Surveying the Silicon Prairie: Games in Minnesota Report researched and written by Nicolaas VanMeerten Published by GLITCH Acknowledgments Research Team This project was led by Nicolaas VanMeerten from GLITCH, with support from Carolyn Bates and Matt Lewis from GreaterMSP. Publisher GLITCH promotes the exploration of digital games as a culture, career, and creative practice. We’re a nonprofit that works to educate, inspire, and equip emerging talent with the tools for success in the digital game and simulation fields. Graphic Design Katie Simning Advisory Group Evva Kraikul Sharon Fischlowitz Stephen Guy Chip Pedersen Andrew Reiner Mike Linneman Special Thanks A special thank you to the International Game Developers Association - Twin Cities chapter for maintaining their list of game developers in Minnesota. Citation Recommendation VanMeerten, N. J. (2015). Surveying the silicon prairie: games in Minnesota. Retrieved from http://glitch.mn/wp-content/uploads/2015/12/2015-MN-Games-Report.pdf 2 Table of Contents Background 4 Key Findings: Study A 5 Study A: Objective description of the game industry in Minnesota Figure 1. Map of digital game companies in Minnesota 6 7 Table 1. Description of game companies in Minnesota Findings 6 7 Key Findings: Study B 9 Study B: Survey of attitudes and perceptions of the game industry in Minnesota 10 Table 2. Survey Respondent Demographics 10 Table 3. Frequency of Response Types 11 Findings 12 Conclusions 13 Next Steps 13 Appendix A 14 Appendix B 15 References 16 Legal Disclaimer 16 3 Background Digital games are a vibrant, creative industry in Minnesota. Last year alone this industry generated an estimated revenue of $43 million dollars and employing roughly 320 employees. However, Minnesota is often neglected in national reports on the video game industry (Sivek, 2015) and local reports on creative industries (Minneapolis City Government, 2013). GLITCH is interested in filling this gap in knowledge in to equip emerging talent in Minnesota with the information necessary to pursue careers in the digital games industry. Over the years, we have worked with many young, talented individuals who are interested in pursuing careers in the digital games industry, but they lack information on where and how to gain experience. In addition, according to LinkedIn and personal experience, talent in this industry are leaving Minnesota for employment elsewhere in the United States and abroad. Thus, our goals were to (1) describe the composition and (2) survey people’s attitudes and perceptions of the game industry in Minnesota. Each of these goals were investigated in a separate study. 4 Key Findings: Study A Minnesota Industry A snapshot of the Minnesota’s digital games ecosystem. $43M 325 Annual Revenue Employees 45 MN Digital Games Companies in Company Owner Diversity Caucasian Males Women or Minorities Types of Companies Developers 76.9% Publishers 10.2% Other 12.8% Sources & Links Hoovers = http;//www.hoovers.com/; RefUSA = http://www.referenceusa.com/; Survey data http://glitch.mn/wp-content/uploads/2015/12/2015-MN-Games-Report.pdf 5 Study A: Objective description of the game industry in Minnesota The goal of Study A was to describe the composition of the digital game industry in Minnesota. To accomplish this, we first had to develop criteria for which the companies must meet in order to be included in the study. If these criteria were believed to have been met, they were added to the list of companies used for this study. The full list of companies can be found in Appendix A. These criteria are listed below: Registered or operating in Minnesota in 2015 Business services are related to digital games After the list of companies was finalized, data was gathered from several different databases, including Hoovers, ReferenceUSA (RefUSA), and the Minnesota Secretary of State. These data sources were recommended by experts at the Minnesota Department of Economic and Employment Development (DEED) and GreaterMSP. Once the raw data was gathered from these sources, it was summarized under three different business categories: developers, publishers, and other. Companies placed into the “Developer” category primarily create digital games. Companies classified as “Publishers” predominantly finance and distribute digital games. Lastly, companies in the “Other” category performed a variety of services related to digital games, such as magazine publishing, audio design, and marketing services, to name a few. Companies were placed into these categories in order to succinctly describe different areas of the digital games industry in Minnesota. Last but not least, a map of all the companies that compose the digital games industry in Minnesota was created by converting the business addresses of all companies into GPS coordinates. These GPS coordinates were superimposed onto a map of Minnesota in Figure 1. Business Type Developer Publisher Other Figure 1. Map of digital game companies in Minnesota 6 Results Table 1. Description of game companies in Minnesota Developers Publishers Other Companies 34 5 6 Minority/Female Owned 4 0 1 Subsidiary 0 1 1 Registered in MN* 29 3 5 Mean (Standard Deviation) Company Age (in years) 6.2 (5.9) 12.6 (5.9) 4.8 (7.7) Employees 6.2 (12.8) 30.4 (25.7) 26.5 (0.7) Revenue (Hoovers; in dollars) 1.3M (3.2M) 2.2M (1.7M) 7.7M (3.3M) Sales (RefUSA; in dollars) 2.6M (4.3M) 6.5M (6.6M) 6.2M (7.9M) *Company is registered with the secretary of state in Minnesota. **Employee numbers were calculated by taking the average of employees listed in Reference USA and Hoovers. M = Million; K = Thousand; NA = Not Available; Hoovers = http://www.hoovers.com/; RefUSA = http://www.referenceusa.com/ Findings The results presented above are a snapshot of the current digital games industry in Minnesota. There are forty-five companies working on or with digital games operating in Minnesota. On average, these companies are under thirteen years old and employ from six to thirty people. Despite their small size, these companies generated roughly $43 million (Hoovers) in revenue and $75 million (RefUSA) in sales during 2014. Based on the findings above, we have achieved our first goal of describing the composition of the digital games industry in Minnesota. These results provide us with valuable information about the industry in Minnesota that will be used to identify areas for improvement. This study has also shown us the limitations of the current data available and motivated us to suggest solutions to this problem. Income Disparity Despite the large amount of revenue generated by the digital games industry overall, the majority is earned by a few companies. This is reflected by the large standard deviations present in the revenue and sales rows in Table 1. This may make it difficult for many companies to offer paid internships and offer mentorship opportunities. Thus, we believe it is important that those companies who are able to afford paid internships, offer them to aspiring talent in Minnesota. 7 Company Types There are an overwhelming number of digital game development companies in Minnesota in comparison to other types of companies. A wider variety of companies, such as peripheral manufacturers, analytics services, quality assurance, or video production would increase the sustainability of the industry, and provide more opportunities for people to become involved that may not interested in developing digital games. However, this trend is already coming to fruition. In the past couple of years there have been several companies founded in areas beside game development. In order to support this trend, other areas of the digital games industry need to become more visible to emerging talent in Minnesota. Leadership Diversity There are many successful digital game companies in Minnesota, but very few of them are owned by women or minorities. This lack of diversity in leadership positions may be problematic for the future of the industry in Minnesota, because it could hinder our ability to attract and retain diverse talent. One possible solution for this problem would be to provide women and minorities with the support that they need, such as mentorship or training programs, to pursue positions of leadership in the Minnesota digital games industry. Geographic Locations Based on the map in Figure 1, it is clear that the majority of companies that compose the digital games industry in Minnesota are located in Minneapolis-St. Paul and the surrounding areas. Although, there are a few companies located outside of this area, in St. Cloud, Northfield, and North Branch. Data Limitations Although this data provides us with a great deal of information about the industry in Minnesota, it is only a snapshot. Additional data needs to be gathered annually to determine whether we are able to change the industry in the ways we intend to. In addition, some of the younger companies did not have records in the databases used for this study, so more information about young companies will need to be sought out via other means for future iterations of this study. 8 Key Findings: Study B Survey Respondents Attitudes and perceptions of Minnesota’s digital games industry from the local workforce. Respondent Gender Diversity Male Female Other 20% 1 - 2 Years 82% Caucasian Ethnicity 20% 3 - 5 Years 37% 0 - 1 Years 7% Asian 4% Mixed Years Experience 17% 5 - 10 Years 7% Other Caucasian 5% High School 20% Some College 8% 10+ Years 14% 36k - 50k 14% 21k - 35k Education 75% College Degree 25% 51k - 90k Annual Income 16% 91k - 120k 18% <21k 12% >121k Most Frequent Suggestions for Improvement Increased Community Development Increased Industry Visibility $ Increased Access to Paid Work Source VanMeerten, N. J. (2015). Surveying the silicon prairie: games in Minnesota. Retrieved from http://glitch.mn/wp-content/uploads/2015/12/2015-MN-Games-Report.pdf 9 Study B: Survey of attitudes and perceptions of the game industry in Minnesota The goal of Study B was to learn about people’s attitudes and perceptions of the digital games industry in Minnesota and how they thought it could be improved. We did this by surveying people involved in the local industry, who have many different areas of expertise, years of experience, and positions within their companies along with people who are not currently employed in the digital games industry in Minnesota. The demographics of the survey respondents have been summarized in Table 2. The survey was distributed between July 15, 2015 and August 31, 2015. This time frame was chosen, because it is less busy in comparison to Fall when many companies are trying to ship products for the holidays. We distributed the survey through two main methods: 1. Direct email invitations to fill out the survey were sent to local games companies listed in Appendix A. 2. Invitations to fill out the survey were posted in many different social media channels that have a focus on games in Minnesota Table 2. Survey Respondent Demographics Number of Respondents 140 Mean Age (in years) 29.39 Gender 113 Male, 25 Female, 2 Other Ethnicity 82% Caucasian 7% Asian 4% Mixed 3% Other 2% Native American 1% Middle Eastern 1% African 0% Hispanic 0% Caribbean Education 1% High School Diploma 4% High School Graduate 20% Some College, no degree 7% Associate Degree 57% Bachelor’s Degree 7% Master’s Degree 1% Professional Degree 3% Doctorate Degree 10 Table 2. Survey Respondent Demographics continued CurrentlyPursuing a Career in Games 80 Yes, 59 No, 1 NA Employed Industry Experience Composition (many people had multiple experiences) 60% Development 53% Production 44% Design 42% Management 40% Art 36% Other 33% Creative Writing 31% Research 31% Web Development 29% QA 27% Audio 24% Analytics 22% Non-Profit 18% Public Relations 16% Journalism 4% HR 0% Legal Income Breakdown 11% Under $10K/year 7% Between 10k-20k/year 14% Between 21k-35k/year 14% Between 36k-50k/year 11% Between 51k-70k/year 14% Between 71k-90k/year 16% Between 91k-120k/year 7% Between 121k-150k/year 3% Between 151k-250k/year 3% Above 250k/year Years of Experience 37% 0-1 Years 20% 1-2 Years 20% 3-5 Years 17% 5-10 Years 6% 10-20 Years 2% 20+ Years NA = Not Available How do we improve the local games industry? Survey respondents were asked to describe the most important thing that needs to be improved about the local industry. Roughly half of the survey respondents provided an answer to this question. Their sentence long answers were categorized into eleven categories, based on the content of their response. The results are listed in Table 3. 11 Table 3. Frequency of Response Types Response Category* Percentage of Responses More Paid Work Locally 31% Community Development 17% Visibility 15% Business Development 8% Better Game Development 6% Access to Resources 6% Diversity 4% Bigger Companies 4% No Suggestion 4% Government Incentives 3% Values 1% Youth Education 1% *Full descriptions of the categories can be found in Appendix B. Findings As a result of this survey, we achieved our second goal and learned a great deal about people’s perceptions and attitudes of the digital games industry in Minnesota. The survey received a large number of respondents, with 140 people filling out the survey over the month and a half it was open (July 15, 2015-August 31, 2015). The sample that filled out the survey was also fairly young, predominantly Male, Caucasian, and most had completed at least some college coursework. Of the survey respondents who were employed in the industry, the majority of them had experience with development, production, and design. There was also a wide spread in salary amounts among respondents, with the majority earning between $21 thousand and $120 thousand per year. In addition, almost 80% of the respondents had less than five years of experience within the digital games industry. Lastly, the most frequent suggestions for improving the industry in Minnesota were, 1) access to more paid work locally, 2) increased development of the digital games community, and 3) increased visibility of the local digital games industry. 12 Conclusion As a result of this report, we now know a lot more about the digital games industry in Minnesota. There are over 40 companies, which provide a variety of business services, such as developing games, publishing games, marketing and advertising services for games, and many more. These companies employ over 320 people and generated roughly $43 million in revenue in 2014. Most of these companies are located near Minneapolis-St. Paul. However, alongside these positive findings, there are also problems with the digital games industry in Minnesota. There is a lack of diversity in the leadership of these companies. In addition, there is a wide gap in the amount of revenue generated by these companies. A few highly successful companies generate a large portion of the revenue in the digital games industry in Minnesota. In addition to these areas that could be improved, we have learned a lot about attitudes and perceptions of the digital games industry in Minnesota through the survey. Respondents indicated many areas of the industry that could be improved, but the most highly cited suggestions for improving the digital games industry in Minnesota were: 1) access to more paid work locally, 2) increased community development, and 3) increased visibility. Next Steps 1. According to the survey, emerging talent are struggling to find opportunities to work in the digital games industry in Minnesota. It is unclear whether people are unable to find positions due to issues of visibility, they do not have the experience necessary to qualify for positions in Minnesota, or there are simply too few open positions to meet the demand. Additional data will need to be gathered to answer this question. 2. Survey respondents indicated that additional community development is necessary to improve the digital games industry in Minnesota. In order to address this concern, GLITCH is launching the Immersion Program, a 4-week intensive course that will be embedded in digital game companies, public institutions, and universities. Each cohort in the program will learn everything from game development to marketing and animation while gaining exposure to the industry and receiving valuable mentorship. This will help to introduce new and emerging talent to the companies, public institutions, and universities that compose our digital games community in Minnesota. In addition, this program will help increase the visibility of local games companies, and provide them with access to local talent. 3. The majority of companies that make up the digital games industry in Minnesota are developers. Thus, there may be opportunities to create companies in other areas (marketing, business development, public relations, publishing, etc.), which may increase the strength of our industry overall. 13 4. The visibility of the digital games industry in Minnesota needs to be enhanced. Thus, we need to make an effort to engage with local government, media outlets, and public institutions. By engaging with these different organizations and telling them about our industry and why it matters, we can increase the visibility of our industry. 5. This study will be conducted annually by GLITCH. However, additional data need to be gathered to understand the state of young and small companies in Minnesota, because they were under-represented in the databases that were accessed for this study. In addition, this report may be improved by collaborating with the team that creates the Creative Vitality Index for Minneapolis (Minneapolis City Government, 2013) to standardize our metrics and data sources. This would also allow us to compare the performance of the digital games industry to other creative industries in Minnesota. Appendix A: List of companies included in Study A Abstract Puzzle Activision Publishing Activision Publishing Minneapolis Allen Interactions Andamio Games LLC AtPlayMusic, LLC Big John Games Concrete Software DAGERS Destineer Inc. Destineer Publishing Eduweb, Inc. Fantasy Flight Publishing Faust Logic From Nothing Game Studios Frostbit Studios, L.L.C. Game Informer Magazine Game Mill Entertainment Glitch Gaming Global Gaming Initiative, LLC Golden Gear Consulting Graveck Interactive LLC Guangcong Luo Software LLC Howling Moon Software Intropy Games, LLC Jenkat Games King Show Games LearningWare Inc. Monster Games Inc Mouse Potato Games L.L.C. Naming is Hard, LLC nativeX Holdings, LLC NOMAD Apps Pistachi Studio LLC Plaid World Studios Portage Interactive Qonqr, LLC Super 2 Games Thoughtshelter Games Trident Inc. (Atlas Games) Try Catch Games ValuSoft Visual, Inc. Whiteout Entertainment, LLC Yellow Chord Audio Zachstronaut Zivix 14 Appendix B: Category Descriptions Access to Resources: This category refers to access to many different types of resources, such as capital for developing games, education, or talent. Better Game Development: Responses that fell into this category felt that in order to improve the local games industry, we need to develop better games that receive critical acclaim. Bigger Companies: Responses placed in this category felt that there was a lack of established and successful companies in Minnesota. They felt that it was important to either attract or build these companies here in order to improve the games industry here. Business Development: Responses placed in this category cited the need for business development in the games industry in Minnesota. Specifically, there needs to be more investment into these companies and they need to develop sustainable business models. Community Development: Responses placed in this category covered two related topics: (1) The need for additional communication between companies and communities in Minnesota. (2) An increase in access to more opportunities to gain experience and develop relationships with mentors for individuals interested in pursuing careers in the game industry. Diversity: Responses that referred to diversity mentioned the need for additional support for females and an increase in the different types of positions available, beside game development. Government Assistance: Responses in this category mentioned the need for tax incentives for game companies. More Local Paid Work: Responses that were placed in this category referred to the need for access to more full-time job opportunities in the Minnesota game industry. No idea: The responses placed into this category did not have a solution for how to improve the games industry in Minnesota. Values: The responses in this category referred to the need to develop the game industry here in Minnesota without compromising their creative integrity. Visibility: Responses in this category placed an emphasis on making sure that the public knows about the Minnesota game industry and the companies and people who compose it. Youth Education: The responses in this category said that we need to focus on educating our youth that is interested in pursuing careers in the game industry. 15 References TXP, Inc. (2012). The economic impact of the creative sector in austin – 2012 update. Austin, TX: Author. Siwek, S. E. (2014). Video games in the 21st century: the 2014 report. Washington, DC: Electronic Software Association. Minneapolis City Government. (2013). Minneapolis creative vitality index report 2013: understanding the scale and impact of minneapolis’ creative industries. infoUSA, Inc. (2015). Retrieved August 31, 2015, from ReferenceUSA database. Hoovers, Inc. (2015). Retrieved August 31, 2015, from Hoover’s Company Records database. Have ideas to improve this report? Do you have ideas for this report? Do you lead an organization that wants to contribute to this conversation? This draft is open for comments. The usefulness of this report depends on getting the story right, and giving credit to all those who contribute. Send your feedback to [email protected]. Legal Disclaimer GLITCH reserves the right to make changes, corrections, and/or improvements at any time and without notice. In addition, GLITCH disclaims any and all liability for damages incurred directly or indirectly as a result of errors, omissions, or discrepancies. GLITCH disclaims any liability due to errors, omissions, or discrepancies made by third parties whose material GLITCH relied on in good faith to produce the report. Any statements involving matters of opinion or estimates, whether or not so expressly stated, are set forth as such and not as representations of fact, and no representation is made that such opinions or estimates will be realized. The information and expressions of opinion contained herein are subject to change without notice, and shall not, under any circumstances, create any implications that there has been no change or updates. 16
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