Hong Kong’s New Creative Industries: The Example of the Video Games Sector

Hong Kong has considerable creative and entrepreneurial resources, and the opportunity to build a vibrant set of creative industries, including in the new sectors such as video games, animation, and computer graphics. However, as it stands, some of these industries, especially that of the games indu...

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Main Author: TSCHANG, F. Ted
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Language:English
Published: Institutional Knowledge at Singapore Management University 2010
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Online Access:https://ink.library.smu.edu.sg/lkcsb_research/3067
https://ink.library.smu.edu.sg/context/lkcsb_research/article/4066/viewcontent/HongKongCreativeindustries11_Tschang.pdf
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spelling sg-smu-ink.lkcsb_research-40662018-02-01T03:33:44Z Hong Kong’s New Creative Industries: The Example of the Video Games Sector TSCHANG, F. Ted Hong Kong has considerable creative and entrepreneurial resources, and the opportunity to build a vibrant set of creative industries, including in the new sectors such as video games, animation, and computer graphics. However, as it stands, some of these industries, especially that of the games industry, are fledgling in nature. Strong supporting institutions already exist, but it is essential to discover how industry can be better supported with existing and new resources — financial and otherwise. The opportunities are immense, but so is the competition. The new entertainment media sectors are growing at a faster pace than most economic sectors in many countries. At the same time, the expected global markets for new creative industries (especially games and animation) are considered to be huge. India’s NASSCOM estimated the global market for animation to be approaching US$50 billion, while one consultancy, DFC Intelligence, reported that the total global games market (including PC, online, and console) would rise from US$33 billion in 2007 to US$57 billion by 2009. At the same time, investments in virtual worlds, including associated technologies and social networking sites, in the US alone have been in the few hundred million dollars range per quarter over 2007. 2010-01-01T08:00:00Z text application/pdf https://ink.library.smu.edu.sg/lkcsb_research/3067 info:doi/10.1057/9780230304116_12 https://ink.library.smu.edu.sg/context/lkcsb_research/article/4066/viewcontent/HongKongCreativeindustries11_Tschang.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection Lee Kong Chian School Of Business eng Institutional Knowledge at Singapore Management University Asian Studies Technology and Innovation
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Asian Studies
Technology and Innovation
spellingShingle Asian Studies
Technology and Innovation
TSCHANG, F. Ted
Hong Kong’s New Creative Industries: The Example of the Video Games Sector
description Hong Kong has considerable creative and entrepreneurial resources, and the opportunity to build a vibrant set of creative industries, including in the new sectors such as video games, animation, and computer graphics. However, as it stands, some of these industries, especially that of the games industry, are fledgling in nature. Strong supporting institutions already exist, but it is essential to discover how industry can be better supported with existing and new resources — financial and otherwise. The opportunities are immense, but so is the competition. The new entertainment media sectors are growing at a faster pace than most economic sectors in many countries. At the same time, the expected global markets for new creative industries (especially games and animation) are considered to be huge. India’s NASSCOM estimated the global market for animation to be approaching US$50 billion, while one consultancy, DFC Intelligence, reported that the total global games market (including PC, online, and console) would rise from US$33 billion in 2007 to US$57 billion by 2009. At the same time, investments in virtual worlds, including associated technologies and social networking sites, in the US alone have been in the few hundred million dollars range per quarter over 2007.
format text
author TSCHANG, F. Ted
author_facet TSCHANG, F. Ted
author_sort TSCHANG, F. Ted
title Hong Kong’s New Creative Industries: The Example of the Video Games Sector
title_short Hong Kong’s New Creative Industries: The Example of the Video Games Sector
title_full Hong Kong’s New Creative Industries: The Example of the Video Games Sector
title_fullStr Hong Kong’s New Creative Industries: The Example of the Video Games Sector
title_full_unstemmed Hong Kong’s New Creative Industries: The Example of the Video Games Sector
title_sort hong kong’s new creative industries: the example of the video games sector
publisher Institutional Knowledge at Singapore Management University
publishDate 2010
url https://ink.library.smu.edu.sg/lkcsb_research/3067
https://ink.library.smu.edu.sg/context/lkcsb_research/article/4066/viewcontent/HongKongCreativeindustries11_Tschang.pdf
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