2011…

Before writing this blog post reflecting on the talks & articles I’ve written this year, I felt as though I’d only really had a single idea this year and that I’d endlessly explored and reiterated it through everything I’d written and said – the notion that the way we locally talk about the games industry is perhaps not the best model for all types of creative endeavor we might want to undertake or explore and that we should be looking for other lenses through which to view the world.

I certainly did talk a lot about that, but in reading through my other thoughts, and trying to construct some sort of yearly narrative, something unexpected is in there too – something still aligned with that single idea (there was no escaping it), but one that makes me feel slightly better about drawing repeatedly from that well.

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National Cultural Policy and games

Recently there have been a number of articles about Minister for the Arts Simon Crean’s support for an extension of the 40% producer offset to be applied to games, which represents the first time I can remember that game development has been discussed seriously and in public at a federal level.

His support isn’t coming out of thin air though. It’s a result of lobbying by various groups and discussions around and submissions to both the National Cultural Policy and the Convergence Review designed to:

“…set the framework for Australian Government support for arts, culture and creativity for the next ten years, providing us with a common strategic direction and rationale for current and future investment.”

From culture.arts.gov.au

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GCAP Government Round Table

This is the presentation I gave to the government round table at GCAP. Present there were representatives from Screen Australia, Film Victoria, The Office for the Arts, State Government, and others. During the discussion, PricewaterhouseCooper presented details from their Australian Entertainment and Media Outlook, the IGEA talked about their recent Digital Australia report looking at changing audience information, and I was asked to talk about games and culture.

Unlike last year’s talk where I tried to give a reframing argument of how to think and talk about games and culture, I – quite last minute – decided to look at the part of creative industries that haven’t had as much exposure in recent discussions about games and government support or interest – that of the essential maker communities.
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Turning off our screens

This is the presentation I gave at GCAP 2011. It’s drawn from other blog posts & thoughts I’ve had, notably on industry, culture, and the language we use. There are some new ideas and facts – notably the early analysis of Film Victoria’s game funding program, which I hope to dig into more detail on soon – but it’s the first time I’ve collected it all together in a single talk. It also hit some of the beats from Mike Acton’s keynote, which was fortunate as we went on just after each other at the conference.

I’ll be uploading the talk I gave to the Government Round Table on the importance of maker communities to creative industries in the next few days, as well as the data I’ve collated from the Film Victoria reports.

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