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Report
12 pages
Financing Video Games: Spain
Investment agreements (IAs) serve as a hybrid financing model for Spanish developers, bridging the gap between equity and debt by granting investors shareholder-like rights without requiring immediate capital increases.
Unlike traditional bank loans, IAs replace fixed repayment schedules with returns tied directly to project profitability, often including conversion mechanisms that turn credit into equity if revenue targets are missed.
IAs typically structure capital as lump-sum or milestone-linked payments, with returns defined by a percentage of commercial revenues, such as a €100 investment targeting a €120 return.
Investment
Funding
Europe
AEVI
Jan 2025
Report
15 pages
El Seguro en el Ámbito de los Videojuegos
Professional Civil Liability (RCP) and Errors and Omissions (E&O) insurance are the primary mechanisms for protecting developers against involuntary contractual breaches and professional negligence.
Cybersecurity insurance is essential for mitigating the operational costs and reputational damage associated with ransomware, data leaks, and hacking incidents.
Insurance policies must specifically cover intellectual property infringement, including claims related to unauthorized use of music, character designs, and concept art.
Game Development
Europe
Market Analysis
AEVI
Jan 2025
Report
17 pages
La Fiscalidad en el Sector de los Videojuegos: España
Video game companies in Spain can access a 12% tax deduction for qualifying R&D+i expenses, which increases to 45% for projects developed in the Canary Islands.
Start-ups meeting ENISA criteria qualify for a reduced 15% corporate tax rate for four years, along with exemptions from advance payments and deferred tax liabilities.
The standard corporate income tax (IS) rate in Spain is 25%, while personal income tax (IRPF) for self-employed professionals ranges from 19% to 47%.
Investment
Market Forecast
Europe
AEVI
Jan 2025
Report
15 pages
Insurance in the Video Game Sector: Spain
Spanish video game developers face critical financial and legal exposures from project delays, software bugs, cyber-attacks, and intellectual property infringements.
Professional Liability Insurance (PLI) and Errors & Omissions (E&O) policies are essential to mitigate risks related to contractual failures and professional errors.
Cybersecurity insurance is required to address specific threats including ransomware, data-protection breaches, and the transmission of computer viruses.
Game Development
Investment
Europe
AEVI
Jan 2025
Report
74 pages
Big Games Industry Employment Survey 2025: Salaries, Compensation Trends and State of the Games Sector in Europe
The European games industry is in a state of contraction, with 26% of professionals experiencing layoffs and 39% of junior-level talent exiting the sector entirely.
Financial stability has become the primary motivator for 87% of the workforce, leading many to accept pay cuts or inferior contract terms to maintain employment.
Over 50% of the workforce reports suffering from professional burnout, while 67% of companies now lack dedicated diversity and inclusion specialists.
Employment
Salary
Market Analysis
+1
InGameJob & Values Value
Jan 2025
Presentation
17 pages
Financial Results 9M24
PCF Group reported a net loss of PLN 33.3 million for 9M 2024, widening from a PLN 13.4 million loss in the same period last year.
Total revenue grew to PLN 131.9 million from PLN 111.3 million, driven by the release of Bulletstorm VR and increased Work-for-Hire activity.
Adjusted EBITDA dropped to negative PLN 1.7 million, down from a positive PLN 8.5 million in 9M 2023.
Investment
Market Analysis
Europe
PCF Group
Nov 2024
Report
134 pages
Videojuegos en Aulas Europeas: Resultados del Proyecto de Investigación 'Juegos en las Escuelas 2023-2024'
36% of the 1,474 European teachers surveyed currently integrate video games into their lessons, with over half of those users employing them regularly.
The primary barriers to adoption are the difficulty of finding age-appropriate, curriculum-aligned, and GDPR-compliant games (45%) and technical limitations such as inadequate hardware or internet access (42%).
Teacher digital competence has risen to a self-reported 7.7/10 since the 2009 baseline, supported by more positive attitudes and increased backing from school leadership.
Diversity & Inclusion
Market Analysis
Player Demographics
+2
European Schoolnet
Nov 2024
Report
119 pages
Video Games in European Schools: Results from the Games in Schools 2023-2024 Research Project
While 53% of Europeans play video games and the industry exceeds €25 billion in annual revenue, only 36% of surveyed teachers currently use games in the classroom, with 63% explicitly requesting more professional training.
Teachers who do integrate games report significant improvements in student motivation, problem-solving, and psychological capital, noting particular efficacy for special-needs, low-performing, and female students.
The primary barriers to adoption include a lack of curriculum-aligned titles, insufficient hardware and broadband infrastructure, and parental concerns regarding screen time and data privacy.
Educational
Europe
Game Design
+1
European Schoolnet
Nov 2024
Report
13 pages
Game Development Studie 2024: Die wirtschaftliche Bedeutung der österreichischen Spieleentwicklungsbranche, ihre Dynamiken und Einflüsse auf die Gesamtwirtschaft
Austria’s game development sector has experienced rapid growth since 2017, with turnover increasing 285% to €92.8 million in 2023 and employment rising 128% to 1,080 jobs by 2024.
The industry generates a total economic impact of €188.7 million in revenue and supports approximately 2,260 jobs across the Austrian economy, reflecting a multiplier effect of 2.0.
The sector consists of 149 active firms, 81% of which are micro-enterprises with nine or fewer employees, and 54% are concentrated in Vienna.
Market Analysis
Employment
Game Development
+1
PGDA – Pioneers of Game Development Austria
Oct 2024
Report
6 pages
How to Master Europe’s Digital Infrastructure Needs?
Video Games Europe opposes new network fees or expanded regulation of cloud services, arguing these measures would threaten net neutrality, increase consumer costs, and damage European digital competitiveness.
The European video game industry generates €24.5 billion in annual revenue and employs approximately 110,000 people, with 53 percent of the European population participating in gaming.
Gaming traffic is significantly lower than video streaming, with typical online gameplay consuming 60–80 megabytes per hour and high-intensity titles rarely exceeding 300 megabytes per hour.
Europe
Cloud Gaming
Streaming
+3
Video Games Europe
Jun 2024
Report
14 pages
Children’s In-Game Spending: Europe
76% of children do not spend money on in-game extras, a figure that has remained stable since 2020.
Average monthly in-game spending among children who do make purchases dropped from €39 in 2023 to €31 in 2024.
95% of parents whose children spend money in-game have established formal agreements, with 49% requiring children to ask for permission and 27% enforcing strict spending limits.
Monetization
Player Behavior
Market Analysis
+1
Ipsos
Jun 2024
Report
14 pages
Children’s In-Game Spending 2024
The majority of children (74%) do not make in-game purchases, a stability trend maintained since 2020.
Among the 26% of children who do spend money in-game, the average monthly expenditure dropped to €31, with 73% of these spenders limiting their costs to €20 or less per month.
Gameplay-impacting items like weapons or powers are the primary drivers of spending (38%), followed by decorative cosmetics (30%) and loot-box rewards (21%).
Monetization
Player Behavior
Market Analysis
+1
Video Games Europe
Jun 2024
Presentation
15 pages
Financial Results Q1 2024
PCF Group achieved a net profit of 11.0 million PLN in Q1 2024, a significant turnaround from the 0.9 million PLN net loss recorded in Q1 2023.
Quarterly revenue grew to 56.9 million PLN, up from 34.9 million PLN in the prior year, driven by the release of Bulletstorm VR and progress on Project Maverick.
EBITDA rose to 11.0 million PLN, compared to 3.0 million PLN in Q1 2023, reflecting a disciplined cost approach alongside higher revenue.
Market Analysis
Investment
Europe
+1
PCF Group
May 2024
Report
4 pages
Transparent and Fair Purchases of In-Game Content
The PEGI Code of Conduct mandates that signatories display purchase icons, provide receipts, and disclose real-world costs for virtual currency, while requiring transparent probability disclosures for paid random items like loot boxes.
Only 20.8% of PEGI-rated games include in-game purchase options, with just 3% of all rated games offering paid random items.
Parental supervision remains robust, with 76% of parents reporting their children do not make in-game purchases, a figure that has remained stable since 2020.
Monetization
Europe
Mobile
+1
Video Games Europe
Apr 2024
Report
40 pages
European Key Facts 2024: Video Games
The European video games industry generated €26.8 billion in 2024, with digital channels accounting for 90% of total sales.
The sector supports 116,000 professionals across 6,000 studios and serves 127 million players, representing 54% of the European population.
Mobile gaming is the primary platform in the region, utilized by 71% of the total player base.
Market Analysis
Player Demographics
Employment
+1
Video Games Europe
Mar 2024
Report
19 pages
European Key Facts 2023: Video Games Industry
The European video games industry generated €25.7 billion in revenue in 2023, representing a 5% year-on-year growth.
The sector employs 115,000 people across Europe, with 90,000 of those roles based within the EU.
Video games reach 53% of the European population aged 6–64, with an average player age of 31.4 years, 75% adult representation, and 43.5% female participation.
Market Analysis
Player Demographics
Employment
+1
Video Games Europe
Mar 2024
Report
4 pages
Czech Gaming Industry Report 2024
The Czech gaming industry reached a total turnover of €226 million in 2023, representing a 33% year-over-year growth.
Total employment in the sector grew by 12.3% to 4,165 staff, with over 430 new positions created throughout 2023.
The industry released 39 total projects in 2023, consisting of 29 new titles, 10 early-access projects, and 10 DLCs.
Market Analysis
Employment
Europe
GDACZ – Czech Game Developers Association
Jan 2024
Report
20 pages
The Austrian Game Industry 2024
The Austrian game industry generated €92.8 million in revenue in 2023, marking a 285% nominal increase since 2017.
Direct employment in the sector grew 128% over seven years, rising from 474 jobs in 2017 to 1,080 in 2024, with a total economic multiplier effect supporting 2,260 jobs.
Projections for 2029 estimate industry revenue will reach €149 million and the workforce will exceed 1,500 employees, even assuming a significant slowdown in growth.
Market Analysis
Employment
Europe
+1
Austrian Professional Association of Management Consultancy
Jan 2024
Report
2 pages
The Power of Play: España
Gaming is primarily used for emotional regulation in Spain, with 78% of men and 75% of women reporting that it effectively reduces stress and anxiety.
Social connection is a major driver for the Spanish gaming population, with 62% of men and 55% of women citing it as a primary motivation for play.
Online multiplayer engagement is significantly higher among men, with approximately 80% reporting they play with others online, whereas women show a stronger preference for solo play.
Player Behavior
Europe
Global
+3
AEVI
Jan 2024
Report
41 pages
Essential Facts About Video Games in Italy 2024
The Italian video games market generated a total sector turnover as detailed in the 2024 report.
The report provides a comprehensive breakdown of the Italian video games industry, including its current market size and economic impact.
Demographic data on Italian players is analyzed to provide insights into the local gaming population.
Market Analysis
Player Demographics
Europe
IIDEA – Italian Interactive Digital Entertainment Association
Jan 2024
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