How Bafta helped elevate the video game to a respected art form worthy of celebration
To receive a nomination at the Bafta Game Awards is to be placed amongst the very best video games developed each year. This year’s ceremony saw 42 games nominated, demonstrating a wide range of gaming excellence. Among the nominees were designers, voice actors and composers, each contributing to the validation of video games as a cultural form.
Now in their 22nd year, the awards took place on April 17 in London where outstanding achievement in animation went to Dispatch, with Lego Party awarded best family game, Kingdom Come: Deliverance 2 best narrative, and the coveted best overall game gong going to Clair Obscur: Expedition 33.
For the winners, awards can result in boosted sales. Clair Obscur: Expedition 33 saw more than 92,000 copies sold overnight following the awards. The win adds to the game’s overwhelming success story both economically and culturally since its release in April 2025. Such accolades not only translate to individual success, they also gain legitimacy for the game industry as a whole. So how can an awards show aid an entire medium?
Part of the answer lies in how awards shape cultural perception, not just commercial success. Regardless of their aesthetics and storytelling prowess, video games are still considered by many as being an example of “low culture”. The Bafta awards have been one way to challenge this perception, offering a prestigious arena for celebration and recognition.
The British Academy of Film and Television Arts is a British arts charity that has been in operation since 1947 with a mission to “advance the art and technique of film”. The first film awards were held in 1949, with TV awards introduced in 1955. Games first gained recognition within the respected Bafta tradition in 2004.
A video game can take years of work to develop and requires the collaboration of many creatives across a variety of disciplines. Writers, artists, animators, programmers, sound designers, voice actors and musicians are all part of the process.
Bafta runs initiatives such as scholarships, mentorships and programmes for young game designers. Celebrating video games with the annual awards show makes a statement that the medium is as worthy as film or television in terms of cultural contribution.
How does recognition impact the industry?
Legitimacy is often accompanied by economic support at a regional, national and international level. The more video games are considered culturally valuable, the more governments and art charities are interested in investing in them.
However, video game development is currently risky, with thousands of layoffs this year so far. Young graduates looking for an entry role may not find much available even with large developers like Epic Games which laid off 1,000 workers in March, attributed to a downturn in Fortnite engagement that began in 2025.
Initiatives to support studios entering the industry have increased in frequency and monetary value since 2015 with the creation of the UK Games Fund (UKGF). The support programme started with a £4 million prototype fund to help small developers produce working mock-ups of ideas to show investors. Funding is vital for the development of the industry as it allows creatives to take risks with the medium without risking their livelihoods.
Economic support initiatives create positive feedback loops where developers have the freedom to advance the art and technique of games and then see their work acknowledged through awards. This subsequently raises the profile of video games to funders.
This year the Baftas follow an increase to the funding available for British game studios from the UK government. As part of the opening of the London Games Festival – a week of talks and demonstrations from the UK games industry held every April – the Department of Culture, Media, and Sport announced a £30 million “power up” for the UK games industry.
Grants from the fund will be split into three categories. Up to £20,000 is available to invest in newly formed companies, with £100,000 for the prototyping of new games and £250,000 to aid with completing games and helping established studios expand.
The Bafta Game Awards have been a key part of the festival’s programme since its inception in 2016. The money, announced just as the best of global video games are being celebrated, will be used to support next generation of exciting young video game developers.
Charlotte Gislam is part of GAMEMHEARTS which is supported by the European Union Horizon Research and Innovation Programme under grant agreement no. 101132543
Neta Yodovich is part of GAMEMHEARTS which is supported by the European Union Horizon Research and Innovation Programme under grant agreement no. 101132543.