![]() Gaming & Entertainment: Animated EntertainmentPublished on Mon, Aug 28, 2006 at 19:00 | Source : Moneycontrol.com Updated at Tue, Aug 29, 2006 at 11:42
In our annual survey last year, Dataquest predicted that the gaming and entertainment (G&E) sector would be the next poster boy of Indian IT. G&E was residing on the same point of the growth curve where software services was during the mid-90s. The growing maturity showed by the sector, both on the offshore outsourcing and domestic front, during FY 2005-06 proved our foresight was not misplaced. Any analysis of this sector distinctly demarcates between entertainment and gaming segments. But they share many common trends. These include positives like exploring expansion opportunities abroad and moving towards in-house production model, as well as concerns like shortage of quality manpower, lack of quality training institutes and appropriate recognition for the sector.
Riding the Crests and Troughs Indian companies also moved towards in-house production model from the earlier scenario when the IP rested with foreign production houses outsourcing to India. This fundamental shift helped Indian studios move up the value chain to perform the role of producer and publisher. This shift also generated high returns as different sources of revenue such as merchandising emerged out of the IP. Indiagames, Mumbai switched from the earlier outsourcing business model to acquiring licenses and developing mobile games like Spiderman. Toonz Animation, Kerala, produced a 26-episode TV series called Tenali Raman. The scarcity of skilled personnel was a major concern for both entertainment and gaming sectors and inhibited the growth of the industry. While India needs at least 10,000 animation professionals-not just technical professionals with rudimentary graphics knowledge-only 3,000 skilled personnel are available. The gaming industry employed 600 people when the demand was for 1,200 and is expected to grow to 2,000 this year. The major factor leading to this gap in the demand and supply of skilled manpower was the lack of specialized training institutes. India has had no government support on animation training except for the National Institute of Design in Ahmedabad. Barring a handful, like the Maya Academy of Advanced Cinematics (MAAC) or Zee Institute of Creative Arts (ZICA), no quality private training is available either.
The government apathy has also ensured public reluctance to consider it as a career. With hundreds of studios across the country, the industry is highly fragmented. Hence unlike IT services and BPO, it cannot raise its grievances in one voice. FY 2005-06 witnessed activities to redress these concerns. To attract the best talent, the industry started by building up a brand image, identified key centers as hubs, and launched forums and associations to give the industry a common voice. Due to the presence of several studios, Mumbai has become the default hub of both the entertainment and gaming sectors. Chennai, Hyderabad, Thiruvananthapuram and Kolkata have emerged as smaller centers. Both NASSCOM and FICCI tried to woo the stakeholders. Various associations such as iGITA (Indian Games Industry and Trade Association), and FICCI-Visual Effects Community (VEC) were formed in 2005-06. The Animators
PREVIOUS STORY NEXT STORY More on Moneycontrol
Headlines
06:15 PM
07:47 PM
05:58 PM
Video of the day
Trending NewsBusiness News
Tags: Prime Focus , in-house production , Indiagames, Toonz Animation, Tenali Raman, National Institute of Design, Maya Academy of Advanced Cinematics , Zee Institute of Creative Arts , BBC, Animax, Nickelodeon, VFX, Disney, , iGITA , Rich Animation , Crest Animation, VTR Group, Dataquest, Pentamedia Graphics |
NewsVideos
Interviews
![]() Feb 10 2012, 17:36 | Source: CNBC-TV18 ![]() Feb 10 2012, 15:43 | Source: CNBC-TV18 ![]() Subscribe to Moneycontrol Newsletters |
|||||||||||