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Report
98 pages
Uso de Videojuegos Didácticos en el Aula: Pautas para el Éxito del Aprendizaje
Structured integration of video games into curricula—supported by teacher-led debriefing and clear learning objectives—significantly improves student performance in mathematics, geography, health, ethics, and language.
National initiatives like 'The Good Gamer' have successfully scaled game-based learning to over 1,000 schools, demonstrating measurable gains in student engagement, competency tracking, and interdisciplinary learning.
Effective pedagogical deployment relies on selecting age-appropriate titles based on PEGI ratings and utilizing a taxonomy that matches specific genres, such as RPGs or simulations, to targeted cognitive and technical competencies.
Educational
Europe
Game Design
EUN Partnership AISBL
Jan 2022
Report
3 pages
Video Games Development Industry in Romania – 2022 (Summary & Key Insights)
The Romanian video game industry generated between €222 million and €332 million in 2022, driven by a highly export-oriented model where over 70% of revenue comes from foreign markets.
Market concentration is high, with the top three players—Electronic Arts Romania, Ubisoft Romania, and Amber Studio—accounting for approximately 47% of total industry revenue.
Electronic Arts Romania is the largest single entity in the sector, reporting €106 million in revenue, followed by Ubisoft Romania and Amber Studio, which represent significant market shares of 47.7% and 38% respectively.
Market Analysis
Employment
Salary
+1
RGDA – Romanian Game Developers Association
Jan 2022
Report
6 pages
Dutch Games Monitor 2022: Factsheet
The Dutch games industry generated between €420 million and €440 million in annual revenue by the end of 2021, achieving an average annual growth rate of nearly 18%.
Total employment in the sector reached 4,560 jobs by 2021, reflecting an annual growth rate of over 5%.
The industry is scaling up, with the number of companies employing more than 50 people doubling to 12 firms between 2018 and 2021.
Market Analysis
Employment
Diversity & Inclusion
+1
Dutch Games Association
Jan 2022
Report
32 pages
Llibre Blanc de la Indústria Catalana del Videojoc 2022
Catalonia's video-game sector faces a significant talent bottleneck, with 59% of studios reporting ongoing difficulties in recruiting qualified personnel.
Foreign direct investment in the region saw a major surge, with five new projects injecting €39.5 million into the local economy.
Employment opportunities within the Catalan video-game industry grew by 32% year-on-year, resulting in 377 new jobs.
Market Analysis
Europe
Employment
+1
DEV
Jan 2022
Report
18 pages
Key Insights Into German Gamers
Germany is the largest gaming market in the EU and the fifth largest globally, with 71% of the online population aged 10 to 65 identifying as game enthusiasts as of 2022.
Mobile gaming has the highest market reach at 43%, though PC and console players demonstrate higher engagement with average weekly play times exceeding five hours.
The German gaming demographic is nearly gender-balanced at 52% male and 48% female, with the 21-35 age bracket serving as the largest segment at 31%.
Market Analysis
Player Demographics
Germany
+1
Newzoo
Jan 2022
Report
32 pages
Gaming in Europe: Key Facts 2022
The European gaming industry generated €24.5 billion in revenue in 2022, marking a 5% year-on-year growth rate and supporting a workforce of over 110,000 employees.
The player base has reached 126.5 million people, with the 45-64 age group now representing the largest demographic and women accounting for 47% of all players.
A critical talent shortage threatens future expansion, highlighted by a projected deficit of 25,000 developers in Sweden alone by 2031.
Market Analysis
Player Demographics
Employment
+2
European Games Developer Federation
Jan 2022
Report
81 pages
2022 European Video Games Industry Insight Report
The European video games industry comprises 5,000 game developer studios and 7,000 service providers.
A total of 98,000 people are employed across the European video games sector.
Women account for 22% of the total workforce within the European video games industry.
Market Analysis
Employment
Diversity & Inclusion
+2
European Games Developer Federation
Jan 2022
Report
19 pages
Video Games – A Force for Good: Europe's Video Game Industry
The European video game market maintained a stable value of €23.3 billion in 2021, following the initial pandemic-driven surge.
The industry employs over 98,000 people across Europe, with 74,000 of those roles based within the EU.
Digital revenue dominates the sector, accounting for 81% of total market value through app-based gaming and in-game purchases.
Market Analysis
Player Demographics
Esports
+1
Interactive Software Federation of Europe
Jan 2022
Report
148 pages
Campo da Gioco Equo
Women currently represent only 20% of the 90,000-person European video-game workforce, despite comprising half of the continent's gaming population.
A persistent 14.1% gender-pay gap exists within the EU gaming sector, exacerbated by promotion disparities rooted in biased assessments of employee potential.
Proactive, data-driven interventions—such as AI-enhanced moderation and diversified teams—successfully reduced toxic in-game chat by 5% in pilot programs.
Diversity & Inclusion
Employment
Market Analysis
+1
IIDEA – Italian Interactive Digital Entertainment Association
Jan 2022
Report
69 pages
Dutch Games Monitor 2022
The Dutch games industry generated a total turnover of €637 million in 2022, marking a significant increase from the €465 million recorded in 2021.
Employment in the sector grew to 4,850 full-time equivalents (FTEs) in 2022, up from 4,200 FTEs in the previous year.
The number of active game companies in the Netherlands rose to 675 in 2022, compared to 575 companies in 2021.
Market Analysis
Employment
Diversity & Inclusion
+1
Dutch Games Association
Jan 2022
Presentation
17 pages
Prezentacja Wyników Q3 2021
PCF Group achieved significant financial growth in Q3 2021, with revenue increasing 66.2% year-over-year to 131.8 million PLN and net profit rising 112.6% to 46.4 million PLN.
The company is executing a strategic roadmap to release at least one game annually starting in 2024, focusing on the 'compact AAA' segment and genre diversification.
Development is underway for major titles including Project Gemini with Square Enix and Project Dagger with Take-Two Interactive, both targeted for 2024 release.
Investment
Market Analysis
Europe
PCF Group
Oct 2021
Presentation
17 pages
Omówienie wyników H1 2021
PCF Group achieved strong H1 2021 financial growth, with revenue rising 47% to 77.3 million PLN, EBITDA up 36.5% to 28.8 million PLN, and net profit increasing 25.4% to 21.7 million PLN.
The company is scaling its global operations, increasing its workforce by 42% to over 420 employees and significantly strengthening its North American presence with 120 staff members.
Strategic growth is anchored by two major publisher-partnered titles, Project Gemini with Square Enix and Project Dagger with Take-Two Interactive, both scheduled for release in 2024.
Market Analysis
Investment
Europe
PCF Group
Sept 2021
Presentation
28 pages
People Can Fly 2020 – Omówienie Wyników
PCF Group achieved significant financial growth in 2020, with revenue rising 23.6% to 103.8 million PLN and net profit increasing over 400% to 24.6 million PLN.
Adjusted EBITDA grew by 76.7% to 32.6 million PLN, supported by development work for major partners including Square Enix and Take-Two Interactive.
The company is executing a multi-project strategy that includes the action-RPG 'Project Dagger,' which has a projected budget of 40-60 million EUR and allows PCF to retain IP ownership.
Investment
Market Analysis
Europe
PCF Group
Apr 2021
Report
145 pages
Cultural and Creative Sectors in Post-COVID-19 Europe: Crisis Effects and Policy Recommendations
The COVID-19 pandemic caused severe economic disruption across the European cultural and creative sectors (CCS).
The European Parliament's CULT Committee commissioned this study in February 2021 to evaluate the crisis impact and necessary policy interventions.
The analysis focuses on the structural and cohesion policy implications for the CCS following the onset of the pandemic.
Market Analysis
Marketing
Player Behavior
+1
European Parliament
Feb 2021
Report
19 pages
Video Games – a Force for Good (2021)
The European video game market maintained a stable valuation of €23.3 billion in 2021, successfully sustaining the revenue gains achieved during the 2020 pandemic.
Digital sales dominate the industry, accounting for 81% of total revenue, with growth primarily driven by app-based gaming and in-game purchases.
The European player base grew by 6% in 2021 to encompass 52% of the total population, with an average player age of 31.3 years and a gender split of 48% women.
Market Analysis
Player Demographics
Esports
+1
European Games Developer Federation
Jan 2021
Report
80 pages
European Video Games Industry Insight Report: 2021
The European video games industry comprises 5,000 game developer studios and 8 game publishers as of 2021.
The sector employs 9,000 individuals across the region.
Women account for a specific percentage of the total workforce within the European video games industry.
Market Analysis
Employment
Funding
+2
European Games Developer Federation
Jan 2021
Report
78 pages
The State of Mobile Gaming: An Analysis of Mobile Gaming Market Trends and Top Titles in the U.S., Europe, and Asia
The mobile gaming market is bifurcated between mature markets like the U.S., Japan, and China, which generate the bulk of global revenue, and emerging regions like India and Brazil, which drive the majority of download volume.
Hyper-casual games are the fastest-growing segment, surging from 757 million installs in Q1 2018 to over 3.4 billion in Q1 2021, representing more than 30% of all mobile downloads.
Freemium models are the industry standard, accounting for 99% of App Store revenue, while subscription models remain a minority, utilized by only 29% of top U.S. games.
Market Analysis
Mobile
North America
+2
Sensor Tower
Jan 2021
Report
35 pages
Guida agli Esports: Italia
The global esports market reached $947.1 million in revenue in 2021, with total direct earnings approaching $1.1 billion and a fan base exceeding 215 million.
Market growth is primarily concentrated in regions with advanced broadband infrastructure, specifically East Asia, Northern Europe, and North America.
Game publishers hold exclusive control over competitive ecosystems, often investing over $100 million per title to manage updates, balance changes, and essential broadcast rights.
Esports
Market Analysis
Player Demographics
+1
IIDEA – Italian Interactive Digital Entertainment Association
Jan 2021
Report
78 pages
The State of Mobile Gaming 2021: U.S., Europe, and Asia
The global mobile gaming market reached $22 billion in quarterly consumer spending by early 2021, marking a 25% year-over-year increase.
The industry is projected to reach $117 billion in consumer spending and 67.2 billion annual downloads by 2023.
Monetization is highly concentrated, with the top five global markets accounting for 77% of total spending and the freemium model generating 99% of App Store revenue.
Market Analysis
Mobile
Battle Royale
+4
Sensor Tower
Jan 2021
Report
19 pages
Europe's Video Game Industry: Key Facts 2021
The European video game industry generated €23.3 billion in annual revenue as of 2021.
The sector employs nearly 100,000 professionals across 4,600 studios.
The industry reached 124.8 million players in 2021, accounting for 52 percent of the total European population.
Market Analysis
Player Demographics
Europe
+1
ISFE
Jan 2021
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