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Report
93 pages
Responsibility Report 2020: Partners for Greater Purpose
Ecolab prioritized the global response to the Covid-19 pandemic as a central operational focus throughout 2020.
The company maintains a structured environmental management framework that specifically targets energy consumption and emissions reduction.
Water stewardship and conservation represent a core pillar of the organization's sustainability strategy.
Diversity & Inclusion
Global
Employment
Ecolab
Report
86 pages
2020 Report on Corporate Responsibility
The 2020 corporate responsibility report adheres to the Global Reporting Initiative (GRI) Core Standards.
Environmental impact disclosures are prepared in alignment with the Greenhouse Gas Protocol (GHG Protocol).
The company provides reporting indices specifically for the Task Force on Climate-related Financial Disclosures (TCFD).
Global
Employment
Diversity & Inclusion
Baker Hughes
Report
47 pages
IBM 2020 Corporate Responsibility Report
The year 2020 served as a catalyst for organizational and individual adaptation in response to global challenges.
The report emphasizes that periods of crisis drive human ingenuity and the reinvention of existing operational models.
Societal challenges faced during 2020 acted as a primary driver for testing the resolve and adaptability of global organizations.
AI
Diversity & Inclusion
Employment
+1
IBM
Report
79 pages
2020 Corporate Responsibility Report
Keurig Dr Pepper (KDP) published its 2020 Corporate Responsibility Report, outlining the company's strategic approach to social and environmental governance.
The report details the company's organizational structure and operational scope, covering its diverse portfolio of beverage brands.
A primary focus area for the company is the health and safety of its workforce, which serves as a foundational pillar of its corporate responsibility strategy.
Diversity & Inclusion
Employment
Global
+1
Keurig Dr Pepper
Report
99 pages
Corporate Responsibility Report 2020: Driving Fashion Forward for Good
PVH Corp. established the 'Forward Fashion' strategy as the core framework for its 2020 corporate responsibility initiatives.
The report outlines the operational and sustainability commitments for PVH's primary brands, specifically highlighting Calvin Klein and Tommy Hilfiger.
The document serves as a formal 2020 disclosure regarding the company's environmental, social, and governance (ESG) performance.
Diversity & Inclusion
Employment
Global
PVH
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
19 pages
Cyprus Game Industry: Senior+ Employment Landscape 2025
Senior-level talent in Cyprus exhibits low job mobility, with 71% of professionals reporting no change in employment over the past year.
A significant retention risk exists in the form of burnout, which affects 66% of senior professionals, compounded by the fact that only 53% receive employer-funded training.
Median salaries for top management in Cyprus are approximately €98k, falling significantly short of the €135k desired by professionals in these roles.
Market Analysis
Employment
Salary
+1
Values Value
Mar 2026
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
3 pages
職員募集(契約職員・業務委託パートナー):人材育成
The Computer Entertainment Society (CESA) is hiring contract personnel and outsourced partners to lead human-resource development and creator training programs within the Japanese video-game industry.
Core responsibilities include facilitating game-based curricula in schools, managing government relations, conducting industry research, and overseeing communications for commissioned projects.
Candidates must have at least five years of professional experience, with preference given to those with backgrounds in government liaison work, project management, or educational certification.
Employment
Salary
Game Development
+2
CESA – Computer Entertainment Supplier's Association
Feb 2026
Report
13 pages
Annual Review: 2025
UK consumer spending on video games and interactive entertainment reached a record high of £7.6 billion in 2024.
Ukie’s advocacy efforts secured £30 million in funding for the UK Games Fund and official recognition of the sector as a key driver of economic growth.
Global trade activities at GDC and Gamescom generated £75 million in business wins for the UK games industry.
Market Analysis
Game Development
Employment
+2
Ukie
Dec 2025
Report
46 pages
Esports 2023: Challenges and Opportunities in the UK
The UK esports sector generates £111 million in gross value added, with UK-based teams and events capturing a $1.5 billion share of the global market.
While the UK has a potential audience of 55 million adults, only 3.8% of gamers follow competitive play, indicating a significant opportunity for fan base expansion.
The demographic profile of the UK esports audience is highly concentrated, with 82.7% aged 18–34 and 83% male, highlighting a need for improved diversity and inclusion efforts.
Esports
Market Analysis
UK
+1
British Esports
Dec 2025
Report
39 pages
Business Case for an Enhanced Video Games Expenditure Credit: UK
Increasing the Video Games Expenditure Credit (VGEC) to a tiered rate of 53% for projects under £10 million and 39% for larger productions is projected to generate £530 million in additional gross value added (GVA) and 6,000 new full-time jobs over five years.
The proposed fiscal enhancement would raise the UK’s effective VGEC rate to 20.6%, surpassing current rates in France (20.2%) and Quebec (18.2%) to improve international competitiveness.
Every £1 of government investment in the enhanced VGEC is projected to yield a return of £2.12 in combined GVA and tax revenue.
Market Analysis
Funding
Employment
+1
Ukie
Dec 2025
Report
4 pages
CESA Game Industry Report 2025
Global game content revenue reached 31.042 trillion yen in 2024, representing a 5.0% year-on-year increase.
Mobile gaming remains the dominant sector, generating 18.433 trillion yen—roughly 60% of total global sales—with a 6.0% annual growth rate.
PC gaming has experienced significant momentum, expanding 59.7% over the last four years to overtake console market share.
Market Analysis
AI
Employment
+1
CESA – Computer Entertainment Supplier's Association
Dec 2025
Report
12 pages
Sector Report: Flanders & Brussels 2024
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).
Employment in the sector rose by approximately 43% over five years, increasing from 600 full-time equivalents (FTEs) in 2020 to 857 in 2024.
Annual turnover reached €75.9 million in 2024, representing a 17% year-on-year increase from the €64.6 million reported in 2023.
Market Analysis
Employment
Flemish Games Association
Aug 2025
Report
34 pages
Llibre Blanc de la Indústria Catalana del Videojoc 2024
The provided report content contains no factual data, statistics, or industry insights regarding the Catalan video game industry, as it consists only of a meta-commentary requesting further information.
Market Analysis
Europe
Investment
+2
Direcció General d’Innovació i Cultura Digital
Jul 2025
Report
4 pages
Top Game Creators Academy: 入学式/懇親会を開催しました
The Top Game Creators Academy (TGCA) launched on 25 April 2025 to develop globally competitive original IP through a two-year intensive mentorship program.
The cohort consists of 10 teams—5 groups and 5 individuals—supported by a network of 35 advisors, including 16 specialty experts and 9 business consultants.
Mentorship is provided by industry leaders from major studios, specifically Bandai Namco, Capcom, and Square Enix.
Game Development
Funding
Employment
+2
CESA – Computer Entertainment Supplier's Association
May 2025
Report
18 pages
2025 Game Industry Salary Report
The average annual salary for U.S. game professionals is $142,000, yet 80% of workers perceive the industry as less secure than other career paths due to widespread instability.
One-fourth of industry professionals experienced a layoff in the last two years, with nearly 50% of those affected remaining unemployed.
Significant wage disparities persist, as non-white workers earn 27% less than white peers and women earn 24% less than men.
Salary
Employment
Market Analysis
+1
Game Developers Conference
Mar 2025
Report
21 pages
Australian Video Games Industry Policy Platform: February 2025
The Australian video games industry aims to reach a $1 billion valuation by 2030, building on its 2024 fiscal year performance of $339.1 million in revenue.
The sector currently supports 2,465 full-time positions, with 93 percent of its revenue generated from international markets.
Over 50 percent of Australian game studios anticipate continued income growth, signaling strong potential for expansion into a global powerhouse.
Market Analysis
Market Forecast
Employment
+1
Interactive Games & Entertainment Association
Feb 2025
Report
68 pages
Spelutvecklarindex: Sweden 2025
Sweden’s game industry has grown to over 1,100 companies generating SEK 37 billion in annual revenue, a 7,500% increase from the SEK 0.5 billion recorded twenty years ago.
The sector currently employs 9,130 staff domestically and an additional 11,000 workers abroad.
Swedish-produced titles held the majority market share on Steam in 2024, demonstrating strong consumer demand for local content.
Market Analysis
Employment
Game Development
+1
Dataspelsbranschen
Jan 2025
Report
4 pages
Top Game Creators Academy: Tokyo Game Show 2025 Exhibition
The Computer Entertainment Association, in partnership with the Agency for Cultural Affairs and the Japan Arts & Culture Promotion Agency, launched the Top Game Creators Academy (TGCA) in April 2025 to accelerate the development of next-generation talent.
The TGCA program utilizes a two-year pipeline structure that pairs emerging developers with active industry advisors to facilitate professional growth and global market entry.
Ten emerging developers are debuting work-in-progress titles at the Tokyo Game Show 2025 in Hall 10, representing diverse genres including 3D action, 2D puzzle platformers, horror, and rhythm-action.
Game Development
Employment
Japan
+3
CESA – Computer Entertainment Supplier's Association
Jan 2025
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