In the third year of this project, we will organize an international conference to share the data and findings with members of our project’s research team and a number of invited scholars in games studies and creative industries fields. This phase will also focus on comparative analyses of the cultural policies, regulations, creative clustering, industrial development strategies, consumption practices, and game markets of the countries we collected data on. It will be mainly carried out by the PI, the HK based Co-Is and the RAs. Based on these comparisons, we will draft a cultural policy proposal for the government and a business strategy proposal for local game industries, which we will share with game industries insiders through a public workshop or symposium. (the 25th months – 48th months)
An additional issue is that video gaming became one of the all-time most significant forms of entertainment for people of nearly every age. Kids play video games, plus adults do, too. The actual XBox 360 is one of the favorite gaming systems for those who love to have hundreds of activities available to them, in addition to who like to experiment with live with other individuals all over the world. Thank you for sharing your notions in Phase V: Comparative analysis of data on game industries and markets | Creative Industries.