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Canada’s video‑game sector continued to function as a high‑growth engine in 2020, supporting roughly 48 000 full‑time‑equivalent positions, of which 27 700 are direct industry jobs, and generating about C$4.5 billion in GDP. The number of development studios expanded by 16 percent to approximately 700, and sales increased despite the disruptions of the COVID‑19 pandemic. A remote‑work guide and a targeted outreach campaign helped maintain employment levels, while an economic‑impact study of 185 respondents confirmed a favourable policy and investment climate for the industry.
Leadership within the sector is exemplified by senior figures such as Tania, a veteran with more than 15 years of experience and a champion of diversity through the EA Women’s Employee Resource Group, and Éric Martel, director of AI and machine‑learning at Eidos‑Montréal, who oversees research for flagship franchises. Their profiles underscore the growing technical sophistication and inclusive culture emerging across Canadian studios.
Strategic initiatives in 2020 focused on talent development and cultural recognition. Partnerships with the Conseil des technologies de l’information et des communications launched the Integrated Work‑Based Learning program to place students in industry roles, while the inaugural Canadian Game Awards moved to a digital format. Support for the Canadian Screen Awards introduced three new video‑game categories, signalling the medium’s expanding cultural relevance despite modest submission volumes. Financially, the association reported a solid position, reinforcing its capacity to sustain growth‑oriented programs and diversity‑focused pipelines throughout the Canadian gaming ecosystem.
The Good Conduct Guidelines for the Danish Games Industry, published in November 2019, establish a standardized framework for fostering a safe, inclusive, and professional work environment across the Danish game development sector. The primary objective is to protect the personal integrity of industry professionals by promoting a culture of mutual respect, diversity, and accountability. These guidelines serve as a foundational reference for businesses to integrate into employee handbooks or internal policy discussions, ensuring that workplace practices align with both ethical standards and Danish labor legislation.
The guidelines mandate that all industry participants uphold principles of dignity and fairness, with a specific emphasis on eliminating systemic crunch, excessive overtime, and all forms of harassment or discrimination. The policy adopts a zero-tolerance stance toward abusive behavior, noting that harassment is defined by its impact rather than the intent of the perpetrator. Furthermore, the framework places a heightened responsibility on management to act as ethical role models, proactively prevent unsafe conditions, and ensure that employees can report grievances without fear of retaliation.
To support enforcement, the guidelines outline clear procedures for addressing workplace misconduct. Employees are encouraged to engage with internal representatives, such as HR or management, while also being reminded of their rights to seek external support through labor unions, occupational health providers, or the Danish Working Environment Authority. By formalizing these expectations, the industry aims to standardize professional conduct and ensure that all developers and staff operate within a healthy, sustainable, and welcoming environment.
Published by the Swedish Games Industry Illustration, cover: Pontus Ullbors Text & analysis: Johanna Nylander The Swedish Games Industry is a collaboration between trade organizations ANGI and Spelplan-ASGD. ANGI represents publishers and distributors and Spelplan-ASGD represents Dataspelsbranschen Swedish Games Industry Magnus Ladulåsgatan 3, SE-116 35 Stockholm Contact: [email protected] KEY FIGURES 2018 2017 2016 2015 ...
Three ways to bring Finland to the forefront of the digital shift............. 3 More than half of Finns and nearly a third of the global population 4 play games actively............................................................................... The Finnish game industry 5 is the success story of the 21st century.....
It’s said to be a small world, and the digital games world is smaller still. Yet nevertheless, without the right partner and guidance it’s easy to get disorientated. When we started the annual monitoring of Slovakia’s game development industry, we had a clearly defined vision and goal. And the results of the first Game Developer Census comprehensive report confirmed that we were on the right track.
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 ...
14 und kreative Köpfe, 14 folgende Frage höre und lese ich immer wieder: „Wie werde ich Spiele-Entwickler/in und was muss ich dafür mitbringen?“ Das ist auf die Schnelle gar nicht so leicht zu beantworten. Das Arbeiten in der Games-Branche ist unglaublich vielfältig und genauso zahl- reich sind auch die Wege, die dahinführen.
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.
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 </...
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.
• Ahlmannin koulun säätiö /Oriveden • Opisto • • Joutsenon Opisto • • Kauhajoen evankelinen opisto • • Laajasalon opisto • • Prakticum • • AEL Ammattienedistämislaitossäätiö • • Amiedu • • HEO Media • • Kouvolan seudun ammattiopisto • • Lybeckerin opisto ...
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.
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.
The Games Monitor 2018 provides a comprehensive analysis of the Dutch video games industry, tracking its evolution and maturation between 2015 and 2018. The industry is defined by companies whose core activities involve the development, production, publication, or distribution of electronic games, categorized into entertainment and applied (serious) games. The research methodology combined desk research with a survey of 165 companies, supplemented by industry roundtable discussions to validate findings.
The Dutch games sector experienced accelerated growth during the 2015–2018 period, characterized by an average annual job increase of 10 percent. By the end of 2018, the industry comprised 575 companies and 3,850 jobs, generating an estimated annual turnover of €225–300 million. While the average company size remains small at approximately seven employees, there is a clear trend toward scaling up, evidenced by a significant increase in mid-sized firms employing between 11 and 100 people. Geographically, the industry is concentrated in major urban centers, with Amsterdam, Utrecht, and Eindhoven accounting for over 60 percent of net job growth.
Market dynamics show a strong expansion in entertainment game development, which grew by 33 percent, while the applied games sector—primarily serving healthcare, education, and government—has stabilized. Business models in the entertainment sector rely heavily on premium monetization and in-app advertising, whereas applied studios frequently utilize work-for-hire models. The educational landscape remains robust, with 44 game-related study programs producing over 900 graduates annually. Overall, the industry is transitioning toward a more mature, competitive state, marked by increased productivity, strategic acquisitions, and international expansion.
Spain’s video‑game industry is presented as a dynamic component of the national ICT services sector, whose economic relevance extends far beyond direct production. Using 2016 input‑output tables updated with INE data, the analysis quantifies the sector’s contribution to GDP, employment and value‑added, and evaluates how fiscal incentives and inter‑industry linkages shape its growth trajectory.
In 2016 the industry generated €1.177 billion in direct output, representing roughly 0.11 % of national GDP, and created 8 790 high‑skill jobs. When indirect and induced effects are incorporated, total activity rises to €3.577 billion, value‑added reaches €1.452 billion and employment expands to 22 828 positions, implying that each euro invested yields three euros of economic activity and that a game‑industry job supports 2.6 additional jobs elsewhere. The sector supplies 14.3 % of publishing output, 9.6 % of audiovisual production and 3.8 % of related services, yet its forward absorption and diffusion coefficients are low, indicating limited downstream impact compared with professional services.
Productivity analysis shows a 6.4 % annual decline in value‑added per employee within the broader editing segment, while revenue per worker remains modest at €144 k. Between 2014 and 2024, software publishing and cable‑free telecommunications emerge as the fastest‑growing Spanish activities, with annual expansions of 4.7 % and 4.2 % respectively, underscoring the sector’s alignment with broader digital trends.
Four fiscal‑policy scenarios are compared, and the tax‑credit option (E2) delivers the strongest stimulus, adding €627 million of production, €254 million of value‑added and 4 000 full‑time jobs, albeit at the cost of a modest deterioration in public‑finance balance. Methodologically, the study follows Frascati and Oslo standards, aggregates data at the two‑digit CNAE level, and employs a Leontief inverse to trace demand‑driven effects, ensuring international comparability of R&D, innovation and ICT metrics.
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.
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).
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 .