resources]]&lt;br /&gt;
&lt;br /&gt;
== About This Wiki &amp;amp; How To Get Involved==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia is maintained and moderated by the Ukie team.&lt;br /&gt;
&lt;br /&gt;
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form], or contact [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2270</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2270"/>
		<updated>2024-09-17T14:38:54Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== UK Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Video Games Market]]'''&lt;br /&gt;
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]&lt;br /&gt;
**[[UK Games Charts]]&lt;br /&gt;
*'''UK Industry'''&lt;br /&gt;
**[[Job market and economic contribution]]&lt;br /&gt;
***[[Video Game Tax Relief (VGTR)]]&lt;br /&gt;
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]&lt;br /&gt;
***[[Regional Economic Impacts of the UK Games Industry]]&lt;br /&gt;
**[[Geography of the UK industry]]&lt;br /&gt;
**[[UK Investment]]&lt;br /&gt;
**[[UK Crowdfunding]]&lt;br /&gt;
**[[UK Games Fund]]&lt;br /&gt;
**[[Exports and Imports]]&lt;br /&gt;
**[[Qualified workforce]]&lt;br /&gt;
**[[Video Game Technology Spillover]]&lt;br /&gt;
*[[PEGI Age Ratings]]&lt;br /&gt;
*[[Notable Dates in UK Games Industry History]]&lt;br /&gt;
**[[UK Honours in the Games Industry]]&lt;br /&gt;
**'''UK Laws and Regulations'''&lt;br /&gt;
***[[Digital Markets, Competition and Consumers Act 2024]]&lt;br /&gt;
&lt;br /&gt;
*[[Stats About Ukie]]&lt;br /&gt;
&lt;br /&gt;
== Global Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Acquisition and Investment]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Game video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
**[[Global Game Sales]]&lt;br /&gt;
&lt;br /&gt;
*[[Global Games Development Incentives]]&lt;br /&gt;
&lt;br /&gt;
== Demographics &amp;amp; Diversity ==&lt;br /&gt;
&lt;br /&gt;
*[[Industry Diversity]]&lt;br /&gt;
**[[UK Games Industry Census 2020]]&lt;br /&gt;
**[[Games Industry Careers &amp;amp; Salary Reports]]&lt;br /&gt;
*[[Player Diversity &amp;amp; Demographics]]&lt;br /&gt;
**[[GameTrack Quarterly Digests]]&lt;br /&gt;
*[[Diversity &amp;amp; Inclusion Initiatives &amp;amp; Resources]]&lt;br /&gt;
*[[Inappropriate behaviour and misconduct in the workplace resources]]&lt;br /&gt;
&lt;br /&gt;
== Education &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Digital Schoolhouse]]&lt;br /&gt;
*[[Computing Education Research and Resources]]&lt;br /&gt;
*[[Age Ratings &amp;amp; Parental Controls]]&lt;br /&gt;
*[[Game-related Teaching &amp;amp; Homeschooling Resources]]&lt;br /&gt;
*[[Careers in the Games Industry]]&lt;br /&gt;
&lt;br /&gt;
== International Markets ==&lt;br /&gt;
&lt;br /&gt;
*[[North America]]&lt;br /&gt;
**[[North_America#USA|USA]]&lt;br /&gt;
**[[North_America#Canda|Canada]]&lt;br /&gt;
*[[Latin America]]&lt;br /&gt;
*[[Europe]]&lt;br /&gt;
**[[Europe#France|France]]&lt;br /&gt;
**[[Europe#Germany|Germany]]&lt;br /&gt;
**[[Europe#Italy|Italy]]&lt;br /&gt;
**[[Europe#Poland|Poland]]&lt;br /&gt;
**[[Europe#Serbia|Serbia]]&lt;br /&gt;
**[[Europe#Spain|Spain]]&lt;br /&gt;
**[[Europe#Sweden|Sweden]]&lt;br /&gt;
**[[Europe#Turkey|Turkey]]&lt;br /&gt;
**[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
*[[Asia]]&lt;br /&gt;
**[[Asia#China|China]]&lt;br /&gt;
**[[Asia#India|India]]&lt;br /&gt;
**[[Asia#Japan|Japan]]&lt;br /&gt;
**[[Asia#South Korea|South Korea]]&lt;br /&gt;
**[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
*[[Australia]]&lt;br /&gt;
&lt;br /&gt;
== Other Helpful Resources ==&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Data Providers|Industry Data Providers]]&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Media &amp;amp; News Outlets|Industry Media &amp;amp; News Outlets]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK and International Trade Associations|UK and International Trade Associations]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK Game Development Meetups &amp;amp; Groups|UK Game Development Meetups &amp;amp; Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Glossary of Games Terminology]]&lt;br /&gt;
&lt;br /&gt;
*[[Indie Developer Resources]]&lt;br /&gt;
&lt;br /&gt;
*[[Accessibility]]&lt;br /&gt;
&lt;br /&gt;
*[[Remote Working Resources]]&lt;br /&gt;
&lt;br /&gt;
*[[Video Game Music]]&lt;br /&gt;
&lt;br /&gt;
*[[Cybersecurity Resources]]&lt;br /&gt;
&lt;br /&gt;
== COVID-19 ==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia hosts a range of games industry relevant resources, support and other content in relation to the Coronavirus outbreak. We will endeavour to keep these as up to date as possible, but please continue to refer to official sources for the latest information.&lt;br /&gt;
&lt;br /&gt;
*[[Coronavirus Resources]]&lt;br /&gt;
&lt;br /&gt;
== About This Wiki &amp;amp; How To Get Involved==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia is maintained and moderated by the Ukie team.&lt;br /&gt;
&lt;br /&gt;
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form], or contact [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2269</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2269"/>
		<updated>2024-09-17T14:38:14Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: /* UK Industry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== UK Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Video Games Market]]'''&lt;br /&gt;
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]&lt;br /&gt;
**[[UK Games Charts]]&lt;br /&gt;
*'''UK Industry'''&lt;br /&gt;
**[[Job market and economic contribution]]&lt;br /&gt;
***[[Video Game Tax Relief (VGTR)]]&lt;br /&gt;
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]&lt;br /&gt;
***[[Regional Economic Impacts of the UK Games Industry]]&lt;br /&gt;
**[[Geography of the UK industry]]&lt;br /&gt;
**[[UK Investment]]&lt;br /&gt;
**[[UK Crowdfunding]]&lt;br /&gt;
**[[UK Games Fund]]&lt;br /&gt;
**[[Exports and Imports]]&lt;br /&gt;
**[[Qualified workforce]]&lt;br /&gt;
**[[Video Game Technology Spillover]]&lt;br /&gt;
**'''UK Laws and Regulations'''&lt;br /&gt;
**[[Digital Markets, Competition and Consumers Act 2024]]&lt;br /&gt;
*[[PEGI Age Ratings]]&lt;br /&gt;
*[[Notable Dates in UK Games Industry History]]&lt;br /&gt;
**[[UK Honours in the Games Industry]]&lt;br /&gt;
&lt;br /&gt;
*[[Stats About Ukie]]&lt;br /&gt;
&lt;br /&gt;
== Global Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Acquisition and Investment]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Game video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
**[[Global Game Sales]]&lt;br /&gt;
&lt;br /&gt;
*[[Global Games Development Incentives]]&lt;br /&gt;
&lt;br /&gt;
== Demographics &amp;amp; Diversity ==&lt;br /&gt;
&lt;br /&gt;
*[[Industry Diversity]]&lt;br /&gt;
**[[UK Games Industry Census 2020]]&lt;br /&gt;
**[[Games Industry Careers &amp;amp; Salary Reports]]&lt;br /&gt;
*[[Player Diversity &amp;amp; Demographics]]&lt;br /&gt;
**[[GameTrack Quarterly Digests]]&lt;br /&gt;
*[[Diversity &amp;amp; Inclusion Initiatives &amp;amp; Resources]]&lt;br /&gt;
*[[Inappropriate behaviour and misconduct in the workplace resources]]&lt;br /&gt;
&lt;br /&gt;
== Education &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Digital Schoolhouse]]&lt;br /&gt;
*[[Computing Education Research and Resources]]&lt;br /&gt;
*[[Age Ratings &amp;amp; Parental Controls]]&lt;br /&gt;
*[[Game-related Teaching &amp;amp; Homeschooling Resources]]&lt;br /&gt;
*[[Careers in the Games Industry]]&lt;br /&gt;
&lt;br /&gt;
== International Markets ==&lt;br /&gt;
&lt;br /&gt;
*[[North America]]&lt;br /&gt;
**[[North_America#USA|USA]]&lt;br /&gt;
**[[North_America#Canda|Canada]]&lt;br /&gt;
*[[Latin America]]&lt;br /&gt;
*[[Europe]]&lt;br /&gt;
**[[Europe#France|France]]&lt;br /&gt;
**[[Europe#Germany|Germany]]&lt;br /&gt;
**[[Europe#Italy|Italy]]&lt;br /&gt;
**[[Europe#Poland|Poland]]&lt;br /&gt;
**[[Europe#Serbia|Serbia]]&lt;br /&gt;
**[[Europe#Spain|Spain]]&lt;br /&gt;
**[[Europe#Sweden|Sweden]]&lt;br /&gt;
**[[Europe#Turkey|Turkey]]&lt;br /&gt;
**[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
*[[Asia]]&lt;br /&gt;
**[[Asia#China|China]]&lt;br /&gt;
**[[Asia#India|India]]&lt;br /&gt;
**[[Asia#Japan|Japan]]&lt;br /&gt;
**[[Asia#South Korea|South Korea]]&lt;br /&gt;
**[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
*[[Australia]]&lt;br /&gt;
&lt;br /&gt;
== Other Helpful Resources ==&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Data Providers|Industry Data Providers]]&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Media &amp;amp; News Outlets|Industry Media &amp;amp; News Outlets]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK and International Trade Associations|UK and International Trade Associations]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK Game Development Meetups &amp;amp; Groups|UK Game Development Meetups &amp;amp; Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Glossary of Games Terminology]]&lt;br /&gt;
&lt;br /&gt;
*[[Indie Developer Resources]]&lt;br /&gt;
&lt;br /&gt;
*[[Accessibility]]&lt;br /&gt;
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*[[Remote Working Resources]]&lt;br /&gt;
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*[[Video Game Music]]&lt;br /&gt;
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*[[Cybersecurity Resources]]&lt;br /&gt;
&lt;br /&gt;
== COVID-19 ==&lt;br /&gt;
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Ukiepedia hosts a range of games industry relevant resources, support and other content in relation to the Coronavirus outbreak. We will endeavour to keep these as up to date as possible, but please continue to refer to official sources for the latest information.&lt;br /&gt;
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*[[Coronavirus Resources]]&lt;br /&gt;
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== About This Wiki &amp;amp; How To Get Involved==&lt;br /&gt;
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		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2268</id>
		<title>Video Game Technology Spillover</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2268"/>
		<updated>2024-08-14T17:08:11Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: &lt;/p&gt;
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&lt;div&gt;[[File:Game Spillover front cover.jpg|thumb|border|400px|Ukie and FTI 2023 Economic Impacts of Video Game Technology Spillover report]]&lt;br /&gt;
&lt;br /&gt;
In 2023, Ukie and FTI Consulting [https://ukie.org.uk/news/2023/11/spillover-technology-from-video-games-worth-1-3-billion-in-2021 published a report] that assessed the impact of video game technologies’ contribution to non-game sectors in the UK and select Nordic economies.&lt;br /&gt;
&lt;br /&gt;
The report defined ‘spillover’ technology as instances where otherwise unrelated sectors have adopted and applied innovations from game developers to enhance their products and improve their business operations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Games Spillover in the United Kingdom ==&lt;br /&gt;
&lt;br /&gt;
In 2021, the video game industry had a substantial impact on the UK economy, with technology spillovers extending far beyond the games sector. These spillovers influenced various industries, showcasing the widespread application of video game technologies such as game engines, virtual reality (VR), and augmented reality (AR).&lt;br /&gt;
&lt;br /&gt;
The economic impact of these spillovers is measured in three key areas: '''direct''', '''indirect''', and '''induced''' effects.&lt;br /&gt;
&lt;br /&gt;
* '''Direct effects''' refer to the immediate economic contributions of video game technologies, such as the jobs created directly within the industry.&lt;br /&gt;
* '''Indirect effects''' encompass the economic activity generated within the supply chain due to the demand for goods and services needed by the video game sector.&lt;br /&gt;
* '''Induced effects''' are the broader economic impacts resulting from the increased household spending by those employed in both the direct and indirect sectors.&lt;br /&gt;
&lt;br /&gt;
Together, these direct, indirect, and induced impacts significantly contributed to the UK's output and employment in 2021.&lt;br /&gt;
&lt;br /&gt;
== Key Figures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Metric !! Value&lt;br /&gt;
|-&lt;br /&gt;
| '''Employment''' || Nearly 10,000 jobs supported by video game technology spillovers in the UK.&lt;br /&gt;
|-&lt;br /&gt;
| '''Output''' || £1.3 billion in total economic output from these spillovers.&lt;br /&gt;
|-&lt;br /&gt;
| '''GDP Contribution''' || £760 million added to the UK's GDP.&lt;br /&gt;
|-&lt;br /&gt;
| '''Labour Income''' || £380 million generated in labour income.&lt;br /&gt;
|-&lt;br /&gt;
| '''Government Revenues''' || £250 million contributed to government revenues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Employment Impact===&lt;br /&gt;
&lt;br /&gt;
Video game technology spillovers supported nearly 10,000 jobs across various sectors in the UK in 2021 in the following areas:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Employment Impact of Video Game Technology Spillovers in the UK (2021)&lt;br /&gt;
|-&lt;br /&gt;
! Sector !! Jobs Supported&lt;br /&gt;
|-&lt;br /&gt;
| Information Technology || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| Business Services || 1,560&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
[[File:Game Spillover report - Employment Impact Breakdown.png|thumb|right|350px|breakdown of UK's Employment Impact]]&lt;br /&gt;
&lt;br /&gt;
| Energy Extraction || 990&lt;br /&gt;
|-&lt;br /&gt;
| Wholesale and Retail || 910&lt;br /&gt;
|-&lt;br /&gt;
| Healthcare || 450&lt;br /&gt;
|-&lt;br /&gt;
| Machinery Manufacturing || 420&lt;br /&gt;
|-&lt;br /&gt;
| Fabricated Metals || 310&lt;br /&gt;
|-&lt;br /&gt;
| Finance and Insurance || 290&lt;br /&gt;
|-&lt;br /&gt;
| Arts and Entertainment || 280&lt;br /&gt;
|-&lt;br /&gt;
| Publishing and Audiovisual || 280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Comparative Salaries ==&lt;br /&gt;
&lt;br /&gt;
The average annual salary for workers directly employed as a result of video game technology spillovers was approximately '''£42,990'''. This is about 25% higher than the average annual salary of a UK worker, which stands at £34,280.&lt;br /&gt;
&lt;br /&gt;
==Games Spillover in Nordic Countries==&lt;br /&gt;
&lt;br /&gt;
The report also looked at the impact of video games technology in Nordic Countries. These countries were Denmark, Finland, Norway, and Sweden&lt;br /&gt;
&lt;br /&gt;
===Key Figures===&lt;br /&gt;
* '''Employment''': Video game technology spillovers supported over 5,300 jobs across Denmark, Finland, Norway, and Sweden.&lt;br /&gt;
* '''Output''': The total economic output from these spillovers was approximately £1.3 billion.&lt;br /&gt;
* '''GDP Contribution''': The spillovers added around £890 million to the combined GDP of these countries.&lt;br /&gt;
* '''Labour Income''': The spillovers generated £260 million in labour income.&lt;br /&gt;
* '''Government Revenues''': The activities supported by these spillovers contributed £320 million to government revenues.&lt;br /&gt;
&lt;br /&gt;
=== Country-Specific Impact ===&lt;br /&gt;
&lt;br /&gt;
'''Denmark'''&lt;br /&gt;
* '''Output''': £190 million&lt;br /&gt;
* '''GDP Contribution''': £120 million&lt;br /&gt;
* '''Employment''': 1,100 jobs&lt;br /&gt;
* '''Labour Income''': £50 million&lt;br /&gt;
* '''Government Revenues''': £40 million&lt;br /&gt;
&lt;br /&gt;
'''Finland'''&lt;br /&gt;
* '''Output''': £130 million&lt;br /&gt;
* '''GDP Contribution''': £60 million&lt;br /&gt;
* '''Employment''': 890 jobs&lt;br /&gt;
* '''Labour Income''': £30 million&lt;br /&gt;
* '''Government Revenues''': £30 million&lt;br /&gt;
&lt;br /&gt;
'''Norway'''&lt;br /&gt;
* '''Output''': £700 million&lt;br /&gt;
* '''GDP Contribution''': £570 million&lt;br /&gt;
* '''Employment''': 1,670 jobs&lt;br /&gt;
* '''Labour Income''': £100 million&lt;br /&gt;
* '''Government Revenues''': £180 million&lt;br /&gt;
&lt;br /&gt;
'''Sweden'''&lt;br /&gt;
* '''Output''': £270 million&lt;br /&gt;
* '''GDP Contribution''': £140 million&lt;br /&gt;
* '''Employment''': 1,710 jobs&lt;br /&gt;
* '''Labour Income''': £80 million&lt;br /&gt;
* '''Government Revenues''': £70 million&lt;br /&gt;
&lt;br /&gt;
=Examples of Video Game Technology Spillovers=&lt;br /&gt;
[[File:Unreal+Engine_blog_forging-new-paths-for-filmmakers-on-the-mandalorian_Mandalorian_HUC-027199.pip-1920x1280-fdd903d31d9223ddd9fef02820ccf60b7414852f.jpg|thumb|right|350px|The set of ''The Mandalorian''. Technology from video game engines such as Unreal was used to help develop the show]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Sector !! Technology !! Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | '''Healthcare''' || '''AR Applications''' || AR assists healthcare workers in locating veins and planning surgical procedures by overlaying digital images onto the real world, improving accuracy and efficiency.&lt;br /&gt;
|-&lt;br /&gt;
| '''Haptic Technology''' || [https://fundamentalsurgery.com/platform/hapticvr/ FundamentalVR’s HapticVR] technology provides life-like surgical training using haptic gloves and controllers. This platform has been deployed by institutions like St. George’s Hospital and the Houston Methodist Institute, offering a realistic training environment for medical professionals.&lt;br /&gt;
|-&lt;br /&gt;
| '''Patient Care''' || VR technologies like [https://www.relievrx.com/ RelieVRx], developed by AppliedVR, aid in chronic pain management by employing cognitive behavioural therapy principles, significantly reducing pain for users in clinical trials.&lt;br /&gt;
|-&lt;br /&gt;
| '''Pharmaceutical Development''' || [https://c4xdiscovery.com/our-approach/#:~:text=4sight,medical%20industry%E2%80%99s%20needs. 4Sight by C4X Discovery] uses Unreal Engine to visualise molecular data in a VR space, aiding in drug discovery and development. This technology enhances scientists' ability to interact with complex data and has been instrumental in projects like the development of a COVID-19 vaccine.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | '''Wholesale and Retail''' || '''&amp;quot;Try-Before-You-Buy&amp;quot;''' || AR applications allow customers to virtually try products before purchasing, improving customer satisfaction and engagement. This technology enables users to visualise how products like furniture or clothing will look in their homes or on them before making a purchase.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''Machinery Manufacturing''' || '''Digital Designs and Simulations''' || Tools like [https://unity.com/resources/unity-for-artengine Unity’s ArtEngine] enable manufacturers to create detailed digital twins of products, providing a virtual representation of a physical object. For example, [https://store.flokk.com/uk/en-gb/products Flokk] uses these digital twins to offer customers a realistic visualisation of customisable chair components, improving the online shopping experience and reducing returns.&lt;br /&gt;
|-&lt;br /&gt;
| '''Interactive Product Visualisation''' || Companies like [https://unity.com/case-study/autoliv Autoliv] use game engines to create interactive 3D views of automotive safety parts, allowing customers to explore products in detail from multiple angles.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''Publishing and Audiovisual''' || '''Visual Effects''' || Game engines are instrumental in enhancing the production of visual effects (VFX) for television and film. For example, the cinematographer of Disney+’s ''The Mandalorian'' praised game engines for their ability to speed up the production process and improve the final product. By providing real-time views of the finished VFX, these engines reduce the need for physical props and on-location shooting, enabling more sustainable and cost-effective productions.&lt;br /&gt;
|-&lt;br /&gt;
| '''Virtual Production''' || Virtual production refers to the use of game engines to create dynamic, photo-real digital landscapes that can be displayed in real-time during filming. This technology allows filmmakers to see and interact with visual effects directly in-camera, rather than adding them in post-production. Studios like [https://www.ilm.com/ilmxlab-epic-games-team-showcase-vr-visual-development/ Industrial Light &amp;amp; Magic] and [https://www.screendaily.com/news/film-soho-to-launch-virtual-production-studio-in-central-london-exclusive/5170458.article Film Soho] are leading the way in this field, using game engines to enhance the production of films and TV shows such as &amp;quot;Thor: Love and Thunder&amp;quot; and &amp;quot;Rogue One: A Star Wars Story&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''Aerospace and Marine''' || '''VR Training''' || Companies like [https://youtu.be/B3p_SEJwhJ4?si=F4waOLY3rbgGTXmk Neptune Energy] use VR applications for offshore worker training, allowing them to interact with realistic 3D models of platforms from onshore. This reduces the need for travel, lowers costs, and enhances safety.&lt;br /&gt;
|-&lt;br /&gt;
| '''Digital Twins''' || [https://www.equinor.com/energy/digital-twin Equinor] employs digital twin solutions to navigate installations and collaborate in real-time, improving project development and operational efficiency. By using these digital replicas, Equinor can better manage complex projects, predict potential issues, and streamline operations across their installations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Methodology=&lt;br /&gt;
The analysis was conducted using the IMPLAN model, an input-output (IO) model that provides a detailed understanding of how changes in one part of the economy affect the broader economic landscape.&lt;br /&gt;
&lt;br /&gt;
FTI Consulting used the IMPLAN model to measure five key economic metrics across the UK, Denmark, Finland, Norway, and Sweden:&lt;br /&gt;
&lt;br /&gt;
* '''Employment''': The number of jobs supported by video game technology spillovers.&lt;br /&gt;
* '''Output''': The total revenue generated by businesses associated with video game technology.&lt;br /&gt;
* '''GDP''': The total income related to production activities supported by video game technology.&lt;br /&gt;
* '''Labour Income''': The household income generated through employment in sectors impacted by video game technology.&lt;br /&gt;
* '''Government Revenues''': The tax revenues generated for all levels of government due to increased economic activity driven by video game technology spillovers.&lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2024-08-14 180439.png|thumb|right|350px|The IMPLAN flowchart used to calculate the spillover of video game technology]]&lt;br /&gt;
&lt;br /&gt;
The IMPLAN model tracks the direct impacts of video game technology—such as jobs and revenues within the industry—and also accounts for indirect and induced effects. Indirect effects include the economic activities in the supply chain triggered by the industry, while induced effects capture the broader economic activities supported by the wages of employees in both the direct and indirect sectors.&lt;br /&gt;
&lt;br /&gt;
To adapt the IMPLAN model for the UK and Nordic economies, FTI Consulting used detailed data from the US as a proxy, mapping these results onto European countries using the European IMPLAN models. This approach ensured that the spillover effects of video game technology were accurately reflected in the economic analyses.&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=File:Screenshot_2024-08-14_180439.png&amp;diff=2267</id>
		<title>File:Screenshot 2024-08-14 180439.png</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=File:Screenshot_2024-08-14_180439.png&amp;diff=2267"/>
		<updated>2024-08-14T17:05:06Z</updated>

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		<id>https://ukiepedia.ukie.org.uk/index.php?title=File:Game_Spillover_report_-_Employment_Impact_Breakdown.png&amp;diff=2266</id>
		<title>File:Game Spillover report - Employment Impact Breakdown.png</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=File:Game_Spillover_report_-_Employment_Impact_Breakdown.png&amp;diff=2266"/>
		<updated>2024-08-14T16:57:55Z</updated>

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	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2265</id>
		<title>Video Game Technology Spillover</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2265"/>
		<updated>2024-08-14T16:49:40Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: &lt;/p&gt;
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&lt;div&gt;[[File:Game Spillover front cover.jpg|thumb|border|400px|Ukie and FTI 2023 Economic Impacts of Video Game Technology Spillover report]]&lt;br /&gt;
&lt;br /&gt;
In 2023, Ukie and FTI Consulting [https://ukie.org.uk/news/2023/11/spillover-technology-from-video-games-worth-1-3-billion-in-2021 published a report] that assessed the impact of video game technologies’ contribution to non-game sectors in the UK and select Nordic economies.&lt;br /&gt;
&lt;br /&gt;
The report defined ‘spillover’ technology as instances where otherwise unrelated sectors have adopted and applied innovations from game developers to enhance their products and improve their business operations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Games Spillover in the United Kingdom ==&lt;br /&gt;
&lt;br /&gt;
In 2021, the video game industry had a substantial impact on the UK economy, with technology spillovers extending far beyond the games sector. These spillovers influenced various industries, showcasing the widespread application of video game technologies such as game engines, virtual reality (VR), and augmented reality (AR).&lt;br /&gt;
&lt;br /&gt;
The economic impact of these spillovers is measured in three key areas: '''direct''', '''indirect''', and '''induced''' effects.&lt;br /&gt;
&lt;br /&gt;
* '''Direct effects''' refer to the immediate economic contributions of video game technologies, such as the jobs created directly within the industry.&lt;br /&gt;
* '''Indirect effects''' encompass the economic activity generated within the supply chain due to the demand for goods and services needed by the video game sector.&lt;br /&gt;
* '''Induced effects''' are the broader economic impacts resulting from the increased household spending by those employed in both the direct and indirect sectors.&lt;br /&gt;
&lt;br /&gt;
Together, these direct, indirect, and induced impacts significantly contributed to the UK's output and employment in 2021.&lt;br /&gt;
&lt;br /&gt;
== Key Figures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Metric !! Value&lt;br /&gt;
|-&lt;br /&gt;
| '''Employment''' || Nearly 10,000 jobs supported by video game technology spillovers in the UK.&lt;br /&gt;
|-&lt;br /&gt;
| '''Output''' || £1.3 billion in total economic output from these spillovers.&lt;br /&gt;
|-&lt;br /&gt;
| '''GDP Contribution''' || £760 million added to the UK's GDP.&lt;br /&gt;
|-&lt;br /&gt;
| '''Labour Income''' || £380 million generated in labour income.&lt;br /&gt;
|-&lt;br /&gt;
| '''Government Revenues''' || £250 million contributed to government revenues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Employment Impact===&lt;br /&gt;
&lt;br /&gt;
Video game technology spillovers supported nearly 10,000 jobs across various sectors in the UK in 2021 in the following areas:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Employment Impact of Video Game Technology Spillovers in the UK (2021)&lt;br /&gt;
|-&lt;br /&gt;
! Sector !! Jobs Supported&lt;br /&gt;
|-&lt;br /&gt;
| Information Technology || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| Business Services || 1,560&lt;br /&gt;
|-&lt;br /&gt;
| Energy Extraction || 990&lt;br /&gt;
|-&lt;br /&gt;
| Wholesale and Retail || 910&lt;br /&gt;
|-&lt;br /&gt;
| Healthcare || 450&lt;br /&gt;
|-&lt;br /&gt;
| Machinery Manufacturing || 420&lt;br /&gt;
|-&lt;br /&gt;
| Fabricated Metals || 310&lt;br /&gt;
|-&lt;br /&gt;
| Finance and Insurance || 290&lt;br /&gt;
|-&lt;br /&gt;
| Arts and Entertainment || 280&lt;br /&gt;
|-&lt;br /&gt;
| Publishing and Audiovisual || 280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Comparative Salaries ==&lt;br /&gt;
&lt;br /&gt;
The average annual salary for workers directly employed as a result of video game technology spillovers was approximately '''£42,990'''. This is about 25% higher than the average annual salary of a UK worker, which stands at £34,280.&lt;br /&gt;
&lt;br /&gt;
==Games Spillover in Nordic Countries==&lt;br /&gt;
&lt;br /&gt;
The report also looked at the impact of video games technology in Nordic Countries. These countries were Denmark, Finland, Norway, and Sweden&lt;br /&gt;
&lt;br /&gt;
===Key Figures===&lt;br /&gt;
* '''Employment''': Video game technology spillovers supported over 5,300 jobs across Denmark, Finland, Norway, and Sweden.&lt;br /&gt;
* '''Output''': The total economic output from these spillovers was approximately £1.3 billion.&lt;br /&gt;
* '''GDP Contribution''': The spillovers added around £890 million to the combined GDP of these countries.&lt;br /&gt;
* '''Labour Income''': The spillovers generated £260 million in labour income.&lt;br /&gt;
* '''Government Revenues''': The activities supported by these spillovers contributed £320 million to government revenues.&lt;br /&gt;
&lt;br /&gt;
=== Country-Specific Impact ===&lt;br /&gt;
&lt;br /&gt;
'''Denmark'''&lt;br /&gt;
* '''Output''': £190 million&lt;br /&gt;
* '''GDP Contribution''': £120 million&lt;br /&gt;
* '''Employment''': 1,100 jobs&lt;br /&gt;
* '''Labour Income''': £50 million&lt;br /&gt;
* '''Government Revenues''': £40 million&lt;br /&gt;
&lt;br /&gt;
'''Finland'''&lt;br /&gt;
* '''Output''': £130 million&lt;br /&gt;
* '''GDP Contribution''': £60 million&lt;br /&gt;
* '''Employment''': 890 jobs&lt;br /&gt;
* '''Labour Income''': £30 million&lt;br /&gt;
* '''Government Revenues''': £30 million&lt;br /&gt;
&lt;br /&gt;
'''Norway'''&lt;br /&gt;
* '''Output''': £700 million&lt;br /&gt;
* '''GDP Contribution''': £570 million&lt;br /&gt;
* '''Employment''': 1,670 jobs&lt;br /&gt;
* '''Labour Income''': £100 million&lt;br /&gt;
* '''Government Revenues''': £180 million&lt;br /&gt;
&lt;br /&gt;
'''Sweden'''&lt;br /&gt;
* '''Output''': £270 million&lt;br /&gt;
* '''GDP Contribution''': £140 million&lt;br /&gt;
* '''Employment''': 1,710 jobs&lt;br /&gt;
* '''Labour Income''': £80 million&lt;br /&gt;
* '''Government Revenues''': £70 million&lt;br /&gt;
&lt;br /&gt;
=Examples of Video Game Technology Spillovers=&lt;br /&gt;
[[File:Unreal+Engine_blog_forging-new-paths-for-filmmakers-on-the-mandalorian_Mandalorian_HUC-027199.pip-1920x1280-fdd903d31d9223ddd9fef02820ccf60b7414852f.jpg|thumb|right|350px|The set of ''The Mandalorian''. Technology from video game engines such as Unreal was used to help develop the show]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Sector !! Technology !! Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | '''Healthcare''' || '''AR Applications''' || AR assists healthcare workers in locating veins and planning surgical procedures by overlaying digital images onto the real world, improving accuracy and efficiency.&lt;br /&gt;
|-&lt;br /&gt;
| '''Haptic Technology''' || [https://fundamentalsurgery.com/platform/hapticvr/ FundamentalVR’s HapticVR] technology provides life-like surgical training using haptic gloves and controllers. This platform has been deployed by institutions like St. George’s Hospital and the Houston Methodist Institute, offering a realistic training environment for medical professionals.&lt;br /&gt;
|-&lt;br /&gt;
| '''Patient Care''' || VR technologies like [https://www.relievrx.com/ RelieVRx], developed by AppliedVR, aid in chronic pain management by employing cognitive behavioural therapy principles, significantly reducing pain for users in clinical trials.&lt;br /&gt;
|-&lt;br /&gt;
| '''Pharmaceutical Development''' || [https://c4xdiscovery.com/our-approach/#:~:text=4sight,medical%20industry%E2%80%99s%20needs. 4Sight by C4X Discovery] uses Unreal Engine to visualise molecular data in a VR space, aiding in drug discovery and development. This technology enhances scientists' ability to interact with complex data and has been instrumental in projects like the development of a COVID-19 vaccine.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | '''Wholesale and Retail''' || '''&amp;quot;Try-Before-You-Buy&amp;quot;''' || AR applications allow customers to virtually try products before purchasing, improving customer satisfaction and engagement. This technology enables users to visualise how products like furniture or clothing will look in their homes or on them before making a purchase.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''Machinery Manufacturing''' || '''Digital Designs and Simulations''' || Tools like [https://unity.com/resources/unity-for-artengine Unity’s ArtEngine] enable manufacturers to create detailed digital twins of products, providing a virtual representation of a physical object. For example, [https://store.flokk.com/uk/en-gb/products Flokk] uses these digital twins to offer customers a realistic visualisation of customisable chair components, improving the online shopping experience and reducing returns.&lt;br /&gt;
|-&lt;br /&gt;
| '''Interactive Product Visualisation''' || Companies like [https://unity.com/case-study/autoliv Autoliv] use game engines to create interactive 3D views of automotive safety parts, allowing customers to explore products in detail from multiple angles.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''Publishing and Audiovisual''' || '''Visual Effects''' || Game engines are instrumental in enhancing the production of visual effects (VFX) for television and film. For example, the cinematographer of Disney+’s ''The Mandalorian'' praised game engines for their ability to speed up the production process and improve the final product. By providing real-time views of the finished VFX, these engines reduce the need for physical props and on-location shooting, enabling more sustainable and cost-effective productions.&lt;br /&gt;
|-&lt;br /&gt;
| '''Virtual Production''' || Virtual production refers to the use of game engines to create dynamic, photo-real digital landscapes that can be displayed in real-time during filming. This technology allows filmmakers to see and interact with visual effects directly in-camera, rather than adding them in post-production. Studios like [https://www.ilm.com/ilmxlab-epic-games-team-showcase-vr-visual-development/ Industrial Light &amp;amp; Magic] and [https://www.screendaily.com/news/film-soho-to-launch-virtual-production-studio-in-central-london-exclusive/5170458.article Film Soho] are leading the way in this field, using game engines to enhance the production of films and TV shows such as &amp;quot;Thor: Love and Thunder&amp;quot; and &amp;quot;Rogue One: A Star Wars Story&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''Aerospace and Marine''' || '''VR Training''' || Companies like [https://youtu.be/B3p_SEJwhJ4?si=F4waOLY3rbgGTXmk Neptune Energy] use VR applications for offshore worker training, allowing them to interact with realistic 3D models of platforms from onshore. This reduces the need for travel, lowers costs, and enhances safety.&lt;br /&gt;
|-&lt;br /&gt;
| '''Digital Twins''' || [https://www.equinor.com/energy/digital-twin Equinor] employs digital twin solutions to navigate installations and collaborate in real-time, improving project development and operational efficiency. By using these digital replicas, Equinor can better manage complex projects, predict potential issues, and streamline operations across their installations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Methodology=&lt;br /&gt;
The analysis was conducted using the IMPLAN model, an input-output (IO) model that provides a detailed understanding of how changes in one part of the economy affect the broader economic landscape.&lt;br /&gt;
&lt;br /&gt;
FTI Consulting used the IMPLAN model to measure five key economic metrics across the UK, Denmark, Finland, Norway, and Sweden:&lt;br /&gt;
&lt;br /&gt;
* '''Employment''': The number of jobs supported by video game technology spillovers.&lt;br /&gt;
* '''Output''': The total revenue generated by businesses associated with video game technology.&lt;br /&gt;
* '''GDP''': The total income related to production activities supported by video game technology.&lt;br /&gt;
* '''Labour Income''': The household income generated through employment in sectors impacted by video game technology.&lt;br /&gt;
* '''Government Revenues''': The tax revenues generated for all levels of government due to increased economic activity driven by video game technology spillovers.&lt;br /&gt;
&lt;br /&gt;
The IMPLAN model tracks the direct impacts of video game technology—such as jobs and revenues within the industry—and also accounts for indirect and induced effects. Indirect effects include the economic activities in the supply chain triggered by the industry, while induced effects capture the broader economic activities supported by the wages of employees in both the direct and indirect sectors.&lt;br /&gt;
&lt;br /&gt;
To adapt the IMPLAN model for the UK and Nordic economies, FTI Consulting used detailed data from the US as a proxy, mapping these results onto European countries using the European IMPLAN models. This approach ensured that the spillover effects of video game technology were accurately reflected in the economic analyses.&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2264</id>
		<title>Video Game Technology Spillover</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2264"/>
		<updated>2024-08-14T16:48:00Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Game Spillover front cover.jpg|thumb|border|400px|Ukie and FTI 2023 Economic Impacts of Video Game Technology Spillover report]]&lt;br /&gt;
&lt;br /&gt;
In 2023, Ukie and FTI Consulting [https://ukie.org.uk/news/2023/11/spillover-technology-from-video-games-worth-1-3-billion-in-2021 published a report] that assessed the impact of video game technologies’ contribution to non-game sectors in the UK and select Nordic economies.&lt;br /&gt;
&lt;br /&gt;
The report defined ‘spillover’ technology as instances where otherwise unrelated sectors have adopted and applied innovations from game developers to enhance their products and improve their business operations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Games Spillover in the United Kingdom ==&lt;br /&gt;
&lt;br /&gt;
In 2021, the video game industry had a substantial impact on the UK economy, with technology spillovers extending far beyond the games sector. These spillovers influenced various industries, showcasing the widespread application of video game technologies such as game engines, virtual reality (VR), and augmented reality (AR).&lt;br /&gt;
&lt;br /&gt;
The economic impact of these spillovers is measured in three key areas: '''direct''', '''indirect''', and '''induced''' effects.&lt;br /&gt;
&lt;br /&gt;
* '''Direct effects''' refer to the immediate economic contributions of video game technologies, such as the jobs created directly within the industry.&lt;br /&gt;
* '''Indirect effects''' encompass the economic activity generated within the supply chain due to the demand for goods and services needed by the video game sector.&lt;br /&gt;
* '''Induced effects''' are the broader economic impacts resulting from the increased household spending by those employed in both the direct and indirect sectors.&lt;br /&gt;
&lt;br /&gt;
Together, these direct, indirect, and induced impacts significantly contributed to the UK's output and employment in 2021.&lt;br /&gt;
&lt;br /&gt;
== Key Figures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Metric !! Value&lt;br /&gt;
|-&lt;br /&gt;
| '''Employment''' || Nearly 10,000 jobs supported by video game technology spillovers in the UK.&lt;br /&gt;
|-&lt;br /&gt;
| '''Output''' || £1.3 billion in total economic output from these spillovers.&lt;br /&gt;
|-&lt;br /&gt;
| '''GDP Contribution''' || £760 million added to the UK's GDP.&lt;br /&gt;
|-&lt;br /&gt;
| '''Labour Income''' || £380 million generated in labour income.&lt;br /&gt;
|-&lt;br /&gt;
| '''Government Revenues''' || £250 million contributed to government revenues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Employment Impact===&lt;br /&gt;
&lt;br /&gt;
Video game technology spillovers supported nearly 10,000 jobs across various sectors in the UK in 2021 in the following areas:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Employment Impact of Video Game Technology Spillovers in the UK (2021)&lt;br /&gt;
|-&lt;br /&gt;
! Sector !! Jobs Supported&lt;br /&gt;
|-&lt;br /&gt;
| Information Technology || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| Business Services || 1,560&lt;br /&gt;
|-&lt;br /&gt;
| Energy Extraction || 990&lt;br /&gt;
|-&lt;br /&gt;
| Wholesale and Retail || 910&lt;br /&gt;
|-&lt;br /&gt;
| Healthcare || 450&lt;br /&gt;
|-&lt;br /&gt;
| Machinery Manufacturing || 420&lt;br /&gt;
|-&lt;br /&gt;
| Fabricated Metals || 310&lt;br /&gt;
|-&lt;br /&gt;
| Finance and Insurance || 290&lt;br /&gt;
|-&lt;br /&gt;
| Arts and Entertainment || 280&lt;br /&gt;
|-&lt;br /&gt;
| Publishing and Audiovisual || 280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Comparative Salaries ==&lt;br /&gt;
&lt;br /&gt;
The average annual salary for workers directly employed as a result of video game technology spillovers was approximately '''£42,990'''. This is about 25% higher than the average annual salary of a UK worker, which stands at £34,280.&lt;br /&gt;
&lt;br /&gt;
==Games Spillover in Nordic Countries==&lt;br /&gt;
&lt;br /&gt;
The report also looked at the impact of video games technology in Nordic Countries. These countries were Denmark, Finland, Norway, and Sweden&lt;br /&gt;
&lt;br /&gt;
===Key Figures===&lt;br /&gt;
* '''Employment''': Video game technology spillovers supported over 5,300 jobs across Denmark, Finland, Norway, and Sweden.&lt;br /&gt;
* '''Output''': The total economic output from these spillovers was approximately £1.3 billion.&lt;br /&gt;
* '''GDP Contribution''': The spillovers added around £890 million to the combined GDP of these countries.&lt;br /&gt;
* '''Labour Income''': The spillovers generated £260 million in labour income.&lt;br /&gt;
* '''Government Revenues''': The activities supported by these spillovers contributed £320 million to government revenues.&lt;br /&gt;
&lt;br /&gt;
=== Country-Specific Impact ===&lt;br /&gt;
&lt;br /&gt;
'''Denmark'''&lt;br /&gt;
* '''Output''': £190 million&lt;br /&gt;
* '''GDP Contribution''': £120 million&lt;br /&gt;
* '''Employment''': 1,100 jobs&lt;br /&gt;
* '''Labour Income''': £50 million&lt;br /&gt;
* '''Government Revenues''': £40 million&lt;br /&gt;
&lt;br /&gt;
'''Finland'''&lt;br /&gt;
* '''Output''': £130 million&lt;br /&gt;
* '''GDP Contribution''': £60 million&lt;br /&gt;
* '''Employment''': 890 jobs&lt;br /&gt;
* '''Labour Income''': £30 million&lt;br /&gt;
* '''Government Revenues''': £30 million&lt;br /&gt;
&lt;br /&gt;
'''Norway'''&lt;br /&gt;
* '''Output''': £700 million&lt;br /&gt;
* '''GDP Contribution''': £570 million&lt;br /&gt;
* '''Employment''': 1,670 jobs&lt;br /&gt;
* '''Labour Income''': £100 million&lt;br /&gt;
* '''Government Revenues''': £180 million&lt;br /&gt;
&lt;br /&gt;
'''Sweden'''&lt;br /&gt;
* '''Output''': £270 million&lt;br /&gt;
* '''GDP Contribution''': £140 million&lt;br /&gt;
* '''Employment''': 1,710 jobs&lt;br /&gt;
* '''Labour Income''': £80 million&lt;br /&gt;
* '''Government Revenues''': £70 million&lt;br /&gt;
&lt;br /&gt;
=Examples of Video Game Technology Spillovers=&lt;br /&gt;
[[File:Unreal+Engine_blog_forging-new-paths-for-filmmakers-on-the-mandalorian_Mandalorian_HUC-027199.pip-1920x1280-fdd903d31d9223ddd9fef02820ccf60b7414852f.jpg|thumb|right|350px|The set of ''The Mandalorian''. Technology from video game engines such as Unreal was used to help develop the show]]&lt;br /&gt;
&lt;br /&gt;
=Examples of Video Game Technology Spillovers=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Sector !! Technology !! Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | '''Healthcare''' || '''AR Applications''' || AR assists healthcare workers in locating veins and planning surgical procedures by overlaying digital images onto the real world, improving accuracy and efficiency.&lt;br /&gt;
|-&lt;br /&gt;
| '''Haptic Technology''' || [https://fundamentalsurgery.com/platform/hapticvr/ FundamentalVR’s HapticVR] technology provides life-like surgical training using haptic gloves and controllers. This platform has been deployed by institutions like St. George’s Hospital and the Houston Methodist Institute, offering a realistic training environment for medical professionals.&lt;br /&gt;
|-&lt;br /&gt;
| '''Patient Care''' || VR technologies like [https://www.relievrx.com/ RelieVRx], developed by AppliedVR, aid in chronic pain management by employing cognitive behavioural therapy principles, significantly reducing pain for users in clinical trials.&lt;br /&gt;
|-&lt;br /&gt;
| '''Pharmaceutical Development''' || [https://c4xdiscovery.com/our-approach/#:~:text=4sight,medical%20industry%E2%80%99s%20needs. 4Sight by C4X Discovery] uses Unreal Engine to visualise molecular data in a VR space, aiding in drug discovery and development. This technology enhances scientists' ability to interact with complex data and has been instrumental in projects like the development of a COVID-19 vaccine.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | '''Wholesale and Retail''' || '''&amp;quot;Try-Before-You-Buy&amp;quot;''' || AR applications allow customers to virtually try products before purchasing, improving customer satisfaction and engagement. This technology enables users to visualise how products like furniture or clothing will look in their homes or on them before making a purchase.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''Machinery Manufacturing''' || '''Digital Designs and Simulations''' || Tools like [https://unity.com/resources/unity-for-artengine Unity’s ArtEngine] enable manufacturers to create detailed digital twins of products, providing a virtual representation of a physical object. For example, [https://store.flokk.com/uk/en-gb/products Flokk] uses these digital twins to offer customers a realistic visualisation of customisable chair components, improving the online shopping experience and reducing returns.&lt;br /&gt;
|-&lt;br /&gt;
| '''Interactive Product Visualisation''' || Companies like [https://unity.com/case-study/autoliv Autoliv] use game engines to create interactive 3D views of automotive safety parts, allowing customers to explore products in detail from multiple angles.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''Publishing and Audiovisual''' || '''Visual Effects''' || Game engines are instrumental in enhancing the production of visual effects (VFX) for television and film. For example, the cinematographer of Disney+’s ''The Mandalorian'' praised game engines for their ability to speed up the production process and improve the final product. By providing real-time views of the finished VFX, these engines reduce the need for physical props and on-location shooting, enabling more sustainable and cost-effective productions.&lt;br /&gt;
|-&lt;br /&gt;
| '''Virtual Production''' || Virtual production refers to the use of game engines to create dynamic, photo-real digital landscapes that can be displayed in real-time during filming. This technology allows filmmakers to see and interact with visual effects directly in-camera, rather than adding them in post-production. Studios like [https://www.ilm.com/ilmxlab-epic-games-team-showcase-vr-visual-development/ Industrial Light &amp;amp; Magic] and [https://www.screendaily.com/news/film-soho-to-launch-virtual-production-studio-in-central-london-exclusive/5170458.article Film Soho] are leading the way in this field, using game engines to enhance the production of films and TV shows such as &amp;quot;Thor: Love and Thunder&amp;quot; and &amp;quot;Rogue One: A Star Wars Story&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''Aerospace and Marine''' || '''VR Training''' || Companies like [https://youtu.be/B3p_SEJwhJ4?si=F4waOLY3rbgGTXmk Neptune Energy] use VR applications for offshore worker training, allowing them to interact with realistic 3D models of platforms from onshore. This reduces the need for travel, lowers costs, and enhances safety.&lt;br /&gt;
|-&lt;br /&gt;
| '''Digital Twins''' || [https://www.equinor.com/energy/digital-twin Equinor] employs digital twin solutions to navigate installations and collaborate in real-time, improving project development and operational efficiency. By using these digital replicas, Equinor can better manage complex projects, predict potential issues, and streamline operations across their installations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Methodology=&lt;br /&gt;
The analysis was conducted using the IMPLAN model, an input-output (IO) model that provides a detailed understanding of how changes in one part of the economy affect the broader economic landscape.&lt;br /&gt;
&lt;br /&gt;
FTI Consulting used the IMPLAN model to measure five key economic metrics across the UK, Denmark, Finland, Norway, and Sweden:&lt;br /&gt;
&lt;br /&gt;
* '''Employment''': The number of jobs supported by video game technology spillovers.&lt;br /&gt;
* '''Output''': The total revenue generated by businesses associated with video game technology.&lt;br /&gt;
* '''GDP''': The total income related to production activities supported by video game technology.&lt;br /&gt;
* '''Labour Income''': The household income generated through employment in sectors impacted by video game technology.&lt;br /&gt;
* '''Government Revenues''': The tax revenues generated for all levels of government due to increased economic activity driven by video game technology spillovers.&lt;br /&gt;
&lt;br /&gt;
The IMPLAN model tracks the direct impacts of video game technology—such as jobs and revenues within the industry—and also accounts for indirect and induced effects. Indirect effects include the economic activities in the supply chain triggered by the industry, while induced effects capture the broader economic activities supported by the wages of employees in both the direct and indirect sectors.&lt;br /&gt;
&lt;br /&gt;
To adapt the IMPLAN model for the UK and Nordic economies, FTI Consulting used detailed data from the US as a proxy, mapping these results onto European countries using the European IMPLAN models. This approach ensured that the spillover effects of video game technology were accurately reflected in the economic analyses.&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=File:Unreal%2BEngine_blog_forging-new-paths-for-filmmakers-on-the-mandalorian_Mandalorian_HUC-027199.pip-1920x1280-fdd903d31d9223ddd9fef02820ccf60b7414852f.jpg&amp;diff=2263</id>
		<title>File:Unreal+Engine blog forging-new-paths-for-filmmakers-on-the-mandalorian Mandalorian HUC-027199.pip-1920x1280-fdd903d31d9223ddd9fef02820ccf60b7414852f.jpg</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=File:Unreal%2BEngine_blog_forging-new-paths-for-filmmakers-on-the-mandalorian_Mandalorian_HUC-027199.pip-1920x1280-fdd903d31d9223ddd9fef02820ccf60b7414852f.jpg&amp;diff=2263"/>
		<updated>2024-08-14T16:39:13Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: Image of the Mandalorian filming, using Unreal Engine technology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Image of the Mandalorian filming, using Unreal Engine technology&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2262</id>
		<title>Video Game Technology Spillover</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2262"/>
		<updated>2024-08-14T15:56:39Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Game Spillover front cover.jpg|thumb|border|400px|Ukie and FTI 2023 Economic Impacts of Video Game Technology Spillover report]]&lt;br /&gt;
&lt;br /&gt;
In 2023, Ukie and FTI Consulting [https://ukie.org.uk/news/2023/11/spillover-technology-from-video-games-worth-1-3-billion-in-2021 published a report] that assessed the impact of video game technologies’ contribution to non-game sectors in the UK and select Nordic economies.&lt;br /&gt;
&lt;br /&gt;
The report defined ‘spillover’ technology as instances where otherwise unrelated sectors have adopted and applied innovations from game developers to enhance their products and improve their business operations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Games Spillover in the United Kingdom ==&lt;br /&gt;
&lt;br /&gt;
In 2021, the video game industry had a substantial impact on the UK economy, with technology spillovers extending far beyond the games sector. These spillovers influenced various industries, showcasing the widespread application of video game technologies such as game engines, virtual reality (VR), and augmented reality (AR).&lt;br /&gt;
&lt;br /&gt;
The economic impact of these spillovers is measured in three key areas: '''direct''', '''indirect''', and '''induced''' effects.&lt;br /&gt;
&lt;br /&gt;
* '''Direct effects''' refer to the immediate economic contributions of video game technologies, such as the jobs created directly within the industry.&lt;br /&gt;
* '''Indirect effects''' encompass the economic activity generated within the supply chain due to the demand for goods and services needed by the video game sector.&lt;br /&gt;
* '''Induced effects''' are the broader economic impacts resulting from the increased household spending by those employed in both the direct and indirect sectors.&lt;br /&gt;
&lt;br /&gt;
Together, these direct, indirect, and induced impacts significantly contributed to the UK's output and employment in 2021.&lt;br /&gt;
&lt;br /&gt;
== Key Figures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Metric !! Value&lt;br /&gt;
|-&lt;br /&gt;
| '''Employment''' || Nearly 10,000 jobs supported by video game technology spillovers in the UK.&lt;br /&gt;
|-&lt;br /&gt;
| '''Output''' || £1.3 billion in total economic output from these spillovers.&lt;br /&gt;
|-&lt;br /&gt;
| '''GDP Contribution''' || £760 million added to the UK's GDP.&lt;br /&gt;
|-&lt;br /&gt;
| '''Labour Income''' || £380 million generated in labour income.&lt;br /&gt;
|-&lt;br /&gt;
| '''Government Revenues''' || £250 million contributed to government revenues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Employment Impact===&lt;br /&gt;
&lt;br /&gt;
Video game technology spillovers supported nearly 10,000 jobs across various sectors in the UK in 2021 in the following areas:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Employment Impact of Video Game Technology Spillovers in the UK (2021)&lt;br /&gt;
|-&lt;br /&gt;
! Sector !! Jobs Supported&lt;br /&gt;
|-&lt;br /&gt;
| Information Technology || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| Business Services || 1,560&lt;br /&gt;
|-&lt;br /&gt;
| Energy Extraction || 990&lt;br /&gt;
|-&lt;br /&gt;
| Wholesale and Retail || 910&lt;br /&gt;
|-&lt;br /&gt;
| Healthcare || 450&lt;br /&gt;
|-&lt;br /&gt;
| Machinery Manufacturing || 420&lt;br /&gt;
|-&lt;br /&gt;
| Fabricated Metals || 310&lt;br /&gt;
|-&lt;br /&gt;
| Finance and Insurance || 290&lt;br /&gt;
|-&lt;br /&gt;
| Arts and Entertainment || 280&lt;br /&gt;
|-&lt;br /&gt;
| Publishing and Audiovisual || 280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Comparative Salaries ==&lt;br /&gt;
&lt;br /&gt;
The average annual salary for workers directly employed as a result of video game technology spillovers was approximately £42,990. This is about 25% higher than the average annual salary of a UK worker, which stands at £34,280.&lt;br /&gt;
&lt;br /&gt;
==Games Spillover in Nordic Countries==&lt;br /&gt;
&lt;br /&gt;
The report also looked at the impact of video games technology in Nordic Countries. These countries were Denmark, Finland, Norway, and Sweden&lt;br /&gt;
&lt;br /&gt;
===Key Figures===&lt;br /&gt;
* '''Employment''': Video game technology spillovers supported over 5,300 jobs across Denmark, Finland, Norway, and Sweden.&lt;br /&gt;
* '''Output''': The total economic output from these spillovers was approximately £1.3 billion.&lt;br /&gt;
* '''GDP Contribution''': The spillovers added around £890 million to the combined GDP of these countries.&lt;br /&gt;
* '''Labour Income''': The spillovers generated £260 million in labour income.&lt;br /&gt;
* '''Government Revenues''': The activities supported by these spillovers contributed £320 million to government revenues.&lt;br /&gt;
&lt;br /&gt;
=== Country-Specific Impact ===&lt;br /&gt;
&lt;br /&gt;
'''Denmark'''&lt;br /&gt;
* '''Output''': £190 million&lt;br /&gt;
* '''GDP Contribution''': £120 million&lt;br /&gt;
* '''Employment''': 1,100 jobs&lt;br /&gt;
* '''Labour Income''': £50 million&lt;br /&gt;
* '''Government Revenues''': £40 million&lt;br /&gt;
&lt;br /&gt;
'''Finland'''&lt;br /&gt;
* '''Output''': £130 million&lt;br /&gt;
* '''GDP Contribution''': £60 million&lt;br /&gt;
* '''Employment''': 890 jobs&lt;br /&gt;
* '''Labour Income''': £30 million&lt;br /&gt;
* '''Government Revenues''': £30 million&lt;br /&gt;
&lt;br /&gt;
'''Norway'''&lt;br /&gt;
* '''Output''': £700 million&lt;br /&gt;
* '''GDP Contribution''': £570 million&lt;br /&gt;
* '''Employment''': 1,670 jobs&lt;br /&gt;
* '''Labour Income''': £100 million&lt;br /&gt;
* '''Government Revenues''': £180 million&lt;br /&gt;
&lt;br /&gt;
'''Sweden'''&lt;br /&gt;
* '''Output''': £270 million&lt;br /&gt;
* '''GDP Contribution''': £140 million&lt;br /&gt;
* '''Employment''': 1,710 jobs&lt;br /&gt;
* '''Labour Income''': £80 million&lt;br /&gt;
* '''Government Revenues''': £70 million&lt;br /&gt;
&lt;br /&gt;
=Examples of Video Game Technology Spillovers=&lt;br /&gt;
&lt;br /&gt;
The report gave examples of video game technologies in use in other sectors. These include:&lt;br /&gt;
&lt;br /&gt;
====Healthcare====&lt;br /&gt;
Beyond VR simulations, healthcare benefits from various game-based technologies:&lt;br /&gt;
* '''AR Applications''': AR assists healthcare workers in locating veins and planning surgical procedures by overlaying digital images onto the real world, improving accuracy and efficiency.&lt;br /&gt;
* '''Haptic Technology''': [https://fundamentalsurgery.com/platform/hapticvr/ FundamentalVR’s HapticVR] technology provides life-like surgical training using haptic gloves and controllers. This platform has been deployed by institutions like St. George’s Hospital and the Houston Methodist Institute, offering a realistic training environment for medical professionals.&lt;br /&gt;
* '''Patient Care''': VR technologies like [https://www.relievrx.com/ RelieVRx], developed by AppliedVR, aid in chronic pain management by employing cognitive behavioural therapy principles, significantly reducing pain for users in clinical trials.&lt;br /&gt;
* '''Pharmaceutical Development''': [https://c4xdiscovery.com/our-approach/#:~:text=4sight,medical%20industry%E2%80%99s%20needs. 4Sight by C4X Discovery] uses Unreal Engine to visualise molecular data in a VR space, aiding in drug discovery and development. This technology enhances scientists' ability to interact with complex data and has been instrumental in projects like the development of a COVID-19 vaccine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wholesale and Retail====&lt;br /&gt;
Retailers leverage AR to enhance customer experiences:&lt;br /&gt;
* '''&amp;quot;Try-Before-You-Buy&amp;quot;''': AR applications allow customers to virtually try products before purchasing, improving customer satisfaction and engagement. This technology enables users to visualise how products like furniture or clothing will look in their homes or on them before making a purchase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Machinery Manufacturing====&lt;br /&gt;
Game technologies enhance manufacturing processes:&lt;br /&gt;
* '''Digital Designs and Simulations''': Tools like [https://unity.com/resources/unity-for-artengine Unity’s ArtEngine] enable manufacturers to create detailed digital twins of products is a virtual representation of a physical object. For example,. For example, [https://store.flokk.com/uk/en-gb/products Flokk] uses these digital twins to offer customers a realistic visualisation of customisable chair components, improving the online shopping experience and reducing returns.&lt;br /&gt;
* '''Interactive Product Visualisation''': Companies like [https://unity.com/case-study/autoliv Autoliv] use game engines to create interactive 3D views of automotive safety parts, allowing customers to explore products in detail from multiple angles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Publishing and Audiovisual====&lt;br /&gt;
Game engines are sophisticated software platforms that enable the creation of interactive media and advanced visual effects. These engines allow creators to render real-time graphics, simulate physical behaviours, and integrate complex animations seamlessly into digital environments.&lt;br /&gt;
* '''Visual Effects''': Game engines are instrumental in enhancing the production of visual effects (VFX) for television and film. For example, the cinematographer of Disney+’s ''The Mandalorian'' praised game engines for their ability to speed up the production process and improve the final product. By providing real-time views of the finished VFX, these engines reduce the need for physical props and on-location shooting, enabling more sustainable and cost-effective productions.&lt;br /&gt;
* '''Virtual Production''': Virtual production refers to the use of game engines to create dynamic, photo-real digital landscapes that can be displayed in real-time during filming. This technology allows filmmakers to see and interact with visual effects directly in-camera, rather than adding them in post-production. Studios like [https://www.ilm.com/ilmxlab-epic-games-team-showcase-vr-visual-development/ Industrial Light &amp;amp; Magic] and [https://www.screendaily.com/news/film-soho-to-launch-virtual-production-studio-in-central-london-exclusive/5170458.article Film Soho] are leading the way in this field, using game engines to enhance the production of films and TV shows such as &amp;quot;Thor: Love and Thunder&amp;quot; and &amp;quot;Rogue One: A Star Wars Story&amp;quot;. By integrating these effects during the filming process, virtual production allows for greater creative flexibility, improved efficiency, and a more immersive experience for actors and directors on set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Aerospace and Marine====&lt;br /&gt;
These industries utilise game technology for simulations and training modules:&lt;br /&gt;
* '''VR Training''': Companies like [https://youtu.be/B3p_SEJwhJ4?si=F4waOLY3rbgGTXmk Neptune Energy] use VR applications for offshore worker training, allowing them to interact with realistic 3D models of platforms from onshore. This reduces the need for travel, lowers costs, and enhances safety.&lt;br /&gt;
* '''Digital Twins''': [https://www.equinor.com/energy/digital-twin Equinor] employs digital twin solutions to navigate installations and collaborate in real-time, improving project development and operational efficiency. By using these digital replicas, Equinor can better manage complex projects, predict potential issues, and streamline operations across their installations.&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2261</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2261"/>
		<updated>2024-08-14T14:53:08Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== UK Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Video Games Market]]'''&lt;br /&gt;
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]&lt;br /&gt;
**[[UK Games Charts]]&lt;br /&gt;
*'''UK Industry'''&lt;br /&gt;
**[[Job market and economic contribution]]&lt;br /&gt;
***[[Video Game Tax Relief (VGTR)]]&lt;br /&gt;
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]&lt;br /&gt;
***[[Regional Economic Impacts of the UK Games Industry]]&lt;br /&gt;
**[[Geography of the UK industry]]&lt;br /&gt;
**[[UK Investment]]&lt;br /&gt;
**[[UK Crowdfunding]]&lt;br /&gt;
**[[UK Games Fund]]&lt;br /&gt;
**[[Exports and Imports]]&lt;br /&gt;
**[[Qualified workforce]]&lt;br /&gt;
**[[Video Game Technology Spillover]]&lt;br /&gt;
&lt;br /&gt;
*[[PEGI Age Ratings]]&lt;br /&gt;
*[[Notable Dates in UK Games Industry History]]&lt;br /&gt;
**[[UK Honours in the Games Industry]]&lt;br /&gt;
&lt;br /&gt;
*[[Stats About Ukie]]&lt;br /&gt;
&lt;br /&gt;
== Global Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Acquisition and Investment]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Game video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
**[[Global Game Sales]]&lt;br /&gt;
&lt;br /&gt;
*[[Global Games Development Incentives]]&lt;br /&gt;
&lt;br /&gt;
== Demographics &amp;amp; Diversity ==&lt;br /&gt;
&lt;br /&gt;
*[[Industry Diversity]]&lt;br /&gt;
**[[UK Games Industry Census 2020]]&lt;br /&gt;
**[[Games Industry Careers &amp;amp; Salary Reports]]&lt;br /&gt;
*[[Player Diversity &amp;amp; Demographics]]&lt;br /&gt;
**[[GameTrack Quarterly Digests]]&lt;br /&gt;
*[[Diversity &amp;amp; Inclusion Initiatives &amp;amp; Resources]]&lt;br /&gt;
*[[Inappropriate behaviour and misconduct in the workplace resources]]&lt;br /&gt;
&lt;br /&gt;
== Education &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Digital Schoolhouse]]&lt;br /&gt;
*[[Computing Education Research and Resources]]&lt;br /&gt;
*[[Age Ratings &amp;amp; Parental Controls]]&lt;br /&gt;
*[[Game-related Teaching &amp;amp; Homeschooling Resources]]&lt;br /&gt;
*[[Careers in the Games Industry]]&lt;br /&gt;
&lt;br /&gt;
== International Markets ==&lt;br /&gt;
&lt;br /&gt;
*[[North America]]&lt;br /&gt;
**[[North_America#USA|USA]]&lt;br /&gt;
**[[North_America#Canda|Canada]]&lt;br /&gt;
*[[Latin America]]&lt;br /&gt;
*[[Europe]]&lt;br /&gt;
**[[Europe#France|France]]&lt;br /&gt;
**[[Europe#Germany|Germany]]&lt;br /&gt;
**[[Europe#Italy|Italy]]&lt;br /&gt;
**[[Europe#Poland|Poland]]&lt;br /&gt;
**[[Europe#Serbia|Serbia]]&lt;br /&gt;
**[[Europe#Spain|Spain]]&lt;br /&gt;
**[[Europe#Sweden|Sweden]]&lt;br /&gt;
**[[Europe#Turkey|Turkey]]&lt;br /&gt;
**[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
*[[Asia]]&lt;br /&gt;
**[[Asia#China|China]]&lt;br /&gt;
**[[Asia#India|India]]&lt;br /&gt;
**[[Asia#Japan|Japan]]&lt;br /&gt;
**[[Asia#South Korea|South Korea]]&lt;br /&gt;
**[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
*[[Australia]]&lt;br /&gt;
&lt;br /&gt;
== Other Helpful Resources ==&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Data Providers|Industry Data Providers]]&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Media &amp;amp; News Outlets|Industry Media &amp;amp; News Outlets]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK and International Trade Associations|UK and International Trade Associations]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK Game Development Meetups &amp;amp; Groups|UK Game Development Meetups &amp;amp; Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Glossary of Games Terminology]]&lt;br /&gt;
&lt;br /&gt;
*[[Indie Developer Resources]]&lt;br /&gt;
&lt;br /&gt;
*[[Accessibility]]&lt;br /&gt;
&lt;br /&gt;
*[[Remote Working Resources]]&lt;br /&gt;
&lt;br /&gt;
*[[Video Game Music]]&lt;br /&gt;
&lt;br /&gt;
*[[Cybersecurity Resources]]&lt;br /&gt;
&lt;br /&gt;
== COVID-19 ==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia hosts a range of games industry relevant resources, support and other content in relation to the Coronavirus outbreak. We will endeavour to keep these as up to date as possible, but please continue to refer to official sources for the latest information.&lt;br /&gt;
&lt;br /&gt;
*[[Coronavirus Resources]]&lt;br /&gt;
&lt;br /&gt;
== About This Wiki &amp;amp; How To Get Involved==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia is maintained and moderated by the Ukie team.&lt;br /&gt;
&lt;br /&gt;
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form], or contact [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover_Report_2023&amp;diff=2260</id>
		<title>Video Game Technology Spillover Report 2023</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover_Report_2023&amp;diff=2260"/>
		<updated>2024-08-14T14:37:51Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: UkieAmen moved page Video Game Technology Spillover Report 2023 to Video Game Technology Spillover over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Video Game Technology Spillover]]&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2259</id>
		<title>Video Game Technology Spillover</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2259"/>
		<updated>2024-08-14T14:37:50Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: UkieAmen moved page Video Game Technology Spillover Report 2023 to Video Game Technology Spillover over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Game Spillover front cover.jpg|thumb|border|400px|Ukie and FTI 2023 Economic Impacts of Video Game Technology Spillover report]]&lt;br /&gt;
&lt;br /&gt;
In 2023, Ukie and FTI Consulting [https://ukie.org.uk/news/2023/11/spillover-technology-from-video-games-worth-1-3-billion-in-2021 published a report] that assessed the impact of video game technologies’ contribution to non-game sectors in the UK and select Nordic economies. It is considered the first time such a report has been commissioned in the UK.&lt;br /&gt;
&lt;br /&gt;
The report defined ‘spillover’ technology as instances where otherwise unrelated sectors have adopted and applied innovations from game developers to enhance their products and improve their business operations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Games Spillover in the United Kingdom==&lt;br /&gt;
In 2021, the video game industry significantly influenced the UK economy through technology spillovers. These impacts were not limited to the games sector but extended to other sectors, demonstrating the pervasive nature of video game technologies such as game engines, virtual reality (VR), and augmented reality (AR).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Figures===&lt;br /&gt;
&lt;br /&gt;
*'''Employment''': Video game technology spillovers supported nearly 10,000 jobs in the UK.&lt;br /&gt;
&lt;br /&gt;
*'''Output''': The total economic output from these spillovers was approximately £1.3 billion.&lt;br /&gt;
&lt;br /&gt;
*'''GDP Contribution''': The spillovers added around £760 million to the UK's GDP.&lt;br /&gt;
&lt;br /&gt;
*'''Labour Income''': The spillovers generated £380 million in labour income.&lt;br /&gt;
&lt;br /&gt;
*'''Government Revenues''': The activities supported by these spillovers contributed £250 million to government revenues&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Employment Impact===&lt;br /&gt;
&lt;br /&gt;
Video game technology spillovers supported nearly 10,000 jobs across various sectors in the UK in 2021 in the following area:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Employment Impact of Video Game Technology Spillovers in the UK (2021)&lt;br /&gt;
|-&lt;br /&gt;
! Sector !! Jobs Supported&lt;br /&gt;
|-&lt;br /&gt;
| Information Technology || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| Business Services || 1,560&lt;br /&gt;
|-&lt;br /&gt;
| Energy Extraction || 990&lt;br /&gt;
|-&lt;br /&gt;
| Wholesale and Retail || 910&lt;br /&gt;
|-&lt;br /&gt;
| Healthcare || 450&lt;br /&gt;
|-&lt;br /&gt;
| Machinery Manufacturing || 420&lt;br /&gt;
|-&lt;br /&gt;
| Fabricated Metals || 310&lt;br /&gt;
|-&lt;br /&gt;
| Finance and Insurance || 290&lt;br /&gt;
|-&lt;br /&gt;
| Arts and Entertainment || 280&lt;br /&gt;
|-&lt;br /&gt;
| Publishing and Audiovisual || 280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Games Spillover in selected Nordic Countries==&lt;br /&gt;
&lt;br /&gt;
The report also looked at the impact of video games technology in selected Nordic Countries. These countries were Denmark, Finland, Norway, and Sweden&lt;br /&gt;
&lt;br /&gt;
===Key Figures===&lt;br /&gt;
* '''Employment''': Video game technology spillovers supported over 5,300 jobs across Denmark, Finland, Norway, and Sweden.&lt;br /&gt;
* '''Output''': The total economic output from these spillovers was approximately £1.3 billion.&lt;br /&gt;
* '''GDP Contribution''': The spillovers added around £890 million to the combined GDP of these countries.&lt;br /&gt;
* '''Labour Income''': The spillovers generated £260 million in labour income.&lt;br /&gt;
* '''Government Revenues''': The activities supported by these spillovers contributed £320 million to government revenues.&lt;br /&gt;
&lt;br /&gt;
=== Country-Specific Impact ===&lt;br /&gt;
&lt;br /&gt;
'''Denmark'''&lt;br /&gt;
* '''Output''': £190 million&lt;br /&gt;
* '''GDP Contribution''': £120 million&lt;br /&gt;
* '''Employment''': 1,100 jobs&lt;br /&gt;
* '''Labour Income''': £50 million&lt;br /&gt;
* '''Government Revenues''': £40 million&lt;br /&gt;
&lt;br /&gt;
'''Finland'''&lt;br /&gt;
* '''Output''': £130 million&lt;br /&gt;
* '''GDP Contribution''': £60 million&lt;br /&gt;
* '''Employment''': 890 jobs&lt;br /&gt;
* '''Labour Income''': £30 million&lt;br /&gt;
* '''Government Revenues''': £30 million&lt;br /&gt;
&lt;br /&gt;
'''Norway'''&lt;br /&gt;
* '''Output''': £700 million&lt;br /&gt;
* '''GDP Contribution''': £570 million&lt;br /&gt;
* '''Employment''': 1,670 jobs&lt;br /&gt;
* '''Labour Income''': £100 million&lt;br /&gt;
* '''Government Revenues''': £180 million&lt;br /&gt;
&lt;br /&gt;
'''Sweden'''&lt;br /&gt;
* '''Output''': £270 million&lt;br /&gt;
* '''GDP Contribution''': £140 million&lt;br /&gt;
* '''Employment''': 1,710 jobs&lt;br /&gt;
* '''Labour Income''': £80 million&lt;br /&gt;
* '''Government Revenues''': £70 million&lt;br /&gt;
&lt;br /&gt;
=Examples of Video Game Technology Spillovers=&lt;br /&gt;
&lt;br /&gt;
The report gave examples of video game technologies in use in other sectors. These include:&lt;br /&gt;
&lt;br /&gt;
====Healthcare====&lt;br /&gt;
Beyond VR simulations, healthcare benefits from various game-based technologies:&lt;br /&gt;
* '''AR Applications''': AR assists healthcare workers in locating veins and planning surgical procedures by overlaying digital images onto the real world, improving accuracy and efficiency.&lt;br /&gt;
* '''Haptic Technology''': [https://fundamentalsurgery.com/platform/hapticvr/ FundamentalVR’s HapticVR] technology provides life-like surgical training using haptic gloves and controllers. This platform has been deployed by institutions like St. George’s Hospital and the Houston Methodist Institute, offering a realistic training environment for medical professionals.&lt;br /&gt;
* '''Patient Care''': VR technologies like [https://www.relievrx.com/ RelieVRx], developed by AppliedVR, aid in chronic pain management by employing cognitive behavioural therapy principles, significantly reducing pain for users in clinical trials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wholesale and Retail====&lt;br /&gt;
Retailers leverage AR to enhance customer experiences:&lt;br /&gt;
* '''&amp;quot;Try-Before-You-Buy&amp;quot;''': AR applications allow customers to virtually try products before purchasing, improving customer satisfaction and engagement. This technology enables users to visualise how products like furniture or clothing will look in their homes or on them before making a purchase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Machinery Manufacturing====&lt;br /&gt;
Game technologies enhance manufacturing processes:&lt;br /&gt;
* '''Digital Designs and Simulations''': Tools like [https://unity.com/resources/unity-for-artengine Unity’s ArtEngine] enable manufacturers to create detailed digital twins of products. For example, Flokk uses these digital twins to offer customers a realistic visualisation of customisable chair components, improving the online shopping experience and reducing returns.&lt;br /&gt;
* '''Interactive Product Visualisation''': Companies like [https://unity.com/case-study/autoliv Autoliv] use game engines to create interactive 3D views of automotive safety parts, allowing customers to explore products in detail from multiple angles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Finance and Insurance====&lt;br /&gt;
Advanced data visualisation tools derived from game technologies are utilised in the finance and insurance sectors:&lt;br /&gt;
* '''[https://c4xdiscovery.com/our-approach/#:~:text=4sight,medical%20industry%E2%80%99s%20needs. 4Sight by C4X Discovery]''': This tool uses Unreal Engine to visualise molecular data in a VR space, aiding in drug discovery and development. This technology enhances scientists' ability to interact with complex data and has been instrumental in projects like the development of a COVID-19 vaccine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fabricated Metals====&lt;br /&gt;
The manufacturing processes in this sector are enhanced by game-based simulations and precision tools:&lt;br /&gt;
* '''Simulation and Visualisation''': Game engines are used to create precise simulations of manufacturing processes, improving efficiency and accuracy in the production of fabricated metal products.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Publishing and Audiovisual====&lt;br /&gt;
Game engines play a crucial role in producing interactive media and advanced visual effects:&lt;br /&gt;
* '''Visual Effects''': The cinematographer of [https://www.starwars.com/news/the-mandalorian-stagecraft-feature Disney+’s &amp;quot;The Mandalorian&amp;quot;] praised game engines for speeding up production and improving the final product by offering real-time views of the finished VFX. This technology reduces the need for physical props and locations, enabling more sustainable and cost-effective productions.&lt;br /&gt;
* '''Virtual Production''': Studios like [https://www.ilm.com/ilmxlab-epic-games-team-showcase-vr-visual-development/ Industrial Light &amp;amp; Magic] and [https://www.screendaily.com/news/film-soho-to-launch-virtual-production-studio-in-central-london-exclusive/5170458.article Film Soho] utilise game engines to create dynamic, photo-real digital landscapes, enhancing the production of films and TV shows like &amp;quot;Thor: Love and Thunder&amp;quot; and &amp;quot;Rogue One: A Star Wars Story&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Aerospace and Marine====&lt;br /&gt;
These industries utilise game technology for simulations and training modules:&lt;br /&gt;
* '''VR Training''': Companies like [https://youtu.be/B3p_SEJwhJ4?si=F4waOLY3rbgGTXmk Neptune Energy] use VR applications for offshore worker training, allowing them to interact with realistic 3D models of platforms from onshore. This reduces the need for travel, lowers costs, and enhances safety.&lt;br /&gt;
* '''Digital Twins''': [https://www.equinor.com/energy/digital-twin Equinor] employs digital twin solutions to navigate installations and collaborate in real-time, improving project development and operational efficiency.&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2258</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2258"/>
		<updated>2024-07-02T21:11:51Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== UK Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Video Games Market]]'''&lt;br /&gt;
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]&lt;br /&gt;
**[[UK Games Charts]]&lt;br /&gt;
*'''UK Industry'''&lt;br /&gt;
**[[Job market and economic contribution]]&lt;br /&gt;
***[[Video Game Tax Relief (VGTR)]]&lt;br /&gt;
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]&lt;br /&gt;
***[[Regional Economic Impacts of the UK Games Industry]]&lt;br /&gt;
**[[Geography of the UK industry]]&lt;br /&gt;
**[[UK Investment]]&lt;br /&gt;
**[[UK Crowdfunding]]&lt;br /&gt;
**[[UK Games Fund]]&lt;br /&gt;
**[[Exports and Imports]]&lt;br /&gt;
**[[Qualified workforce]]&lt;br /&gt;
**[[Video Game Technology Spillover Report 2023]]&lt;br /&gt;
&lt;br /&gt;
*[[PEGI Age Ratings]]&lt;br /&gt;
*[[Notable Dates in UK Games Industry History]]&lt;br /&gt;
**[[UK Honours in the Games Industry]]&lt;br /&gt;
&lt;br /&gt;
*[[Stats About Ukie]]&lt;br /&gt;
&lt;br /&gt;
== Global Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Acquisition and Investment]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Game video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
**[[Global Game Sales]]&lt;br /&gt;
&lt;br /&gt;
*[[Global Games Development Incentives]]&lt;br /&gt;
&lt;br /&gt;
== Demographics &amp;amp; Diversity ==&lt;br /&gt;
&lt;br /&gt;
*[[Industry Diversity]]&lt;br /&gt;
**[[UK Games Industry Census 2020]]&lt;br /&gt;
**[[Games Industry Careers &amp;amp; Salary Reports]]&lt;br /&gt;
*[[Player Diversity &amp;amp; Demographics]]&lt;br /&gt;
**[[GameTrack Quarterly Digests]]&lt;br /&gt;
*[[Diversity &amp;amp; Inclusion Initiatives &amp;amp; Resources]]&lt;br /&gt;
*[[Inappropriate behaviour and misconduct in the workplace resources]]&lt;br /&gt;
&lt;br /&gt;
== Education &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Digital Schoolhouse]]&lt;br /&gt;
*[[Computing Education Research and Resources]]&lt;br /&gt;
*[[Age Ratings &amp;amp; Parental Controls]]&lt;br /&gt;
*[[Game-related Teaching &amp;amp; Homeschooling Resources]]&lt;br /&gt;
*[[Careers in the Games Industry]]&lt;br /&gt;
&lt;br /&gt;
== International Markets ==&lt;br /&gt;
&lt;br /&gt;
*[[North America]]&lt;br /&gt;
**[[North_America#USA|USA]]&lt;br /&gt;
**[[North_America#Canda|Canada]]&lt;br /&gt;
*[[Latin America]]&lt;br /&gt;
*[[Europe]]&lt;br /&gt;
**[[Europe#France|France]]&lt;br /&gt;
**[[Europe#Germany|Germany]]&lt;br /&gt;
**[[Europe#Italy|Italy]]&lt;br /&gt;
**[[Europe#Poland|Poland]]&lt;br /&gt;
**[[Europe#Serbia|Serbia]]&lt;br /&gt;
**[[Europe#Spain|Spain]]&lt;br /&gt;
**[[Europe#Sweden|Sweden]]&lt;br /&gt;
**[[Europe#Turkey|Turkey]]&lt;br /&gt;
**[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
*[[Asia]]&lt;br /&gt;
**[[Asia#China|China]]&lt;br /&gt;
**[[Asia#India|India]]&lt;br /&gt;
**[[Asia#Japan|Japan]]&lt;br /&gt;
**[[Asia#South Korea|South Korea]]&lt;br /&gt;
**[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
*[[Australia]]&lt;br /&gt;
&lt;br /&gt;
== Other Helpful Resources ==&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Data Providers|Industry Data Providers]]&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Media &amp;amp; News Outlets|Industry Media &amp;amp; News Outlets]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK and International Trade Associations|UK and International Trade Associations]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK Game Development Meetups &amp;amp; Groups|UK Game Development Meetups &amp;amp; Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Glossary of Games Terminology]]&lt;br /&gt;
&lt;br /&gt;
*[[Indie Developer Resources]]&lt;br /&gt;
&lt;br /&gt;
*[[Accessibility]]&lt;br /&gt;
&lt;br /&gt;
*[[Remote Working Resources]]&lt;br /&gt;
&lt;br /&gt;
*[[Video Game Music]]&lt;br /&gt;
&lt;br /&gt;
*[[Cybersecurity Resources]]&lt;br /&gt;
&lt;br /&gt;
== COVID-19 ==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia hosts a range of games industry relevant resources, support and other content in relation to the Coronavirus outbreak. We will endeavour to keep these as up to date as possible, but please continue to refer to official sources for the latest information.&lt;br /&gt;
&lt;br /&gt;
*[[Coronavirus Resources]]&lt;br /&gt;
&lt;br /&gt;
== About This Wiki &amp;amp; How To Get Involved==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia is maintained and moderated by the Ukie team.&lt;br /&gt;
&lt;br /&gt;
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form], or contact [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2256</id>
		<title>Video Game Technology Spillover</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2256"/>
		<updated>2024-07-02T21:09:54Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: UkieAmen moved page Video Game Technology Spillover to Video Game Technology Spillover Report 2023&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Game Spillover front cover.jpg|thumb|border|400px|Ukie and FTI 2023 Economic Impacts of Video Game Technology Spillover report]]&lt;br /&gt;
&lt;br /&gt;
In 2023, Ukie and FTI Consulting [https://ukie.org.uk/news/2023/11/spillover-technology-from-video-games-worth-1-3-billion-in-2021 published a report] that assessed the impact of video game technologies’ contribution to non-game sectors in the UK and select Nordic economies. It is considered the first time such a report has been commissioned in the UK.&lt;br /&gt;
&lt;br /&gt;
The report defined ‘spillover’ technology as instances where otherwise unrelated sectors have adopted and applied innovations from game developers to enhance their products and improve their business operations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Games Spillover in the United Kingdom==&lt;br /&gt;
In 2021, the video game industry significantly influenced the UK economy through technology spillovers. These impacts were not limited to the games sector but extended to other sectors, demonstrating the pervasive nature of video game technologies such as game engines, virtual reality (VR), and augmented reality (AR).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Figures===&lt;br /&gt;
&lt;br /&gt;
*'''Employment''': Video game technology spillovers supported nearly 10,000 jobs in the UK.&lt;br /&gt;
&lt;br /&gt;
*'''Output''': The total economic output from these spillovers was approximately £1.3 billion.&lt;br /&gt;
&lt;br /&gt;
*'''GDP Contribution''': The spillovers added around £760 million to the UK's GDP.&lt;br /&gt;
&lt;br /&gt;
*'''Labour Income''': The spillovers generated £380 million in labour income.&lt;br /&gt;
&lt;br /&gt;
*'''Government Revenues''': The activities supported by these spillovers contributed £250 million to government revenues&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Employment Impact===&lt;br /&gt;
&lt;br /&gt;
Video game technology spillovers supported nearly 10,000 jobs across various sectors in the UK in 2021 in the following area:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Employment Impact of Video Game Technology Spillovers in the UK (2021)&lt;br /&gt;
|-&lt;br /&gt;
! Sector !! Jobs Supported&lt;br /&gt;
|-&lt;br /&gt;
| Information Technology || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| Business Services || 1,560&lt;br /&gt;
|-&lt;br /&gt;
| Energy Extraction || 990&lt;br /&gt;
|-&lt;br /&gt;
| Wholesale and Retail || 910&lt;br /&gt;
|-&lt;br /&gt;
| Healthcare || 450&lt;br /&gt;
|-&lt;br /&gt;
| Machinery Manufacturing || 420&lt;br /&gt;
|-&lt;br /&gt;
| Fabricated Metals || 310&lt;br /&gt;
|-&lt;br /&gt;
| Finance and Insurance || 290&lt;br /&gt;
|-&lt;br /&gt;
| Arts and Entertainment || 280&lt;br /&gt;
|-&lt;br /&gt;
| Publishing and Audiovisual || 280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Games Spillover in selected Nordic Countries==&lt;br /&gt;
&lt;br /&gt;
The report also looked at the impact of video games technology in selected Nordic Countries. These countries were Denmark, Finland, Norway, and Sweden&lt;br /&gt;
&lt;br /&gt;
===Key Figures===&lt;br /&gt;
* '''Employment''': Video game technology spillovers supported over 5,300 jobs across Denmark, Finland, Norway, and Sweden.&lt;br /&gt;
* '''Output''': The total economic output from these spillovers was approximately £1.3 billion.&lt;br /&gt;
* '''GDP Contribution''': The spillovers added around £890 million to the combined GDP of these countries.&lt;br /&gt;
* '''Labour Income''': The spillovers generated £260 million in labour income.&lt;br /&gt;
* '''Government Revenues''': The activities supported by these spillovers contributed £320 million to government revenues.&lt;br /&gt;
&lt;br /&gt;
=== Country-Specific Impact ===&lt;br /&gt;
&lt;br /&gt;
'''Denmark'''&lt;br /&gt;
* '''Output''': £190 million&lt;br /&gt;
* '''GDP Contribution''': £120 million&lt;br /&gt;
* '''Employment''': 1,100 jobs&lt;br /&gt;
* '''Labour Income''': £50 million&lt;br /&gt;
* '''Government Revenues''': £40 million&lt;br /&gt;
&lt;br /&gt;
'''Finland'''&lt;br /&gt;
* '''Output''': £130 million&lt;br /&gt;
* '''GDP Contribution''': £60 million&lt;br /&gt;
* '''Employment''': 890 jobs&lt;br /&gt;
* '''Labour Income''': £30 million&lt;br /&gt;
* '''Government Revenues''': £30 million&lt;br /&gt;
&lt;br /&gt;
'''Norway'''&lt;br /&gt;
* '''Output''': £700 million&lt;br /&gt;
* '''GDP Contribution''': £570 million&lt;br /&gt;
* '''Employment''': 1,670 jobs&lt;br /&gt;
* '''Labour Income''': £100 million&lt;br /&gt;
* '''Government Revenues''': £180 million&lt;br /&gt;
&lt;br /&gt;
'''Sweden'''&lt;br /&gt;
* '''Output''': £270 million&lt;br /&gt;
* '''GDP Contribution''': £140 million&lt;br /&gt;
* '''Employment''': 1,710 jobs&lt;br /&gt;
* '''Labour Income''': £80 million&lt;br /&gt;
* '''Government Revenues''': £70 million&lt;br /&gt;
&lt;br /&gt;
=Examples of Video Game Technology Spillovers=&lt;br /&gt;
&lt;br /&gt;
The report gave examples of video game technologies in use in other sectors. These include:&lt;br /&gt;
&lt;br /&gt;
====Healthcare====&lt;br /&gt;
Beyond VR simulations, healthcare benefits from various game-based technologies:&lt;br /&gt;
* '''AR Applications''': AR assists healthcare workers in locating veins and planning surgical procedures by overlaying digital images onto the real world, improving accuracy and efficiency.&lt;br /&gt;
* '''Haptic Technology''': [https://fundamentalsurgery.com/platform/hapticvr/ FundamentalVR’s HapticVR] technology provides life-like surgical training using haptic gloves and controllers. This platform has been deployed by institutions like St. George’s Hospital and the Houston Methodist Institute, offering a realistic training environment for medical professionals.&lt;br /&gt;
* '''Patient Care''': VR technologies like [https://www.relievrx.com/ RelieVRx], developed by AppliedVR, aid in chronic pain management by employing cognitive behavioural therapy principles, significantly reducing pain for users in clinical trials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wholesale and Retail====&lt;br /&gt;
Retailers leverage AR to enhance customer experiences:&lt;br /&gt;
* '''&amp;quot;Try-Before-You-Buy&amp;quot;''': AR applications allow customers to virtually try products before purchasing, improving customer satisfaction and engagement. This technology enables users to visualise how products like furniture or clothing will look in their homes or on them before making a purchase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Machinery Manufacturing====&lt;br /&gt;
Game technologies enhance manufacturing processes:&lt;br /&gt;
* '''Digital Designs and Simulations''': Tools like [https://unity.com/resources/unity-for-artengine Unity’s ArtEngine] enable manufacturers to create detailed digital twins of products. For example, Flokk uses these digital twins to offer customers a realistic visualisation of customisable chair components, improving the online shopping experience and reducing returns.&lt;br /&gt;
* '''Interactive Product Visualisation''': Companies like [https://unity.com/case-study/autoliv Autoliv] use game engines to create interactive 3D views of automotive safety parts, allowing customers to explore products in detail from multiple angles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Finance and Insurance====&lt;br /&gt;
Advanced data visualisation tools derived from game technologies are utilised in the finance and insurance sectors:&lt;br /&gt;
* '''[https://c4xdiscovery.com/our-approach/#:~:text=4sight,medical%20industry%E2%80%99s%20needs. 4Sight by C4X Discovery]''': This tool uses Unreal Engine to visualise molecular data in a VR space, aiding in drug discovery and development. This technology enhances scientists' ability to interact with complex data and has been instrumental in projects like the development of a COVID-19 vaccine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fabricated Metals====&lt;br /&gt;
The manufacturing processes in this sector are enhanced by game-based simulations and precision tools:&lt;br /&gt;
* '''Simulation and Visualisation''': Game engines are used to create precise simulations of manufacturing processes, improving efficiency and accuracy in the production of fabricated metal products.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Publishing and Audiovisual====&lt;br /&gt;
Game engines play a crucial role in producing interactive media and advanced visual effects:&lt;br /&gt;
* '''Visual Effects''': The cinematographer of [https://www.starwars.com/news/the-mandalorian-stagecraft-feature Disney+’s &amp;quot;The Mandalorian&amp;quot;] praised game engines for speeding up production and improving the final product by offering real-time views of the finished VFX. This technology reduces the need for physical props and locations, enabling more sustainable and cost-effective productions.&lt;br /&gt;
* '''Virtual Production''': Studios like [https://www.ilm.com/ilmxlab-epic-games-team-showcase-vr-visual-development/ Industrial Light &amp;amp; Magic] and [https://www.screendaily.com/news/film-soho-to-launch-virtual-production-studio-in-central-london-exclusive/5170458.article Film Soho] utilise game engines to create dynamic, photo-real digital landscapes, enhancing the production of films and TV shows like &amp;quot;Thor: Love and Thunder&amp;quot; and &amp;quot;Rogue One: A Star Wars Story&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Aerospace and Marine====&lt;br /&gt;
These industries utilise game technology for simulations and training modules:&lt;br /&gt;
* '''VR Training''': Companies like [https://youtu.be/B3p_SEJwhJ4?si=F4waOLY3rbgGTXmk Neptune Energy] use VR applications for offshore worker training, allowing them to interact with realistic 3D models of platforms from onshore. This reduces the need for travel, lowers costs, and enhances safety.&lt;br /&gt;
* '''Digital Twins''': [https://www.equinor.com/energy/digital-twin Equinor] employs digital twin solutions to navigate installations and collaborate in real-time, improving project development and operational efficiency.&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2255</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2255"/>
		<updated>2024-07-02T21:08:39Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== UK Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Video Games Market]]'''&lt;br /&gt;
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]&lt;br /&gt;
**[[UK Games Charts]]&lt;br /&gt;
*'''UK Industry'''&lt;br /&gt;
**[[Job market and economic contribution]]&lt;br /&gt;
***[[Video Game Tax Relief (VGTR)]]&lt;br /&gt;
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]&lt;br /&gt;
***[[Regional Economic Impacts of the UK Games Industry]]&lt;br /&gt;
**[[Geography of the UK industry]]&lt;br /&gt;
**[[UK Investment]]&lt;br /&gt;
**[[UK Crowdfunding]]&lt;br /&gt;
**[[UK Games Fund]]&lt;br /&gt;
**[[Exports and Imports]]&lt;br /&gt;
**[[Qualified workforce]]&lt;br /&gt;
**[[Video Game Technology Spillover]]&lt;br /&gt;
&lt;br /&gt;
*[[PEGI Age Ratings]]&lt;br /&gt;
*[[Notable Dates in UK Games Industry History]]&lt;br /&gt;
**[[UK Honours in the Games Industry]]&lt;br /&gt;
&lt;br /&gt;
*[[Stats About Ukie]]&lt;br /&gt;
&lt;br /&gt;
== Global Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Acquisition and Investment]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Game video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
**[[Global Game Sales]]&lt;br /&gt;
&lt;br /&gt;
*[[Global Games Development Incentives]]&lt;br /&gt;
&lt;br /&gt;
== Demographics &amp;amp; Diversity ==&lt;br /&gt;
&lt;br /&gt;
*[[Industry Diversity]]&lt;br /&gt;
**[[UK Games Industry Census 2020]]&lt;br /&gt;
**[[Games Industry Careers &amp;amp; Salary Reports]]&lt;br /&gt;
*[[Player Diversity &amp;amp; Demographics]]&lt;br /&gt;
**[[GameTrack Quarterly Digests]]&lt;br /&gt;
*[[Diversity &amp;amp; Inclusion Initiatives &amp;amp; Resources]]&lt;br /&gt;
*[[Inappropriate behaviour and misconduct in the workplace resources]]&lt;br /&gt;
&lt;br /&gt;
== Education &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Digital Schoolhouse]]&lt;br /&gt;
*[[Computing Education Research and Resources]]&lt;br /&gt;
*[[Age Ratings &amp;amp; Parental Controls]]&lt;br /&gt;
*[[Game-related Teaching &amp;amp; Homeschooling Resources]]&lt;br /&gt;
*[[Careers in the Games Industry]]&lt;br /&gt;
&lt;br /&gt;
== International Markets ==&lt;br /&gt;
&lt;br /&gt;
*[[North America]]&lt;br /&gt;
**[[North_America#USA|USA]]&lt;br /&gt;
**[[North_America#Canda|Canada]]&lt;br /&gt;
*[[Latin America]]&lt;br /&gt;
*[[Europe]]&lt;br /&gt;
**[[Europe#France|France]]&lt;br /&gt;
**[[Europe#Germany|Germany]]&lt;br /&gt;
**[[Europe#Italy|Italy]]&lt;br /&gt;
**[[Europe#Poland|Poland]]&lt;br /&gt;
**[[Europe#Serbia|Serbia]]&lt;br /&gt;
**[[Europe#Spain|Spain]]&lt;br /&gt;
**[[Europe#Sweden|Sweden]]&lt;br /&gt;
**[[Europe#Turkey|Turkey]]&lt;br /&gt;
**[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
*[[Asia]]&lt;br /&gt;
**[[Asia#China|China]]&lt;br /&gt;
**[[Asia#India|India]]&lt;br /&gt;
**[[Asia#Japan|Japan]]&lt;br /&gt;
**[[Asia#South Korea|South Korea]]&lt;br /&gt;
**[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
*[[Australia]]&lt;br /&gt;
&lt;br /&gt;
== Other Helpful Resources ==&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Data Providers|Industry Data Providers]]&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Media &amp;amp; News Outlets|Industry Media &amp;amp; News Outlets]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK and International Trade Associations|UK and International Trade Associations]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK Game Development Meetups &amp;amp; Groups|UK Game Development Meetups &amp;amp; Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Glossary of Games Terminology]]&lt;br /&gt;
&lt;br /&gt;
*[[Indie Developer Resources]]&lt;br /&gt;
&lt;br /&gt;
*[[Accessibility]]&lt;br /&gt;
&lt;br /&gt;
*[[Remote Working Resources]]&lt;br /&gt;
&lt;br /&gt;
*[[Video Game Music]]&lt;br /&gt;
&lt;br /&gt;
*[[Cybersecurity Resources]]&lt;br /&gt;
&lt;br /&gt;
== COVID-19 ==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia hosts a range of games industry relevant resources, support and other content in relation to the Coronavirus outbreak. We will endeavour to keep these as up to date as possible, but please continue to refer to official sources for the latest information.&lt;br /&gt;
&lt;br /&gt;
*[[Coronavirus Resources]]&lt;br /&gt;
&lt;br /&gt;
== About This Wiki &amp;amp; How To Get Involved==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia is maintained and moderated by the Ukie team.&lt;br /&gt;
&lt;br /&gt;
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form], or contact [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2254</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2254"/>
		<updated>2024-07-02T21:08:08Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== UK Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Video Games Market]]'''&lt;br /&gt;
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]&lt;br /&gt;
**[[UK Games Charts]]&lt;br /&gt;
*'''UK Industry'''&lt;br /&gt;
**[[Job market and economic contribution]]&lt;br /&gt;
***[[Video Game Tax Relief (VGTR)]]&lt;br /&gt;
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]&lt;br /&gt;
***[[Regional Economic Impacts of the UK Games Industry]]&lt;br /&gt;
**[[Geography of the UK industry]]&lt;br /&gt;
**[[UK Investment]]&lt;br /&gt;
**[[UK Crowdfunding]]&lt;br /&gt;
**[[UK Games Fund]]&lt;br /&gt;
**[[Exports and Imports]]&lt;br /&gt;
**[[Qualified workforce]]&lt;br /&gt;
**[[Video Game Technology Spillover Report 2023]]&lt;br /&gt;
&lt;br /&gt;
*[[PEGI Age Ratings]]&lt;br /&gt;
*[[Notable Dates in UK Games Industry History]]&lt;br /&gt;
**[[UK Honours in the Games Industry]]&lt;br /&gt;
&lt;br /&gt;
*[[Stats About Ukie]]&lt;br /&gt;
&lt;br /&gt;
== Global Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Acquisition and Investment]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Game video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
**[[Global Game Sales]]&lt;br /&gt;
&lt;br /&gt;
*[[Global Games Development Incentives]]&lt;br /&gt;
&lt;br /&gt;
== Demographics &amp;amp; Diversity ==&lt;br /&gt;
&lt;br /&gt;
*[[Industry Diversity]]&lt;br /&gt;
**[[UK Games Industry Census 2020]]&lt;br /&gt;
**[[Games Industry Careers &amp;amp; Salary Reports]]&lt;br /&gt;
*[[Player Diversity &amp;amp; Demographics]]&lt;br /&gt;
**[[GameTrack Quarterly Digests]]&lt;br /&gt;
*[[Diversity &amp;amp; Inclusion Initiatives &amp;amp; Resources]]&lt;br /&gt;
*[[Inappropriate behaviour and misconduct in the workplace resources]]&lt;br /&gt;
&lt;br /&gt;
== Education &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Digital Schoolhouse]]&lt;br /&gt;
*[[Computing Education Research and Resources]]&lt;br /&gt;
*[[Age Ratings &amp;amp; Parental Controls]]&lt;br /&gt;
*[[Game-related Teaching &amp;amp; Homeschooling Resources]]&lt;br /&gt;
*[[Careers in the Games Industry]]&lt;br /&gt;
&lt;br /&gt;
== International Markets ==&lt;br /&gt;
&lt;br /&gt;
*[[North America]]&lt;br /&gt;
**[[North_America#USA|USA]]&lt;br /&gt;
**[[North_America#Canda|Canada]]&lt;br /&gt;
*[[Latin America]]&lt;br /&gt;
*[[Europe]]&lt;br /&gt;
**[[Europe#France|France]]&lt;br /&gt;
**[[Europe#Germany|Germany]]&lt;br /&gt;
**[[Europe#Italy|Italy]]&lt;br /&gt;
**[[Europe#Poland|Poland]]&lt;br /&gt;
**[[Europe#Serbia|Serbia]]&lt;br /&gt;
**[[Europe#Spain|Spain]]&lt;br /&gt;
**[[Europe#Sweden|Sweden]]&lt;br /&gt;
**[[Europe#Turkey|Turkey]]&lt;br /&gt;
**[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
*[[Asia]]&lt;br /&gt;
**[[Asia#China|China]]&lt;br /&gt;
**[[Asia#India|India]]&lt;br /&gt;
**[[Asia#Japan|Japan]]&lt;br /&gt;
**[[Asia#South Korea|South Korea]]&lt;br /&gt;
**[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
*[[Australia]]&lt;br /&gt;
&lt;br /&gt;
== Other Helpful Resources ==&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Data Providers|Industry Data Providers]]&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Media &amp;amp; News Outlets|Industry Media &amp;amp; News Outlets]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK and International Trade Associations|UK and International Trade Associations]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK Game Development Meetups &amp;amp; Groups|UK Game Development Meetups &amp;amp; Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Glossary of Games Terminology]]&lt;br /&gt;
&lt;br /&gt;
*[[Indie Developer Resources]]&lt;br /&gt;
&lt;br /&gt;
*[[Accessibility]]&lt;br /&gt;
&lt;br /&gt;
*[[Remote Working Resources]]&lt;br /&gt;
&lt;br /&gt;
*[[Video Game Music]]&lt;br /&gt;
&lt;br /&gt;
*[[Cybersecurity Resources]]&lt;br /&gt;
&lt;br /&gt;
== COVID-19 ==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia hosts a range of games industry relevant resources, support and other content in relation to the Coronavirus outbreak. We will endeavour to keep these as up to date as possible, but please continue to refer to official sources for the latest information.&lt;br /&gt;
&lt;br /&gt;
*[[Coronavirus Resources]]&lt;br /&gt;
&lt;br /&gt;
== About This Wiki &amp;amp; How To Get Involved==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia is maintained and moderated by the Ukie team.&lt;br /&gt;
&lt;br /&gt;
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form], or contact [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2253</id>
		<title>Video Game Technology Spillover</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2253"/>
		<updated>2024-07-02T21:07:36Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Game Spillover front cover.jpg|thumb|border|400px|Ukie and FTI 2023 Economic Impacts of Video Game Technology Spillover report]]&lt;br /&gt;
&lt;br /&gt;
In 2023, Ukie and FTI Consulting [https://ukie.org.uk/news/2023/11/spillover-technology-from-video-games-worth-1-3-billion-in-2021 published a report] that assessed the impact of video game technologies’ contribution to non-game sectors in the UK and select Nordic economies. It is considered the first time such a report has been commissioned in the UK.&lt;br /&gt;
&lt;br /&gt;
The report defined ‘spillover’ technology as instances where otherwise unrelated sectors have adopted and applied innovations from game developers to enhance their products and improve their business operations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Games Spillover in the United Kingdom==&lt;br /&gt;
In 2021, the video game industry significantly influenced the UK economy through technology spillovers. These impacts were not limited to the games sector but extended to other sectors, demonstrating the pervasive nature of video game technologies such as game engines, virtual reality (VR), and augmented reality (AR).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Figures===&lt;br /&gt;
&lt;br /&gt;
*'''Employment''': Video game technology spillovers supported nearly 10,000 jobs in the UK.&lt;br /&gt;
&lt;br /&gt;
*'''Output''': The total economic output from these spillovers was approximately £1.3 billion.&lt;br /&gt;
&lt;br /&gt;
*'''GDP Contribution''': The spillovers added around £760 million to the UK's GDP.&lt;br /&gt;
&lt;br /&gt;
*'''Labour Income''': The spillovers generated £380 million in labour income.&lt;br /&gt;
&lt;br /&gt;
*'''Government Revenues''': The activities supported by these spillovers contributed £250 million to government revenues&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Employment Impact===&lt;br /&gt;
&lt;br /&gt;
Video game technology spillovers supported nearly 10,000 jobs across various sectors in the UK in 2021 in the following area:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Employment Impact of Video Game Technology Spillovers in the UK (2021)&lt;br /&gt;
|-&lt;br /&gt;
! Sector !! Jobs Supported&lt;br /&gt;
|-&lt;br /&gt;
| Information Technology || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| Business Services || 1,560&lt;br /&gt;
|-&lt;br /&gt;
| Energy Extraction || 990&lt;br /&gt;
|-&lt;br /&gt;
| Wholesale and Retail || 910&lt;br /&gt;
|-&lt;br /&gt;
| Healthcare || 450&lt;br /&gt;
|-&lt;br /&gt;
| Machinery Manufacturing || 420&lt;br /&gt;
|-&lt;br /&gt;
| Fabricated Metals || 310&lt;br /&gt;
|-&lt;br /&gt;
| Finance and Insurance || 290&lt;br /&gt;
|-&lt;br /&gt;
| Arts and Entertainment || 280&lt;br /&gt;
|-&lt;br /&gt;
| Publishing and Audiovisual || 280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Games Spillover in selected Nordic Countries==&lt;br /&gt;
&lt;br /&gt;
The report also looked at the impact of video games technology in selected Nordic Countries. These countries were Denmark, Finland, Norway, and Sweden&lt;br /&gt;
&lt;br /&gt;
===Key Figures===&lt;br /&gt;
* '''Employment''': Video game technology spillovers supported over 5,300 jobs across Denmark, Finland, Norway, and Sweden.&lt;br /&gt;
* '''Output''': The total economic output from these spillovers was approximately £1.3 billion.&lt;br /&gt;
* '''GDP Contribution''': The spillovers added around £890 million to the combined GDP of these countries.&lt;br /&gt;
* '''Labour Income''': The spillovers generated £260 million in labour income.&lt;br /&gt;
* '''Government Revenues''': The activities supported by these spillovers contributed £320 million to government revenues.&lt;br /&gt;
&lt;br /&gt;
=== Country-Specific Impact ===&lt;br /&gt;
&lt;br /&gt;
'''Denmark'''&lt;br /&gt;
* '''Output''': £190 million&lt;br /&gt;
* '''GDP Contribution''': £120 million&lt;br /&gt;
* '''Employment''': 1,100 jobs&lt;br /&gt;
* '''Labour Income''': £50 million&lt;br /&gt;
* '''Government Revenues''': £40 million&lt;br /&gt;
&lt;br /&gt;
'''Finland'''&lt;br /&gt;
* '''Output''': £130 million&lt;br /&gt;
* '''GDP Contribution''': £60 million&lt;br /&gt;
* '''Employment''': 890 jobs&lt;br /&gt;
* '''Labour Income''': £30 million&lt;br /&gt;
* '''Government Revenues''': £30 million&lt;br /&gt;
&lt;br /&gt;
'''Norway'''&lt;br /&gt;
* '''Output''': £700 million&lt;br /&gt;
* '''GDP Contribution''': £570 million&lt;br /&gt;
* '''Employment''': 1,670 jobs&lt;br /&gt;
* '''Labour Income''': £100 million&lt;br /&gt;
* '''Government Revenues''': £180 million&lt;br /&gt;
&lt;br /&gt;
'''Sweden'''&lt;br /&gt;
* '''Output''': £270 million&lt;br /&gt;
* '''GDP Contribution''': £140 million&lt;br /&gt;
* '''Employment''': 1,710 jobs&lt;br /&gt;
* '''Labour Income''': £80 million&lt;br /&gt;
* '''Government Revenues''': £70 million&lt;br /&gt;
&lt;br /&gt;
=Examples of Video Game Technology Spillovers=&lt;br /&gt;
&lt;br /&gt;
The report gave examples of video game technologies in use in other sectors. These include:&lt;br /&gt;
&lt;br /&gt;
====Healthcare====&lt;br /&gt;
Beyond VR simulations, healthcare benefits from various game-based technologies:&lt;br /&gt;
* '''AR Applications''': AR assists healthcare workers in locating veins and planning surgical procedures by overlaying digital images onto the real world, improving accuracy and efficiency.&lt;br /&gt;
* '''Haptic Technology''': [https://fundamentalsurgery.com/platform/hapticvr/ FundamentalVR’s HapticVR] technology provides life-like surgical training using haptic gloves and controllers. This platform has been deployed by institutions like St. George’s Hospital and the Houston Methodist Institute, offering a realistic training environment for medical professionals.&lt;br /&gt;
* '''Patient Care''': VR technologies like [https://www.relievrx.com/ RelieVRx], developed by AppliedVR, aid in chronic pain management by employing cognitive behavioural therapy principles, significantly reducing pain for users in clinical trials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wholesale and Retail====&lt;br /&gt;
Retailers leverage AR to enhance customer experiences:&lt;br /&gt;
* '''&amp;quot;Try-Before-You-Buy&amp;quot;''': AR applications allow customers to virtually try products before purchasing, improving customer satisfaction and engagement. This technology enables users to visualise how products like furniture or clothing will look in their homes or on them before making a purchase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Machinery Manufacturing====&lt;br /&gt;
Game technologies enhance manufacturing processes:&lt;br /&gt;
* '''Digital Designs and Simulations''': Tools like [https://unity.com/resources/unity-for-artengine Unity’s ArtEngine] enable manufacturers to create detailed digital twins of products. For example, Flokk uses these digital twins to offer customers a realistic visualisation of customisable chair components, improving the online shopping experience and reducing returns.&lt;br /&gt;
* '''Interactive Product Visualisation''': Companies like [https://unity.com/case-study/autoliv Autoliv] use game engines to create interactive 3D views of automotive safety parts, allowing customers to explore products in detail from multiple angles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Finance and Insurance====&lt;br /&gt;
Advanced data visualisation tools derived from game technologies are utilised in the finance and insurance sectors:&lt;br /&gt;
* '''[https://c4xdiscovery.com/our-approach/#:~:text=4sight,medical%20industry%E2%80%99s%20needs. 4Sight by C4X Discovery]''': This tool uses Unreal Engine to visualise molecular data in a VR space, aiding in drug discovery and development. This technology enhances scientists' ability to interact with complex data and has been instrumental in projects like the development of a COVID-19 vaccine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fabricated Metals====&lt;br /&gt;
The manufacturing processes in this sector are enhanced by game-based simulations and precision tools:&lt;br /&gt;
* '''Simulation and Visualisation''': Game engines are used to create precise simulations of manufacturing processes, improving efficiency and accuracy in the production of fabricated metal products.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Publishing and Audiovisual====&lt;br /&gt;
Game engines play a crucial role in producing interactive media and advanced visual effects:&lt;br /&gt;
* '''Visual Effects''': The cinematographer of [https://www.starwars.com/news/the-mandalorian-stagecraft-feature Disney+’s &amp;quot;The Mandalorian&amp;quot;] praised game engines for speeding up production and improving the final product by offering real-time views of the finished VFX. This technology reduces the need for physical props and locations, enabling more sustainable and cost-effective productions.&lt;br /&gt;
* '''Virtual Production''': Studios like [https://www.ilm.com/ilmxlab-epic-games-team-showcase-vr-visual-development/ Industrial Light &amp;amp; Magic] and [https://www.screendaily.com/news/film-soho-to-launch-virtual-production-studio-in-central-london-exclusive/5170458.article Film Soho] utilise game engines to create dynamic, photo-real digital landscapes, enhancing the production of films and TV shows like &amp;quot;Thor: Love and Thunder&amp;quot; and &amp;quot;Rogue One: A Star Wars Story&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Aerospace and Marine====&lt;br /&gt;
These industries utilise game technology for simulations and training modules:&lt;br /&gt;
* '''VR Training''': Companies like [https://youtu.be/B3p_SEJwhJ4?si=F4waOLY3rbgGTXmk Neptune Energy] use VR applications for offshore worker training, allowing them to interact with realistic 3D models of platforms from onshore. This reduces the need for travel, lowers costs, and enhances safety.&lt;br /&gt;
* '''Digital Twins''': [https://www.equinor.com/energy/digital-twin Equinor] employs digital twin solutions to navigate installations and collaborate in real-time, improving project development and operational efficiency.&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2252</id>
		<title>Video Game Technology Spillover</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Technology_Spillover&amp;diff=2252"/>
		<updated>2024-07-02T20:39:16Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: Created page with &amp;quot;Ukie and FTI 2023 Economic Impacts of Video Game Technology Spillover report  == The Economic Impacts of Video Game...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Game Spillover front cover.jpg|thumb|border|400px|Ukie and FTI 2023 Economic Impacts of Video Game Technology Spillover report]]&lt;br /&gt;
&lt;br /&gt;
== The Economic Impacts of Video Game Technology Spillover ==&lt;br /&gt;
&lt;br /&gt;
In 2023, Ukie and FTI Consulting wrote a report that assessed the impact of video game technologies’ contribution to non-game sectors in the UK and select Nordic economies. It is considered the first time such a report has been commissioned in the UK.&lt;br /&gt;
&lt;br /&gt;
The report defined ‘spillover’ technology as instances where otherwise unrelated sectors have adopted and applied innovations from game developers to enhance their products and improve their business operations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Games Spillover in the United Kingdom==&lt;br /&gt;
In 2021, the video game industry significantly influenced the UK economy through technology spillovers. These impacts were not limited to the games sector but extended to other sectors, demonstrating the pervasive nature of video game technologies such as game engines, virtual reality (VR), and augmented reality (AR).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Figures===&lt;br /&gt;
&lt;br /&gt;
*'''Employment''': Video game technology spillovers supported nearly 10,000 jobs in the UK.&lt;br /&gt;
&lt;br /&gt;
*'''Output''': The total economic output from these spillovers was approximately £1.3 billion.&lt;br /&gt;
&lt;br /&gt;
*'''GDP Contribution''': The spillovers added around £760 million to the UK's GDP.&lt;br /&gt;
&lt;br /&gt;
*'''Labour Income''': The spillovers generated £380 million in labour income.&lt;br /&gt;
&lt;br /&gt;
*'''Government Revenues''': The activities supported by these spillovers contributed £250 million to government revenues&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Sectoral Impact===&lt;br /&gt;
&lt;br /&gt;
The sectors most significantly impacted by video game technology spillovers in the UK include:&lt;br /&gt;
&lt;br /&gt;
'''Examples of Video Game Technology Spillovers'''&lt;br /&gt;
&lt;br /&gt;
====Healthcare ====&lt;br /&gt;
Beyond VR simulations, healthcare benefits from various game-based technologies:&lt;br /&gt;
* '''AR Applications''': AR assists healthcare workers in locating veins and planning surgical procedures by overlaying digital images onto the real world, improving accuracy and efficiency.&lt;br /&gt;
* '''Haptic Technology''': [https://fundamentalsurgery.com/platform/hapticvr/ FundamentalVR’s HapticVR] technology provides life-like surgical training using haptic gloves and controllers. This platform has been deployed by institutions like St. George’s Hospital and the Houston Methodist Institute, offering a realistic training environment for medical professionals.&lt;br /&gt;
* '''Patient Care''': VR technologies like [https://www.relievrx.com/ RelieVRx], developed by AppliedVR, aid in chronic pain management by employing cognitive behavioural therapy principles, significantly reducing pain for users in clinical trials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wholesale and Retail====&lt;br /&gt;
Retailers leverage AR to enhance customer experiences:&lt;br /&gt;
* '''&amp;quot;Try-Before-You-Buy&amp;quot;''': AR applications allow customers to virtually try products before purchasing, improving customer satisfaction and engagement. This technology enables users to visualise how products like furniture or clothing will look in their homes or on them before making a purchase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Machinery Manufacturing====&lt;br /&gt;
Game technologies enhance manufacturing processes:&lt;br /&gt;
* '''Digital Designs and Simulations''': Tools like [https://unity.com/resources/unity-for-artengine Unity’s ArtEngine] enable manufacturers to create detailed digital twins of products. For example, Flokk uses these digital twins to offer customers a realistic visualisation of customisable chair components, improving the online shopping experience and reducing returns.&lt;br /&gt;
* '''Interactive Product Visualisation''': Companies like [https://unity.com/case-study/autoliv Autoliv] use game engines to create interactive 3D views of automotive safety parts, allowing customers to explore products in detail from multiple angles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Finance and Insurance====&lt;br /&gt;
Advanced data visualisation tools derived from game technologies are utilised in the finance and insurance sectors:&lt;br /&gt;
* '''[https://c4xdiscovery.com/our-approach/#:~:text=4sight,medical%20industry%E2%80%99s%20needs. 4Sight by C4X Discovery]''': This tool uses Unreal Engine to visualise molecular data in a VR space, aiding in drug discovery and development. This technology enhances scientists' ability to interact with complex data and has been instrumental in projects like the development of a COVID-19 vaccine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fabricated Metals====&lt;br /&gt;
The manufacturing processes in this sector are enhanced by game-based simulations and precision tools:&lt;br /&gt;
* '''Simulation and Visualisation''': Game engines are used to create precise simulations of manufacturing processes, improving efficiency and accuracy in the production of fabricated metal products.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Publishing and Audiovisual====&lt;br /&gt;
Game engines play a crucial role in producing interactive media and advanced visual effects:&lt;br /&gt;
* '''Visual Effects''': The cinematographer of [https://www.starwars.com/news/the-mandalorian-stagecraft-feature Disney+’s &amp;quot;The Mandalorian&amp;quot;] praised game engines for speeding up production and improving the final product by offering real-time views of the finished VFX. This technology reduces the need for physical props and locations, enabling more sustainable and cost-effective productions.&lt;br /&gt;
* '''Virtual Production''': Studios like [https://www.ilm.com/ilmxlab-epic-games-team-showcase-vr-visual-development/ Industrial Light &amp;amp; Magic] and [https://www.screendaily.com/news/film-soho-to-launch-virtual-production-studio-in-central-london-exclusive/5170458.article Film Soho] utilise game engines to create dynamic, photo-real digital landscapes, enhancing the production of films and TV shows like &amp;quot;Thor: Love and Thunder&amp;quot; and &amp;quot;Rogue One: A Star Wars Story&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Aerospace and Marine====&lt;br /&gt;
These industries utilise game technology for simulations and training modules:&lt;br /&gt;
* '''VR Training''': Companies like [https://youtu.be/B3p_SEJwhJ4?si=F4waOLY3rbgGTXmk Neptune Energy] use VR applications for offshore worker training, allowing them to interact with realistic 3D models of platforms from onshore. This reduces the need for travel, lowers costs, and enhances safety.&lt;br /&gt;
* '''Digital Twins''': [https://www.equinor.com/energy/digital-twin Equinor] employs digital twin solutions to navigate installations and collaborate in real-time, improving project development and operational efficiency.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Employment Impact===&lt;br /&gt;
&lt;br /&gt;
Video game technology spillovers supported nearly 10,000 jobs across various sectors in the UK in 2021 in the following area:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Employment Impact of Video Game Technology Spillovers in the UK (2021)&lt;br /&gt;
|-&lt;br /&gt;
! Sector !! Jobs Supported&lt;br /&gt;
|-&lt;br /&gt;
| Information Technology || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| Business Services || 1,560&lt;br /&gt;
|-&lt;br /&gt;
| Energy Extraction || 990&lt;br /&gt;
|-&lt;br /&gt;
| Wholesale and Retail || 910&lt;br /&gt;
|-&lt;br /&gt;
| Healthcare || 450&lt;br /&gt;
|-&lt;br /&gt;
| Machinery Manufacturing || 420&lt;br /&gt;
|-&lt;br /&gt;
| Fabricated Metals || 310&lt;br /&gt;
|-&lt;br /&gt;
| Finance and Insurance || 290&lt;br /&gt;
|-&lt;br /&gt;
| Arts and Entertainment || 280&lt;br /&gt;
|-&lt;br /&gt;
| Publishing and Audiovisual || 280&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=File:Game_Spillover_front_cover.jpg&amp;diff=2251</id>
		<title>File:Game Spillover front cover.jpg</title>
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		<updated>2024-07-02T19:28:06Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2250</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Main_Page&amp;diff=2250"/>
		<updated>2024-07-02T19:14:39Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: /* UK Industry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.&lt;br /&gt;
&lt;br /&gt;
If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== UK Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[UK Video Games Market]]'''&lt;br /&gt;
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]&lt;br /&gt;
**[[UK Games Charts]]&lt;br /&gt;
*'''UK Industry'''&lt;br /&gt;
**[[Job market and economic contribution]]&lt;br /&gt;
***[[Video Game Tax Relief (VGTR)]]&lt;br /&gt;
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]&lt;br /&gt;
***[[Regional Economic Impacts of the UK Games Industry]]&lt;br /&gt;
**[[Geography of the UK industry]]&lt;br /&gt;
**[[UK Investment]]&lt;br /&gt;
**[[UK Crowdfunding]]&lt;br /&gt;
**[[UK Games Fund]]&lt;br /&gt;
**[[Exports and Imports]]&lt;br /&gt;
**[[Qualified workforce]]&lt;br /&gt;
**[[Video Game Technology Spillover]]&lt;br /&gt;
&lt;br /&gt;
*[[PEGI Age Ratings]]&lt;br /&gt;
*[[Notable Dates in UK Games Industry History]]&lt;br /&gt;
**[[UK Honours in the Games Industry]]&lt;br /&gt;
&lt;br /&gt;
*[[Stats About Ukie]]&lt;br /&gt;
&lt;br /&gt;
== Global Industry ==&lt;br /&gt;
&lt;br /&gt;
*'''[[Global Video Games Market]]'''&lt;br /&gt;
**[[Mobile market]]&lt;br /&gt;
**[[Acquisition and Investment]]&lt;br /&gt;
**[[Esports]]&lt;br /&gt;
**[[Game video content]]&lt;br /&gt;
**[[Virtual reality]]&lt;br /&gt;
**[[Global Game Sales]]&lt;br /&gt;
&lt;br /&gt;
*[[Global Games Development Incentives]]&lt;br /&gt;
&lt;br /&gt;
== Demographics &amp;amp; Diversity ==&lt;br /&gt;
&lt;br /&gt;
*[[Industry Diversity]]&lt;br /&gt;
**[[UK Games Industry Census 2020]]&lt;br /&gt;
**[[Games Industry Careers &amp;amp; Salary Reports]]&lt;br /&gt;
*[[Player Diversity &amp;amp; Demographics]]&lt;br /&gt;
**[[GameTrack Quarterly Digests]]&lt;br /&gt;
*[[Diversity &amp;amp; Inclusion Initiatives &amp;amp; Resources]]&lt;br /&gt;
*[[Inappropriate behaviour and misconduct in the workplace resources]]&lt;br /&gt;
&lt;br /&gt;
== Education &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Digital Schoolhouse]]&lt;br /&gt;
*[[Computing Education Research and Resources]]&lt;br /&gt;
*[[Age Ratings &amp;amp; Parental Controls]]&lt;br /&gt;
*[[Game-related Teaching &amp;amp; Homeschooling Resources]]&lt;br /&gt;
*[[Careers in the Games Industry]]&lt;br /&gt;
&lt;br /&gt;
== International Markets ==&lt;br /&gt;
&lt;br /&gt;
*[[North America]]&lt;br /&gt;
**[[North_America#USA|USA]]&lt;br /&gt;
**[[North_America#Canda|Canada]]&lt;br /&gt;
*[[Latin America]]&lt;br /&gt;
*[[Europe]]&lt;br /&gt;
**[[Europe#France|France]]&lt;br /&gt;
**[[Europe#Germany|Germany]]&lt;br /&gt;
**[[Europe#Italy|Italy]]&lt;br /&gt;
**[[Europe#Poland|Poland]]&lt;br /&gt;
**[[Europe#Serbia|Serbia]]&lt;br /&gt;
**[[Europe#Spain|Spain]]&lt;br /&gt;
**[[Europe#Sweden|Sweden]]&lt;br /&gt;
**[[Europe#Turkey|Turkey]]&lt;br /&gt;
**[[Europe#Eastern Europe|Eastern Europe]]&lt;br /&gt;
*[[Asia]]&lt;br /&gt;
**[[Asia#China|China]]&lt;br /&gt;
**[[Asia#India|India]]&lt;br /&gt;
**[[Asia#Japan|Japan]]&lt;br /&gt;
**[[Asia#South Korea|South Korea]]&lt;br /&gt;
**[[Asia#Southeast Asia|Southeast Asia]]&lt;br /&gt;
*[[Australia]]&lt;br /&gt;
&lt;br /&gt;
== Other Helpful Resources ==&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Data Providers|Industry Data Providers]]&lt;br /&gt;
&lt;br /&gt;
*[[List of Industry Media &amp;amp; News Outlets|Industry Media &amp;amp; News Outlets]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK and International Trade Associations|UK and International Trade Associations]]&lt;br /&gt;
&lt;br /&gt;
*[[List of UK Game Development Meetups &amp;amp; Groups|UK Game Development Meetups &amp;amp; Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Glossary of Games Terminology]]&lt;br /&gt;
&lt;br /&gt;
*[[Indie Developer Resources]]&lt;br /&gt;
&lt;br /&gt;
*[[Accessibility]]&lt;br /&gt;
&lt;br /&gt;
*[[Remote Working Resources]]&lt;br /&gt;
&lt;br /&gt;
*[[Video Game Music]]&lt;br /&gt;
&lt;br /&gt;
*[[Cybersecurity Resources]]&lt;br /&gt;
&lt;br /&gt;
== COVID-19 ==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia hosts a range of games industry relevant resources, support and other content in relation to the Coronavirus outbreak. We will endeavour to keep these as up to date as possible, but please continue to refer to official sources for the latest information.&lt;br /&gt;
&lt;br /&gt;
*[[Coronavirus Resources]]&lt;br /&gt;
&lt;br /&gt;
== About This Wiki &amp;amp; How To Get Involved==&lt;br /&gt;
&lt;br /&gt;
Ukiepedia is maintained and moderated by the Ukie team.&lt;br /&gt;
&lt;br /&gt;
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form], or contact [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=2022_UK_Consumer_Games_Market_Valuation&amp;diff=2249</id>
		<title>2022 UK Consumer Games Market Valuation</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=2022_UK_Consumer_Games_Market_Valuation&amp;diff=2249"/>
		<updated>2024-06-21T08:32:26Z</updated>

		<summary type="html">&lt;p&gt;UkieAmen: Created page with &amp;quot; {| class=&amp;quot;wikitable&amp;quot; |'''Year''' |'''Total Spend ''' |'''% Growth''' |- |2020 |£7.0bn | +29.9% |- |2019 (revised) |£5.39bn | |- |2019 |£5.35bn | -4.8% |- |2018 |£5.7bn |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Year'''&lt;br /&gt;
|'''Total Spend '''&lt;br /&gt;
|'''% Growth'''&lt;br /&gt;
|-&lt;br /&gt;
|2020&lt;br /&gt;
|£7.0bn&lt;br /&gt;
| +29.9%&lt;br /&gt;
|-&lt;br /&gt;
|2019 (revised)&lt;br /&gt;
|£5.39bn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2019&lt;br /&gt;
|£5.35bn&lt;br /&gt;
| -4.8%&lt;br /&gt;
|-&lt;br /&gt;
|2018&lt;br /&gt;
|£5.7bn&lt;br /&gt;
| +10.0%&lt;br /&gt;
|-&lt;br /&gt;
|2017&lt;br /&gt;
|£5.11bn&lt;br /&gt;
| +12.4%&lt;br /&gt;
|-&lt;br /&gt;
|2016&lt;br /&gt;
|£4.33bn&lt;br /&gt;
| +1.2%&lt;br /&gt;
|-&lt;br /&gt;
|2015&lt;br /&gt;
|£4.19bn&lt;br /&gt;
| +5.3%&lt;br /&gt;
|-&lt;br /&gt;
|2014&lt;br /&gt;
|£3.94bn&lt;br /&gt;
| +14.6%&lt;br /&gt;
|-&lt;br /&gt;
|2013&lt;br /&gt;
|£3.48n&lt;br /&gt;
| +19.9%&lt;br /&gt;
|-&lt;br /&gt;
|2012&lt;br /&gt;
|£3.27bn&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>UkieAmen</name></author>
		
	</entry>
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