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Die wirtschaftliche Bedeutung der österreichischen Spieleentwicklungsbranche Unternehmensberatung Buchhaltung·IT Die wirtschaftliche Bedeutung der österreichischen Spieleentwicklungsbranche Erstellt in Kooperation mit: Gefördert von: Die wirtschaftliche Bedeutung der österreichischen Spieleentwicklungsbranche Die Studie wurde im Auftrag des Fachverbandes Unternehmensbe- ratung, Buchhaltung und Informationstechnologie (UBIT) verfasst.
01 Gamer in Deutschland 6 02 Markt für Computer- und 12 03 Games-Branche in Deutschland 22 .1 Beschäftigtenzahlen und Unternehmen .4 Die 10 Forderungen der Games-Branche 04 eSports 36 05 gamescom 40 06 Deutscher Computerspielpreis 42 07 Unterhaltungssoftware 44 08 Stiftung Digitale Spielekultur 46 09 Über den game – Verband 48 Herausgeber ...
Editorial 6 01 Einleitung 8 02 Geschichte des eSports 14 Interview mit Alexander Müller, Gründer und Geschäftsführer beim eSports-Team SK Gaming 03 Status quo von eSports 22 Interview mit Melek Balgün, freie Moderatorin und eSports-Expertin Interview mit Alexander Jobst, Vorstand Marketing und Kommunikation, FC Schalke 04 Interview mit Toan Nguyen, Executive Director und Partner bei ...
Tencent’s strategic pivot in 2019 marks a recovery from the previous year’s regulatory freeze on game licenses, which had triggered the company’s first-ever profit decline. By early 2019, gaming revenue rebounded to $5.2 billion, driven largely by the successful transition of 150 million monthly active users from the unmonetized PUBG Mobile to the compliant, self-developed Peacekeeper Elite. This maneuver underscores a broader commitment to navigating strict domestic regulations while maintaining market dominance through the integration of the WeChat and QQ social ecosystems, which serve as the primary distribution channels for both internal and third-party titles.
The company is simultaneously pursuing aggressive international expansion and portfolio diversification to mitigate domestic risks. This global strategy involves high-profile intellectual property licensing, such as Call of Duty and Street Fighter, alongside strategic acquisitions of Western studios like Sharkmob. Within China, the expansion of the WeGame platform to 70 million monthly active users and a partnership to serve as the exclusive distributor for the Nintendo Switch signal a move beyond traditional free-to-play mobile models into the PC and console markets.
Future growth is anchored in emerging technologies and infrastructure, specifically cloud gaming and esports. Leveraging a cloud network that already supports 75% of China’s top mobile games, Tencent is positioned to lead the domestic market in the absence of major international competitors. With a $1 billion commitment to esports infrastructure and a pipeline of over 20 new titles, the strategy emphasizes long-term dominance through a combination of massive capital investment, mergers and acquisitions, and the development of next-generation technologies including augmented reality and blockchain-integrated gaming.
The mobile gaming landscape in the first half of 2019 reflects a significant structural shift as developers increasingly pivot from in-app purchases toward ad-based monetization models. Analysis of 100,000 titles and 1.2 billion monthly active users reveals a 15-20% year-over-year decline in Average Revenue Per Paying User (ARPPU) and Average Revenue Per Daily Active User (ARPDAU). While the median ARPDAU sits at $0.02, hyper-casual games maintain viability through advertising, supported by median eCPMs of approximately $5.00. Despite these shifts, Mid-core genres like Strategy and Role-Playing Games continue to dominate financial performance, yielding the highest conversion rates and revenue generation across the industry.
Engagement metrics remain the primary indicator of long-term success, with top-performing titles aiming for a 35% Day 1 retention rate and a 4% Day 28 retention rate. Classic genres, specifically Card and Casino games, lead the market in player stickiness, boasting session lengths that can reach 22 minutes compared to the broader median of 4-5 minutes. Geographic trends further highlight the rising prominence of the Chinese market, where over 60% of the population engages in mobile gaming and median eCPMs have climbed to $3.90, nearly rivaling established Western markets like the United States.
Industry leaders utilize these benchmarks to streamline publishing pipelines, often requiring a minimum 50% Day 1 retention rate to greenlight titles for further optimization. Success in this competitive environment relies on the integration of real-time data, remote configuration, and advanced player segmentation to manage game lifecycles. By monitoring key performance indicators and error logs through automated dashboards, publishers can identify high-potential titles early and refine gameplay mechanics to meet the rigorous standards of the current mobile ecosystem.
The inaugural Serbian Games Association report maps a rapidly expanding national gaming ecosystem that now comprises more than 60 members across indie development, esports, visual‑effects houses and internationally linked studios, employing over 1,500 skilled professionals. Funding is diversified, with roughly 40 % of capital sourced from angel investors, 30 % from crowdfunding and 20 % from venture capital, and the largest single infusion recorded at €650 k. Flagship entities such as 3Lateral (recently integrated into Epic Games), Nordeus with its 200 million‑user “Top Eleven” platform, and Ubisoft Belgrade’s 107‑person team working on major AAA titles illustrate the sector’s growing global relevance.
A vibrant indie segment is driven by small, highly creative teams—often one to three developers—producing titles ranging from cyber‑punk point‑and‑click adventures to hyper‑casual mobile games. Studios like Munzesky Games, Oraharo Entertainment, PWN.RS, Stargazer, Superverse Industries, Tummy Games and Zero Gravity showcase cross‑border collaborations and distinctive artistic approaches, while highlighting the need for stronger B2B networking, regular industry events and formalized game‑art education to sustain momentum.
Technical education underpins this growth, with approximately 30 000 university students enrolled in IT‑related programs and programming introduced at the primary‑school level. Government incentives, EU grants and private investment have bolstered studio formation, yet most companies still rely on organic installs and limited ad‑network usage for user acquisition. Community initiatives—including frequent association meet‑ups, two industry‑backed GameJams, the annual GameUp expo attracting over 2 500 participants, and the Nordeus Hub co‑working space offering a six‑month mentorship—are actively closing knowledge gaps and fostering collaboration.
Media outlets such as Svet kompjutera, JVC Gamer and the online PLAY! Zine maintain visibility for Serbian developers both domestically and abroad. Surveyed stakeholders anticipate a rise in paid user‑acquisition capabilities and an increase in successful Serbian titles, positioning the country to become a more prominent player in the regional and global gaming market.
The Serbian games sector is emerging as a rapidly expanding, diversified ecosystem that now supports more than 80 companies and roughly 2,000 employees, reflecting a 3.4 % year‑on‑year increase in staff. Studios range from micro‑teams of five to large developers of up to 180 personnel, many of which are actively recruiting, indicating robust talent demand. Revenue generation has risen to approximately €100 million, with 2019 mobile‑first, free‑to‑play titles produced on modest budgets of €0‑100 k and average team sizes of six to ten, while flagship projects such as Nordeus’s Top Eleven and Playrix RS’s titles have amassed over 100 million monthly active users, underscoring Serbia’s capacity for both high‑volume mobile and higher‑budget productions.
The market is highly fragmented, comprising dozens of small‑to‑mid‑size studios that specialize in mobile, hyper‑casual, AR/VR, backend services, and outsourcing. Notable commercial successes include Sozap’s Armed Heist with more than 14 million installs and PixQuake’s server‑side analytics suite. Institutional support has intensified through the Serbian Gaming Association, the Nordeus Hub, and university initiatives, including a multi‑university “Master 4.0” curriculum that integrates IT, business, and creative disciplines and has spawned dozens of new gaming degree programmes.
Mentorship and structured education that blend soft‑skill and technical training are identified as critical for talent development, with studios such as Digital Arrow, Two Desperados, and Ubisoft Belgrade highlighting the need for custom tech‑art pipelines, AI integration, and data‑driven design. The coordinated push toward professionalisation, exemplified by accelerator programs and community events, positions Serbia to sustain its growth trajectory and increase its contribution to both regional and global game markets.
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.
The 2019 annual report of the Canadian Entertainment Software Association (ALD) outlines the organization’s role as the principal advocate for Canada’s video‑game sector, emphasizing a strategic focus on member‑first principles, regulatory advocacy, and public perception. Central to its thesis is the conviction that a coordinated, policy‑friendly environment and heightened visibility of the industry’s economic contribution will sustain long‑term growth.
Key findings highlight a robust domestic market, with more than 23 million Canadians identified as regular gamers through a 2018 NPD Group survey that captured demographic, console usage and purchasing patterns. The “Jeux vidéo sur la Colline” event drew a record 250 participants, including 25 federal legislators, and featured leading publishers such as Ubisoft, Nintendo, EA and Xbox, underscoring the sector’s political engagement. ALD’s lobbying efforts included testimonies before multiple parliamentary committees and direct dialogue with Minister Navdeep Bains, reinforcing support for tax‑credit frameworks and innovation policies. Internationally, the association participated in the Global Video Game Associations Summit in Santa Monica, addressing issues like loot‑box regulation and the WHO’s inclusion of gaming disorder in ICD‑11.
Operational highlights for 2019 include the appointment of a new director of policy and a director of communications, a targeted media campaign that secured coverage in four major Canadian newspapers, and the launch of bilingual parental‑control tutorials in partnership with console manufacturers. Membership remained stable while two prominent publishers, Codename Entertainment and Kabam, joined the association, reflecting continued expansion of the member base. Overall, the report demonstrates ALD’s comprehensive advocacy, research, and outreach activities aimed at strengthening Canada’s video‑game ecosystem during the fiscal year.
Games Workshop achieved record-breaking financial performance during the 2017/18 fiscal year, characterized by a 39% increase in revenue to £219.9 million and a near doubling of operating profit to £74.6 million. This growth, which propelled the company into the FTSE 250, was primarily driven by the global success of the Warhammer brand and a 54% surge in the trade segment. With 76% of sales generated internationally, the company significantly expanded its Nottingham-based manufacturing and R&D facilities, doubling plastic injection molding capacity and increasing inventory levels to £20.2 million to meet rising global demand.
Strategic priorities focused on long-term infrastructure and digital engagement, including the implementation of a new ERP system and a successful relaunch of Warhammer 40,000 that drove 70 million digital community page views. Financial stability remained robust, with the company maintaining a debt-free position and increasing cash reserves to £28.5 million. While management monitored risks related to Brexit and supply chain interruptions, the return on capital rose from 72% to 120%. Governance remained stable, with the board defending the tenure of long-serving directors based on their deep industry expertise, while also implementing a revised remuneration policy to align executive pay with market rates following the year’s exceptional performance.
The company’s commitment to sustainability and compliance was evidenced by a reduction in greenhouse gas emissions through solar energy investments and the achievement of full GDPR compliance. Looking forward, the company remains focused on multi-channel retail growth and IP licensing opportunities. Independent auditors confirmed the integrity of the financial statements, noting that while inventory valuation and development costs require significant management judgment, the group remains a strong going concern with high liquidity and a clear trajectory for continued global expansion.
This analysis examines the ten-year trajectory of the Google Play Store, detailing its growth from January 2012 through August 2018. During this period, the platform facilitated nearly 330 billion downloads and generated over $85 billion in consumer spend. By August 2018, the ecosystem supported over 2.8 million available apps, with more than 5,000 individual titles surpassing $1 million in lifetime consumer spend. The findings exclude pre-installed applications and focus on worldwide performance, excluding China.
Geographic data reveals a significant divide between volume and monetization. India leads the world in total downloads with 36.9 billion, followed closely by the United States and Brazil. However, Japan represents the largest market by consumer spend, contributing $25.1 billion, which significantly outpaces the United States at $19.3 billion and South Korea at $11.2 billion. This revenue growth was heavily influenced by the 2012 introduction of in-app subscriptions and a 2017 policy change that reduced developer transaction fees for long-term subscribers, resulting in a 55% year-over-year increase in spend between 2016 and 2017.
The gaming sector remains a primary driver of engagement and revenue. Subway Surfers and Candy Crush Saga are identified as the most downloaded games of all time, while Monster Strike and Puzzle & Dragons lead in total consumer spend. Outside of gaming, Facebook-owned properties dominate the download charts, while communication and entertainment apps like LINE, Tinder, and Netflix lead in revenue. The analysis concludes with a forecast that Google Play consumer spend will reach $42 billion by 2022, representing a 90% increase from 2017 levels, driven by the continued evolution of video streaming, social platforms, and subscription-based monetization models.
The 2018 State of the Game Industry report provides a comprehensive snapshot of the global game development landscape leading into GDC 2018. Based on a survey of nearly 4,000 game developers, the findings highlight a significant shift in platform preference, the maturation of the virtual reality market, and evolving monetization strategies. The survey sample primarily represents North America (63%) and Europe (22%), with a workforce largely composed of developers with three to ten years of experience.
A primary thesis of the findings is the resurgence of PC and console development at the expense of mobile platforms. While PC remains the dominant platform—with 60% of developers currently creating titles for it—interest in smartphones and tablets has slipped to 36%. The Nintendo Switch emerged as a major industry force; developer interest in the console (36%) surpassed both Xbox One and mobile. Furthermore, 28% of developers who launched on the Switch reported sales that exceeded their average on other platforms, and 73% expressed confidence that the Switch would outsell the Wii U.
The report indicates a cooling of enthusiasm for Virtual Reality (VR). For the first time in three years, faith in the long-term sustainability of the VR/AR business declined, with 29% of respondents expressing skepticism. While the HTC Vive remains the most popular headset for development, many creators believe VR will not reach the household penetration levels of traditional consoles until after 2030, if ever. Instead, 42% of developers anticipate that mobile-based immersive reality will be the dominant technology within five years.
Regarding business operations, the industry remains heavily reliant on self-funding, with 83% of developers using company or personal funds. Despite the public controversy surrounding "loot boxes," approximately 11% of developers plan to include paid item crates in their next projects. Marketing remains a largely internal effort, as less than a quarter of developers work with external publishers. Social media was identified as the most effective tool for game discovery, while eSports reached a record high in perceived long-term sustainability at 91%.
The global gaming industry experienced a significant shift in 2017 as mobile gaming solidified its dominance over traditional platforms. Mobile consumer spending exceeded the combined total of home consoles, PC, Mac, and handheld consoles by more than one-third, representing a substantial increase from the single-digit margin recorded in 2016. While games accounted for less than 40% of total mobile app downloads, they generated nearly 80% of combined consumer spend on the iOS App Store and Google Play. This growth was primarily driven by the Asia-Pacific region, particularly China, Japan, and South Korea, which accounted for over 60% of all mobile game spending.
A critical trend identified throughout the year was the rise of live player-versus-player (PvP) and cooperative gameplay. For the first time in mobile history, the top two grossing games on both major app stores featured live PvP elements, a shift influenced by PC gaming heritage and the rising popularity of esports. In the United States, survey data from 3,991 gamers revealed that those engaging in live PvP or co-op modes skewed younger and male, played more hours per week, and were significantly more likely to spend money on titles compared to those playing single-player or turn-based games.
The handheld console market also reflected this shift toward multiplayer engagement, with four of the top five grossing titles supporting live PvP or co-op. Despite the continued strength of the Nintendo 3DS in 2017, the industry began transitioning toward hybrid and mobile platforms, evidenced by major franchises like Pokémon moving away from dedicated handhelds. Analysts concluded that the maturation of live multiplayer engagement, bolstered by the emergence of the battle royale genre, would remain the primary driver for industry growth and monetization moving into 2018.
SYNDICAT NATIONAL DU JEUVIDEO DIGIWORLD X Une vidéo Pictanovo! a production, types d'aide : dedieau jeu ide paprojet, dgdi poes ades ! a egion Hauts-de 20.00€ rprojet. A4 frane lanait te f onds regional COUV Comit de lecture 16/02/18 2E DE May fone.con 1 503/18 Comnite de lecture21/09/18 B A R O M È T R E A N N U E L D U J E U V I D É O E N F R A N C E 08<sup>LE </...
The 2018 mobile gaming benchmark study analyzes performance across more than 60 000 titles that each attract at least 1,000 daily users, drawing on data from 850 million monthly active players over a full calendar year (July 2017‑June 2018). The methodology employs a dual presentation: an overall yearly view and genre‑specific breakdowns, with green, yellow, and red bands indicating top 15 %, median, and underperforming levels.
Retention metrics reveal that day‑28 retention peaks during the “cold and boring quarter” before Christmas, with top performers achieving 6.5‑7 % retention versus a median of only 1.5 %. Card, Casino, and Word games lead the field, each exceeding 6 % retention; Board and Trivia also perform well. Average session length follows a similar seasonal pattern, reaching roughly 15 minutes for top titles in winter compared to a median of 6.5 minutes, especially within Casino and Card genres where holiday engagement is strongest.
Monetization data show role‑playing games dominate ARPDAU, with leading titles earning 6–7 times the median and bottom performers generating none. Strategy games also outperform most other genres, achieving about twice the ARPDAU and conversion rates of their peers. Daily conversion rates for top‑15 % titles hover around 1.2 %, while the median sits near 0.4 % and bottom performers near 0.1 %.
The case study of Voodoo illustrates how a data‑driven acquisition and monetization pipeline can scale an indie studio into a top publisher. By scraping Play Store data, analyzing D1/D7 retention through GameAnalytics, and rapidly iterating on high‑potential titles, Voodoo launched multiple hits such as Paper.io (20 M+ downloads) and Helix Jump (310 M+). Rigorous KPI tracking and real‑time analytics enabled the studio to publish simultaneously while minimizing risk, demonstrating a scalable model for high‑performing mobile game portfolios.
Framsida (collage) & fristående illustrationer: Anna Nilsson Text & analys: Johanna Nylander Dataspelsbranschen är en samarbetsorganisation för ANGI och Spelplan-ASGD. ANGI representerar förlag samt distributörer och Spelplan-ASGD representerar utvecklare Dataspelsbranschen | Swedish Games Industry Klara norra kyrkogata 31, Box 22307 SE-104 22 Stockholm Kontakt: [email protected] NYCKELTAL Förändring 2012-2017 Oms.
LIBRO CENTRO UNIVERSITARIO Fando Eurapeo de DE TECNOLOGIA Y ARTE DIGITAL Ung manere de hacer Eurapa Asociación Española de Empresas Productoras y Desarrolladoras de Videojuegos y Software de Entretenimiento 1 . INTRODUCCIÓN 05 2. CADENA DE VALOR DE LA INDUSTRIA DEL VIDEOJUEGO 07 2.1. Cadena de valor tradicional de la industria de videojuegos 08 2.2.
The 2018 Annual Barometer of the Video Game Industry in France provides a comprehensive analysis of the French gaming sector’s economic health, employment trends, and production landscape. Produced through a collaboration between the Syndicat National du Jeu Vidéo (SNJV) and IDATE DigiWorld, the study aims to capture the industry's current activity levels and future outlook. The methodology involved an online survey conducted between June and August 2018, targeting both SNJV members and non-member companies, including development studios, publishers, and service providers.
Key findings reveal a dynamic and predominantly independent industry, with 93% of studios identifying as independent. The sector is characterized by a strong entrepreneurial spirit, as 56% of development studios are less than five years old. Production remains robust, with 1,200 games in development during 2018, two-thirds of which represent new intellectual properties. Studios show a clear preference for PC development, followed by mobile and console platforms. Financially, the industry relies heavily on self-financing, though there is a growing reliance on public support mechanisms, with 62% of studios utilizing regional, national, or European aid.
Employment in the sector is marked by high qualification levels and steady growth. In 2018, the industry supported an average of 9.5 full-time equivalent employees per studio, with 86% of these roles held under permanent contracts. Projections indicate the creation of 650 to 850 new jobs annually, reflecting a positive outlook. Industry leaders express significant confidence in both their individual companies and the broader French gaming ecosystem, with 76% of respondents viewing France as an attractive territory for video game production. The report concludes that the industry is increasingly export-oriented, with 40% of studio revenue generated internationally.
01 Gamer in Deutschland 6 02 Markt für Computer- und 12 .2 Umsätze mit virtuellen Gütern und Zusatzinhalten sowie Abonnements .3 Umsätze mit Gebühren für Online-Netzwerke 03 Games-Branche in Deutschland 22 .1 Beschäftigtenzahlen und Unternehmen .4 Die 10 Forderungen der Games-Branche 04 eSports 36 05 gamescom 40 06 Deutscher Computerspielpreis 42 07 Unterhaltungssof...
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.