Updated Mar 23, 2026 by European Games Developer Federation
Report · January 1, 2012
Published by European Games Developer Federation
The European Online Game Survey 2012 provides a comprehensive analysis of the European game development landscape, focusing on industry trends, technical infrastructure, and gamer behavior. Conducted by the European Games Developer Federation and i2 Media Research, the study utilizes quantitative data from 93 industry members and qualitative insights from 1,154 gamers across Germany, Spain, France, Finland, Denmark, and Norway. The primary objective is to evaluate the operational realities of European studios and identify opportunities for enhancing community-driven gaming experiences. Key findings indicate that the industry is heavily invested in Massive Multiplayer Online Games (MMOGs), with 58% of surveyed studios having worked on an MMOG in their three most recent projects. Developers prioritize community interaction and user-generated content, viewing these as essential components of modern game design. To support these goals, the research highlights the development of peer-to-peer architectures and in-game graphical insertion technology, which allow for enhanced social features without requiring costly modifications to existing game code or central server infrastructure. The survey also details the technical profiles of European studios, noting that the sector is dominated by small-to-medium enterprises, with nearly half of all studios employing fewer than 10 people. Production environments are characterized by a strong preference for high-performance hardware, with a clear trend toward prioritizing processing speed over cost. Furthermore, the research segments the gaming audience into distinct categories—ranging from casual players to community-minded fanatics—to help developers optimize product development and monetization strategies. Ultimately, the findings underscore a shift toward integrated, high-performance social gaming experiences that minimize technical friction for the end user.
In 58% of European game developer studios , there has been one massive multiplayer online game among the last three games they have been developing Percentage of companies having worked on MMOG on at least one of their 3 most recent games Community 58% MMOG Network J 42% No MMOG Games (CNG) project thir 0 10% 20% 30% 40% 50% 60% n=85 For further information, please contact: www.cng-project.eu -- Dr. Malte Behrmann, Secretary General EuropeanGamesDeveloperFederation(EGDF) [email protected] | www.egdf.eu Katariinankatu 3 00179 Helsinki Finland t. +358 (0)9 4289 1606 f. +358 (0)9 666 334 Dr Jonathan Freeman BSc MPhil PhD CPsychol AMRS Managing Director, i2 Media Research ltd. For more information on working with i2 media research to gain better insight into your customers, visit www.gold.ac.uk/i2 or email Jonathan on [email protected] -- I © European Games Developer Federation (2012) This is a i2 Media Research and EGDF publication, printed in Germany. V.I.S.D.P. Dr. Malte Behrmann The research leading to these results has received funding from the European Union’s Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 248175. The outcomes of the project reflect only the author’s views and that the Union is not liable for any use that may be made of the information contained therein. Photos: page 2, a a screenshot from Missing Ink used with the permission of Redbedlam © CNG project
2013) under grant agreement n° 248175. The outcomes of the project reflect only the author’s views and that the Union is not liable for any use that may be made of the information contained therein. Photos: page 2, a a screenshot from Missing Ink used with the permission of Redbedlam © CNG project CNG (Community Network Game project) Almost 70% of game developers consider an ability to be a part of a community or to interact with it a very important part of a massive multiplayer online game design Massive Multiplayer Online Games (MMOGs) are growing exponentially due For MMOG developers it is to advances in the generation of engaging immersive content and the availability of high speed and capacity networks. One of the main characteristics of the to be part of 69 20 6 Not at all important MMOGs is that they enable users to become members of active communities a community/interact Not very important with common interests, shared adventures and common objectives. Enabling thousands of users to communicate with each other in a 3D online world cre- to access gaming tools Somewhat Important ates large network demands, in terms of required bandwidth and low latency without leaving the game screen 53 27 11 Very important for the users to have a rewarding experience. CNG intends to enhance collaborative activities between online gamers by to easily developing new tools for the generation and distribution of UGC within ex- create/share contents 51 32 12 isting MMOGs.
ut leaving the game screen 53 27 11 Very important for the users to have a rewarding experience. CNG intends to enhance collaborative activities between online gamers by to easily developing new tools for the generation and distribution of UGC within ex- create/share contents 51 32 12 isting MMOGs. CNG team will research and develop in-game community activities using in-game graphical insertion technology (IGIT) and a P2P (peer- to customise their 48 33 13 to-peer) architecture for the distribution of video and other UGC. Current game environment MMOG architecture typically relies on each object within a game being stored on central servers. These servers therefore host millions of items and share 0 20% 40% 60% 80% 100% n=93 them to users upon request. The key innovation within the CNG project is the development of an architecture to run in parallel with the current MMOG client-server architecture. The new architecture will share a high volume of Game developers consider Instant Messaging (IM) to be the most important tool provided by the Community Network Games user generated content between multiple users of an MMOG game via P2P. project for user interaction in masssive multiplayer online games. Data (on IM) are even higher for companies that worked on This UGC P2P content delivery will occur without interrupting the MMOG Thinking of the CNG concept how important/ attractive do you consider the inclusion of IM to be? data flow and the need to upload the user generated data to a MMOG server. MMOGs.
IM) are even higher for companies that worked on This UGC P2P content delivery will occur without interrupting the MMOG Thinking of the CNG concept how important/ attractive do you consider the inclusion of IM to be? data flow and the need to upload the user generated data to a MMOG server. MMOGs. This helped informing partners in the project on the functions that better responded to gamers’ needs: Since UGC may be a heavy multimedia content, the network indirectly ben- Not at all important/attractive efits from the use of P2P to distribute this content which is not streamed IM 60 22 14 through the MMOG server.. Creation of voting polls Not very important/attractive The project intends to research and develop new sophisticated techniques 49 31 12 Somewhat important/attractive for P2P 3D/Video streaming that are “friendly” to the MMOG client serv- Audio/video capture Very important/attractive er traffic. Additionally, the Community Network Game project will support of game play 47 24 24 and enhance community activities between gamers which may be enhancing Objects/textures 40 30 20 many current MMOGs, without the need to redevelop their game code. For replacement this purpose, the InGame Graphics Insertion Technology (IGIT) can be used Voice chat 39 25 24 to change existing game graphics and to add additional windows on demand (e.g., browser, chat, etc.) that can be inserted floating on or out of the game P2P Live video 34 28 30 area.
code. For replacement this purpose, the InGame Graphics Insertion Technology (IGIT) can be used Voice chat 39 25 24 to change existing game graphics and to add additional windows on demand (e.g., browser, chat, etc.) that can be inserted floating on or out of the game P2P Live video 34 28 30 area. CNG, with the use of IGIT, will allow the addition of new engaging community services without a need to change the game code, and without adding In-game web browser 33 25 26 new processing or network loads to the MMOGs’ central servers. The CNG project is funded under the ICT (Information and Communication File sharing 23 28 36 mediaresearch Technologies) priority of the European Union’s FP7 (Seventh Framework Pro-
project i2 media research has conducted in-depth qualitative and large scale, international quantitative survey research. what motivates them to play. This is show below: mediaresearch Headlines from this research are presented here. Secmentation of gamers (n = 1154) Gamers use a number of application and tools while gaming (e.g., to chat, create videos, walkthrough) - however this can be frustrating for a number of reasons: Having to minimise/resize the game screen 25% Technical instability 24% Reduced immersion in the game 19% Security 18% 43% 21% 20% Pop-ups 17% Usability of applications 16% CASUAL OCCASIONAL GAMING Impact of applications on visibility of the game screen 15% CLASSIC GAMERS GAMERS PURISTS I do not have any frustrations 15% Too many separate chat channels 14% • Age: Older than average • Age: Mostly below 30 years old • Age and gender: Younger than Privacy 12% • Socioeconomic status: More like- • Socioeconomic status: - average, vastly males ly to be unemployed • Motivation to play: Boredom, • Socioeconomic status: Students Coordinating team/guild activities 8% • Motivation to play: Driven by fantasy • Motivation to play: Fair competi- Too few separate chat channels 3% • Boredom, not by Socialisation • Platform: Console (PC), mainly tion, exploration n=254 Platform: Console (PC), single player alone • Platform: PC 0 5% 10% 15% 20% 25% • Genres: Puzzle, Simulation • Genres: Mixed genres • Genres: RPG and Action games • Time used for playing: 9 hours • Time u
The European video game industry demonstrated significant economic resilience and social expansion in 2022, generating €24.5 billion in revenue and achieving a 5% year-on-year growth rate. This sector now engages approximately 126.5 million people, representing 53% of the population aged 6 to 64. Demographic shifts indicate a maturing and diversifying market, as women now comprise nearly 47% of the player base and the 45-64 age group has emerged as the largest playing demographic. While engagement has stabilized at an average of 8.8 hours of weekly playtime, the industry’s economic footprint is bolstered by a workforce of over 110,000 employees, which saw a 12% increase in staffing levels. Despite this robust growth, the industry faces a critical talent shortage that threatens future expansion. Projections suggest a widening digital skills gap, exemplified by Sweden’s anticipated deficit of 25,000 developers by 2031. To sustain its trajectory, the sector is increasingly focusing on workforce diversity—where women currently hold 23.7% of roles—and the implementation of comprehensive social responsibility frameworks. These include the expansion of the PEGI rating system and the deployment of advanced parental control tools to ensure a safe environment for the evolving player base. Environmental sustainability has also become a central pillar of the European gaming landscape. Through collaborative efforts like the Games Consoles Voluntary Agreement, the industry achieved a reduction of 54TWh in energy consumption across previous console generations. Major publishers and trade associations across 18 countries are now prioritizing carbon neutrality, with sector-wide initiatives successfully offsetting significant carbon footprints. These combined economic, social, and environmental strategies reflect a maturing industry that is balancing rapid commercial growth with long-term ecological and demographic responsibilities.
The global game development landscape in 2020 is characterized by a transition toward next-generation hardware and a diversifying array of digital storefronts. While PC and mobile remain the primary platforms for the majority of the nearly 4,000 surveyed professionals, significant momentum is building for the PlayStation 5 and Xbox Series X, with over a third of developers working on cross-generational titles. In the immersive reality sector, the Oculus Quest has emerged as the leading platform for both interest and active development, signaling a shift away from tethered VR solutions. Despite this technological evolution, the industry remains heavily self-funded and continues to struggle with demographic representation, as three-quarters of the workforce identifies as male and nearly half of all studios lack formal diversity or accessibility initiatives. Labor practices and monetization models are currently undergoing intense scrutiny. Although a majority of developers support unionization, there is widespread skepticism regarding its near-term implementation. Workweeks exceeding 40 hours remain common, often driven by self-imposed pressure rather than external mandates. Economically, the industry is moving toward "pay to download" and subscription models, yet deep dissatisfaction exists regarding traditional revenue splits. Only a small fraction of developers believe the standard 30% platform cut is justified, with most advocating for a more equitable 10-15% share. Confidence in emerging digital ecosystems varies significantly based on perceived infrastructure and business viability. The Epic Games Store maintains the highest level of long-term optimism among developers, whereas Google Stadia faces substantial doubt regarding its technical requirements and pricing. Apple Arcade occupies a speculative middle ground, reflecting a broader uncertainty about the long-term profitability of subscription-based gaming. As the workforce remains relatively young—with over 60% of professionals possessing less than a decade of experience—the industry’s future trajectory depends on balancing these rapid technological shifts with sustainable labor practices and more equitable distribution models.
The 2022 Multiplayer Report examines the evolving preferences, behaviors, and technical expectations of online gamers across major global markets. The primary thesis suggests that while traditional genres like Battle Royale and First-Person Shooters remain dominant, the success of multiplayer titles increasingly depends on social connectivity and technical reliability. The findings indicate that 77% of the global gaming population engages in multiplayer play, with overall engagement across all genres increasing by an average of 3.3% compared to the previous year. Key data points highlight that genre is the primary factor for game selection (49%), followed closely by social drivers such as the ability to chat in-game (31%) and having friends already active in the title (34%). Technical performance is equally critical, with 35% of players prioritizing quick matchmaking and 33% requiring skill-based pairing. Regarding monetization, the data shows a 5% year-over-year increase in players purchasing downloadable content. While core gamers are 58% more likely to spend over $20 on additional content, casual audiences remain active spenders in lower price brackets. The scope of the research covers four major gaming markets—the United States, United Kingdom, Japan, and South Korea—representing a significant portion of global gaming revenue. The analysis segments the industry into various categories, including mobile, PC, and console platforms, while distinguishing between casual and core gamer demographics. Internal data from Unity reveals a 150% growth in PC multiplayer development and a 40% increase in mobile multiplayer projects since early 2021. Methodology for these insights involved a survey of approximately 1,500 multiplayer gamers conducted in Q3 2021 and Q3 2022. The sample was split evenly between casual players, defined by a minimum of 30 minutes of weekly multiplayer play, and core players, who engage for at least four hours weekly in competitive genres. This survey data was supplemented by anonymized, aggregated internal metrics from Unity’s live gaming solutions.
This analysis provides a comprehensive overview of the European video games industry as of 2021, detailing its economic impact, demographic reach, and social contributions. Jointly produced by ISFE and EGDF, the findings highlight a sector that remained stable following the pandemic-induced surge of 2020, maintaining a market value of €23.3 billion across key European territories. The industry supports a significant workforce, employing over 98,000 people across Europe, with 74,000 located within the EU. Data is primarily sourced from Ipsos, GameTrack, and GSD, covering major markets including France, Germany, Italy, Spain, and the United Kingdom. The demographic data reveals that video gaming is a mainstream cultural activity, with 52% of the European population aged 6 to 64 participating. The average player age is 31.3 years, and women represent nearly 48% of the total player base. While engagement remains high, average weekly playtime returned to pre-pandemic levels of nine hours. The digital ecosystem dominates the market, accounting for 81% of total revenue, driven largely by app-based gaming and in-game extras. A significant portion of the analysis focuses on industry responsibility and social impact. It underscores the effectiveness of the PEGI age rating system and the prevalence of parental control tools, noting a sharp decline in unsupervised in-game spending by minors. Furthermore, the industry is positioned as a driver for digital literacy and mental well-being, with specific initiatives targeting STEM education for girls and climate change through the Green Game Jam. The report concludes that the sector is a vital component of Europe’s digital economy, increasingly recognized for its pedagogical value and commitment to diversity and environmental sustainability.