Interactive Games and Entertainment Association
Abbreviation | IGEA |
---|---|
Formation | 2002 |
CEO | Ron Curry |
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
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 principle 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]
Publications
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.[20][21] The latest reports, published in 2017, are Digital Australia 2018 and Digital New Zealand 2018.[22][23]
The first report published by the association was the GamePlay Australia: Australians and Computer Games report published in 2005.[24] The first New Zealand focused report was published in 2010.[25]
All of the reports have been authored by Jeffery E. Brand, PhD, from the Faculty of Society and Design at Bond University in Australia.[26][27]
List of members
- 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
- Nnooo
- 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
References
- ^ "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.
{{cite web}}
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(help) - ^ "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
- ^ "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.
{{cite news}}
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(help) - ^ "Digital NZ Report 2018: Thought rugby was popular? Try video games". NZ Game Developers Association. 15 August 2017. Retrieved 11 October 2017.
{{cite news}}
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(help) - ^ 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".
{{cite journal}}
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(help)CS1 maint: extra punctuation (link) CS1 maint: multiple names: authors list (link) - ^ Jeffrey, Brand,; Stewart, Todhunter, (2016). "Digital Australia 2016".
{{cite journal}}
: Cite journal requires|journal=
(help)CS1 maint: extra punctuation (link) CS1 maint: multiple names: authors list (link) - ^ "Members – IGEA". IGEA. Retrieved 31 May 2017.