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Cover of German Games Industry: 2025
Report39 pages

German Games Industry: 2025

Germany's games industry went through a difficult 2024.

  • The German games market contracted by 6% in 2024, resulting in total revenue of €9.4 billion and the first recorded decline in industry employment and active companies.
  • Federal funding is set to increase to €125 million annually by 2026, supported by new competitive tax incentives designed to improve Germany's international market standing.
  • Germany remains Europe's largest games market and the fifth largest globally, supported by a robust player base of 37.5 million people with an average age of 39.5.
game – Verband der deutschen Games-Branche e. V.Jan 2025
Cover of Australian Video Game Development Industry Stays Steady, Generating $339.1 Million for the Economy
Article

Australian Video Game Development Industry Stays Steady, Generating $339.1 Million for the Economy

The Australian video game development industry maintained a steady economic contribution in FY2024, generating AUD$339.1 million in reported revenue, a slight decrease from AUD$345.5 million in FY2023.

  • The Australian video game development industry generated AUD$339.1 million in revenue in FY2024, a slight decrease from AUD$345.5 million in 2023, but is considered steady given global challenges.
  • 93% of the revenue generated by Australian game studios comes from overseas sources, indicating strong international demand for Australian-made games.
  • Full-time employment in the Australian video game industry remained stable at 2,465 across 137 surveyed studios in FY2024, with 61% of studios planning to hire in 2025.
Interactive Games and Entertainment AssociationDec 2024
Cover of Videogames, the Anthropocene, and Other Problems of Scale: Methodological Notes for the Study of Digital Games in Times of Ecological Crisis
Article

Videogames, the Anthropocene, and Other Problems of Scale: Methodological Notes for the Study of Digital Games in Times of Ecological Crisis

The study of digital games within the context of the Anthropocene requires a fundamental shift in methodology, moving away from traditional frameworks that treat games as either educational instruments for behavioral change or representational tools for depicting ecological collapse.

  • Current research methodologies that treat games as educational tools or representational media for climate change fail because they incorrectly assume that in-game messaging scales predictably into real-world environmental action.
  • Scholars should shift focus from broad, data-driven analyses toward 'molecular encounters,' which prioritize the micro-level, non-strategic interactions between players and digital systems.
  • The Anthropocene should be studied as an underlying condition that shapes the nature of digital play rather than as a subject for explicit environmental representation.
Journal of Games CriticismOct 2024
Cover of SXSW Sydney: Three Things I Learned from This Year's Festival
Article

SXSW Sydney: Three Things I Learned from This Year's Festival

This document summarizes key observations from the SXSW Sydney festival, focusing on the Australian video games industry and broader trends.

  • The New South Wales games industry faces significant instability due to a 2023 government attempt to withdraw $190 million in screen industry funding.
  • Australian developers lack a robust professional services infrastructure, specifically in banking, legal, and corporate advisory sectors, which hinders access to specialized financial products.
  • Twitch is strategically pivoting away from its 'games-only' brand identity to compete directly with short-form platforms like TikTok for broader audience engagement.
Video Games Industry MemoOct 2024
Cover of Press Start: Games Start-up Scholarship for German Developers
Article

Press Start: Games Start-up Scholarship for German Developers

Germany's federal government is launching the "Press Start: Games start-up Scholarship," a funding program designed to help game developers establish their own studios.

  • The German government is investing 8 million euros into the 'Press Start' scholarship to support up to 130 emerging video game studios.
  • Selected participants will receive a monthly stipend exceeding 2,750 euros alongside an 18-month program of professional coaching and workshops.
  • The initiative is open to entrepreneurs who have established a studio within the last 18 months or intend to launch one in the near future.
Gamecity HamburgOct 2024
Article

Avant-Garde Is Dead? On Arrière-Garde and Digital Games

The scholarly inquiry into the evolution of digital game aesthetics challenges the traditional assumption that the avant-garde remains the primary driver of innovation within the medium.

  • The academic article 'Avant-Garde is Dead? On Arrière-Garde and Digital Games' was published in the journal Games and Culture by authors Aleksandra Prokopek and Agata Waszkiewicz.
  • The research explores the conceptual shift from avant-garde to arrière-garde movements within the context of digital gaming.
  • The study specifically examines the rise of 'cozy games' and 'bedtime digital games' as emerging categories in the industry.
Jagiellonian UniversityOct 2024
Cover of Exploring the Affordances of Vernacular Digital Games in Developing 21st-Century Skills
Whitepaper6 pages

Exploring the Affordances of Vernacular Digital Games in Developing 21st-Century Skills

This paper argues that the boundary between formal and non-formal learning should be bridged rather than dismissed, and it proposes shifting the focus from gamification, which adds game elements to non-game contexts, toward adding an educational layer to entertainment games that were never designed for pedagogy.

  • The paper argues for adding an educational layer to entertainment games not designed for pedagogy, rather than gamification, which adds game elements to non-game contexts.
  • Vernacular digital games are presented as capable of cultivating 21st-century competencies such as critical thinking, collaboration, multimodal and information literacy, emotional competence, and technology literacy, but no single game or context can develop them alone, so a holistic combination of learning environments is needed.
  • Design features shape outcomes: multimodality supports literacy but excessive or purposeless multimedia can impose cognitive load, while adaptivity sustains flow by balancing challenge and skill.
European Conference on Games Based Learning (ECGBL)Oct 2024
Cover of Fun and Functional: Using Non-Digital Games to Promote Maths Engagement in Pre-service Teachers
Whitepaper10 pages

Fun and Functional: Using Non-Digital Games to Promote Maths Engagement in Pre-service Teachers

The study "Fun and Functional: Using Non-Digital Games to Promote Maths Engagement in Pre-service Teachers" explores the efficacy of integrating non-digital games into university mathematics courses to enhance engagement among pre-service teachers.

  • Eight non-digital games, some in multiple versions, were trialled across sixteen class sessions with 44 first-year pre-service primary teachers at the University of Aveiro in Portugal, using a mixed case study design.
  • Students responded very favourably: none disliked the games, 98 percent expressed some degree of liking, and mean agreement exceeded 4 on a 5-point scale that games made learning more interactive, engaging, and motivating.
  • Garden Animals and Maths Monopoly were the most preferred activities among participants.
European Conference on Games Based Learning (ECGBL)Oct 2024
Cover of Game Studies Scrimmage
Whitepaper2 pages

Game Studies Scrimmage

The document is a panel proposal submitted to DiGRA, the Digital Games Research Association, for an experimental session titled "Game Studies Scrimmage."

  • The document is a DiGRA panel proposal for an experimental session called "Game Studies Scrimmage," in which scholars play an unfamiliar game and give ten-minute analytical talks, aiming to test analytical agility and foster collaborative enjoyment.
  • A randomly selected game would be chosen two to three weeks before the annual meeting in Guadalajara and must be completable within about 24 hours.
  • A Discord server would be opened so researchers worldwide can participate, stream, and comment on the session.
DiGRASep 2024
Cover of Big Brother Meets Joystick: Ethical Perspectives on Surveillance Imagery in Digital Games
Whitepaper4 pages

Big Brother Meets Joystick: Ethical Perspectives on Surveillance Imagery in Digital Games

This paper examines how surveillance is depicted in digital games and evaluates those depictions from an ethical and epistemological standpoint.

  • Games shape players' imaginaries of surveillance, and their depictions, both visual and mechanical, can either normalize questionable monitoring practices or make distributed surveillance visible and open to critical reflection.
  • The authors propose a two-dimensional framework for analyzing surveillance in games: visual aesthetics (e.g., eye-in-the-sky cameras, scan lines and glitches, blue/green overlays and binary code) and ludic, rule-based embedding.
  • Many games, including some ostensibly critical of surveillance, reward players for hacking cameras or data mining in consequence-free minigames, which can create a false sense of empowerment.
University of TübingenSep 2024
Cover of Newsgames as a Case Study for the Value and Challenges of Archiving Digital Games
Whitepaper4 pages

Newsgames as a Case Study for the Value and Challenges of Archiving Digital Games

This analysis explores the value and challenges of archiving digital newsgames, drawing insights from a research team's archive of 101 newsgames.

  • Newsgames are shaped by low budgets and a perceived disposability akin to print news, making them especially vulnerable to loss.
  • Only 27% of the 101-game collection was identified as allowing contemporary public play as of 2023, a rate the authors find troubling given their ties to established news and academic institutions.
  • The academic record suffers from selection bias: free, web-playable, widely distributed newsgames are far more likely to be documented in scholarship, while paid, platform-specific, or locally confined titles are often omitted.
DiGRASep 2024
Cover of Intentional and Accidental Tropes of Polish Heritage in Sienkiewicz-Themed Digital Games
Whitepaper3 pages

Intentional and Accidental Tropes of Polish Heritage in Sienkiewicz-Themed Digital Games

This paper investigates the intentional and accidental incorporation of Polish national heritage tropes in digital games based on the works of Henryk Sienkiewicz, particularly his "Trilogy."

  • The paper analyses how Polish national heritage is embedded in digital games adapted from Henryk Sienkiewicz's historical novels, combining Umberto Eco's tripartite model of intentionality with Stuart Hall's encoding-decoding framework.
  • Its central questions are which national-heritage elements developers deliberately implement, which elements Polish-affiliated players feel must be explained to international audiences, and which tropes are treated as transparent or too obvious to mention.
  • The corpus comprises four games tied to Sienkiewicz's Trilogy, set in the seventeenth-century Polish-Lithuanian Commonwealth: The Witcher 3: Hearts of Stone, Hellish Quart, Mount & Blade: With Fire & Sword, and the ironic 8-bit mini-game With Fire and Sword: Spiders within Observer.
DiGRASep 2024