EGDF Response on public consultation on the green paper of the European commission, concerning preparing for a fully converged audiovisual world, gross, creation and values.
EGDF Response on public consultation on the green paper of the European
commission, concerning preparing for a fully converged audiovisual world, gross,
creation and values.
A short excerpt:
Question 1: What are the factors that enable US companies to establish a successful presence in the fragmented EU market despite language and cultural barriers, while
many EU companies struggle? What are the factors hindering EU companies? The main factors behind the strong position of US companies in the European audiovisual markets are by their nature historical. They relate to post world war considerations. Some years after the Second World War Europe started to support film productions and introduce public TV, but they never managed to interrupt the strong position of US companies. This development was mainly connected with network effects that are properly and well described in the document. In a digital networked environment, the role of government as trust holder of cultural diversity becomes even more important, as network effects will only increase. Thus the role of government is to make sure that a strong variety of content – in our case games – continue to reflect the cultural values and traditions of the member states. A strong computer games industry is important in Europe because game development is by its nature economic, cultural and technological at the same time. Consequently, it promotes the cultural, psychological and economic perspectives of the creative position and it is an innovation catalyst in the information society.
Therefore games could be seen as a model here. The EU could do a lot in supporting development here.
The whole response can be downloaded.