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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.
The global digital landscape reached a significant milestone in the second quarter of 2025, as in-app purchase revenue hit a record $40 billion. This period marked a historic structural shift in the mobile economy, with non-gaming applications accounting for 52% of total consumer spending, surpassing mobile games for the first time. While total downloads stabilized at 37 billion, the market displayed clear signs of maturation; gaming downloads contracted by 6.8% year-over-year, while AI-driven productivity tools and short-drama streaming platforms emerged as the primary engines of growth. The United States maintained its position as the premier revenue market at $15 billion, though emerging regions such as Brazil and various African nations are increasingly vital for download volume and monetization expansion. Within the gaming sector, Strategy titles overtook RPGs as the highest-grossing category, achieving a 23% year-over-year increase. However, the most significant individual performance came from ChatGPT, which became the fastest application to reach one billion downloads and secured a position among the top five global revenue earners. This surge in AI utility was mirrored in the advertising sector, where U.S. digital ad spend rose 12% to $34 billion. Major technology firms including Microsoft, Google, and Adobe significantly increased their marketing budgets to promote AI integrations like Copilot, contributing to a landscape where social media maintains a 72.5% share of total ad spend. Retail media has solidified its role as a critical advertising channel, with U.S. impressions rising 29% to 65 billion across various retailers. Despite this broad growth, Amazon remains the undisputed leader in the space, generating nearly 80 billion impressions and outperforming all other tracked retailers combined. These findings are supported by expanded tracking capabilities across key Asian markets and diverse digital channels, though the data specifically excludes certain year-over-year Amazon metrics due to recent tracking implementation. Overall, the quarter reflects a pivot toward high-utility AI applications and a diversifying advertising ecosystem dominated by social and retail platforms.