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ABCD ABN: 51 194 660 183 Telephone: +61 3 9288 5555 Facsimile: +61 3 9288 6666 DX: 30824 Melbourne www.kpmg.com.au Tax 147 Collins Street Melbourne Vic 3000 GPO Box 2291U Melbourne Vic 3001 Australia Attention to: Committee Secretary Senate Standing Committees Environment and Communications PO Box 6100, Parliament House Canberra ACT 2600 Our ref Contact David Gelb (03) 9288 6160 Georgia King-Siem (02) 9335 8567 25 September 2015 Dear Sir/Madam Submission to the inquiry into The Future of Australia’s Video Game Development Industry KPMG welcomes the opportunity to provide a submission to the Australian Senate’s Environment and Communications References Committee Inquiry into The Future of Australia’s Video Game Development Industry (“the Inquiry”). Our comments are based on our industry knowledge and experience working with a diverse range of companies, including those in the video games development industry. In this submission we provide insight into the games development industry and address each of the three questions posed by the Inquiry. Our submission provides a range of comments, covering: • Industry observations; • International comparisons; and • Recommendations. We would be happy to discuss the information contained in this submission, should you have any questions. Yours sincerely David Gelb Partner - R&D Incentives KPMG submission Future of Australia's video game development industry September 2015 25 September 2015 Contact: David Gelb Executive Summary Knowledge Economies Internationally, countries are supporting and promoting innovation in an effort to both develop new markets and establish their own knowledge economies. Demand for information, technology and communications (ICT) continues to grow and video game development is now big business. Globally, video game development is worth more than the film industry, but is often overlooked. In Australia, spending on games is disproportionally increasing compared with the Australian gaming industry. This can be remedied, but only if Government is willing to provide strategic support. Outlined in this submission are ideas designed to develop, attract and export video game developers and their products, many of which are geared towards encouraging non-government investment and streamlining regulatory frameworks. The Innovation Imperative One of the recommendations in KPMG’s recent tax reform paper in relation to what Australia can do to assist the growth of the nation’s innovation sector was the establishment of Innovation Companies – involving the creation of specific concession to attract investors into backing a particular company and then accessing trapped tax benefits (like losses) earlier. Video game developers could be included within this framework. We recommend strategic support in the following areas: • • 1 Regulatory and Tax Frameworks − Internationally aligned treatment of crowd funding. − Easier and more attractive access to venture capital. − Internationally aligned pricing for developer tools. − Restoration of grants and in kind support for the video game industry. − Incentives for cross-media collaboration. Attracting International Companies and Hiring Locals − Learning from international markets. − Extension of film industry support. − • Greater collaboration with educational institutions. Maximising Export Opportunities − Support to access to Asian markets. − Redefining the EMDG in consideration of digital technologies While all of the above may not be feasible immediately, we believe that significant and immediate steps must be taken to support Australia’s gaming industry. 2 Detailed comments 1.0 Background 1.1 Technological development is an important contributor to long-term growth. Innovative ideas and improved processes, products and services generally increase the welfare of society over time. A 2014 European Commission Report found that without market intervention, countries are likely to generate less innovation than socially desirable. 1 1.2 Transition from a resource-based economy to a knowledge-based economy takes time and considerable investment. Government is well equipped to strategically support and foster innovation given the knowledge, connections and incentives at its disposal. 1.3 Advisory and trend analysts within the CSIRO’s ‘Futures’ advisory services group have recently identified an emerging new “megatrend” which they call the “innovation imperative”. Megatrends are trajectories that will have a significant effect on government, business and society over the coming years, paradoxically providing economies with both challenges and opportunities. 1.4 As our natural resources deplete, we must find other sources of income through new industries to drive economic growth. Australia is “faced with an imperative to innovate like never before”. 2 The innovation megatrend suggests that Australia and other advanced economies face a challenge, and in order to overcome it they need to take risks, devise new ideas and invest in blue-sky scientific research. 1.5 The video game development industry (the ‘gaming industry’ or ‘industry’) is a knowledge based industry that Australia would do well to invest in, if it intends on generating a new source of income for the future. 1.6 1 The Gaming Mega-Trend Taxation Paper No 52, 2014, European Commission, A Study on R&D Tax Incentives: Final report, written by a consortium led by CPB with CAPP, CASE, CEPII, ETLA, IFO, IFS and HIS (the EU Commission Report). 2 Hajikowicz, S. 2015, ‘The seventh megatrend: Why Australia must brace innovation’, The Conversation, 6 May 2015. Available from: http://theconversation.com/the-seventh-megatrend-why-australia-must-embraceinnovation-41232 3 To the average non-gamer, it may be a surprise to learn global video game revenue exceeds the global film industry – US$88.4 billion 3 to US$88.3 billion 4 in 2015. 2014 was a huge year for the Australian video gaming industry, with annual sales increasing by 20% (AU$2.462 billion or US$2.290 billion). 5 With such a large global market and Australia’s past performance in the arena, it is unusual to find a distinct lack of government support for this industry. In stark contrast, the Australian film industry benefits from three strong pillars of tailored, government support – location, post production and producer offsets. In fact, partly due to the success of these incentives, the industry has consistently called for this support to be extended to the development of video games, voice acting and possibly even ‘app’ development. 1.7 It’s not all about fun Game development is serious business; the video game development industry plays a central role in a broader technology marketplace and the new digital economy. First, video games are not restricted to consumer entertainment; educational games, recruitment tools (KPMG itself has started to “game-ify” its graduate recruitment process) and therapeutic tools (such as the work done for people with Alzheimer’s disease) are all valuable contributions to both our economy and society. In 2013 Gartner, Inc. predicted ‘gamification’ would be used in 25 percent of redesigned business processes by 2015, and they predicted this would grow to more than a $2.8 billion business by 2016. 6 1.8 Second, the skills required to develop video games can be applied to a host of interconnected industries, including film, animation, TV production, app development and software. Thus investing in video game development isn’t an isolated contribution to the economy because its support diffuses over time into skills, productivity growth and competitiveness in associated industries. The knowledge and learnings from the gaming industry also extend well beyond associated industries. 3 McDonald, E. 2014, ‘Global Games Market Will Reach $102.9 Billion in 2017’, New Zoo: Games Market Research, 15 May 2014. Available from: http://www.newzoo.com/insights/global-games-market-will-reach102-9-billion-2017-2/ 4 The Statistics Portal. 2015, ‘Filmed entertainment revenue worldwide from 2015 to 2019 (in billion U.S. dollars)’, The Statistics Portal, 2015. Available from: http://www.statista.com/statistics/259985/globalfilmed-entertainment-revenue/ 5 Serrels M. 2015, ‘2014 was a huge year for the Australian games industry’, Business Insider, 4 March 2015. Available from: http://www.businessinsider.com.au/2014-was-a-huge-year-for-the-australian-gamesindustry-2015-3 6 Meister, J. 2013, ‘How Deloitte made learning a game’, Harvard Business Review, 2 January 2013. Available from: https://hbr.org/2013/01/how-deloitte-made-learning-a-g/ 4 Technology pioneered by games has been used in the varied fields of defence, neuroplasticity and molecular biology. 7 A specific example of how researchers in the US leveraged a simple puzzle game to research Alzheimer’s disease can be found here. 8 1.9 Third, video games and associated digital media is an untapped tourism resource. Many foreign jurisdictions have realised the benefit of presenting unique cultural influences and history in their domestic game development and film industries. The UK, for example, provides interesting criteria for its UK gaming developers by way of a cultural test that looks at the cultural content of the game. Cultural content can promote Australian culture, people, lifestyle, natural wonders and tourist attractions to the global tourism market in a far more immersive way than most other advertising channels. Essentially, ads have superficial impact, whereas interactive stories or games make you feel like you are living the Australian experience – a far more potent promotion tool. Strong examples of past success in this cultural stream include Dead Island, which had Australian main characters and a uniquely Pacific Island environment, Patient Zero by IRL Shooter which allows players to use laser guns to shoot ‘zombies’ in real life or Mad Max. 7 The Economist Special Report on Video Games, December 2011. Available from: http://www.economist.com/sites/default/files/special-reports-pdfs/20111210_video_games.pdf 8 Ibid, p.9. 5 2.0 How Australia can best set regulatory and taxation frameworks that will allow the local video game development industry to grow and fully meet its potential as a substantial employer 2.1 The Australian gaming industry has the potential to employ thousands of Australian ICT, Creative Industry and other skilled professionals in one of the world’s fastest growing markets. In order to maximise the industry’s employment potential, video game developers require the funds, global industry connections and regulatory flexibility to seek out private investment. Similarly, to establish and nurture this potential in the face of strong international competition, the sector needs strategic assistance, not broad-based incentives. The typical industry support will not suffice when dealing with the digital economy and the complex interaction of computer science and art that underpins video game development. 2.2 Existing support for the industry has dwindled over the last few years from millions in targeted grant support to a single, innovation-dependant R&D Tax Incentive. While some fledgling companies under $20 million aggregate turnover benefit from this incentive months after the expenditure has been raised and spent, the vast majority need upfront capital, not post-tax refunds. By extension, more established companies or subsidiaries with global parent companies, over $20 million aggregated turnover only receive tax breaks, not cash refunds, under the Incentive. This means that if you are a game developer in losses (a common scenario in the current Australian climate) the only assistance program available to you simply adds to your losses, with no immediate benefit whatsoever. More importantly, support for this industry should not be limited to innovation that meets the requirements of the Incentive; innovation in gaming is more subjective, and can come in the form of new features or styles rather than completely new technologies. 2.3 At least initially, the only market players with the capital and flexibility to develop new engines or functionalities (the kind of development generally eligible under the R&D Tax Incentive) are the major global players who are based overseas with billions in revenue. Even when the R&D Tax Incentive is cashed out using tax losses, the cash is received at least a year and often two years after the initial outlay for a high-risk project. 9 Therefore, more proactive, upfront and targeted assistance is 9 R&D activities can only be registered after the end of the financial year and expenditure is claimed as part of the Income Tax Return, generally filed 3-12 months after the end of the financial year. Even then, the Australian Tax Office will take 1-3 months to assess and pay the refund. Expenditure incurred at the start of a financial year will not result in a refund for another 12-24 months later. For fledgling game developers, 1224 months is a very long time. 6 required to maximise game developers employment potential. Specific recommendations, based on KPMG’s research and industry consultation include the following: 2.4 Regulatory clarification of crowd-funding for the industry in line with international standards. The regulatory framework for crowd-funding is unclear. Issuance of easy-to-digest guidance for small business, particularly those in the digital economy, would be helpful. 2.5 A prime example of a large game developed using crowd-funding is Star Citizen. A large interactive online environment, Star Citizen raised over $88 million in crowd funding to develop the initiative shape the outcome and features of the game, attracting a Guinness World Record for the largest single amount ever raised via crowdsourcing. Similarly, Pillars of Eternity raised funds from over 77,000 individual contributors to develop the game. 2.6 While there are some impressive examples of large amounts raised by crowd funding, these are the exception and not the norm. Most amounts raised are far smaller and other sources of funding much needed. Direct government assistance or policy directed toward freeing up venture capital and crowd-funded capital for budding video game developers is much needed. Early access to even small amounts of funding can make or break game development. On a regulatory and tax framework front, the GST, R&D Tax and other implications of such equity raising should be clarified with sector consultation. 2.7 Venture Capital Regulation Changes. Government support through programmes such as the Incentive is vital for early-stage R&D, often bridging the so called “valley of death” between innovative idea and a viable commercial product. This requires a balance between government and private sector support. From the private sector, venture capital (VC) has an important role to play. In 2014, VC funding accounted for 0.01% of GDP but was responsible for 10% of business expenditure on R&D (BERD). Global market volatility is severely depressing VC investment world-wide, but complexities surrounding the use of 7 Venture Capital Limited Partnerships (VCLPs), including inconsistent investor tax treatment are believed to be exacerbating the problem in Australia.10 2.8 AVCAL (Australian Private Equity & Venture Capital Association Limited) in its Re:Think Submission called for VCLP reform indicating that compliance costs were eroding ~15% of the gain returned to investors. Australia is ranked as the 8th most attractive country for VC investment behind the US, UK, Canada, Singapore, Japan, Hong Kong and Germany. During FY14, $516m in VC investments were made in a variety of industry sectors with 75% of all VC investments in communication technology (AVCAL 2014 Yearbook). With an obvious preference for communications technologies, arguably less government support or guidance will be needed to make the gaming industry an attractive VC target industry, but a minimal level of guidance or support is critical to promote this market for video game developers. 11 2.9 Reducing or offsetting inflated costs of certain software licenses With the gaming industry now predominantly comprising small companies and startups, another factor to consider is the prohibitive cost of software development tool licences and high operating costs for developers. In 2012, the House of Representatives Standing Committee on Infrastructure and Communications undertook an inquiry into IT pricing entitled ‘At what cost? IT pricing and the Australia tax’. The report was tabled in July 2013. The Committee heard evidence that suggested price discrimination is rampant amongst digitally delivered content, this included software. 12 The products delivered are essentially identical when downloaded in Australia or elsewhere. Digital delivery doesn’t require packaging or shipping, therefore consumers questioned the justification for significantly large differences in price between Australian and overseas markets. 13 The CHOICE submission explicitly stated that “international price discrimination is the most likely cause of Australia’s high IT prices.” 14 2.10 The submission made note of the fact that international price discrimination impacts the costs and productivity of Australian businesses operating in the digital economy. 10 KPMG, 2015, Submission to the Vision for Science Nation Consultation Paper, p.9 Ibid 12 House of Representatives Standing Committee on Infrastructure and Communications, 2013, ‘At what cost? IT pricing and the Australia tax’, pp. 23-28. 13 Ibid 14 Choice Submission, p.4. 11 8 Multiple submissions from the public into the inquiry specifically highlighted wellknown global software brands as some of the multinational corporations guilty of said price discrimination. Some of these brands have a virtual monopoly on the niche software used by developers to design and build various products in the industries of the digital economy (including video gaming), therefore it is not surprising they were referenced in the Committee report. 2.11 With high operating costs cited as the reason for many game development companies ceasing operation in Australia, the sector could benefit from assistance being provided that aims to lower these costs as much as possible. Tackling this issue for one sector could benefit many others. 2.12 It is worth noting the regulatory and productivity synergies in investigating and rectifying this issue. The recent G20 BEPS Action Plan, consumer groups and industry association have all expressed the need to adapt to the digital economy including eliminating artificial geographic price differentials when software is no more costly to run in Australia than elsewhere. Some price differentials are over 100% - with the Australian small business or consumer bearing the cost. This could be addressed through regulatory frameworks to support geo-neutral pricing for businesses, price ceilings for digital products, software licence subsidies, or claim back schemes to allow development companies to offset the cost of the licences they need. 2.13 Restoring Grant Funding The Australian Interactive Games Fund was a grant program designed to encourage Australian innovation, creativity and sector growth in the gaming industry. Announced in late 2012, the $20 million fund was created after a relatively long period of consultation with the industry, but was unexpectedly cancelled in 2014 without consultation to the detriment and shock of many developers. 2.14 There is a strong case to be made for the re-instatement of a grants program specifically for the game development industry given its market size, the opportunities it presents for the Australian economy and the relative success of the previous grant program. However any new grant program should be preceded by industry consultation to determine how the previous fund could be improved upon. 9 For instance, funding for a single title is useful, but enterprise level funding is also critically important in helping companies to develop multiple games at a time. 15 This is because it allows developers to come up with a number of prototypes that can be market tested or demonstrated with publishers to select those with the most potential, i.e. pivots are commonly required and locking funding to a single title or game concept is overly restrictive and doesn’t work well with market realities. 2.15 Tax breaks for cross-media collaborative projects It has become increasingly apparent that video games and film (predominantly from Hollywood) are converging more rapidly, especially with video game spin-offs from blockbuster films such as Lord of the Rings, The Godfather, Spider-Man and Iron Man. There have also been popular video games that have made their way to the big screen, such as the very famous Tomb Raider, and more recently, video games such as Hitman, Assassin’s Creed, Borderlands, and even Angry Birds. Although the Australian film industry is only a fraction of the size of Hollywood, Australia does provide tax incentives for local film productions. There is potential here for Australia’s tax system to extend this assistance by providing tax breaks for cross-media collaborative projects, thereby encouraging local gaming developers to collaborate with their film counterparts. The collaboration of the two industries could allow for a greater chance of producing a successful product, however a video game and film combination would be considered not only a high risk endeavour, but an expensive one also. For Australia to break into this space, Government support would be required to foster local development and growth. 15 Screen Australia. 2012, ‘Interactive Games Fund Consultation: Notes From Melbourne Forum’, Screen Australia, 11 December 2012. Available from: http://www.screenaustralia.gov.au/getmedia/32441929-cb40403f-be60-0a80af354e4c/Melbourne_Games_Forum_notes.pdf 10 3.0 How Australia can attract video game companies to set up development operations in Australia and employ local staff 3.1 International markets and the alignment of games development with the film industry In Australia and perhaps due to its relative age, the gaming industry has been treated as an unrelated sector to the film and television (media) industry. This is not a suitable approach given the high degree of interdependence between areas related to both such as voice acting and CGI. A greater effort is required in order to foster stronger industry collaboration between all these inter-connected sectors. There is a key role to be played here by the Government in order to achieve the level of collaboration required to foster strong growth in these industries. 3.2 Many other jurisdictions, such as Canada, Finland, New Zealand and the USA, have already aligned and extended film industry assistance to the gaming industry. Australia’s film and gaming industries are prime candidates for similar rationalisations, with location, post production and producer offsets for films made in Australia supporting thousands of local jobs a year. These incentives 16 offer tax offsets (16.5%, 40% and 30%) provided an eligible film or TV production has obtained pre-certification by the relevant Arts Ministers under s376-10(1)(c) or s37635(1)(b), or Screen Australia under s376-55(1)(b) ITAA1997. For simplicity, these existing schemes could be broadened to include video game development. This would minimise the regulatory burden while utilising existing knowledge of the scheme to maximise industry uptake. 3.3 Finland’s gaming industry provides a good case study on how targeted funding programs have helped established a world-class gaming hotspot and billion dollar industry. These programs have helped established a strong ecosystem that has attracted video game companies to set-up operations and establish a foothold locally. Finland’s ‘Tekes Skene’ program offers approximately 70 million Euros to the gaming industry with a holistic offering including funding, business development mentoring and networking services for meeting foreign gaming companies, publishers and investors. 3.4 Australia could consider a similar program with government funding provided through a specialised grant program whereby the most promising, commercially viable companies are given access to funds. In conjunction with direct funding, 16 As contained in Division 376 of the Income Tax Assessment Act 1997 11 government funded incubator programs would also support start-ups and help to facilitate industry collaboration and connections with VCs and other private investors. 3.5 Critically, Finland also focusses on creating specialised ‘hubs’ or technology parks for its gaming industry. The Finland program has been highly successful with popular titles Angry Birds (Rovio) and Clash of Clans (SuperCell) coming from Finland’s investment into their game development industry. Key to their success has been the Government’s funding as well as the Government’s role in connecting international VCs with these game developers. Reportedly, SuperCell now earns $5 million USD per day from Clash of Clans, while Rovio reported an increase in revenue from €6.5 million in 2010 to €152 million in 2012. 3.6 New Zealand provides another example of a country which has supported and nurtured a booming gaming industry through their R&D grant funding program and government supported incubators and accelerator programmes. According to a recent media release by the NZ Game Developers Association, jobs in the industry have risen by 30%. 17 The sector now employs 568 fulltime employees and earned $78.7million in FY15, with 82% of the revenue coming from digital exports. 18 It has been widely reported in the NZ media that the boom in gaming development, skills and exports is expected to be identified as an emerging new sector when the financial reports charting the contribution of the creative industries to the NZ economy are released in September 2015. 19 3.7 The UK offers yet another example. 20 The UK government recognises the value of the video game industry and supports it through a generous tax relief scheme, the “Video Games Tax Relief” (“VGTR”). Its benefits have been widely praised.21 3.8 Montreal in Canada provides a final example. Montreal promoted itself to international companies as a games development hub by subsidising wages, as well as a multimedia tax credit for French-language content – covering up to 37.5% of 17 Interactive Games & Entertainment Association, ‘Jobs in NZ Industry Grow 30%’, 21 August 2015. Available from: http://www.igea.net/2015/08/jobs-in-nz-industry-grow-30/ 18 Ibid 19 Atherton, J. 2015. ‘Kiwi gaming industry boom earns half a billion dollars’, Sunday Star Times. Available from: http://www.stuff.co.nz/technology/games/70144957/kiwi-gaming-industry-boom-earns-half-a-billiondollars 20 UKIE. 2014, ‘The games industry in numbers’, The UK Interactive Entertainment Association, 2014. Available from: http://ukie.org.uk/research 21 Sliwinski, A. 2012, ‘UK finally implementing game tax relief’, Engadget, 21 March 2014. Available from: http://www.engadget.com/2012/03/21/uk-finally-implementing-game-tax-relief/ 12 companies’ salaries. As a result, Ubisoft opened an office there, employing some 2,000 staff across a range of fields. 22 3.9 Local industry feedback in Australia has been supportive of the idea of maximising the impact of targeted government assistance by co-locating numerous game developers together, alongside related industries like film, ICT, app development and the creative industries. 3.10 These types of initiatives have proven to act as a catalyst for project commercialisation and have enabled gaming studios to diversify their game portfolios and embark on new and more innovative projects that would have otherwise been deemed too risky to undertake. They have also helped improve industry competencies and robustness through cross-skilling, collaboration, and supplying the means to recruit better talent. Holistic support for the gaming ecosystem can be underpinned by industry specific government programs and will lead to Australia becoming a more attractive destination for gaming companies wishing to establish themselves and gain access to the increased expertise and creativity of the country’s gaming industry. 3.11 University Collaboration In line with the Government’s drive for growth in Science, Technology, Engineering and Mathematics (STEM) learning, we believe that the video game development industry can provide a job market and skills base to employ STEM graduates from educational institutions for the future. Strong alignment programs (in the form of specific degrees, skills or major alignment within associated degrees like ICT, internships and industry-institution networking and coordination) between the industry and universities could provide a critical link to support STEM learning and the video game industry more broadly. This will help game developers identify and target talented university students, while helping university students identify game development companies in Australia who are doing innovative things – rather than just look abroad. Creating specific niche degrees around the needs of the gaming industry will both attract international students and attract investment from multination corporate companies, as has happened in New Zealand when Frenchbased company – Gameloft – opened a subsidiary in Auckland five years ago, partly to capitalise on the some of the best 3D animators in the world. After starting out with 22 Van Praet, N. 2012, ‘Video game tax break makes Quebec an industry hub’, Financial Post, 15 October 2012. Available from: http://business.financialpost.com/entrepreneur/video-game-tax-break-makes-quebecan-industry-hub?__lsa=e5f0-a331 13 just 12 employees, it now has a team of 177 of developers, designers and artists. 23 Ultimately universities and other educational institutions should be seeking to collaborate with industry so that those studying STEM, languages, graphic arts or performing arts are exposed to the gaming industry and vice versa. This may help reduce the cost of development (where students assist developers as part of their course), but also bring in new ideas and promote innovation. 23 Atherton, J. 2015, ‘Kiwi gaming industry boom earns half a billion dollars’, Stuff.Co.Nz, 12 July 2015. Available from: http://www.stuff.co.nz/technology/games/70144957/kiwi-gaming-industry-boom-earnshalf-a-billion-dollars 14 4.0 How export opportunities from Australia's local video game industry can be maximised 4.1 The development of export opportunities for local video game developers must recognise the global nature of the target market, the close interaction with the digital economy, the highly mobile nature of the industry and the Asian Century. With these principles in mind, we make two policy observations. 4.2 A partner to assist games developers to export to Asia First, government liaison and translational services should more keenly consider the digital economy when assisting the export of Australian goods and services. Making connections in Asia for many game developers in order to leverage local marketing, labour resources or technical expertise is extremely difficult as the customs, culture and language is vastly different to western countries. Breaking into the Asian market can take years and be very costly. If the Government can support the Australian gaming industry to break into Asia, substantial growth and export opportunities abound. For example, the Government could create an export assistance program or take trade missions of Australian games developers overseas to connect them with Asia. 4.3 The need for something more targeted than EMDG Second, the current Export Market Development Grant (EMDG) system for promoting exports has limited application for software companies and game developers for two key reasons; cash-flow and the reality of exporting digital products. 4.4 Small game developers require upfront cash to develop an exportable product, but the EMDG reimburses funds already spent and up to 24 months after they were incurred (grants close 1 December in the financial year two for expenses incurred in year one, but don’t finalise the application process until May of year two). 4.5 The EMDG also fails to account for the expenses incurred in exporting digital products such as video games and film. Expenses like travel and IP costs aren’t typically necessary when negotiating or advertising video games for export, but substantial prototype costs can be incurred to develop a minimal viable product (MVP). Unfortunately, the current EMDG framework under Schedule 5 of the scheme (Export Expenses - Trade Fairs and Promotional Events) precludes the claiming of in-house labour costs for the production of display equipment (such as 15 MVPs), which are the vast majority of export product development costs for video games. In addition, the guidance for Schedule 5 is heavily focused on physical prototypes. However with some updating, the EMDG could provide a useful support for digital industries. 16 5.0 Conclusion Australians are innovative and hard-working, but often struggle to translate innovation into successful commercial outcomes (referred to as ‘innovation efficiency’). Strategic government assistance is needed to change this. For the gaming industry, there is growing demand for video games, but there are also many barriers as most game producers in Australia are micro businesses. We have provided the Inquiry with some recommendations on how we believe government can better support this industry which is closely aligned with other recommendations for how Australia can promote innovation and move toward a knowledge economy. If there is any further information we can provide, we would be pleased to do so and we again thank the Committee for the opportunity to provide our comments. 17