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The government’s spending review: Citizen data and digital identity projects need high security by default

by admin August 21, 2025



The UK government’s spending review in June set out its plans to invest in Britain’s renewal: its security, health and economy.

Digital technologies featured heavily in the review with government pledging that it will provide “funding directly to departments to build strong digital and technology foundations, modernize public service delivery, and drive a major overhaul in government productivity and efficiency.”

One of the ways it has done this is by introducing a GOV.UK Wallet and a GOV.UK App, which aims to deliver more personalized customer experiences and verifiable digital credentials for citizens.


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This is now available to the public in beta form. The government is also creating a new National Data Library to join up data across the public sector and a single patient NHS record, which is due to be available by 2028, so that every part of the health service has a full picture of a patient’s care.

However, if the UK is to realize the benefits of its digital ambitions, it must ensure the public can trust the systems underpinning them.

Sam Peters

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Chief Product Officer, ISMS.online.

The pros and cons of centralizing data

Centralizing citizen data and digital identities has clear benefits. It enables more joined up services, reduces duplications allows for more seamless, personalized user experiences and could improve access and efficiency across the NHS and other public services.

For the NHS, for example, a single patient record could help doctors and specialists deliver better, more consistent care across the health service. For citizens interacting with government departments, a unified app and wallet could simplify administrative tasks and improve digital inclusion.

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Technology Secretary Peter Kyle has said in recent interviews that, “People’s private data will not be shared outside of government.” However, despite the Technology Secretary’s assurances, this approach does come with significant risks. Centralized citizen data represents some of the most sensitive information any organization could hold. Health records, identity details and government interactions, combined in a single system, are a goldmine for cybercriminals.

And no doubt there will be some concerns from the public regarding its security – particularly in light of recent, very public, high profile cyber-attacks. Over the last 18 months, the UK has seen a series cyber attacks on both public and private sector organizations, including health authorities and councils, as well as the recent M&S and Qantas data breaches.

These incidents have highlighted the vulnerability of critical services and the real-world impact of compromised data, from patient safety to public confidence.

As these services become more integrated and reliant on shared data infrastructure, the risk of a breach also grows. A single point of access to multiple datasets can become a high-value target for threat actors. The more data an attacker can obtain from one place, the more appealing, and damaging, a breach can be.

A proactive approach to information security

With these very real threats, a proactive, systems-led approach to information security must be embedded from the outset.

The government needs to ensure that privacy by design and security by default is in every digital service developed. This means applying rigorous access controls, encryption, and secure development practices across every data touchpoint. That said, it is crucial that continuous monitoring for vulnerabilities and suspicious activities happens throughout the system lifecycle – and not just after deployment.

Similarly, the systems need to ensure that they comply with UK GDPR, the Data Protection Act and other relevant standards.

These requirements must be seen not as a burden by the government but as the bedrock of responsible digital innovation.

Building a high-security posture

To meet these heightened security demands, following the guidance provided by internationally recognized security standards, such as ISO 27001, can be a logical place to start to get ahead of the increased risks to highly personal data this approach represents.

Standards such as ISO 27001 offer a structured, repeatable framework for managing risk, protecting information assets and demonstrating compliance. But it’s more than a tick-box exercise, it is a cultural shift in how risk is understood, communicated, and mitigated across every layer of an organization.

If the government embeds the principles of ISO 27001 into its delivery of these new services from the outset, rather than retrofitting them post-launch, it can design services that are both secure and scalable. It can ensure that it is identifying and evaluating new and emerging threats as digital services evolve.

It will also mitigate risks through policy, controls and continual improvement. But it will also be able to demonstrate accountability and transparency to the public – which is key.

Transparency is key to building public trust

Security isn’t just about systems, it is also about perception. The government’s digital strategy must be underpinned by public trust. Clear communication about how data is used, who has access, what safeguards are in place and what recourse citizens have in the event of a breach is essential.

Publishing high-level information security policies, adopting standards like ISO 27001 and engaging with the public on data protection issues will help foster the confidence needed to make digital services work.

Public sector leaders must ensure that information security is not treated as an afterthought. That means prioritizing risk management now – not waiting for a breach to expose the consequences of delay.

We list the best identity management solution.

This article was produced as part of TechRadarPro’s Expert Insights channel where we feature the best and brightest minds in the technology industry today. The views expressed here are those of the author and are not necessarily those of TechRadarPro or Future plc. If you are interested in contributing find out more here: https://www.techradar.com/news/submit-your-story-to-techradar-pro



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August 21, 2025 0 comments
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UKIE on what the government's Creative Industries Sector Plan means for the UK games industry
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UKIE on what the government’s Creative Industries Sector Plan means for the UK games industry

by admin June 25, 2025


“We’re all pretty happy,” beams Logie MacDonald, communications manager at UKIE.

The trade association has welcomed with open arms the publication of the UK government’s Creative Industries Sector Plan this week – a plan that MacDonald says satisfies many of UKIE’s proposals. “We’ve never seen this level of support before,” he says. “It’s a really big moment.”

He thinks the plan indicates a change of tone from the UK government. “In the past, video games have never really been front and centre of these things,” he says. “But they’re slowly gaining respect, and I think now they’re put on an equal footing with the other creative industries.”

Indeed, the games sector is given due prominence in the report, placed as it is just behind the section on film and TV. MacDonald also notes that Lisa Nandy, Secretary of State for Culture, Media and Sport, has been mentioning games more often. “Keir Starmer, I think, mentioned games one or two times as well.”

It’s a welcome change of tack from typical government rhetoric, he thinks. “The fishing industry gets mentioned a lot on government election campaigns, and it’s actually things like games that are really driving growth,” he points out.

(As a whole, the UK fishing industry landed sea fish with a value of £1.1 billion in 2023. In the same year, the UK video game market was worth £7.82 billion.)

The header image for the video games section of the report

Behind the scenes, UKIE has been busy. “The process for the whole industrial strategy started mid-last year, and the creative industries were asked to contribute,” says MacDonald. “So we contributed to various different aspects of it.”

UKIE is also the secretariat for the Video Games and Esports APPG (All-Party Parliamentary Group), which is chaired by Charlotte Nichols MP. “I think there’s nearly 40 MPs that sit on that group,” says MacDonald. “So that’s kind of like our main channel into government.”

Funding boost

In terms of video games, the headline announcement of the Creative Industries Sector Plan is a £30 million ‘Games Growth Package’, with this government funding spread over three years between 2026 and 2029.

Part of that £30 million (it’s currently not clear exactly how much) will go to the UK Games Fund (UKGF), which was established in 2015 chiefly as a way to provide funding for prototypes. The total amount pumped into the fund up until now by the UK government has been around £16.2 million, so the new funding announcement potentially represents a hefty increase.

“This is fantastic news for any small company looking to scale up,” enthuses MacDonald, adding that it’s also good for “students who are looking to start their first games company.”

“It’s really positive that [UKGF funding has] been renewed for not just next year with more money, but over a three year period,” he adds, noting that a boost to the UKGF was part of UKIE’s manifesto. “We’re not quite on the same level as Germany and other places, but it’s a big step forward.”

The section on interventions in the video games sector from the report

Another, unspecified portion of that £30 million will go to Games London, which runs the London Games Festival.

“I think the idea is that they’re looking at what’s the best way to put UK games on the global map,” says MacDonald. “And I think Games London is a really good way of doing that. If you look at the equivalents in other countries, in [Japan], in the US, in China, those kinds of big game festivals are a fantastic way of attracting inward investment.”

Games London has said that the “investment and revenue generation” from the London Games Festival will double as a result of this additional funding, potentially up to £30 million per year.

Skills and training

The problem of a skills shortage in the UK games sector has been widely discussed, with TIGA reporting that half of games businesses in the UK found it difficult to fill vacancies in 2024 as a result of shortages in certain skills.

The Creative Industries Sector Plan goes some way towards addressing this by announcing the formation of a strategy developed by the “sector-convened UK Games Skills Network, which will build on findings from the upcoming Creative Industries Council Skills Audit”. An industry-led body focused on solving the skills crisis is something that Skillful’s Gina Jackson called for last year.

Logie MacDonald, UKIE

MacDonald says that part of the strategy will probably involve “looking at how we can change visa regimes to get the right skills from abroad”.

In addition, the Creative Industries plan highlights the Department for Science, Innovation & Technology’s TechFirst programme, which aims to help “7.5 million UK workers to gain essential AI skills by 2030”.

“The government’s quite keen to identify what’s the best place to spend money when it comes to skills,” says MacDonald. “So we’re doing a separate piece of work on skills. And UKIE’s put together a bit of a group with the leading figures in the industry who are interested in this area. We’re working with some companies who are doing really good stuff with apprenticeships and entry-level roles.”

UK Video Game Council

Another eye-catching announcement in the report is the formation of the UK Video Games Council, which will “work with the government and the Creative Industries Council to support growth of the video games sector”.

“It’s something that a lot of industries have and something that games doesn’t have,” says MacDonald, adding that the council will be made up of around 15 to 20 industry leaders.

He explains that the council will be the government’s first port of call when it comes to discussing issues like skills, AI, or funding. “The idea is that they are a representative group of people from publishing to development to service providers,” he says.

He adds that further details on the UK Video Games Council, and an announcement of who will make up its members, will be provided in the next couple of weeks.

Tax breaks

In terms of tax breaks for the UK games sector, the big news is that… nothing has changed.

The report states that the current Video Game Expenditure Credit (VGEC) will be maintained. Announced in the 2023 Spring Budget, VGEC is the replacement for the old Video Games Tax Relief (VGTR) scheme, which is slowly being phased out.

Tax relief claims in the UK leapt by 10% in 2022–23, reaching a total payout of £282 million.

MacDonald says that UKIE was campaigning for the VGEC rate to go up for both small and large studios. UKIE has proposed a 53% tax relief rate for projects with budgets of £10 million or lower, and a 39% rate for larger projects. “That hasn’t come through, and obviously that’s something we’re going to continue to push for,” he says.

“It wasn’t something we were expecting to see, to be honest,” he adds, noting that it’s hard to defend tax breaks when “money’s tight in government and they’re looking for areas to slash”.

“When games cost so much to make these days, you need every little bit of help you can find”

Logie MacDonald, UKIE

But he points to UKIE’s research indicating that this extra tax relief would more than pay for itself. In terms of return on investment, UKIE estimates that higher rate would generate an additional £1.87 for every £1 in VGEC disbursements.

“And if we’re looking forward to the next 10, 20 years, we want both big and small companies to start to create a game here rather than in France or North America,” adds MacDonald.

“When games cost so much to make these days, you need every little bit of help you can find. And we know that when publishers are deciding where to develop a game, [tax relief is] one of the main things they look at. If our rate is lower than somewhere else, then it’s an easy decision.”

So, even though UKIE broadly welcomes the changes in the Creative Industries Sector Plan, there’s clearly still room for improvement.

“There’s always more to be done,” MacDonald concludes.



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June 25, 2025 0 comments
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