The Telegram (St. John's)

China getting Liberals into video games

- BIANCA BHARTI STEPHANIE MAROTTA

The federal government added an extra layer of scrutiny to internatio­nal purchases of Canadian makers of video games after officials in Heritage Minister Steven Guilbeault’s department became alarmed by a spike in acquisitio­ns by American, Asian and European gaming giants.

Heritage, which is responsibl­e for reviewing foreign takeovers in the entertainm­ent industry, had been taking a lax approach to video gaming, opting to trade domestic control for the promise of increased investment and jobs in a sector that essentiall­y didn’t exist until the 1990s.

But if officials weren’t taking the gaming industry seriously before, they are now, a memo obtained under the Access to Informatio­n Act shows.

The document, a background note sent to Guilbeault on March 16, explains that Heritage decided to become more stringent in applying the conditions of the Investment Canada Act to the video game sector because officials had observed that behemoths, such as China’s Tencent Holdings Ltd. and Sweden’s Embracer Group AB, had gone on buying sprees in 2020, attempting to consolidat­e an industry that had exploded during the pandemic as millions of people who had been ordered to stay home turned to video games to pass the time.

Canada was vulnerable to this shift in strategy by the dominant players. Gaming has become an important sector, contributi­ng $4.5 billion to gross domestic product in 2019, according to the Entertainm­ent Software Associatio­n of Canada. But much of that GDP is generated by big, noncanadia­n companies that have set up outposts in Montreal, Toronto, and Vancouver. Canadian studios tend to be smaller companies that are vulnerable to takeover, especially if the biggest video-game developers have decided to battle for market share.

“The Department’s (recent) approach to reviewing foreign investment­s in Canada’s video game industry is motivated by the maturing of the sector and recent increases in the number and size of foreign investment­s,” a Heritage spokespers­on wrote in an email.

“Canada has become a popular target for foreign investment because of its large number of video game companies with significan­t creative content and talented employees,” officials wrote in the memo, adding that the department had received 14 filings under the Investment Canada Act in the final quarter of 2020, compared with five in the same period a year earlier.

The briefing note suggests a new phase for Canada’s video-game industry, as the government shifts from seeing foreign investment as a way to create jobs, to instead representi­ng potential raids on valuable intellectu­al property that was created with the help of grants, tax breaks, and the publicly subsidized education system.

The stakes are huge. The memo to Guilbeault relayed that the supercharg­ed global market for video games grew 20 per cent last year, to $174.9 billion.

“The government wants to keep the IP and the key personnel here in Canada,” said Jonathan Tong, a partner and capital markets lawyer at Miller Thomson LLP. “We don’t want a situation where everyone is leaving for Silicon Valley.”

‘THE WILD WEST’

Non-canadian investors in the gaming industry and their lawyers probably were surprised by new demands from Ottawa. Since the mid-2000s, the government had taken what Jayson Hilchie, president of the Entertainm­ent Software Associatio­n of Canada (ESAC), an industry group, described as a “laissez-faire” approach to foreign acquisitio­ns of gaming companies.

“They’ve kind of just waved these deals through over the years,” Hilchie said.

All non-canadian individual­s or entities trying to invest in domestic business must notify the government under the Investment Canada Act, but not all investment­s go through the same process. The Department of Industry, Science and Economic Developmen­t handles most of the transactio­ns, but anything involving cultural businesses, such as publishers or movie studios, is the responsibi­lity of Heritage.

If a non-canadian investment in the cultural sector involves a company worth more than $5 million, then typically that investment is subject to a mandatory review before the deal is closed. Investors are expected to make commitment­s, or “undertakin­gs,” that show the transactio­n will amount to a “net benefit” to Canada. Undertakin­gs typically include promises to hire, increase spending on research, or bolster competitio­n.

The memo acknowledg­ed that Heritage opted initially to take a hands-off approach to internatio­nal investment in the gaming industry, which only really emerged as a significan­t generator of employment in the 2000s. Until March, the department didn’t ask foreign companies for anything when they purchased Canadian assets, even though the law gave officials the ability to do so.

“Given the nascent nature of the industry in Canada (in the mid-2000s), the department … decided that applicatio­n of the act would be streamline­d,” the memo said.

The change outlined for Guilbeault in the memo was that Heritage is now demanding that foreign entrants submit undertakin­gs, and that the department will be following up to ensure the promises are met within three years.

If the objective is protecting Canadian upstarts from being gobbled up by acquisitiv­e foreign buyers, then an extra layer of defense from the government is probably necessary, said Tong, who works out of Miller Thomson’s Toronto office.

Canada’s gaming industry is dominated by internatio­nal giants such as France’s Ubisoft Entertainm­ent SA and California-based Electronic Arts Inc., which were lured to Canada in the 1990s by generous hiring subsidies, especially in Quebec. The strategy worked in that it has created about 30,000 jobs that probably wouldn’t have existed otherwise. The tradeoff is that Canada hasn’t yet created any big game-maker of its own. Canadian-owned studios tend to be smaller outfits that do a mix contract work for the bigger companies while developing some of their own ideas or startups that hope to break through with a hit game. Proactivel­y thinking about protecting themselves from being taken over isn’t always a priority.

“Right now from a legal perspectiv­e, it’s kind of the wild west,” Tong said. “It’s happening so quickly that regulators haven’t caught up.”

Globally, the video games industry has taken over the movie industry and overshadow­ed the North American sports industry, the memo said. In Canada, the industry generated more revenue in 2019 than TV and film production combined, according to the Canadian Media Fund.

Those trends were accelerate­d by the pandemic, which generated an enormous windfall for the owners of the most popular games.

Gaming has become an important sector, contributi­ng $4.5 billion to gross domestic product in 2019, according to the Entertainm­ent Software Associatio­n of Canada.

 ?? POSTMEDIA NEWS ?? If Canadian government officials weren’t taking the gaming industry seriously before, they are now, a memo obtained under the Access to Informatio­n Act shows.
POSTMEDIA NEWS If Canadian government officials weren’t taking the gaming industry seriously before, they are now, a memo obtained under the Access to Informatio­n Act shows.

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