Taxpayers will subsidize the creators of video games

The Ministry of Energy, Tourism and Digital Agenda, through public business entity, will convene in the next few weeks a new line of subsidies for the sector of the video game that comes out of our pockets 6.25 million euros, as announced by the secretary of State for the Information Society and the Digital Agenda, José María Lassalle.

The Ministry notes that the aim is to “promote the business development of the entrepreneurs and young talents of the video game industry, and providing them with efficient mechanisms to execute solid business plans and ambitious and to improve the positioning and internationalization of your product”.

The grants are aimed at independent studies, smes or self-employed persons who submit projects that have among its objectives to increase the potential size of the market for the product; increase the community of users, customers and players; to improve the business model; facilitate the access to platforms of marketing and distribution and/or facilitate the participation in trade fairs and specialized events. In particular, be able to opt for these companies that have a turnover of up to two million euros, with a minimum seniority of six months of life. The grants will fund programs of up to 150,000 euros, one per recipient.

Turnover grew 21% in 2016

The sector producer of video games in Spain had a turnover of 617 million euros in 2016, a 21% more than in the previous year, and with a growth in the direct employment of 20%, reaching 5.440 professionals in 2016, according to the White Book of the Spanish development of video games 2017, presented this Thursday in Madrid.

Spanish association of Companies Producers and Developers of video Games and Entertainment Software (DEV) describes in the White paper the data relating to the financing, employment, training, and grants public-sector producer of video games in Spain, and speaks of that “for the first time in recent years,” the Spanish industry has entered a “consolidation phase”, but it seems that they still need the spaniards to continue to financiándolo to the force.

As reflected in the White paper, currently in Spain there are 450 firms and companies legally constituted, plus another 130 projects waiting to be formed. With regard to 2016, when there were 480, which is a reduction of 6% of studies in active.

The year 2016 was closed with a turnover of 617 million euros, an increase of 21% from 2015 and, according to has been exposed to DEV, it is estimated that the sector will have an annual growth of 23.6%, and is projected to reach 1,440 million euros in turnover by 2020. For that year it is also expected that the sector provides jobs directly to 11.420 people, having 5.440 professionals in 2016.

In addition, the sector maintained the trend to polarization in the location of companies in Catalonia and Community of Madrid, that grouped each a little more than a quarter of the companies and Spanish studies. The Valencian Community, Andalusia and the Basque Country gather together another 28% of the total business.

It is a business fabric, mainly composed by micro-enterprises (68%), small businesses (22%) and of medium-sized or large (10%). 47% of Spanish studies employs less than five employees, and 87% invoice less than two million euros, according to data from DEV. In addition, the White paper sets out that over 80% of the studies did not exist 10 years ago.

The Spanish industry of development of video games is consolidated with a high rate of exports, since, on average, 57% of the revenues of the companies in the sector come from international markets.

From the point of view of the financing, according to data cited by the report, in Spain, 91% of the registered capital of enterprises comes from the founding partners. In turn, 92% funds its projects with its own resources, and the 48% of the revenues of his own activity.

Since DEV think it is necessary for an “ambitious” plan of public support, that allows for the consolidation in Spain of an ecosystem focused on excellence and transform in cost-effective studies have already been created.

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