Creative economy policies for the video game industry: an Australia/Canada comparison

Darchen, Sebastien and Tremblay, Diane-Gabrielle (2013). Creative economy policies for the video game industry: an Australia/Canada comparison. In: AAG Annual Meeting 2013, Los Angeles Ca, (). 8-14 April 2013.

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Name Description MIMEType Size Downloads
Author Darchen, Sebastien
Tremblay, Diane-Gabrielle
Title of paper Creative economy policies for the video game industry: an Australia/Canada comparison
Conference name AAG Annual Meeting 2013
Conference location Los Angeles Ca
Conference dates 8-14 April 2013
Place of Publication Washington, DC, United States
Publisher Association of American Geographers
Publication Year 2013
Sub-type Published abstract
Total pages 1
Language eng
Abstract/Summary The video game industry is a creative industry, however we know little of the policy framework that sustains this sector. In this article we compare two Canadian case studies (Toronto, Montreal) with two Australian case studies (Brisbane, Melbourne). Through the different levels of maturation within these video game hubs we can identify and contrast different policy models. We describe the different case examples as follows: Montreal is a leading video game hub internationally and Toronto is an emerging hub in Canada; Australia is considered as a contender on the international scale, as Melbourne is the leading video game hub in Australia and Brisbane is a former leading hub (recently experiencing decline). Our research is based on interviews with policy advisors at the City and State levels as well as game developers. We also provide an extensive analysis of relevant policy documents to demonstrate the evolution of the policy, specifically the financial incentives made available. The research objective is as follows: To identify the different policy models in place and to evaluate their impact on the growth of the industry for each case study. The main conclusion of this study reveals that Montreal has developed attributes (low cost of labour, availability of skilled labour, quality of university programs, etc.) that none of the other case studies can match; most of which are the direct outcome of policy decision-making.
Keyword Creative economy policy
Video game industry
Q-Index Code EX
Q-Index Status Provisional Code
Institutional Status UQ
Additional Notes Part of the session: Debating the Creative Paradigm in Geography

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Created: Tue, 16 Apr 2013, 09:57:41 EST by Sebastien Darchen on behalf of School of Geography, Planning & Env Management