The videogame sector in Flanders and Brussels grew to 160 companies by 2024, with the highest concentrations located in Antwerp (23 firms) and Brussels (21 firms).
See it on page 2Employment in the sector rose by approximately 43% over five years, increasing from 600 full-time equivalents (FTEs) in 2020 to 857 in 2024.
See it on page 10Annual turnover reached €75.9 million in 2024, representing a 17% year-on-year increase from the €64.6 million reported in 2023.
See it on page 12The industry landscape is dominated by micro-enterprises, which account for 112 of the 160 total firms, while only 15 companies are classified as small and none are large.
See it on page 8Total economic output for the region has grown by approximately 18% since 2020, reflecting sustained financial expansion alongside human capital growth.
See it on page 10These figures represent a partial view of the Belgian videogame market, as the report excludes data from Wallonia due to reporting delays.
See it on page 2The report presents a comprehensive snapshot of the videogame sector in Flanders and Brussels for 2024, focusing on company activity, employment, and financial performance. It documents a total of 160 companies operating across development, publishing, services, portals, and accelerator/incubator roles, with a notable concentration in Antwerp (23 firms) and Brussels (21). Company size distribution is heavily skewed toward micro enterprises, accounting for 112 out of 160 firms; only 15 are small (11–49 employees), one midsized, and none large.
Employment figures show a steady rise in full‑time equivalents (FTEs) from 600 in 2020 to 857 by 2024, reflecting a growth of roughly 43% over five years. The sector’s turnover has also expanded, reaching €75.9 million in 2024 compared to €64.6 million in 2023, marking a 17% increase year‑on‑year and an overall rise of about 18% since 2020.
Geographically, the sector is concentrated in the western and eastern parts of Flanders, with a smaller but growing presence in Limburg. The data exclude Wallonia due to delayed reporting, indicating that the figures represent only a partial view of Belgium’s overall videogame landscape.
Methodologically, the report aggregates company counts, employment numbers, and revenue figures from industry registries and self‑reported financial statements. The analysis covers the period 2020–2024, providing a trend view that highlights sustained growth in both human capital and economic output within the Flemish‑Brussels videogame ecosystem.