Skip to main content
Game Industry
Library
Library
Search
Ask AI
News
Connect your AI
Browse
The Catch Up
Topics
Collections
Writers
Help
Subscribe
Game Industry
Library
Library
Search
Ask AI
Saved
Library
81 reports matching your filters
All Types
Reports
Articles
Presentations
Whitepapers
Financial
Legal
Other
Search
Diversity & Inclusion
Global
Employment
Market Analysis
Game Development
Germany
Europe
Player Demographics
Salary
Marketing
Sweden
Player Behavior
Investment
USA
Finland
Game Design
North America
AI
Clear
Filters
1
Diversity & Inclusion
Recently added
Newest first
Oldest first
Title A–Z
Title Z–A
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
13 pages
Video Games Europe Manifesto 2024-2029
The European video game sector grew by 16% between 2019 and 2024, reaching €24 billion in annual revenue and employing approximately 110,000 highly-skilled workers.
Between 2017 and 2022, the industry faced a significant regulatory burden consisting of 850 new EU obligations spanning over 5,000 pages of rules.
The PEGI age-rating system has successfully classified 40,000 titles across 40 countries, contributing to a 50% reduction in non-compliance penalties and a 20% decrease in energy-consumption violations.
Market Analysis
Player Demographics
Diversity & Inclusion
+1
Video Games Europe
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
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
106 pages
Llibre Blanc d’Accessibilitat per al Desenvolupament de Videojocs
Accessibility must be integrated during early design phases to avoid the high costs of retrofitting, utilizing the European EN 301 549 ICT-accessibility standard as a foundational framework.
The global gaming market includes over three billion players, with approximately 400 million individuals living with a disability and 18 million regular players in Spain.
The Ga11y portal, launched in July 2022, provides a catalogue of 28 star-rated accessibility guidelines that map specific technical solutions to visual, auditory, motor, speech, and cognitive impairments.
Game Development
Diversity & Inclusion
Europe
AEVI
Jan 2023
Report
34 pages
State of the Game Industry 2023
The industry is pivoting toward technological pragmatism, with PC as the primary development focus and PlayStation 5 as the preferred console, while interest in blockchain and the metaverse has significantly declined.
Workplace culture is under scrutiny as 40% of the workforce reports experiencing player harassment, with community managers and marginalized groups being the most affected.
Labor tensions are rising, characterized by majority support for unionization among developers and widespread concern regarding the market impact of large-scale studio acquisitions.
Market Analysis
Diversity & Inclusion
Employment
+1
Game Developers Conference
Jan 2023
Report
106 pages
Libro Blanco de Accesibilidad para Desarrolladores
Accessibility must be integrated during the earliest design stages to avoid the significant cost and time inflation associated with retrofitting features.
Approximately 400 million of the 3 billion global gamers live with some form of disability, making inclusive design a critical market consideration.
The framework categorizes over 30 accessibility measures into a 5-star system, ranging from basic joystick swapping and puzzle-skipping to advanced sign-language interpretation and text-to-voice features.
Game Development
Diversity & Inclusion
Europe
AEVI
Jan 2023
Report
15 pages
Annual Report 2023: Canada
Canada’s video game industry experienced extraordinary expansion in 2023, solidifying its status as a global hub for development talent and creative output.
Canadian studios achieved record-breaking international award recognition and critical acclaim throughout the 2023 calendar year.
The sector deepened its export revenues in 2023, significantly increasing its contribution to the national digital economy.
Market Analysis
North America
Employment
+1
ESAC – Entertainment Software Association of Canada
Jan 2023
Report
36 pages
State of the Game Development Industry 2023: Workplace Health & HR Culture, Mental Trends
The game industry experienced significant instability in 2023, with 28% of the workforce affected by layoffs and an Employee Net Promoter Score of -19% indicating widespread dissatisfaction.
Economic recalibration and management failures are the primary drivers of industry distress, while AI automation currently accounts for only 3% of total job losses.
Workplace culture is suffering from 'quiet hiring' practices, where 37% of employees are absorbing expanded responsibilities without corresponding increases in compensation.
Employment
Salary
Diversity & Inclusion
+1
80 Level
Jan 2023
Report
14 pages
Female Gamers in Asia: Version for Women in Games Asia Panel
Female gamers in Asia represent 35% of the region's 1.46 billion total gamers, with a year-over-year growth rate of 7.6% that outpaces the 5.0% growth of the general gaming population.
In 2021, female gamer spending on mobile titles reached $13.07 billion in China and $5.52 billion across the Asia-10, while PC spending reached $9.70 billion and $3.93 billion respectively.
Mobile is the primary platform for this demographic, with 95% of female gamers playing on mobile devices, compared to 60% on PC and 17% on consoles.
Player Demographics
Market Analysis
Diversity & Inclusion
+1
Niko Partners
Oct 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
31 pages
State of the Game Industry 2022
PC remains the primary development platform for 63% of developers, while the PlayStation 5 is the leading console for current and future project cycles.
Industry interest in decentralized technologies is low, with over 70% of studios expressing no interest in cryptocurrency or NFTs and one-third of professionals predicting the metaverse will fail.
Workplace culture remains a critical challenge, as 62% of companies have failed to formally address reports of toxicity and misconduct, despite 60% of developers now working 40 hours or less per week.
Market Analysis
Diversity & Inclusion
Employment
+1
Game Developers Conference
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
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
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
Report
146 pages
Construyendo un Sector del Videojuego en Igualdad
Women comprise 48% of the 18 million players in the Spanish market, yet they hold only 20% of development roles within the 90,000-person European industry.
Systemic hiring reforms—including gender-neutral job advertisements, transparent salary bands, and multi-reviewer processes—are essential to increasing the entry and retention of women in development roles.
Companies such as Wooga have achieved higher retention and increased female representation in senior leadership by utilizing unconscious-bias training, inclusion nudges, and data-driven KPIs.
Diversity & Inclusion
Player Demographics
Employment
+2
AEVI
Jan 2022
Report
31 pages
State of the Game Industry Report: 2022
Labor organization is gaining significant momentum, with 55 percent of developers supporting unionization and nearly 25 percent of workplaces actively discussing collective bargaining.
Work-life balance has improved, as 60 percent of developers now report working 40 hours per week or less.
Despite progress in working hours, a majority of studios have failed to effectively address internal reports of workplace toxicity and misconduct.
Market Analysis
Game Development
Employment
+5
GDC
Jan 2022
Report
64 pages
Game Developer Index: Sweden 2022
The Swedish games industry experienced significant financial growth in 2021, with domestic revenue rising 22% to €2.7 billion and global revenue surging 43% to €5.8 billion.
Driven by 81 international acquisitions led by groups like Embracer and Stillfront, Swedish-owned entities now operate 197 studios across 49 countries, employing approximately 28,000 people globally.
Swedish-developed titles maintain a massive international reach, with an estimated one in four global players engaging with these games and Swedish-associated content accounting for 6% of all Twitch watchtime in 2021.
Market Analysis
Employment
Diversity & Inclusion
+1
Swedish Games Industry
Jan 2022
Report
52 pages
Swedish Games Industry 2021
The Swedish games industry reached a record revenue of EUR 3.3 billion in 2020, marking a 43% growth rate and the sector's twelfth consecutive year of profitability.
Sweden has shifted from an acquisition target to a global investor, with 19 listed entities commanding a combined market capitalization of EUR 10.7 billion and Swedish-owned firms operating 126 international studios.
A severe talent shortage and restrictive work permit processes are critical bottlenecks, despite domestic employment rising to over 6,500 positions.
Market Analysis
Employment
Diversity & Inclusion
+1
Dataspelsbranschen
Oct 2021
Previous
1
2
3
4
5
Next