Yes, there is outsourcing that's going on. In the video games sector it's a bit different from the other tech sectors, not the least of it being that at the end of the day we are creating a creative product that is built entirely around teams that work together, often in the same physical location. They don't have to; often you can be divided up in different locations. As a consequence, though, especially on the content side of the equation, it's difficult to outsource that. It's particularly difficult to outsource that to a cultural environment that's vastly different from your own cultural environment, where the cultural touchstones about making a game are not going to be the same.
The games produced by China and India, which incidentally have extremely strong game development communities themselves, are very different from a lot of the games we produce here. As a consequence, we tend not to outsource that much to them.
In terms of very run-of-the-mill grunt work, some of that will get outsourced if it's economical, but often we find that the calibre of the work being done locally is much higher. As well, there's the fact that, again, if they're working locally—in local teams in the same physical location—it facilitates communication in a way that you just don't have when you're working with someone on the other side of the world.