Research resources



Australian Bureau of Statistics (2008). Digital Game Development Services, Australia, 2006-07. Cat. No. 8515.0.

Australian Centre for Moving Image (2008). History of Game Development in Australia.

Australian Centre for Moving Image (2008). Timeline of Games Development in Australia.

Australian Games Innovation Centre (2005). Australian Electronic Games Industry Timeline.

Australian Government: Attorney-Generals’ Department (2009). Discussion Paper: Should the Australian National Classification Scheme include R18+ Classification Category for Computer Games?

Australian Trade Commission (2010). Creative Australia. Australia has major success in digital game development and design.

Game Developers’ Association of Australia (2006). Submission to the Commonwealth Government. Review of Australian Film Funding Support. August 2006.

Geneve, A., Nelson, K.J., & Chrstie, R.J. (2008). Passion, women and the games industry: influences on women’s participation in the games industry.

House Standing Committee on Communications, Information Technology, and the Arts (2004). From Reel to Unreal: Future opportunities for Australia’s film, animation, special effects and electronic games industries. June 2004

Innovation and Business Skills Australia (2009). Review of the digital games development: Games Arts, Animation and Programming. December 2009.

Insight Economics (2006). Australian Electronic Game Industry Profile. November 2006.

Interactive Entertainment Association of Australia (2005). Game Play Australia 2005. An independent study on the thoughts and habits of Australians in relation to computer and video games.

Interactive Entertainment Association of Australia (2008). Interactive Australia 2009.

Interactive Entertainment Association of Australia (2008). IGDA Curriculum Framework: The Study of Games and Game Development. Version 3.2 beta. February 2008.

Ipsos MORI (2009). Futurelab Gaming in Families Research. Parents’ and childrens’ views on and experience of gaming. September 2009.

Multimedia Victoria (2003). Game Plan: Game On. A Blueprint for Growing the Victorian Computer Game Industry. February 2003.

Multimedia Victoria (2009). Computer Games Fact Sheet.

New South Wales Department of State and Regional Development (2008). NSW Creative Industry: Economic Fundamentals. December 2008.


Department of Trade and Industry (2002). From exuberant youth to sustainable maturity: competitive analysis of the UK games software sector. October 2002.

Digital Native Academy (2008). An Investigation into the Labour Market and Skills Demands of the Games and Serious Games Industries. March 2008.

Entertainment Software Association (2009). Essential Facts about the Computer and Video Games Industry: 2009 sales, demographic and usage data.

Entertainment Software Association (2008). Transformation of the Video Games Industry.

Derryberry, A. (2007).  Serious games: online games for learning.

Game Connection Research (2009). The 2010 Game Industry Survey.

Games Investor Consulting (2008). Raise the Game. The competitiveness of the UK’s games development sector and the impact of governmental support in other countries. December 2008.

Games Investor Consulting (2009). It’s Time to Play. A Survey on the impact of a tax credit for cultural video games in the UK development sector. August 2009.

Games Investor Consulting (2010). Glossary: Games Industry Terminology.

Hertzschuch K. (2008). Serious Games. July 2008.

International Games Developers Association (2005). Quality of Life in the Game Industry: Challenges and Best Practices. April 2004.

International Games Developers Association (2005). Quality of Life Summit: An IGDA Think-Tank. March 2005.

International Games Developers Association (2005). Game Developer Demographics: An Exploration of Workforce Diversity. October 2005.

International Games Developers Association (2008). 2008/2009 Casual Games White Paper.

Lake Washington Technical College (2003). Skill Standards for Electronic Game Content Production.

McFarlane, A., Sparrowhawk, A. & Heald, Y. (2002). Report on the educational use of games. Teem, UK Department of Education and Skills.

MCV (2010). UK Games Industry Salary Survey 2010. 19 January 2010.

NewZoo (2010). Newzoo Games Market Report: Consumer Spending on Key Platforms and Business Models Summary.

OECD (2005). Digital Broadband Content: The online computer and video game industry. May 2005.

Peltoniemi, M. (2008). Life-cycle of the games industry. The specificities of creative industries. Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era.

Poole, S. (2007). Trigger Happy: Video games and the entertainment revolution. First edition 2000.

Sawyer. B & Smith. P. (2008). Serious games taxonomy.

Siwek, S. (2007). Video Games in the 21st Century. Entertainment Software Association.

SkillSet (2008). Computer Games Sector Profile (UK).

SkillSet (2009). Computer Games Sector – Labour Market Intelligence Digest (UK).

SkillSet (2009). National occupational Standards for Interactive Media and Computer Games (UK).

Smith. S. (2007). Game Impact Theory: The Five Forces That Are Driving the Adoption of Game Technologies within Multiple Established Industries.

Stewart, J. (2008). Preparing for a Job in the Games Industry: An Interview with Ensemble Studio’s Colt McAnlis.

Stone, B. (2005). Serious Gaming.

Swain, C. (2009). Improving academic-industry collaboration for game research and education. 4th International Conference on Foundations of Digital Games, Orlando, Florida.

Teipen, C. (2008). Work and Employment in Creative Industries: The Video Games Industry in Germany, Sweden and Poland. Economic and Industrial Democracy, Vol. 29, p. 309.

TIGA (2009). Outsourcing and offshoring. Games Industry Policy Paper. April 2009.

TIGA (2009). Business Opinion Survey. September 2009.

UK Trade and Investment (2007). Playing for Keeps: Challenges to sustaining a world-class UK games sector – Games development territory profiles. October 2007.



Australian Communications and Media Authority (2009). Australia in the Digital Economy. Report 1: Trust and confidence. March 2009.

Australian Communications and Media Authority (2009). Australia in the Digital Economy. Report 2: Online Participation. May 2009.

Australian Communications and Media Authority (2009). Online risk and safety in the digital economy. December 2009.

Australian Interactive Media Industry Association (2005). Digital Content Industry Roadmapping Study. April 2005

Cutler & Company (2002). Producing Digital Content. September 2002.

Buchan Consulting (2005). Analysis of Skills and Training Issues Affecting the Digital Content Industry. June 2005.

Centre for International Economics (2005).  Australian digital content industry futures. May 2005.

Centre for International Economics (2009). Creative Industries Economic Analysis Final Report. June 2009.

Department of Communications, Information Technology and the the Arts (2005).  Unlocking the Potential, Digital Content Industry Action Agenda. November 2005.

Department of Communications, Information Technology and the the Arts (2003). Creative Industries Cluster Study.

Department of Broadband, Communications and Digital Economy (2009). Australia’s Digital Economy: Future Directions.

Innovation and Business Skills Australia (2009). Digital Content Industry: Options for National Vocational Qualifications. Discussion Paper. June 2006.

QUT CIRAC and Cutler & Company (2003). Research and Innnovation Systems in the Production of Digital Content and Applications. September 2003.


Department for Business Innovation & Skills (2008). Digital Britain, June 2009

Knowledge Transfer Network (2010). Creative Industries KTN: Final Beacon Report. March 2010.

PricewaterhouseCoopers (2009). Global Entertainment and Media Outlook: 2009-2013 press release: No place to hide from the digital revolution.

OECD (2006). Digital Broadband Content: Digital content strategies and policies. May 2006.

OECD (2009). Information Technology Outlook. January 2009. See chapter 4 Chapter 5. Digital Content in Transition.

SkillsSet (2004). Creating the Future. The UK Skills Action Plan for the Interactive Media and Computer Games Industries.

SkillsSet (2009). 2008 Creative Media Workforce Survey. July 2009.

SkillsSet (2009). 2009 Employment Census: The results of the seventh Census of the Creative Media Industries. December 2009

Spilsbury, M. (2002). An Assessment of Skill Needs in the Media and Creative Industries.

McNaboe, J. (2005). Skills Requirements of the Digital Content Industry in Ireland: Phase 1. February 2005.

Technology Strategy Board (UK) (2009). Creative Industries Technology Strategy 2009-2012.

UK Department of Children, Schools and Familes (2008). Safer Children in a Digital World: the report of the Byron Review. March 2008.

UK Technology Strategy Board (2009). Creative Industries Technology Strategy 2009-2012.

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