Interactive Games and Entertainment Association
Abbreviation | IGEA |
---|---|
Formation | 2002 |
CEO | Ron Curry |
Website | igea |
Formerly called | Interactive Entertainment Association of Australia |
The Interactive Games and Entertainment Association (IGEA) is the industry association for computer and video games in Australia and New Zealand.[1]
The IGEA represents companies that are publishers, distributors and marketers of interactive entertainment products including video games and related hardware.[2] The association's members include globally recognized companies, including Google, Microsoft, Sony and Nintendo. More recently, the IGEA has added smaller independent game developers like Nnooo to its list of members.[3]
The IGEA represents its members and the video game industry on business and public policy issues[4][5] such as copyright and intellectual property, media classification,[6][7] government funding for local game development,[8][9][10] games in education[11] and cyber-safety.[12][13]
History
[edit]The IGEA registered with the Australian Securities and Investments Commission in 2002 as the Interactive Entertainment Association of Australia (IEAA).[14] One of the founding directors of the IEAA was Ron Curry who has been the CEO and principal spokesperson of the association since 2008.[15] In 2014 Curry was awarded the MCV Pacific Pillar of Industry Award for his contribution to the video game industry.[16][17][18]
From 2010 to 2012, Stephanie Brantz, an Australian sports presenter, acted as a spokesperson and ambassador for the IGEA. Brantz appeared in YouTube videos.[19] for the association and authored opinion pieces which focused on responsible parenting[12] and cyber-safety.[13]
In March 2020, members of the Game Developers Association of Australia (GDAA) voted to allow IGEA to acquire all GDAA assets and run both organizations under the IGEA banner. This included GDAA's Game Connect Asia Pacific (GCAP) annual developers' convention.[20]
Publications
[edit]The IGEA publishes biennial research reports which present data and insights into how interactive entertainment is used by consumers in the Australian and New Zealand markets.[21][22] The latest reports, published in 2017, are Digital Australia 2018 and Digital New Zealand 2018.[23][24]
The first report published by the association was the GamePlay Australia: Australians and Computer Games report published in 2005.[25] The first New Zealand focused report was published in 2010.[26]
All of the reports have been authored by Jeffery E. Brand, PhD, from the Faculty of Society and Design at Bond University in Australia.[27][28]
List of members
[edit]- 18 Point 2
- Activision Blizzard, Inc.
- AID NZ
- Bandai Namco Games
- Big Ant Studios
- Disney Interactive Games
- Electronic Arts Inc
- Findalay Marketing Limited
- Five Star Games
- Fiveight
- GDE
- Microsoft's interactive entertainment
- Nintendo Co. Ltd
- Sony Computer Entertainment Australia & New Zealand
- Take 2 Interactive
- Total Interactive Ltd
- Ubisoft Pty Ltd
- Well Placed Cactus
- ZeniMax Australia
Associate Members
- Curse
- GameSpot
- IGN
- PAX Australia
- Spiral Media
Source:[29]
References
[edit]- ^ "PROFILE: The Interactive Games and Entertainment Association". MCV Pacific. Retrieved 31 May 2017.
- ^ "About – IGEA". IGEA. Retrieved 30 May 2017.
- ^ "News". www.nnooo.com. Retrieved 31 May 2017.
- ^ Serrels, Mark. "Scott Ludlam: The Government Should Do More To Help Australian Video Games". Retrieved 31 May 2017.
- ^ "Interview: Interactive Games and Entertainment Association's Ron Curry". www.abc.net.au. 14 November 2014. Retrieved 31 May 2017.
- ^ Moses, Asher; Grubb, Ben (22 July 2011). "'Historic agreement' on R18+ video games". The Sydney Morning Herald. Retrieved 31 May 2017.
- ^ Serrels, Mark. "Question Time: Ron Curry From The iGEA". Retrieved 31 May 2017.
- ^ "A day in the life of IGEA". MCV Pacific. Retrieved 31 May 2017.
- ^ Biggs, Tim (10 January 2017). "How video games could become Australia's next big export". The Sydney Morning Herald. Retrieved 31 May 2017.
- ^ "Games industry criticises lack of government support for video games". www.theaustralian.com.au. Retrieved 31 May 2017.
- ^ "The Game Of Learning – The Role Of Video Games In The Classroom – Education Technology Solutions". www.educationtechnologysolutions.com.au. Retrieved 31 May 2017.
- ^ a b "How to choose the right video game for your children?". www.abc.net.au. 2 June 2011. Retrieved 31 May 2017.
- ^ a b "Stranger danger in the online world". www.abc.net.au. 13 November 2012. Retrieved 31 May 2017.
- ^ "Search Results – Organisations and Business Names". connectonline.asic.gov.au. Retrieved 31 May 2017.
- ^ "IGEA Team – IGEA". IGEA. Retrieved 31 May 2017.
- ^ "Protecting Children & Youth Online". Protecting Children & Youth Online. Retrieved 31 May 2017.
- ^ "The MCV Pacific Awards 2014 winners are..." MCV Pacific. Retrieved 31 May 2017.
- ^ "IN PHOTOS: MCV Pacific Awards 2014 presented by PlayStation". MCV Pacific. Retrieved 31 May 2017.
- ^ igeavideo (1 November 2010), iGEA: Parental Controls – 01 Introduction, retrieved 1 June 2017
- ^ "Media Alert: IGEA And GDAA Update". Interactive Games & Entertainment Association. 6 March 2020. Retrieved 6 March 2020.
- ^ "IGEA Research Reports Archives – IGEA". IGEA. Retrieved 30 May 2017.
- ^ "New research shows more older Australians gaming". Bond University. Retrieved 31 May 2017.
- ^ "IGEA research gives clearer picture of who Australian gamers are". MCV Pacific. 24 July 2017. Retrieved 11 October 2017.
- ^ "Digital NZ Report 2018: Thought rugby was popular? Try video games". NZ Game Developers Association. 15 August 2017. Retrieved 11 October 2017.
- ^ Brand, J. E. (2005). "GamePlay Australia: Australians and Computer Games" (PDF). Interactive Entertainment Association of Australia.
- ^ "Interactive New Zealand 2010 (INZ10) – IGEA". IGEA. 17 August 2010. Retrieved 31 May 2017.
- ^ Jeff, Brand; Stewart, Todhunter (2016). "Digital New Zealand 2016".
- ^ Jeffrey, Brand; Stewart, Todhunter (2016). "Digital Australia 2016".
- ^ "Members – IGEA". IGEA. Retrieved 31 May 2017.