A new report highlights a fundamental misunderstanding of the UK games industry and advocates for the development of a unified research framework
An initiative from UKIE and the entertainment charity OKRE aims to enhance the economic and societal contributions of the UK video games industry with a newly developed framework.
The document, titled "Building a Unified Framework for the UK Video Games Impacts," is intended to aid researchers and policymakers in showcasing the industry's significance to authorities and financiers.
UKIE and OKRE believe that misconceptions about gaming's true impact have hindered financial backing, policy support, and expansion opportunities.
This research is supported by UK Research and Innovation (UKRI) and the BFI Innovation Challenge Fund and lays the groundwork for a collective evidence base for the industry.
The framework relies on an adapted Theory of Change model to link strategic actions with long-term aspirations.
The report details the broader influence of video games beyond just entertainment, affecting sectors like healthcare, education, and cultural fields such as fashion, music, film, and television. It proposes initial metrics for assessing social impacts across Culture & Society, Health & Wellbeing, and Education & Learning.
To stay objective, the framework includes existing data and assumptions without labeling impacts as either positive or negative.
It identifies three focal points concerning games and technology: creation or marketization, the act of gaming, and utilization or exploitation by third parties; the latter being an evolving and under-examined area.
The report extends the industry's boundaries to encompass a broader array of supply chain entities, encompassing over 50 subcategories and 15 general classifications, detailed here.
UKIE and OKRE urge collaboration among the gaming industry, government, and academia to address the research gaps unveiled. Additionally, a survey invites input from developers and publishers on how they evaluate their work's impact.
"This work allows us to advance to a more nuanced understanding—video games are not inherently good or bad; they are a cultural occurrence," commented UKIE CEO Nick Poole.
Poole emphasized the necessity for research to grasp how this cultural phenomenon "affects everyday life aspects—from health and education to productivity, play, digital literacy, and creativity."
OKRE director Iain Dodgeon remarked, "Research is the gaming industry's hidden advantage in securing more support and growth."
"Expanding our understanding of its impact will inform decisions on gaming innovations, policy backing, partnerships, and investments. This is why we're urging the UK games sector to partner with academia and government to fill the critical research gaps our report identifies."