Policy
Company
Documents about Policy
Report39 pages
Romanian Game Development Industry Report: 2020
The Romanian game-development sector has emerged as a rapidly expanding component of the national digital economy, delivering €218.5 million in revenue in 2020—a 19.1% year-on-year increase that pushed total earnings beyond the €200 million threshold.
- The Romanian game development industry generated €218.5 million in revenue in 2020, marking a 19.1% year-on-year growth rate.
- The broader IT sector, bolstered by state-aid schemes and tax exemptions, employed over 113,000 people and contributed approximately 6.8% of Romania's GDP in 2020.
- Major AAA support studios including EA Romania, Ubisoft, and Gameloft employ roughly 750 developers in the country, contributing to global franchises like FIFA and Assassin’s Creed.
RGDA – Romanian Game Developers AssociationJan 2021
Whitepaper24 pages
Game Industry Policy Recommendations for 2019‑2024: Finland
The Finnish game industry stands as a cornerstone of the national economy, generating over 2 billion euros in annual turnover with a remarkable 98 percent export rate.
- The Finnish game industry is a significant success story, with almost 3,000 employees and a growing number of companies employing over 50 people with turnovers exceeding 10 million euros by 2017.
- Finland has a high rate of game players, with over half of Finns and nearly a third of the global population actively playing games. The average age of a Finnish player is 38 years old.
- The shift to digital distribution revolutionized the game industry, allowing developers to retain 70% of profits, a significant increase from the previous 15-25%. Rovio's Angry Birds was an early beneficiary of this change.
Neogames FinlandJan 2019
Report6 pages
CESA Game Industry Report 2025: Launch Seminar Report
The CESA Game Industry Report 2025 Launch Seminar, held in Tokyo on February 20, 2026, served as a platform to analyze the evolving landscape of the Japanese gaming sector.
- The Japanese government has set a strategic target to reach 20 trillion yen in overseas content industry sales by 2033.
- Approximately 50% of domestic game companies have integrated generative AI into their internal development pipelines.
- Industry adoption of generative AI remains bifurcated, with high usage in production workflows but a cautious, risk-averse approach toward AI-generated content delivered to end-users.
CESA – Computer Entertainment Supplier's Association