CREC027000 - Qualifying productions: video games

Meaning of ‘video gameâ€�Ìý

The term ‘video gameâ€� is not itself defined within the legislation. It is therefore given its ordinary meaning.Ìý

A video game is an electronic game that is played through a video device. The video device and equipment requiredÌýto play the game are separate from the game itself, even if the two are sold as a single product. The video game is the software and other electronically stored content and information, rather than the hardware it is played on.Ìý

A video device means any device capable of producingÌýtwo- or three-dimensionalÌýmoving images.ÌýTraditionally this would mean only a device including or attached to a television or monitor, but now it includes devices such as mobile phones and tablet devices as well as handheld portable games machines.Ìý

Where a video game is designed to be played on a games machine, development of the hardware is not an element of design of the game.ÌýThis is true even if the hardware is only capable of being used in conjunction with the video game.Ìý

The electronic game includes all the electronic content of the game that is requiredÌýto play that game. This includes audio content such as sound effects and soundtrack. It also includes any elements that are not interactive, such as filmed or animated sequences for narrative purposes, or options required to adapt the game to suit the desires of the player.Ìý

A game must have sufficient capability for a player to directly control actions and events in some way. There must be an uncertain outcome for the product to be a game, where the player’s actions have a meaningful result in the outcome.

Please see CREC031100 for guidance on what counts as a separate video game.


Excluded gamesÌý

For the purposes of the Video Games Expenditure CreditÌý(VGEC), ‘video gameâ€� doesÌýnot include anything that is produced for advertising or promotional purposes, or for the purposes of gambling.Ìý

The restriction on advertising or promotional purposes is intended to disqualify games which are predominantly producedÌýfor advertising or promotional purposes. This would prevent a free video game designed to promote a film or animation from receiving relief.Ìý

It is not intended to prohibit advertising being carried in games. This is common practiceÌýfor mobile phone apps,Ìýwhich will typically offer a free version which carries advertising and one which may be purchased.Ìý

The rule also does not automatically disallow games which are based on existing IP. For example, a video gameÌýbased on a TV series would be eligible provided it was not produced specifically to advertise the series, but merely to further exploit a popular franchise.Ìý

Gambling is defined by reference to the Gambling Act 2005 (GA2005). This therefore means that gambling includes activities described as:Ìý

  • gaming (GA2005/S6)Ìý

  • betting (GA2005/S9)

  • participating in a lottery (GA2005/S14)

In relation to the Gambling Act, 'gaming' means playing a game of chance for a prize. A game is a 'game of a chance' even if it also involves an element of skill or where the element of chance can be eliminated by superlative skill. The prize must be money or money's worth. There is no needÌýfor there to be any other participators in the game, nor does the player have to risk losing anything.Ìý

Video games can involve elements which are akin to gambling except for the fact that real money (or a currency that carries money’s worth) is not used. These games are not made for gambling purposes. For example, a poker video game would not constituteÌýgambling unless there was a mechanism within the video game itself for winning prizes of real moneyÌýor money's worth.Ìý

If a video game includes the ability to “cash outâ€� a currency of real monetaryÌývalue that may be won through skill or chance within the game, then it is likely that it will constituteÌýgambling.ÌýThis applies to cryptocurrencies and NFTs acquiredÌýin a video game that can be traded/sold outside of the video game itself.Ìý

If a game has a closed economy which allows players to put money into the game but not extract money or money’s worth, that game will not constituteÌýgambling.ÌýManyÌývideo gamesÌýinclude the ability to purchaseÌýmore resources for use in the game or have prizes whichÌýcan only be used in the game itself (e.g.Ìýcosmetic items). This is a common means of monetisingÌývideo games in the mobile phone app market.ÌýThe inclusion of such purchases and prizes may not in itself be an indicator of gambling, provided there is noÌýmarketplace which allows such items to be “cashed out.â€�Ìý

If you have any concerns,Ìýplease contact the Creative Industries Unit (CREC010700).


Qualifying criteriaÌýâ€� section 1179FA Corporation Tax Act (CTA) 2009Ìý

A video game is a qualifying video game for VGEC if it meets the following criteria:Ìý

  • it is intended for supplyÌý

  • it is certified as British (see CREC028000)Ìý

  • at least 10% of core expenditure on the game is UK expenditure (see CREC029000)


Meaning of ‘supplyâ€�Ìý

‘Supplyâ€� means supply to the general public. ‘Supply to the general publicâ€� means being made available for members of the general publicÌýto play. The game may be for sale in a physical format such as a disc, orÌýdistributed via the internet.Ìý

The fact that a video game is certified as British does not affect whether it is intended for supply. The British Film Institute (acting on behalf of the Department for Culture, Media and Sport) will certify video games that are not so intended.Ìý

A video game may qualify as ‘intended for supplyâ€� even if the intention is to gain a significant proportionÌýof the earnings from supply overseas, rather than in the UK (although a British video game would normally be expected to be intended for UK supply).

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IntentionÌý

The legislation does not specify whose ‘intentionâ€� this should be,Ìýbut at any time there will normally be someone entitled to determineÌýhow the video game is to be exploited. This would generally beÌýthe directors of the development company. However, there may be cases where someone else has a prior claim.Ìý

It is not necessary for the video game to actually be supplied to retailers or made available via the internet to meet this condition.ÌýHowever, if it was not eventually supplied, the question arises of whether it was ever so intended (and,Ìýif so, whenÌýthe intention changed).Ìý

If there is any doubt about the intention, the following factors could count in favourÌýof the video game being intended for supply:Ìý

  • a finance plan written on the basis that the video game will be suppliedÌý

  • a video game of a type commonly suppliedÌý

  • development in a format suitable for supplyÌý

  • payment to programmers, animators, voice artists and subcontractors on terms in line with those prevailing for video gamesÌý

  • the relevant person can demonstrate, at the end of the relevant accounting period, the intention to supply the video game to the general publicÌý


Supply condition not metÌý

A video game can only be a qualifying programmeÌýfor VGEC for a particular accounting period if, at the end of that period, it is intended for supply.Ìý

If a game is not intended for supply at the end of an accounting period, it cannot qualify for VGEC in respect of that period or any subsequentÌýaccounting period (but credits given in previousÌýperiods are not clawed back).Ìý