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81 reports matching your filters
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Diversity & Inclusion
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Report
104 pages
Corporate Responsibility Report 2024
The provided text for the 'Corporate Responsibility Report 2024' contains only introductory headers and visual descriptions, lacking specific performance metrics, financial data, or operational outcomes.
The document identifies Alnylam as the subject company, focusing on corporate responsibility themes including patients, science, employees, communities, planet, and governance.
No concrete figures, growth rates, or specific 2024 performance data are present in the provided content to summarize.
Diversity & Inclusion
Global
Japan
+1
Alnylam Pharmaceuticals
Report
66 pages
2024 Corporate Responsibility Report: Sunstone Hotel Investors, Inc
Sunstone Hotel Investors, Inc. published its 2024 Corporate Responsibility Report to outline the company's strategic approach to environmental, social, and governance initiatives.
The report serves as a formal disclosure document detailing the company's operational standards and corporate oversight practices for the 2024 fiscal year.
The documentation provides a comprehensive overview of the company's business structure and its commitment to transparency in corporate responsibility reporting.
Diversity & Inclusion
Investment
USA
Sunstone Hotel Investors
Report
10 pages
2024 Annual Corporate Responsibility Report
RBC BlueBay Asset Management exceeded its 2024 charitable donation target of £165,000 by raising over £210,000.
Over 50% of the firm's staff participated in volunteering activities during the 2024 fiscal year.
The firm transitioned to a single primary charity partnership with St Luke’s Community Centre to consolidate its local social impact.
Investment
Diversity & Inclusion
Global
RBC BlueBay Asset Management
Report
47 pages
2024 Corporate Responsibility Report
The 2024 Corporate Responsibility Report for IDEXX was officially published on July 30, 2025.
The report outlines the company's strategic framework across four primary pillars: The Care, The People, The Planet, and Governance, Policies, and Systems.
The document provides a comprehensive overview of the organization's sustainability accounting and corporate infrastructure as of mid-2025.
Global
Diversity & Inclusion
Employment
+1
IDEXX
Report
1 pages
Inclusion, Diversity, Equality, Accessibility Statement: Australia & New Zealand
The Interactive Games and Entertainment Association (IGEA) has established a formal policy framework to mandate inclusion, diversity, equality, and accessibility standards across the Australian and New Zealand video game industry.
IGEA is restructuring its internal governance by appointing a dedicated Diversity Lead and committing to audit and dismantle existing inequities within its own policies.
The association is expanding diverse representation across its board and committees to ensure broader demographic inclusion in industry leadership.
Diversity & Inclusion
Employment
Australia
Interactive Games & Entertainment Association
Feb 2026
Report
17 pages
Diversity and Inclusion in Gaming: Newzoo & Intel Report
Nearly 50% of U.S. gamers are more likely to support publishers that take active stances on social justice issues, signaling a shift in consumer expectations toward corporate responsibility.
47% of U.S. gamers actively avoid titles they perceive as not being designed for them, highlighting a significant barrier to market penetration for non-inclusive content.
Black and Hispanic/Latinx gamers are younger and more engaged than white counterparts, with 75% of Black PC players under the age of 35 compared to 50% of white players.
Diversity & Inclusion
Player Demographics
Market Analysis
+1
Newzoo
Jan 2025
Report
64 pages
Power of Play: Informe Global de Videojuegos 2025
Gaming is primarily used for stress relief (55%) and mental stimulation (46%), with 73% of the 24,000 surveyed players reporting that it reduces feelings of isolation.
Skill development is a major outcome, as 77% of players associate gaming with enhanced creativity and 74% with improved problem-solving abilities.
Mobile devices are the leading platform for 55% of global gamers, followed by PCs/laptops and consoles.
Market Analysis
Player Demographics
Diversity & Inclusion
+1
AEVI
Jan 2025
Report
27 pages
Making Games, Making Future: Inside the Realities of Game Careers
Despite 76% of professionals reporting high job satisfaction, the industry's Net Promoter Score (NPS) has plummeted to -40, signaling a collapse in trust regarding long-term career sustainability.
The industry is experiencing a talent bottleneck as recruitment slows and employers prioritize senior staff, leaving nearly half of the workforce concentrated in the 6-to-10-year experience bracket.
Systemic instability is driving professional disillusionment, with 54% of respondents citing low compensation, 43% citing job insecurity, and 30% citing burnout as primary deterrents.
Market Analysis
Employment
Diversity & Inclusion
+1
Duamentes Gaming
Jan 2025
Report
47 pages
Impact Report 2025
Electronic Arts achieved a net-zero attrition rate of -0.1% in FY2025, supported by a workforce of over 6,000 employees and a 17% rate of returning staff among new hires.
Operational carbon emissions decreased to 6.6 Mt CO2e in FY2025, down from 7.3 Mt in FY2024 and 10.6 Mt in FY2023, maintaining the company's carbon-neutral status.
83% of the global workforce now has access to internal AI tools, supported by a formal AI governance model to ensure responsible technology deployment.
Diversity & Inclusion
Global
Employment
Electronic Arts
Jan 2025
Report
43 pages
Videojuegos en el Aula: ¿Qué se está haciendo en España? Manual para docentes 2025
Spain’s gaming ecosystem is supported by over 22 million players, with women accounting for more than half of the user base and an average weekly playtime of 8.2 hours.
Educational integration is facilitated by a standardized infrastructure of platforms including Dok Student, Cokitos, Mundo Primaria, Eutopía, and Escapeweb.
Publicly funded titles like ABC Dinos, BookyPets, and Quijote: Quest for Glory utilize RPG and tower-defense mechanics to improve early literacy, while games like Dîrok and El Enigma de Toledo support STEM and history curricula.
Player Demographics
Diversity & Inclusion
Europe
+2
AEVI
Jan 2025
Report
45 pages
Game Developer Employment: Career Formation of Student Game Creators 2019 Survey 2025
A significant gender divide exists in career aspirations, with game creator ranking as the top choice for male elementary and middle school students while placing nineteenth for females.
The appeal of a game development career for males remains consistently high, appearing in the top two career choices for students from grade three through nine.
Approximately 80% of higher-education students interested in game creation view the role as a professional career path rather than a hobby or secondary activity.
Employment
Diversity & Inclusion
Market Analysis
+1
CESA – Computer Entertainment Supplier's Association
Jan 2025
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
4 pages
Manifesto 2024-2029: Più di un (video)gioco
The manifesto advocates for EU-wide policy alignment to establish Europe as a global video-game development hub by 2029, prioritizing the protection of an open, competitive market against new taxes or distribution constraints.
Industry stakeholders are lobbying for the adaptation of the Creative Europe programme and the extension of the General Exemption Regulation to better align public funding mechanisms with the specific economic realities of game development.
The proposal calls for the revision of NACE codes to accurately measure and report the sector's economic contribution to the European Union.
Market Forecast
Diversity & Inclusion
Employment
Video Games Europe
Mar 2024
Report
10 pages
Toxicity and the Bottom Line: The Impact of Hate and Harassment on Player Retention and In-Game Purchases
Toxicity directly suppresses revenue, as 19% of players spend less money and 21% reduce their overall playtime to avoid harassment.
Safety is a critical player priority, with 75% of the 2,408 surveyed gamers identifying protection from hate and harassment as a high priority.
Harassment causes significant engagement loss, with 44% of players disabling voice chat, 31% abandoning active matches, and 27% leaving lobbies to avoid abuse.
Monetization
Player Behavior
Diversity & Inclusion
+2
Take This
Jan 2024
Report
26 pages
Manifiesto de Video Games Europe 2024-2029
The European video game sector generated €24 billion in revenue between 2019 and 2024, representing a 16% growth rate and supporting 110,000 highly-skilled jobs.
The industry faces a significant regulatory burden, having been subjected to 850 new obligations and over 5,000 pages of legislation between 2017 and 2022.
Current EU financing tools are insufficient to compete with global hubs like Canada and the UK, prompting calls for a dedicated funding framework and improved tax incentives.
Market Analysis
Player Demographics
Diversity & Inclusion
+1
AEVI
Jan 2024
Report
64 pages
The Game Industry of Finland Report 2024
Finland’s game industry currently employs approximately 4,300 individuals, representing about 3,800 full-time positions.
A significant decline in private risk capital and publisher funding has forced studios to pivot toward B2B subcontracting, co-development agreements, and increased reliance on EU and national public R&D programs.
The ecosystem remains anchored by major players like Supercell, which employs over 800 staff and has produced seven global hit titles, alongside diverse ventures like the mental-health game developer Soihtu DTx, which recently secured a $4.2 million seed round.
Market Analysis
Employment
Diversity & Inclusion
+1
Neogames Finland
Jan 2024
Report
55 pages
Xsolla Report: State of Play – Winter 2024 Edition
The global gaming industry is projected to grow from $106.8 billion in 2023 to $205.7 billion by 2026, supported by a total player base of 3.79 billion people.
Mobile gaming remains the industry's primary revenue driver, accounting for nearly 50% of total consumer spending and reaching a projected $111.4 billion in 2024.
Strategic investment value saw a massive 577% surge in mid-2023 to reach $7 billion in a single quarter, despite an overall cooling in M&A activity and a volatile investment climate.
Market Analysis
Diversity & Inclusion
Player Demographics
+1
Xsolla
Jan 2024
Report
76 pages
Big Games Industry Employment Survey 2024: Salaries, Compensation Trends and State of the Games Sector in Europe
The European games industry faces significant instability, with 15% of the workforce experiencing layoffs and 10% leaving the sector entirely, disproportionately impacting junior professionals.
AI adoption has surged by 17% year-over-year, with 54% of industry professionals now integrating these tools into their daily workflows.
Systemic workplace issues persist, as 32% of respondents reported gender-based bias and 26% cited ageism, contributing to a gender pay gap rooted in a lack of female leadership and technical representation.
Employment
Salary
Diversity & Inclusion
+1
InGameJob
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
12 pages
Inside Gaming: It's Personal!
Nearly two-thirds of gamers report feeling more authentic while playing than in their daily lives, a sentiment that has driven a 30% increase in time spent gaming among those who view these platforms as spaces for self-presentation.
In-game character customization is the primary driver of self-expression for 76% of players, significantly outpacing other features like usernames (48%) and communication tools or emotes (30–35%).
Fandom’s 2024 data indicates a psychological disconnect where gamers maintain distinct online personas that they perceive as separate from their real-life identities.
Market Analysis
Player Behavior
Diversity & Inclusion
+2
Fandom
Jan 2024
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