- Thank you to everyone who participated in Canada Games Online 2020. The conference was a massive success thanks to the collaboration of the Canadian video game sector’s industry associations from Ontario, Quebec, BC, Manitoba, Saskatchewan, Nova Scotia and PEI. As a part of B2B Connect, Canadian studio leaders met with 65+ investors and publishers from top global companies such as EA, Nintendo, Konami, NetEase, Square Enix and 505 Games. Additionally, attendees were able to benefit from the insight shared by industry experts during the Market Pulse Training webinars.
- We'd like to give a big thanks to our partners and sponsors for their generous support in making this event possible! Funding: Canadian Heritage & Canada Media Fund // Sponsors: Ubisoft & Fasken // B2B Provider: MeetToMatch
IDM Business Analytics Survey (Monthly Data Collection)
- DigiBC is tracking basic analytics in order to have factual data on the impact that our sector is experiencing from COVID-19. We will use this data to advocate on behalf of industry. If you are in the video game sector, it is in your best interest to participate in this simple data collection exercise. We ask only five questions that measure changes in deal flow, productivity, revenue and staffing.
- We currently have 20 game studios participating and have collected monthly analytics from March to August. This represents (by headcount) about 50% of the industry. We'd like to hit 65% to ensure it is reflective, so please contact firstname.lastname@example.org if you would like to participate and share your anonymous data.
DigiBC & WIA Report on Workplace Equity, Diversity & Inclusion
- In 2019, DigiBC collaborated with Women in Animation (WIA) and received funding from Creative BC to deliver an industry-specific Equity, Diversity & Inclusion (EDI) Strategy. The following report and recommendations are the product of this strategy which consisted of an EDI audit across DigiBC’s membership, inclusion literacy and unconscious bias training of industry leadership, and establishing tools and policies for members.
SLMP (Sector Labour Market Partnership) Project Update
- DigiBC is nearing the end of our Creative Technology Education SLMP Project research. We look forward to sharing more findings from this pivotal benchmark study when the final report is released in November.
- While we are still analyzing the data and writing the report, there are some interesting initial findings. For example, we asked about Work Integrated Learning (WIL) and discovered the following:
- All participants suggested that WIL students demonstrate a higher competency level when entering workforce
- 95% of studios found WIL programs to be important
- 90% of studios currently hire or have hired co-ops or interns
- Those that have, would like to, but do not have capacity to dedicate resources to effectively supervise, train and support the students
- Most successful WIL students are those that have stronger “soft skills” (passion for industry, strong communication skills, agility and ability to adapt, strong learning attitude, professionalism)
- Most studios report approximately a 50% conversion rate from WIL student to full-time hire