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HOW TO Game developer studios in Europe 4 What EGDF does 5 ENABLE Number of people working in game development 7 Turnover of the national game development ecosystems 9 DIGITAL The shorter the value chain, the more growth in Europe 10 Games are the driving force of the digital revolution 11 Content drives innovation 12 GROWTH Creative E...
AEVI was founded in 2014 to unify Spain’s video‑game ecosystem and to position the sector as a leading technological and cultural industry. Its institutional goals focus on fostering local development, attracting investment, collaborating with public authorities, defending intellectual‑property rights, and promoting responsible consumption through the PEGI rating system.
In 2014 the Spanish video‑game market generated €996 million, a 6.8 % increase over the previous year, with physical sales accounting for €755 million and online sales €241 million. Software contributed €364 million, hardware €301 million and accessories €90 million. The sector served 13 million users—36 % of the population—making Spain one of the four largest European markets after France, Germany and the United Kingdom. Players aged 11‑64 spent an average of 5.9 hours per week gaming; 40 % of adults played, 26.2 % regularly, and gender participation reached 45.3 % for men and 32.8 % for women. Physical copies remained the preferred format (7.9 million users), followed by online (5 million) and mobile applications (4.9 million).
AEVI highlighted the persistent challenge of piracy, reporting 240 million illegal downloads and 2 million physical infringements in 2014, which translated into a €226 million loss of revenue. Legislative reforms in intellectual‑property law and the criminal code were cited as recent advances in combating these practices. The association also noted a 21 % rise in development studios, reaching nearly 400 companies, and projected that employment in the sector could double to over 7 000 highly qualified jobs by 2019.
Through advocacy, data collection from sources such as GfK, ISFE, Gametrack and its own surveys, and partnerships with institutions like the Federation for the Protection of Intellectual Property, AEVI seeks to sustain growth, enhance the cultural perception of video games, and ensure a responsible, innovative market environment in Spain.
The study aimed to gauge the penetration of video games among Spanish adults, map the demographic profile of adult gamers, explore attitudes and usage habits, compare adults with and without children, and assess purchase intentions for the 2015 holiday season. Conducted nationwide in November 2015, it surveyed 1,000 individuals aged 18 and over via telephone CATI interviews, yielding a margin of error of ±3.09 percent.
Overall, 38.9 percent of Spanish adults reported playing video games, while 61.1 percent did not. Play rates were highest among 18‑ to 29‑year‑olds, with three‑quarters engaging in gaming, and remained substantial for the 30‑44 age group at 54.3 percent. Men were more active than women (45.3 percent versus 32.8 percent), though women with children showed a higher participation rate (36.9 percent) than those without (30.1 percent), whereas the opposite pattern held for men. About 46.9 percent of gamers were occasional (at least monthly) and 41.5 percent habitual (weekly or daily), with habitual players being 60 percent male. Among habitual parents, 83.1 percent had children under nine, and 64.9 percent believed gaming strengthened parent‑child bonds, especially younger parents.
Education correlated with gaming intensity: 63.7 percent of habitual players held secondary or university qualifications. Consoles remained the dominant platform (61.1 percent), favored by men (66.2 percent), while women preferred smartphones (57.6 percent). Approximately 36.2
17 | The Founding Years of Studios 29| Financial Outlook ob 40 | Finnish game developer studios assn. Fingersoft • Hill Climb Racing Rovio Entertainment • Angry Birds, Supercell • Clash of Clans, Hay Day Two Men and a Dog • Zombie Catchers THE OLDEST Finnish game companies still in existence are turning 20 this year (2015).
Źródło fotografii: Materiały royality free z portalu Depositphotos.com oraz materiały prasowe z konferencji Digital Dragons Jeszcze kilkanaście lat temu gry wideo wydawały się obszarem zarezerwowanym jedynie dla największych entuzjastów technologii oraz młodszej części społeczeństwa. Dziś obraz gracza przedstawia się zgoła inaczej – w różnej formie ten rodzaj rozrywki wybiera coraz więcej osób, bez względu na wiek, za- wód czy wykształcenie.
SYNDICAT NATIONAL DU JEU VIDÉO jeux pc et parasitisme 6 1.1 canaux d’exploitation officiels provoqué par le marché des jeux vidéo pc illicite par téléchargement 11 1.2 émergence et consolidation 23 1.3 agissements illégaux à la base développement du marché illicite efficacement contre le 30 2.1 tarir les sources marché illicite d’approvisionnement 33 2.2 permettre une meilleure distribution officiels et de leur Ce document est destiné à des plate...
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 Dutch games industry experienced significant expansion between 2011 and 2015, characterized by a 42% increase in the number of companies, which grew from 320 to 455. This growth was primarily driven by a surge in new, small-scale game development studios. Despite this rise in firm count, the industry remains dominated by micro-enterprises with an average of seven employees. While the total workforce expanded from 2,730 to 3,030 professionals, the rate of job creation was slower than the rate of company formation, reflecting the challenges start-ups face in scaling operations and achieving long-term sustainability.
The industry is bifurcated into entertainment and applied games, with the latter maintaining a particularly strong foothold in the Netherlands compared to other European nations. Applied game studios, which focus on training, education, and health, faced significant market volatility between 2013 and 2014, though demand for these services rebounded sharply by 2015. To mitigate risks associated with the hit-driven nature of the entertainment market and the project-based cycles of applied games, many studios are shifting toward product-based models and forming strategic alliances for marketing and funding.
Data for this analysis was gathered through a questionnaire sent to over 400 companies, with 130 responses, supplemented by industry roundtable discussions and existing databases. Financial performance remains modest, with most companies reporting annual profits under €100,000. While the number of game-related educational programs has increased by 25%, a persistent skills gap remains, as studios struggle to find employees with the necessary entrepreneurial and business acumen. Ultimately, while the Dutch ecosystem shows robust growth, the industry continues to grapple with the difficulty of transitioning from small start-ups to larger, commercially stable entities.
The research investigates contemporary Spanish parental attitudes toward video gaming, focusing on usage patterns, perceived competence, and consumer behavior during the 2014 holiday season. It reveals that a substantial majority—84 %—of parents actively play video games and consider themselves technologically equal to or more knowledgeable than their children. This confidence translates into a notable educational dimension, with 40 % of parents employing games as learning tools for their offspring.
Family interaction emerges as a key driver, as more than half of the surveyed parents have maintained or increased their gaming time after becoming parents, citing shared play as a primary motivator. Economic analysis shows a modest decline in overall holiday spending on games compared with the previous year; however, parents who identify as gamers intend to allocate higher expenditures than non‑gamer parents. Video games rank as the most coveted Christmas gift for half of the children surveyed, with a particular preference for physical console titles.
Overall, the findings underscore a robust integration of gaming within Spanish households, highlighting parental confidence, educational utilization, and sustained consumer demand despite slight seasonal spending fluctuations. The study’s scope encompasses Spanish families during the December 2014 period, offering insight into parental influence on market dynamics across both digital and physical gaming segments.
AEVI was created in 2014 to replace aDeSe and to serve as the unified voice of Spain’s video‑game ecosystem, encompassing publishers, developers, distributors and related agents. Its core mission is to promote domestic industry growth, attract investment, defend intellectual‑property rights and foster a sustainable, responsible market that highlights the sector’s cultural and innovative value.
The association now gathers companies that control more than 90 % of the national distribution market, including major global publishers such as Activision‑Blizzard, Nintendo, Sony, Electronic Arts, Ubisoft and Microsoft Iberia, as well as the first development member, Novarama. Industry data indicate that Spain ranks among the top five European and top ten global gaming markets, with 19 million players across all platforms. In 2013 total consumer spending reached €762 million—software €401 million, hardware €275 million and accessories €86 million—despite a 7 % decline in physical sales that nevertheless halved the previous years’ downturn. Adult participation stands at 24 % while 62 % of minors play regularly.
Regulatory focus centers on the PEGI self‑rating system, introduced in 2003, and on pending legislative reforms to the Penal Code and Intellectual‑Property Law aimed at curbing piracy, which cost the sector €284 million in 2013 and, if eliminated, could generate roughly 26 600 new jobs. AEVI also promotes major events, notably the second edition of Madrid Games Week in October 2014, positioning the capital as a key venue on the international exhibition circuit and providing a forum for industry debate.
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,
The purpose of the compilation is to present a comprehensive portrait of Canada’s video‑game industry in 2014, demonstrating its economic weight, employment dynamics, and public perception. Data were gathered from four principal sources: an NPD Group survey of 3 359 adults and 526 adolescents (margin of error ± 2.19 %); a comparable 2012 NPD study of 2 969 adults and 527 adolescents (± 1.5 %); a Nordicity questionnaire completed by 90 Canadian studios; and a NewZoo global consumer poll of 35 000 respondents aged 10‑65. The scope covers the national market and its three largest provinces—Quebec, British Columbia and Ontario—while also
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 computer and video game industry in the United States demonstrated significant economic strength in 2013, generating a total revenue of $21.53 billion. This financial performance underscores the sector's role as a major contributor to the national economy, driven by robust consumer demand for interactive entertainment across various platforms and delivery methods.
Consumer spending on game content accounted for $15.39 billion of the total industry revenue. A notable shift in purchasing behavior is evident in the 11 percent year-over-year growth of digital format sales. This trend highlights a transition toward digital distribution models, reflecting evolving consumer preferences for immediate access to content over traditional physical media.
These findings provide a snapshot of the domestic gaming market during the 2013 calendar year, focusing specifically on revenue generation and sales distribution. By tracking the growth of digital formats alongside total content expenditure, the data illustrates a maturing market that is increasingly reliant on digital infrastructure to sustain its financial trajectory. The industry maintains a strong foothold in the entertainment sector, characterized by consistent revenue streams and a clear movement toward digital-first consumption patterns.
The Canadian video game industry experienced significant growth and economic impact as of 2013, positioning Canada as the third-largest developer globally and the first on a per-capita basis. According to data from Nordicity and the NPD Group, the sector contributes $2.3 billion to the Canadian economy annually. The industry comprises 329 studios employing over 16,500 full-time workers, representing a 5% increase in employment from the previous year. While 88% of these firms are small or micro-enterprises, 68% of the total workforce is employed by the 12% of companies classified as large studios.
Geographically, the industry is concentrated in Quebec, British Columbia, and Ontario. Quebec leads with 97 companies and 8,750 employees, supported by long-standing provincial tax credits. British Columbia follows with 5,150 employees, while Ontario’s sector is characterized by a high density of micro-studios and a rapid shift toward mobile and casual gaming. Nationally, the average industry professional is 31 years old with an average annual salary of $72,500.
The industry is undergoing a platform shift, with 84% of studios developing for mobile devices, although console development continues to command the largest budgets and team sizes. Consumer data indicates that 58% of Canadians are gamers, with a nearly even split between men (54%) and women (46%). While younger males favor consoles and action genres, older demographics and women show a preference for computer-based card games, puzzles, and mobile platforms. The study also highlights the effectiveness of the ESRB rating system, noting that 93% of adult gamers find it useful for making informed purchasing decisions for children.
The European Online Game Survey 2012 provides a comprehensive analysis of the European game development landscape, focusing on industry trends, technical infrastructure, and gamer behavior. Conducted by the European Games Developer Federation and i2 Media Research, the study utilizes quantitative data from 93 industry members and qualitative insights from 1,154 gamers across Germany, Spain, France, Finland, Denmark, and Norway. The primary objective is to evaluate the operational realities of European studios and identify opportunities for enhancing community-driven gaming experiences.
Key findings indicate that the industry is heavily invested in Massive Multiplayer Online Games (MMOGs), with 58% of surveyed studios having worked on an MMOG in their three most recent projects. Developers prioritize community interaction and user-generated content, viewing these as essential components of modern game design. To support these goals, the research highlights the development of peer-to-peer architectures and in-game graphical insertion technology, which allow for enhanced social features without requiring costly modifications to existing game code or central server infrastructure.
The survey also details the technical profiles of European studios, noting that the sector is dominated by small-to-medium enterprises, with nearly half of all studios employing fewer than 10 people. Production environments are characterized by a strong preference for high-performance hardware, with a clear trend toward prioritizing processing speed over cost. Furthermore, the research segments the gaming audience into distinct categories—ranging from casual players to community-minded fanatics—to help developers optimize product development and monetization strategies. Ultimately, the findings underscore a shift toward integrated, high-performance social gaming experiences that minimize technical friction for the end user.
Sinds entertainment games ook de smartphones en tablets hebben ver - overd dankzij hits als Wordfeud en Angry Birds, staat de gamesindustrie volop in de schijnwerpers. Met deze casual games is het spelen van com - puterspelletjes doorgedrongen tot het grote publiek en tot elk moment van de dag. Een laagdrempelig, onderhoudend tijdverdrijf, waarmee mensen zich op een speelse manier kunnen meten met tegenstrevers.
Essential Facts 2012: Canada provides a comprehensive statistical overview of the Canadian video game industry and consumer landscape. Commissioned by the Entertainment Software Association of Canada (ESAC), the findings are based on 2012 custom research by the NPD Group involving over 4,000 participants, alongside 2011 economic data from Secor Consulting Group. The report establishes that gaming is a mainstream activity in Canada, with 90% of children and teens identifying as gamers and an average player age of 31.
The data reveals a significant shift in platform preferences. While 61% of households own a console and 95% own a computer, computer usage for gaming dropped by 12% since 2010. Conversely, mobile gaming has surged, with 80% of households owning a mobile device and 25% of Canadians citing it as their primary gaming platform. Demographically, the player base is nearly balanced at 54% male and 46% female, though genre preferences vary; for example, teen boys favor shooters while adult women prefer puzzle and mental challenge games.
Economically, Canada ranks third globally in video game employment, supporting approximately 16,000 direct jobs across 348 companies. The industry contributed an estimated $1.7 billion to the Canadian economy in 2011, with a projected growth rate of 17% for 2012. While large firms (150+ employees) employ 59% of the workforce, the industry is characterized by a high volume of micro and small businesses, particularly in Ontario. Quebec remains the dominant hub, accounting for over 8,000 industry jobs. Despite the rise of mobile and social platforms, traditional console development still commands 68% of the industry's labor resources. Finally, the report highlights the role of the ESRB, noting that 93% of parents find the rating system useful for managing their children's media consumption.
The 2012 Essential Facts report provides a comprehensive profile of the Canadian video game industry, highlighting its significant economic impact and the evolving habits of its diverse player base. Data was synthesized from a 2012 study of over 4,000 Canadians conducted by the Entertainment Software Association of Canada (ESAC) and market research from the NPD Group and Secor Consulting Group. The findings reveal that 58% of Canadians identify as gamers, with an average age of 31. While 90% of children and adolescents play, the demographic is nearly balanced by gender, with women making up 46% of the player population.
The industry represents a vital pillar of the Canadian economy, contributing approximately $1.7 billion in direct impact. Canada ranks third globally in video game employment, supporting 348 companies and roughly 16,000 direct jobs. The sector is characterized by high-value labor, with an average annual salary of $62,000—more than double the national average for the general economy. Growth remains robust, with an 11% increase recorded between 2009 and 2010 and a projected 17% increase for the 2011-2012 period.
Geographically, the industry is concentrated in Quebec, Ontario, and British Columbia. Quebec holds a dominant position, accounting for 86 companies and 8,236 jobs, while Ontario hosts the highest number of micro and small enterprises. Methodologically, the report notes a shift in platform preference; while 68% of employees still focus on traditional consoles, there is rapid diversification into mobile and social gaming. Furthermore, the report emphasizes the importance of the ESRB rating system, noting that 93% of parents find these classifications useful for managing their children's media consumption.
The study evaluates the evolution of online piracy of paid cultural digital content in Spain, focusing on music, video games, films and books during the first half of 2011 and comparing the results with the same period in 2010. By measuring the gap between legal consumption and unauthorized copying, it aims to quantify the scale of the illicit market and track changes in user behavior.
Legal sales of digital content generated €1.538 billion, a modest 0.5 % decline from the previous year. The weighted average piracy rate rose to 77.3 %, up 0.4 % year‑on‑year, implying that pirated consumption was valued at €5.229 billion—almost four times the legal market size. Segment‑specific losses were most pronounced in music (€2.746 billion), followed by films (€1.402 billion), books (€0.793 billion) and video games (€0.288 billion). Overall, the legal market base for the analysis stood at €1.561 billion, reflecting a 1.4 % contraction.
The research covers the domestic Spanish consumer market, limited to online users aged 16 to 55, and excludes content that is freely available (e.g., broadcast TV, radio, free‑to‑play games, streaming services). Data were collected through a semi‑annual online survey of 3,000 respondents drawn from a panel of 72,000, with quotas ensuring representation by gender and autonomous community. The sample provides a 95 % confidence level with a 1.8 % margin of error, and the online user universe is defined by Nielsen Online measurements.
Findings highlight a persistent and growing piracy problem despite a slight dip in legal sales, suggesting significant untapped potential for a legitimate market if effective anti‑piracy measures and alternative business models are introduced.