Publication Type

Book Chapter

Version

submittedVersion

Publication Date

2010

Abstract

Hong Kong has considerable creative and entrepreneurial resources, and the opportunity to build a vibrant set of creative industries, including in the new sectors such as video games, animation, and computer graphics. However, as it stands, some of these industries, especially that of the games industry, are fledgling in nature. Strong supporting institutions already exist, but it is essential to discover how industry can be better supported with existing and new resources — financial and otherwise. The opportunities are immense, but so is the competition. The new entertainment media sectors are growing at a faster pace than most economic sectors in many countries. At the same time, the expected global markets for new creative industries (especially games and animation) are considered to be huge. India’s NASSCOM estimated the global market for animation to be approaching US$50 billion, while one consultancy, DFC Intelligence, reported that the total global games market (including PC, online, and console) would rise from US$33 billion in 2007 to US$57 billion by 2009. At the same time, investments in virtual worlds, including associated technologies and social networking sites, in the US alone have been in the few hundred million dollars range per quarter over 2007.

Discipline

Asian Studies | Technology and Innovation

Research Areas

Strategy and Organisation

Publication

Innovation Policy and the Limits of Laissez-faire: Hong Kong's Policy in Comparative Perspective

Editor

Douglas B. Fuller

First Page

267

Last Page

300

ISBN

9780230273368

Identifier

10.1057/9780230304116_12

Publisher

Palgrave Macmillan

City or Country

London

Copyright Owner and License

Author

Comments

Douglas B. Fuller

Additional URL

https://doi.org/10.1057/9780230304116_12

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