Reports matching your filters
OVERVIEW 3 PEOPLE & COMMUNITIES 32 A Letter from our Chairman & CEO and CSO 3 Employee Health & Safety 33 About This Report Our Company 4 Employee Engagement & Development 35 Keurig Dr Pepper (KDP) has reported on Key Highlights 5 Diversity & Inclusion ...
+ Publication Date: July 30, 2025 Publication Date: July 30, 2025 2 Introduction The Care The People The Planet 32 Governance, Policies & We Advance We Support We Share Systems Infrastructure 5 Who We Are 39 Appendix Overview 41 Sustainability Accounting 7 IDEXX Corporate ...
The study examines the senior‑level employment landscape in Cyprus’s game industry for 2025, drawing on an anonymous survey of 113 professionals and a comparative analysis with European peers. Findings reveal that senior‑plus talent in Cyprus exhibits low job mobility, with 71 % reporting no change in the past year and only 20 % moving voluntarily. When moves occur, they are largely strategic, aimed at improving compensation or scope rather than reacting to instability. Senior professionals prioritize financial reliability, clear role definitions, and predictable work environments over brand visibility or rapid career acceleration. Lifestyle factors—including climate, taxation, and family considerations—reinforce long‑term retention and reduce relocation willingness.
Job security perceptions are higher in Cyprus (average 2.68 on a 5‑point scale) than across Europe, yet the expected risk of job loss in the next year is also higher for many roles. Burnout and limited professional development opportunities emerge as key structural risks, with 66 % reporting burnout and only 53 % receiving employer‑funded training. Overtime is common, with 27 % working one to two times a month and 45 % accepting it as part of leadership duties, contributing to long‑term fatigue.
Salary data show Cyprus median salaries for senior roles (e.g., €98 k for top management) below European averages, while desired salaries are substantially higher (e.g., €135 k for top management). Relocation openness is moderate, with 36 % not open and 32 % very open; visa support, health insurance, and relocation bonuses are the most valued benefits.
Overall, the market is mature but faces challenges in retaining talent through sustained engagement and development rather than short‑term compensation incentives. The primary risk for employers is gradual burnout and skill stagnation hidden behind long tenure, rather than sudden turnover.
The statement articulates a commitment by the Interactive Games and Entertainment Association (IGEA) to foster inclusion, diversity, equality, and accessibility across the video‑game sector in Australia and New Zealand. It positions the association as the peak trade body responsible for modeling equitable practices and ensuring that the industry can be enjoyed by all participants, regardless of gender, sexual orientation, disability, neurodiversity, ethnicity, religion, age, or other personal characteristics.
Key actions outlined include appointing a dedicated Diversity Lead, embedding accessibility features such as live captioning, Auslan interpretation, and alt‑text in all communications, and actively seeking Aboriginal participation for Welcome to Country ceremonies and Acknowledgement of Country protocols. The association pledges to audit and dismantle inequities within its own policies, expand diverse representation on its board and committees, and oppose any unlawful discrimination. It also commits to using its platform to promote and support external diversity initiatives, providing resources that enable other employers to create inclusive workplaces.
The scope covers the entire Australian and New Zealand video‑game industry, encompassing IGEA’s staff, contractors, suppliers, and broader stakeholder network. While no empirical data or survey methodology is presented, the statement functions as a policy framework that sets measurable expectations for internal governance and external advocacy, signalling a strategic shift toward a more inclusive industry culture.
The Computer Entertainment Society (CESA) announces a recruitment drive for contract personnel and outsourced partners to support its expanding human‑resource development initiatives within Japan’s video‑game sector. The role centers on planning and operating creator training programs, facilitating the introduction of game‑based curricula in schools in collaboration with government bodies, and acting as a liaison for industry‑wide issues. Additional responsibilities include coordinating with public agencies, conducting research on the gaming industry, managing outreach and publicity, overseeing committee activities, and handling web, event, and social‑media communications tied to commissioned projects.
Candidates are expected to possess at least five years of professional experience, demonstrable negotiation and coordination skills, and a strong interest in gaming. Preferred backgrounds include prior interaction with governmental entities, experience driving contract‑based projects, and familiarity with educational or certification activities related to games. Basic PC proficiency in spreadsheet, word‑processing, and presentation software is required, while prior employment in game companies or teaching roles is advantageous.
Employment is offered either as a full‑time contract employee with a standard 9:00‑17:30 schedule in Shinjuku, Tokyo, or as an outsourced partnership negotiated according to individual expertise. Contract terms are annual, renewable up to three years, with an hourly wage starting at ¥1,800, subject to experience. Benefits encompass health, pension, unemployment, and workers’ compensation insurance, a complete two‑day weekend, and a smoke‑free office environment. Applications are to be submitted via the CESA inquiry form, followed by a two‑stage interview process conducted online and in person.
The report argues that the United Kingdom’s esports sector has evolved from a fragmented niche into a rapidly professionalised ecosystem, yet it still requires coordinated investment and policy to sustain growth. Key findings show an audience of roughly 55 million adults, with 82.7 % aged 18‑34 and a male dominance of 83 %. While shooters such as Call of Duty, CS:GO and Fortnite command the largest viewership, only 3.8 % of gamers follow competitive play, revealing a small “iceberg” of engaged fans. This gap highlights opportunities for talent development and global brand expansion, especially as the UK lags behind U.S. and Asian markets in producing top‑tier professionals.
Economic data underscore the sector’s momentum: gross value added reaches £111 million and sponsorship revenue exceeds $1.38 billion, with UK events and teams capturing a $1.5 billion share of the global market. Major brands—Intel, Red Bull, Saudi PIF—and tournament operators such as ESL, FACEIT and Gfinity are driving investment, while infrastructure projects by XLHQ, Royal Ravens and Cloud9 create dedicated studios and community hubs. Educational initiatives, including a BTEC programme with Pearson and university leagues like NUEL, demonstrate that esports can boost computing engagement and skill development among 10 000 pupils.
Despite these gains, challenges persist. Mainstream media coverage remains limited, and government support is uneven, constraining broader recognition of esports as a legitimate sport. Diversity and inclusion remain under‑addressed, with female participation at 17 % and a need for stronger links between education, industry and policy to create sustainable career pathways. Emerging monetisation models—Web3, NFTs, metaverse experiences—offer new revenue streams but require regulatory clarity and infrastructure investment. Coordinated action across stakeholders is essential to unlock the UK’s full economic and cultural potential in esports.
The document outlines Ukie’s first year of its five‑year “Supercharged” strategy, aimed at accelerating the UK video games and interactive entertainment sector. The thesis is that a coordinated policy, industry‑wide campaigns, talent development and trade support can secure the UK’s position as a global leader in games. Key findings show that consumer spending reached £7.6 billion in 2024, a record high, and that Ukie’s advocacy generated three major policy wins: recognition of games as a growth sector, a tailored growth package and £30 million for the UK Games Fund. The organisation also secured £75 million in business wins through global trade activity at GDC and Gamescom, and delivered 19 consultations to government bodies. In talent development, Ukie supported 30 companies via its Growth Programme and ran the largest student game jam with over 200 participants, while Digital Schoolhouse won a national BETT award for best opportunities and experience. The scope covers the UK, with outreach to Scotland, Wales, Northern Ireland and international partners such as Tencent. Methodology includes evidence‑based lobbying, a national pulse survey network, and partnership with academic institutions for skills research. The report concludes that the next year will focus on deepening policy influence, expanding trade missions, and fostering emerging mobile, UGC and external‑engine opportunities to sustain industry growth.
The analysis argues that a targeted increase in the Video Games Expenditure Credit (VGEC) would markedly strengthen the United Kingdom’s competitive position within the global video‑games sector. By raising the nominal rate to 53 % for projects up to £10 million and to 39 % for larger productions, the model predicts an additional £530 million in gross value added (GVA) and roughly 6,000 new full‑time jobs over five years. The return on investment is projected at £2.12 of GVA and tax revenue for every £1 spent, positioning the UK as one of the most attractive jurisdictions for game development.
Key findings highlight a worldwide contraction in employment, with 30 000 layoffs expected between 2023 and 2024, prompting a shift toward freelance and subcontracted talent. Venture‑capital funding has fallen sharply from $9 billion in 2020 to just over $3 billion by early 2024, while indie sales on platforms such as Steam now account for nearly 70 % of full‑game revenue. These trends underscore the need for flexible, cost‑efficient production models and a supportive fiscal environment.
Comparative analysis shows that the current UK VGEC effective rate of 14 % is lower than those in France (20.2 %) and Canada’s Quebec (18.2 %). The proposed tiered scheme would raise the UK rate to 20.6 %, matching or surpassing many international competitors and potentially adding an extra 5,000 full‑time equivalents over five years. Across all scenarios, the cost‑benefit profile remains favorable, with GVA returns of £1.3–£1.4 per £1 invested and tax returns of £0.4–£0.5 per £1.
In sum, the enhanced VGEC package delivers a superior economic return by stimulating export‑driven intellectual property creation and supporting both small studios and multinational operations. The model demonstrates that a carefully calibrated incentive structure can offset macro‑economic pressures, sustain employment growth, and secure the UK’s position as a global leader in video‑game development.
The 2025 CESA Game Industry Report presents a comprehensive assessment of the current state of the video‑game sector, emphasizing three strategic themes: the impact of artificial‑intelligence technologies on development, the latest dynamics of the global market, and emerging regulatory issues. By expanding data coverage to include China, Australia, major Western economies, India and the MENA region, the analysis offers a multidimensional view of both domestic and international trends.
Global game‑content revenue reached 31.042 trillion yen in 2024, marking a 5.0 % year‑on‑year increase. Mobile games accounted for 18.433 trillion yen, roughly 60 % of total sales, and grew 6.0 % versus the prior year. PC titles posted the strongest platform growth over the past four years, expanding 59.7 % and overtaking console share, while console revenue showed modest contraction. In Japan, the total gaming population stood at 5.475 million in 2024, a slight decline from 5.553 million; mobile users fell 1.8 %, PC users rose 0.5 %, and console users decreased 0.7 %, with expectations of a rebound following the anticipated Switch 2 launch.
Employment estimates indicate approximately 200 000 individuals work across the Japanese gaming ecosystem. Core developers, publishers and hardware manufacturers employ between 58 000 and 83 000 people, while ancillary sectors—such as visual production, middleware, peripherals, retail and media—constitute the remainder of the workforce.
The findings derive from CESA’s own surveys, expert interviews and user studies conducted in China and Australia, supplemented by industry‑wide data sources and event reports (Tokyo Game Show, Japan Game Awards, CEDEC). The methodology blends desk research with primary fieldwork to deliver a layered, data‑rich portrait of the industry’s structure, growth drivers and regulatory landscape.
The 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.
I’m ready to combine the section summaries into a cohesive overview, but I’ll need the remaining sections to capture the full scope, key data points, and conclusions of the 2024 Catalan video‑game industry analysis. Could you please provide the rest of the section summaries?
The Top Game Creators Academy (TGCA) was inaugurated on 25 April 2025 as a joint initiative of the Cultural Agency, the Japan Arts and Culture Promotion Agency, and the Computer Entertainment Association (CESA) to cultivate next‑generation game creators capable of delivering original IP that can compete globally. Ten selected teams—five groups and five individual creators—were formally admitted, accompanied by thirty‑five advisors who will provide ongoing mentorship, specialty guidance, and business support throughout a two‑year development cycle.
The program draws on the Cultural Arts Activity Strengthening Fund, allocating public resources to enable intensive, mentor‑driven training. Each creator cohort is paired with a dedicated mentor from leading studios such as Bandai Namco, Capcom, and Square Enix, while sixteen specialty advisors cover visual art, engineering, design, sound, and project management, and nine business advisors address marketing, finance, and legal matters. Progress meetings occur monthly, fostering collaborative feedback within multi‑person groups rather than one‑on‑one pairings.
Participants will showcase their work at major industry events, beginning with an online appearance at CEDEC in July 2025, a debut at Tokyo Game Show in September 2025, and subsequent exhibitions at the Taipei Game Show in January 2026, with potential expansion to international venues such as Gamescom in 2026. The cohort aims to graduate by March 2027, having refined both creative and commercial competencies to launch globally competitive titles.
The 2025 Game Industry Salary Report provides a comprehensive analysis of compensation, job security, and workplace sentiment among video game professionals in the United States. Based on a July 2025 survey of 562 industry professionals, the findings reveal a landscape defined by high average earnings contrasted against significant instability. The study maintains a 3% margin of error at a 95% confidence level, covering various industry segments including AAA, indie, and co-development studios.
The average annual salary for U.S. game professionals reached $142,000 in 2025, with a median of $129,000. While 60% of respondents saw pay increases over the previous year, a profound sense of financial and professional dissatisfaction persists. Over half of the workforce feels undercompensated, a sentiment that is more pronounced among women, non-binary individuals, and non-white workers. Data highlights a persistent wage gap, with non-white workers earning 27% less than their white peers and women earning 24% less than men.
Industry stability remains a primary concern following a period of intense volatility. One-fourth of respondents experienced a layoff within the past two years, and nearly half of those individuals remain unemployed. Consequently, 80% of professionals view game development as less secure than other career paths. Despite these fears, 82% intend to remain in the industry for the next five years.
The report also tracks emerging labor trends, noting that 64% of workers support unionization and 56% are interested in joining a union. Remote work remains dominant, with approximately 60% of developers in programming and design roles working fully remotely. While 85% of employees receive health insurance, other benefits like childcare subsidies remain rare, leading 11% of the workforce to take on side hustles to meet financial needs or seek creative fulfillment.
The Australian video games industry represents a vital economic sector, generating $339.1 million in revenue and supporting 2,465 full-time positions during the 2024 fiscal year. With 93 percent of revenue derived from international markets and over half of all studios anticipating continued income growth, the sector is positioned to evolve into a global powerhouse. The primary objective is to scale the industry to a $1 billion valuation by 2030, a goal that necessitates a strategic shift toward long-term policy frameworks, increased federal investment, and enhanced export support to facilitate international publisher partnerships and local intellectual property development.
To achieve this growth, the industry requires a modernized regulatory environment that replaces fragmented, reactive policies with evidence-based standards. Current classification and online safety laws often impose disproportionate burdens on developers, hindering innovation. By streamlining these frameworks and reducing administrative red tape, the government can provide the certainty required for studios to scale operations. Furthermore, the industry advocates for a more integrated approach to public policy, specifically by leveraging "serious games" to address societal challenges and fostering closer alignment between government initiatives and the practical needs of game developers.
Sustaining this trajectory also depends on addressing critical structural challenges, particularly regarding talent acquisition and capital access. The industry faces persistent talent shortages that demand improved migration pathways and a renewed focus on STEAM education to build a robust local workforce. By combining these educational and immigration reforms with targeted research and development incentives, Australia can foster a competitive ecosystem that attracts international investment while empowering domestic studios. Ultimately, the transition to a billion-dollar industry relies on a collaborative partnership between the public and private sectors to prioritize innovation, intellectual property protection, and sustainable economic development.
The European games industry is currently navigating a period of profound instability, characterized by widespread layoffs and a significant exodus of talent. Over the past year, 26% of professionals have faced involuntary unemployment, with junior-level staff suffering a disproportionate 39% exit rate. This volatility is driven by a transition from rapid market expansion to a focus on operational optimization, further complicated by the rapid integration of artificial intelligence. While 63% to 69% of the workforce now utilizes AI for core tasks, this shift has fostered deep-seated skepticism among creative and quality assurance roles regarding long-term job security and the potential devaluation of human expertise.
Financial dissatisfaction has become a defining feature of the current landscape, exacerbated by salary freezes, reduced bonuses, and a persistent gender pay gap. With over a third of companies eliminating financial bonuses entirely, salary has emerged as the primary motivator for 87% of employees. This economic pressure, combined with a lack of structured support—such as the absence of dedicated diversity and inclusion specialists in 67% of firms—has contributed to a sharp decline in employee engagement. Burnout, affecting up to 63% of the workforce, and ineffective management are now the leading drivers for professionals considering career changes or leaving the industry altogether.
Despite these challenges, the workforce remains committed to hybrid work models, though a growing disconnect exists between employee preferences for flexibility and actual workplace mandates. Relocation trends have shifted toward a pragmatic focus on cost-of-living stability rather than traditional geographic mobility. As the industry matures, the data underscores a critical need for improved management practices and better alignment between organizational goals and employee well-being to mitigate the ongoing loss of talent and restore professional morale across the European sector.
Germany’s video‑game sector generated €5.84 billion in 2024, ranking fifth globally but declining 6 % year‑on‑year. The contraction was most pronounced in game purchases, which fell 17 %, while online gaming and subscription services surged 43 % to €3.26 billion, underscoring a decisive shift toward digital and cloud‑based play. In‑game and in‑app purchases accounted for €4.6 billion, a modest 3 % drop, yet mobile gaming alone grew 63 % since 2019 to €3 billion. Console and PC revenues were €1.9 billion and €1.5 billion, respectively, while hardware sales fell 10 %, with consoles down 26 %. The workforce expanded to 37.5 million players, nearly half women and with an average age of 39.5 years, indicating broader demographic penetration.
Policy analysis reveals that restrictive federal and state funding schemes have limited access for start‑ups, contributing to an 87 % negative perception of Germany’s international competitiveness. The 2025 coalition agreement introduces tax breaks and a €2 750/month “Press Start” grant for new studios, signalling a shift toward a hybrid funding model. A projected €125 million annual increase from 2026, with each tax‑credit euro expected to generate €4.80 in economic spill‑overs, is coupled with calls for university programmes, incubators, and a dedicated “Games University” to supply skilled talent. Without these reforms, Germany risks falling behind global leaders.
The industry’s ecosystem has expanded through high‑profile events such as devcom and gamescom, which attracted record attendance and showcased international diversity. Initiatives like the Press Start: Games Founding Grant, esports talent pipelines, and the Equal Esports Cup demonstrate a coordinated effort to build inclusive professional pathways. The German Games Association, through gamescom and sustainability initiatives such as “Playing for the Planet,” positions Germany as a climate‑friendly, diverse hub. Market data confirm that 60 % of Germans play video games, with mobile gaming dominating at 37.9 %, while over 90 % of households have internet access, underscoring a mature, multi‑platform market poised for continued growth across consoles, PC and mobile channels.
The survey of more than 3,000 global developers in 2025 reveals a gaming industry grappling with persistent instability while making modest progress on diversity. Layoffs have risen, with one‑tenth of respondents reporting job losses in the past year and 58 % worried about future cuts. Women and non‑binary developers now account for 32 % of the workforce, up from 29 % in 2024, and LGBTQ+ representation reached 24 %, yet white males still dominate at 66 %. Revenue pressures and market shifts continue to drive restructuring, underscoring the sector’s vulnerability.
Generative AI has transitioned from a niche experiment to an integral part of many studios, with 36 % of developers using it personally and 52 % reporting company‑wide adoption. However, enthusiasm has cooled: only nine percent of companies plan to expand AI use, and negative perceptions have climbed to 30 % from 21 %. Ethical concerns, intellectual‑property risks, and fears of job displacement now affect more than half of respondents. Internal AI policies have expanded to 64 % of studios, and optional use has become more common, though a small minority mandate AI tools.
Live‑service development remains polarised. While 42 % of studios already produce live titles, only 13 % intend to launch one next year. AAA developers are more inclined (33 %) due to potential financial upside and sustained player engagement, yet worries about market saturation, creative fatigue, predatory monetization, and burnout persist. Media adaptations interest 36 % of AAA studios, whereas internal pitch activity has fallen. Self‑funding remains the dominant financing method (56 %), though success rates vary across funding models.
Work‑hour patterns signal growing strain: the share of developers working over 50 hours a week has risen from 8 % to 13 %, and half of respondents now view excess hours as problematic. Union support remains robust at 69 %, with 58 % advocating industry unionisation, yet only 22 % have discussed it in the past year. These findings illustrate a sector negotiating between rapid technological change, creative ambition, and labour‑market pressures across diverse geographic regions and studio sizes.
Collective work under the direction of dr Jakub Marszałkowski dr Jakub Marszałkowski, Indie Games Poland, Poznan University of Technology (chapters 3, 5, 8, 9) Eryk Rutkowski, Polish Agency for Enterprise Development (chapters 2, 4, 6) Wojciech Trusz, Creative Industries Institute (chapters 1) Piotr Milewski, Sirius Game Studio, Gdynia Maritime University (chapters 7) Game Industry Conference team: Olga Matej, Agnieszka Wołoszyn, Kacper Żubryk, Hanna Marszałkowska, Dominik Latos Extra data minin...
The German games industry navigated a period of significant contraction in 2024, with total market revenue falling 6% to €9.4 billion. This downturn, driven by a decline in mobile revenue and console hardware sales, resulted in the first recorded reduction in the number of active companies and industry employees in recent years. Despite these headwinds, Germany maintains its status as the largest games market in Europe and the fifth largest globally. The domestic player base remains robust and increasingly diverse, encompassing 37.5 million individuals with an average age of 39.5 years, reflecting the deep integration of gaming into the national cultural fabric.
Strategic instability during this period stemmed largely from restrictive federal funding guidelines and project application freezes, which disproportionately impacted smaller studios. However, the outlook for 2025 is increasingly positive, anchored by a new coalition agreement that pledges to increase federal funding to €125 million annually by 2026 and introduce competitive tax incentives. These policy shifts aim to bolster Germany’s international standing, which industry leaders currently view as suboptimal despite the nation’s strong infrastructure, academic training programs, and successful startup initiatives like the "Press Start" grant.
To secure long-term growth, the industry is prioritizing a hybrid funding model, the establishment of a dedicated "Games University," and the expansion of digital cultural heritage projects, such as the AI-driven archiving of over 40,000 titles. Professionalization efforts continue through the game association, which represents over 500 members and manages critical networking platforms like gamescom. By integrating esports development, sustainability commitments, and structured career pathways, the German ecosystem is positioning itself to transition from a period of market correction toward a more resilient and internationally competitive future.
The FY 2025 impact analysis presents Electronic Arts’ comprehensive ESG strategy, arguing that responsible stewardship of people, planet, and data is integral to sustainable growth in the interactive‑entertainment sector. By quantifying progress across talent, climate, privacy and security, the report demonstrates how the company translates corporate responsibility into measurable outcomes while maintaining its global market position.
Across a workforce of more than 6,000 employees worldwide, 83 % now have access to internal AI tools, and 17 % of new hires are returning staff, contributing to an industry‑leading attrition rate of –0.1 %. Expanded benefits—including paid parental leave and bereavement support—paired with a balanced gender composition, underpin the talent‑focused results. Community engagement generated 18,000 volunteer hours and $5.9 million in investments, reinforcing the social dimension of the strategy. Environmental performance shows a clear downward trajectory: total operational emissions fell to 6.6 Mt CO₂e in FY25, down from 7.3 Mt in FY24 and 10.6 Mt in FY23, with Scope 1 emissions at 2.98 Mt and Scope 2 (market‑based) comprising the remainder, while energy consumption reached 380,859 GJ, fully sourced from office operations. The company’s carbon‑neutral status and renewable‑energy initiatives address identified climate risks such as acute physical events, volatile energy prices, rising carbon costs and emerging reporting regulations.
Data‑privacy and security are governed by a privacy‑by‑design framework overseen by the Audit Committee, delivering explicit player notice, consent and control, data‑minimisation, and partner‑risk contracts. The security management system aligns with ISO, NIST and CIS standards, undergoes annual independent validation, operates a 24‑hour SOC and mandates annual training for all staff. An articulated AI governance model completes the governance pillar, ensuring responsible deployment of emerging technologies. Collectively, these initiatives illustrate a holistic, globally scoped commitment to ESG excellence throughout FY 2025.