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Report
66 pages
Serbian Gaming Industry Report 2021
In 2021, Serbia’s gaming sector comprised approximately 130 studios employing 1,548 people, generating $125 million in revenue with 75% to 100% of earnings derived from international exports.
The industry is heavily reliant on the free-to-play model, which accounts for 64% of all games produced, while the total output reached roughly 2,200 titles.
The ecosystem supports a diverse production scale, ranging from indie developers using high-fidelity tools like MetaHuman Creator to major contributors such as Nordeus, Playrix RS, and Ubisoft Belgrade.
Market Analysis
Employment
Diversity & Inclusion
+1
SGA
Jan 2021
Report
152 pages
The Game Industry of Finland 2020
The Finnish game industry generated €2.4 billion in turnover in 2020, marking six consecutive years of exceeding the €2 billion threshold.
Industry stability has improved as Supercell’s share of total turnover declined to 54%, supported by a maturing 'middle class' of 46 studios each generating over €1 million annually.
Despite a consolidation in the number of active studios to approximately 200, the sector reached a record high of 3,600 professional employees.
Market Analysis
Finland
Employment
+1
Finnish Game Developer Studios Association
Jan 2021
Report
17 pages
Diversity and Inclusion in Gaming: Insights and Opportunities 2021
47% of U.S. gamers avoid titles they perceive as not designed for them, indicating that inclusive character representation is a critical factor for market reach.
Over half of the gaming audience considers the presence of diverse characters important, with particularly high demand for representation from LGBTQIA+ players and people with disabilities.
Socioeconomic barriers significantly influence platform choice, as Black and Hispanic/Latinx players are more likely to utilize standard consoles or laptops and subscription services like Xbox Game Pass rather than high-end desktops.
Diversity & Inclusion
Player Demographics
Market Analysis
+1
Newzoo
Jan 2021
Report
80 pages
European Video Games Industry Insight Report: 2021
The European video games industry comprises 5,000 game developer studios and 8 game publishers as of 2021.
The sector employs 9,000 individuals across the region.
Women account for a specific percentage of the total workforce within the European video games industry.
Market Analysis
Employment
Funding
+2
European Games Developer Federation
Jan 2021
Report
16 pages
Rapport Annuel 2020 de l’ALD
Canada’s video game sector generated approximately C$4.5 billion in GDP and supported 48,000 full-time-equivalent positions in 2020.
The number of development studios in Canada grew by 16 percent in 2020, reaching a total of approximately 700 studios.
The industry maintained employment levels throughout the COVID-19 pandemic by implementing remote-work guides and targeted outreach campaigns.
Market Analysis
Employment
Diversity & Inclusion
+1
ESAC – Entertainment Software Association of Canada
Jan 2020
Report
14 pages
Las Mujeres Juegan, Consumen, Participan: Contribución a la Industria de Videojuegos en 2020
Women accounted for 47% of the 118 million active gamers across Spain, France, Germany, Italy, and the UK in 2020, up from 45% in 2019.
Female gamers generated €6.8 billion in spending in 2020, representing 38% of total industry revenue and a 31% year-on-year increase.
During the 2020 Q2 lockdown, 60 million women played video games, with average weekly playtime rising to 8.8 hours and console sessions increasing by approximately one hour.
Market Analysis
Player Demographics
Diversity & Inclusion
AEVI
Jan 2020
Report
3 pages
The Video Game Industry in France: 2020 Edition Economic Context and Production
The French video game industry comprises over 1,130 establishments, with development studios representing 50% of the sector and service/technology providers accounting for 42%.
The industry demonstrates a strong commitment to original content, with 63% of the 530 titles marketed in 2019 based on new intellectual properties.
Employment is characterized by stability and growth, with 75% of the workforce on permanent contracts and projections for 800 to 1,200 new jobs created by the end of 2019.
Market Analysis
Diversity & Inclusion
Employment
+1
Syndicat National du Jeu Vidéo
Jan 2020
Report
4 pages
Game Developer Index: Sweden 2020
The Swedish game industry generated EUR 2.29 billion in revenue in 2019, marking a 23 percent year-over-year increase and the eleventh consecutive year of sector-wide profitability.
Investment activity surged significantly, with 39 transactions totaling over EUR 400 million in 2019, followed by 21 transactions valued at EUR 1 billion between January and October 2020.
The industry workforce grew to 8,578 full-time positions by the end of 2019, with 5,599 of those employees based in Sweden and women representing 22 percent of the total headcount.
Market Analysis
Employment
Mergers & Acquisitions
+2
Dataspelsbranschen
Jan 2020
Whitepaper
2 pages
Good Conduct Guidelines for the Danish Games Industry
The Good Conduct Guidelines, published in November 2019, establish a standardized framework for professional behavior and workplace safety across the Danish game development sector.
The policy mandates the elimination of systemic crunch and excessive overtime to ensure a sustainable working environment for all industry staff.
Harassment is defined by its objective impact on the victim rather than the intent of the perpetrator, and the industry maintains a zero-tolerance stance toward all forms of abusive behavior.
Diversity & Inclusion
Employment
Salary
Danish Games Industry
Nov 2019
Report
66 pages
Corporate Responsibility Report 2019
Modern Times Group (MTG) has integrated ESG considerations into its core business strategy to mitigate material risks and drive profitability among millennial and Gen Z audiences.
The company identified health and well-being and gender equality as the top-tier priorities within its three-tier materiality analysis.
MTG implemented nine new group policies, including frameworks for anti-bribery, data protection, and whistle-blowing, to standardize corporate governance.
Diversity & Inclusion
Sweden
Global
Modern Times Group
Jan 2019
Report
136 pages
Finnish Game Industry Report 2018
Supercell maintains a dominant market position with a portfolio of four major titles: Brawl Stars, Clash Royale, Clash of Clans, and Hay Day.
Rovio Entertainment continues to leverage its flagship brand with the ongoing performance of Angry Birds 2.
Small Giant Games has established a significant market presence with its title Empires & Puzzles.
Market Analysis
Diversity & Inclusion
Game Development
+1
Neogames Finland ry
Jan 2019
Report
48 pages
Swedish Game Developer Index 2019
The Swedish games industry generated a total turnover of 19.3 billion SEK in 2018, representing a 22% increase from the 15.8 billion SEK recorded in 2017.
Total industry revenue has more than doubled in three years, rising from 9.1 billion SEK in 2015 to 19.3 billion SEK in 2018.
The number of employees in the Swedish games industry reached 6,345 in 2018, up from 5,345 in 2017 and 4,028 in 2016.
Market Analysis
Employment
Diversity & Inclusion
+1
Swedish Games Industry
Jan 2019
Report
41 pages
Corporate Responsibility Report 2018
Following the spin-off of Nordic Entertainment Group, MTG realigned its corporate responsibility strategy to focus on esports, gaming, and digital ventures.
MTG reported net sales between 15 and 20 billion SEK for the 2018 fiscal year.
The company’s total carbon footprint reached 25,215 t CO₂e, representing a 7% year-on-year increase, despite a reduction in energy intensity to 40 GJ per employee from 66 GJ in 2016.
Diversity & Inclusion
Sweden
Global
Modern Times Group
Mar 2018
Report
48 pages
Spelutvecklarindex 2018
The provided report content contains only administrative metadata and contact information, lacking the actual data, financial figures, or analytical findings required to generate specific insights.
The document identifies Dataspelsbranschen as the collaborative organization representing Swedish game developers, publishers, and distributors.
The report is authored by Johanna Nylander and features illustrations by Anna Nilsson.
Market Analysis
Employment
Diversity & Inclusion
+1
Dataspelsbranschen
Jan 2018
Report
47 pages
Corporate Responsibility Report 2017
MTG reported a 49.7% increase in total greenhouse-gas emissions in 2017 compared to 2016, with air travel accounting for approximately 70% of the company's total emissions.
While MTG achieved near-gender parity in Sweden and Finland at 48%, female representation at the senior-executive level remained low at 20%, and women earned only 66–67% of the basic salary of their male counterparts.
The company set a formal target to achieve a 50/50 gender balance across its workforce by 2020.
Diversity & Inclusion
Sweden
Global
Modern Times Group
Jan 2017
Report
72 pages
Finnish Game Industry Report 2016
The Finnish game industry has achieved global reach, with titles like Cities: Skylines contributing to a player base exceeding one billion people worldwide.
The industry is supported by structured professional networks and advocacy groups, specifically Suomen Pelinkehittäjät ry and IGDA Finland ry.
Industry development is concentrated in specific geographic clusters, which serve as the primary hubs for game company operations.
Market Analysis
Finland
Diversity & Inclusion
Neogames Finland
Jan 2016
Report
116 pages
Finnish Game Industry Report 2014
The oldest Finnish game companies still in operation reached their 20-year anniversary in 2015.
Supercell achieved significant market impact with titles including Clash of Clans and Hay Day.
Rovio Entertainment is recognized for the development of the Angry Birds franchise.
Market Analysis
Employment
Diversity & Inclusion
+1
Neogames Finland
Mar 2015
Report
62 pages
MTG Corporate Responsibility Report 2015
MTG achieved a 96% compliance rate among 514 new hires across 38 nationalities regarding its unified code of conduct, anti-bribery, and whistle-blower policies.
Total carbon emissions increased by 13% since 2010, with business travel accounting for 61% of the company's total emissions footprint.
The company maintained a 95C rating on the Dow Jones Sustainability Index and a 95C CDP disclosure score for the third consecutive year.
Diversity & Inclusion
Marketing
Sweden
Modern Times Group
Jan 2015
Report
45 pages
MTG Corporate Responsibility Report 2013
MTG achieved €14.1 billion in net sales and €1.9 billion in operating profit in 2013, supported by a workforce of 3,361 employees and the launch of the digital platform MTGx.
The company earned inclusion in the Dow Jones Sustainability Europe Index and FTSE4Good by integrating sustainability into its core business strategy.
MTG utilized its media assets to provide over €4.3 million in value for Typhoon Haiyan relief, alongside significant charitable contributions for various health, education, and community initiatives.
Employment
Diversity & Inclusion
Sweden
Modern Times Group
Jan 2013
Report
51 pages
Corporate Responsibility Report 2012
MTG maintained net sales of approximately SEK 13 billion in 2012, though operating income declined to SEK 2.1 billion.
Environmental initiatives exceeded targets as CO₂ emissions per employee fell by 6%, surpassing the 5% reduction goal.
The company improved its Carbon Disclosure Project score from a D-grade to a B-grade through power-down measures and staff training.
Diversity & Inclusion
Sweden
Modern Times Group
Jan 2012
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