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The United Kingdom games industry experienced a notable contraction in recruitment activity during November 2022, continuing a downward trend observed throughout the second half of the year. Open vacancies decreased by several hundred positions compared to the previous month, leaving the market with over 500 fewer available roles than in June 2022. This decline aligns with broader global and domestic technology sector layoffs. While major development hubs such as London, Guildford, Leamington Spa, Cambridge, Edinburgh, and Manchester remain the primary centers for recruitment, these locations have seen a significant reduction in active job postings. The downturn has impacted various industry segments and disciplines unevenly. Mobile studios recorded the highest proportional reduction in open roles, often attributed to the fulfillment or removal of positions following major corporate mergers. Despite the general decline in volume, the market shows resilience in specific areas; two less prominent geographic regions bucked the national trend by increasing their job offerings. Furthermore, while senior and experienced roles remain prevalent, there was a recorded increase in advertised junior positions, suggesting a continued interest in developing entry-level talent despite broader economic headwinds. Data indicates that Software Engineers, Producers, and Senior Environment Artists are among the most sought-after titles. Programming, Art, and Design remain the dominant hiring categories, though most disciplines have seen a net loss in postings. The age of available jobs suggests a mix of immediate needs and long-term vacancies, with over 600 new jobs added in the month preceding the summary. This analysis is based on a comprehensive database of UK game studios, which expanded by eight new companies during this period, providing a representative snapshot of the hiring landscape across AAA, AA, mobile, indie, and service-based sectors.
**Video Games Development Industry in Romania – 2022 (Summary & Key Insights)** --- ## 1. Industry at a Glance | Metric | Figure (2022) | Comments | |--------|---------------|----------| | **Total industry value** | **≈ €222‑332 million** (range reported) | The spread reflects different sources/segments (e.g., studio revenue, B2B services). | | **Number of active studios** | **≈ 54‑60** (based on “Other cities (54) Bucharest” and the “Top 30” list) | Concentrated mainly in Bucharest, Cluj‑Napoca, Iași, Timișoara, Brașov and a few smaller hubs. | | **Market concentration** | **Top 3 studios account for ~47 % of revenue** (EA Romania, Ubisoft Romania, Amber Studio) | Indicates a moderately concentrated market with a few large multinational players and many SMEs. | | **Growth trend (2021‑2022)** | **+15 % – +25 %** for several mid‑size studios (e.g., Metagame Studio) | The sector is still expanding despite global macro‑economic headwinds. | | **Export orientation** | **> 70 % of revenue** generated from foreign markets (mainly EU, US, and Asia) | Romanian studios are highly export‑oriented, leveraging lower development costs and strong technical talent. | --- ## 2. Top 30 Studios (by reported revenue / size) | Rank | Studio | Location(s) | Reported Revenue / Size | Notable Points | |------|--------|-------------|------------------------|----------------| | 1 | **Electronic Arts Romania** | Bucharest (HQ), Iași | **€106 M** (largest single studio) | EA’s “Playtika” and “EA Studios” units are the biggest revenue generators. | | 2 | **Ubisoft Romania** | Bucharest, Cluj‑Napoca, Iași | **47.7 %** of total market share (≈ €100 M) | Strong pipeline of AAA titles and a large outsourcing arm. | | 3 | **Amber Studio** | Cluj‑Napoca | **38 %** of market share (≈ €80 M) | Focus on mobile & mid‑core games; rapid hiring. | | 4 | **Gameloft Romania** | Turda, Târgu Mureș | **€6.8 M** (6,800 k) | Mobile‑first, strong presence in EU & LATAM. | | 5 | **Green Horse Games** | Arad | **€?** (data missing) | Indie‑focused, growing export sales. | | 6 | **Playtika** | Iași | **€12 M** (approx.) | Social
The 2021 Annual Barometer of the Video Game Industry in France provides a comprehensive analysis of the sector’s economic health, employment trends, and production landscape. Conducted between May and June 2021 through an online survey of 1,200 qualified entities, the research captures a representative snapshot of the French video game ecosystem, which is primarily composed of development studios, publishers, and service providers. The study highlights the industry's resilience and growth despite the challenges posed by the global health crisis. Key findings indicate that the French video game sector remains highly productive, with approximately 1,350 games in development during 2021, 92% of which are original creations. The industry is characterized by a strong focus on independent production, with 77% of studios identifying as indie developers. Financially, while the sector shows promise—with 20% of studios reporting annual revenues exceeding €1 million—the landscape remains fragile, as 36.5% of studios reported a deficit in 2020, the highest level since 2014. Despite this, the industry maintains a positive outlook, with 89% of respondents expressing confidence in their company’s future and 94% remaining optimistic about the broader French video game market. Employment remains a cornerstone of the industry, which continues to prioritize permanent contracts, with 80% of salaried positions held as CDI. The workforce is increasingly diverse, with female representation reaching 22%. Furthermore, the sector benefits from robust institutional support, as 41% of companies utilize regional funding and many rely on the national video game tax credit. France is currently ranked as the second most attractive country for video game development globally, trailing only the United States, reflecting the sector's strong international standing and continued potential for expansion.
The Romanian game‑development sector has emerged as a rapidly expanding component of the national digital economy, delivering €218.5 million in revenue in 2020—a 19.1 % year‑on‑year increase that pushed total earnings beyond the €200 million threshold. This growth builds on a foundation laid in the late‑1990s by early publishers such as AMC and Fun Labs and accelerated by a wave of indie activity that has diversified the market across hyper‑casual, mid‑core and AAA support segments. Policy measures have been pivotal: a tax‑exempt status for developers introduced in 2004, a state‑aid scheme for large IT investments in 2012, and the “Startup Nation” programme of 2016 have collectively fostered an IT sector employing over 113 000 people and contributing roughly 6.8 % of GDP in 2020. The exemption, however, applies only to technical staff, leaving creative roles under‑supported and prompting the Romanian Game Developers Association to propose dedicated incentives. The ecosystem now includes hyper‑casual studios that have amassed more than 10 million downloads, mid‑core and AAA support firms such as EA Romania, Ubisoft Romania and Gameloft that together employ around 750 developers and work on franchises like FIFA and Assassin’s Creed, and independent studios such as Ovilex, whose simulators have exceeded 500 million installs. Case studies illustrate the sector’s breadth: Whyttest operates a cross‑border QA‑outsourcing service with senior and junior testers in Bucharest and Belgrade, while XSA, an indie start‑up focused on Android/iOS car games, reaches over one million players each month. The analysis draws on multiple European industry sources, including ISFE‑EGDF, EGDF, Goldstein Research, and regional surveys, providing a comprehensive view of Romania’s game‑development landscape during the 2020 period.
The Good Conduct Guidelines for the Danish Games Industry, published in November 2019, establish a standardized framework for fostering a safe, inclusive, and professional work environment across the Danish game development sector. The primary objective is to protect the personal integrity of industry professionals by promoting a culture of mutual respect, diversity, and accountability. These guidelines serve as a foundational reference for businesses to integrate into employee handbooks or internal policy discussions, ensuring that workplace practices align with both ethical standards and Danish labor legislation. The guidelines mandate that all industry participants uphold principles of dignity and fairness, with a specific emphasis on eliminating systemic crunch, excessive overtime, and all forms of harassment or discrimination. The policy adopts a zero-tolerance stance toward abusive behavior, noting that harassment is defined by its impact rather than the intent of the perpetrator. Furthermore, the framework places a heightened responsibility on management to act as ethical role models, proactively prevent unsafe conditions, and ensure that employees can report grievances without fear of retaliation. To support enforcement, the guidelines outline clear procedures for addressing workplace misconduct. Employees are encouraged to engage with internal representatives, such as HR or management, while also being reminded of their rights to seek external support through labor unions, occupational health providers, or the Danish Working Environment Authority. By formalizing these expectations, the industry aims to standardize professional conduct and ensure that all developers and staff operate within a healthy, sustainable, and welcoming environment.
The 2019 Romanian Game Development Industry Report establishes that Romania’s gaming sector is rapidly maturing, delivering a notable economic contribution and expanding its global footprint. In 2018 the industry generated $188.5 million, marking a 19.2 % increase over the previous year, and employed more than 6,000 professionals across roughly 103 active entities, the majority of which are concentrated in Bucharest, Cluj‑Napoca and Timișoara. Seventy‑seven percent of these firms focus exclusively on game development, while a substantial share provides ancillary services such as quality assurance, publishing and testing for international publishers. The ecosystem is highly diversified, ranging from small indie teams producing niche titles to multinational subsidiaries that co‑develop major franchises. Mobile and hyper‑casual games dominate commercial success, exemplified by Deep Byte’s titles surpassing ten million downloads and KillHouse’s “Door Kickers” achieving half‑a‑million sales. Romanian studios also contribute to console and PC projects, with Ubisoft Romania and EA’s testing division supporting flagship series. Emerging specializations in virtual reality and narrative‑driven experiences further broaden the sector’s capabilities. Education remains in an early stage; only a few university programs address game design, limiting the pipeline of formally trained talent. Nonetheless, the industry benefits from a strong pool of creative and cross‑disciplinary professionals, fostering a growing record of internationally recognised releases. The analysis draws on data from SuperData, Newzoo, Goldstein Research and Dealroom, underscoring Romania’s position as an increasingly influential player in the global game development landscape.
We are honored to present The Games Monitor 2018 edition with the latest facts, figures, trends and developments in the Dutch games industry. The Games Monitor was first published in 2012 and was followed by new research in 2015. Both reports generated a lot of interest into the Dutch games industry’s facts and figures, which is why we are pleased to be able to provide you with an update for 2018.
• Ahlmannin koulun säätiö /Oriveden • Opisto • • Joutsenon Opisto • • Kauhajoen evankelinen opisto • • Laajasalon opisto • • Prakticum • • AEL Ammattienedistämislaitossäätiö • • Amiedu • • HEO Media • • Kouvolan seudun ammattiopisto • • Lybeckerin opisto ...
In 2012 the first edition of the Dutch Games Monitor was presented. Whilst maybe not the first research focusing on the Dutch games industry, it was the first where an extensive survey and a series of interviews provided a broad insight into the state of the industry. In the past few years interest in games and data about the games industry has increased. Many people were interested in an updated version of the Games Monitor .
The 2014 overview of Canada’s video‑game sector presents a comprehensive picture of an industry that ranks among the world’s largest by per‑capita employment and is a cornerstone of the nation’s digital economy. Drawing on custom research commissioned by the Entertainment Software Association of Canada (ESAC)—including NPD surveys of 3,359 adults and 526 teens in 2014, a 2012 survey of 2,969 adults, 527 teens and 687 children, and quantitative data from 90 Canadian companies—the analysis covers national trends, regional breakdowns, workforce characteristics, public perception and consumer behaviour. Employment figures reveal 16,500 individuals directly working in game development, equivalent to 27,000 full‑time jobs, with a 5 % increase in staff between 2011 and 2013 and two‑fifths of firms forecasting a 25 % expansion within two years. The sector generated $2.3 billion in GDP contribution and $1.6 billion in direct spending, a 12.5 % rise from 2011. More than half of Canadian companies identify as independent developers, and 53 % of the 329 firms operate as such. Salaries average $72,500 annually, with a median employee age of 31,
**Canada’s Video Game Industry in 2013 – Final Report (Summary)** --- ### 1. Industry Perception of Tax Credits - **Overall valuation:** Canadian video‑game tax credits received an **average rating of 4.4 / 5**, indicating that firms consider them a highly valuable policy tool. - **Key benefits identified:** - **Project opportunities:** Highest impact score (**4.0 / 5**). - **Employee retention, revenue growth, and industry visibility** also scored strongly, reflecting that tax incentives help companies keep talent, expand sales, and raise the sector’s profile. - **Cost‑effectiveness:** Respondents reported that the **administrative burden is low relative to the financial value** they obtain from the credits. - **Growth outlook:** The survey revealed a **very optimistic near‑term outlook**: **40 % of firms expect revenue growth of more than 25 %** in the coming year, underscoring confidence that the tax environment is a catalyst for expansion. --- ### 2. Economic‑Impact Analysis | **Component** | **Methodology** | **Key Findings** | |---------------|----------------|------------------| | **Direct impacts** | • Calculated from reported industry revenues and wages.<br>• Applied an **operating‑surplus‑to‑labour‑income ratio of 15.17 %** (derived from the broader software‑publishing sector) to estimate profits and value‑added. | • Direct employment, labour income, and GDP contributions were quantified based on actual firm‑level data. | | **Indirect impacts** | • Integrated the survey data with **Statistics Canada Input‑Output (I‑O) tables**.<br>• Modeled supply‑chain spillovers, capturing purchases from other Canadian industries and adjusting for **import leakages** (goods/services sourced abroad). | • Showed how video‑game firms stimulate activity in supporting sectors (e.g., hardware, professional services, marketing). | | **Induced impacts** | • Used a **custom multiplier** built on Canada’s **marginal propensity to consume (MPC)** and **marginal propensity to import (MPI)**.<br>• Estimated household re‑spending of earnings generated in the direct and indirect stages. | • Quantified the additional employment, income, and GDP generated when workers and suppliers spend their wages locally. | **Overall economic contribution (direct + indirect + induced):** - The combined effect demonstrates that the video‑game sector’s footprint extends well beyond the firms themselves, creating **significant ancillary jobs and income** throughout the Canadian economy. - The methodology ensures that **import leakages are subtracted**, providing a realistic picture of net domestic impact. --- ### 3. Implications 1. **Policy Validation** – The high satisfaction scores and strong growth expectations confirm that the tax‑credit regime is achieving its intended objectives: fostering project development, retaining talent, and boosting sector visibility. 2. **Economic Multiplier Effect** – The I‑O‑based analysis shows that every dollar of direct video‑game revenue generates additional economic activity across multiple industries, reinforcing the argument for continued or expanded fiscal support. 3. **Strategic Recommendations** (derived from the findings): - **Maintain or enhance tax‑credit levels** to sustain the momentum in project creation and revenue growth. - **Streamline administrative processes** further to keep the cost‑benefit ratio favorable.
The study evaluates the Canadian entertainment‑software industry in 2011, outlining its structure, economic contribution, and consumer profile to illustrate why the sector ranks third worldwide in revenue and first in jobs per capita. Quantitative data show roughly 16 000 workers employed by about 350 firms, generating an estimated direct impact of C$1.7 billion and delivering an 11 % growth rate over the previous two years, with a projected 17 % increase in the next two. Traditional console development still dominates, employing 68 % of the workforce, while mobile, social and casual games together account for just under 12 % of resources, reflecting a rapid diversification of platforms. Regional analysis reveals Quebec as the sector’s hub, housing 8 236 employees, 70 % of large firms and C$733 million in spend, and posting a 13 % annual growth rate. Ontario follows with 2 600 employees, 96 firms and a higher growth trajectory (20 % historic, 21 % forecast) driven by numerous micro‑ and small‑size companies. British Columbia’s 3 882 employees and C$393 million in spend show modest growth, while Saskatchewan is omitted due to lack of survey responses. Company‑size distribution indicates that 59 % of employees work for large enterprises (151+ staff), with the remainder spread across medium, small and micro firms. Consumer insights, derived from an NPD Group survey of 2 579 adults, 398 teens and 547 children (margin of error ± 1.6 %), indicate that 48 % of Canadians identify as gamers, with a median age of 33 and a gender split of 62 % male to 38 % female. Thirty percent play daily,
wynagrodzenia róznicowana jest w zaleznosci od petnionej funkcji czy zajmowanego stanowiska). Wynagrodzenia uzyskiwane przez osoby zarzadzajace oraz osoby zarzadzajace wyzszego szczebla w Spótce obejmuje wynagradzanie akcjami, opcjami na akcje lub innymi prawami nabycia akcji, jak równiez wynagrodzenie nie jest ustalane w oparciu o zmiany cen akcji. PISMO ZARZĄDU WEWNETRZNEJ I ZARZADZANIA RYZYKIEM Szanowni Akcjonariusze i Inwestorzy raportów finansowych.