Skip to main content
Game Industry
Library
Library
Search
Ask AI
News
Connect your AI
Browse
The Catch Up
Topics
Collections
Writers
Help
Subscribe
Game Industry
Library
Library
Search
Ask AI
Saved
Library
160 reports matching your filters
All Types
Reports
Articles
Presentations
Whitepapers
Financial
Legal
Other
Search
Employment
Market Analysis
Game Development
Global
Diversity & Inclusion
Europe
Salary
Germany
Investment
USA
North America
UK
Sweden
Game Publishing
AI
Marketing
Funding
Mergers & Acquisitions
Clear
Filters
1
Employment
Recently added
Newest first
Oldest first
Title A–Z
Title Z–A
Whitepaper
22 pages
Game Industry Policy Recommendations for 2019‑2024: Finland
The Finnish game industry is identified as the country's primary success story of the 21st century.
Over 50% of the Finnish population are active game players.
Nearly 33% of the global population currently engages in active gaming.
Market Forecast
Employment
Finland
Neogames Finland
Jan 2019
Report
27 pages
Jahresbericht der deutschen Games-Branche 2019
The German games industry report for 2019 provides a comprehensive overview of the sector, covering market analysis, employment data, and industry policy demands.
The report details the state of the German gaming market, including specific sections on consumer demographics and software entertainment trends.
Industry infrastructure is highlighted through the analysis of the gamescom event, the Deutscher Computerspielpreis, and the Stiftung Digitale Spielekultur.
Market Analysis
Employment
Germany
game – Verband der deutschen Games-Branche e. V.
Jan 2019
Report
48 pages
Baromètre Annuel du Jeu Vidéo en France 2017
The 2017 Baromètre Annuel du Jeu Vidéo en France provides a structured overview of the French video game industry landscape, coordinated by the Syndicat National du Jeu Vidéo.
Regional support mechanisms, such as the Hauts-de-France regional fund, play a critical role in financing local game development projects.
Financial assistance for game development is categorized into specific types, including dedicated project aid and regional grants.
Market Analysis
Employment
Game Development
+1
Syndicat National du Jeu Vidéo
Feb 2018
Report
51 pages
The Games Monitor 2018
The Games Monitor 2018 provides an updated analysis of the Dutch games industry, following previous research editions published in 2012 and 2015.
Market Analysis
Employment
Europe
+1
Dutch Games Association
Jan 2018
Report
17 pages
Baromètre Annuel du Jeu Vidéo en France Edition 2018
The French video game industry is overwhelmingly independent, with 93% of studios operating independently and 56% of development studios being less than five years old.
In 2018, the sector had 1,200 games in active development, with two-thirds of these projects representing new intellectual properties.
Public funding is a critical pillar of the industry, with 62% of studios utilizing regional, national, or European financial support mechanisms.
Market Analysis
Employment
France
Syndicat National du Jeu Vidéo
Jan 2018
Report
121 pages
Videojuegos en España: Impacto Económico y Escenarios Fiscales
The Spanish video game industry generates a total economic impact of €3.577 billion, with every €1 invested yielding €3 in total economic activity.
The sector supports 22,828 total jobs when accounting for indirect and induced effects, with each direct industry position sustaining 2.6 additional jobs elsewhere.
Implementing a tax-credit fiscal policy (Scenario E2) is projected to provide the strongest stimulus, adding €627 million in production and 4,000 full-time jobs to the economy.
Market Analysis
Employment
Investment
AEVI
Jan 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
46 pages
Koulutusta Suomessa
The Finnish educational landscape includes a diverse range of institutions such as Ahlmannin koulun säätiö, Oriveden Opisto, and Joutsenon Opisto.
Vocational and specialized training providers listed include AEL Ammattienedistämislaitossäätiö, Amiedu, and Kouvolan seudun ammattiopisto.
Media-focused education is represented by institutions such as HEO Media and Laajasalon opisto.
Employment
Salary
Finland
+1
Neogames Finland
Jan 2018
Report
6 pages
Games Monitor: The Netherlands 2018
The Dutch games industry reached 575 companies and 3,850 jobs by the end of 2018, generating an estimated annual turnover of €225–300 million.
The sector experienced accelerated growth between 2015 and 2018, maintaining an average annual job increase of 10 percent.
Entertainment game development expanded by 33 percent, while the applied games sector, serving healthcare, education, and government, stabilized.
Market Analysis
Employment
Europe
Dutch Games Association
Jan 2018
Whitepaper
32 pages
How to Enable Digital Growth in Europe
The European game development ecosystem is a primary driver of the broader digital revolution and technological innovation.
Growth in the European market is directly correlated with the length of the value chain, where shorter chains facilitate faster expansion.
The European game development sector currently supports a specific workforce population of individuals engaged in professional studio environments.
Game Development
Employment
Market Analysis
+1
European Games Developer Federation
Jan 2016
Report
9 pages
Dossier de Prensa AEVI 2016
The Spanish video-game market generated €996 million in 2014, marking a 6.8% year-over-year growth and establishing Spain as one of the four largest markets in Europe.
Piracy remains a significant economic challenge, with 240 million illegal downloads and 2 million physical infringements causing an estimated €226 million in lost revenue in 2014.
The sector served 13 million users in 2014, representing 36% of the population, with players aged 11–64 averaging 5.9 hours of gaming per week.
Market Analysis
Employment
Investment
AEVI
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
2 pages
Dutch Games Monitor: Main Facts & Figures 2015
The Dutch games industry grew by 42% between 2011 and 2015, increasing from 320 to 455 companies, though the sector remains dominated by micro-enterprises with an average of only seven employees.
Total industry employment grew from 2,730 to 3,030 professionals, a slower rate of expansion than company formation, highlighting the difficulty studios face in scaling operations.
Financial performance across the industry is modest, with the majority of companies reporting annual profits of less than €100,000.
Market Analysis
Employment
Europe
Dutch Games Association
Jan 2015
Report
36 pages
Dutch Games Monitor: The Netherlands 2015
The Dutch Games Monitor was first established in 2012 to provide comprehensive industry data through extensive surveys and interviews.
The 2012 edition served as the inaugural research project to offer a broad, structured insight into the state of the Dutch games industry.
Interest in data regarding the games industry has significantly increased in the years following the 2012 report.
Market Analysis
Employment
Europe
+1
Dutch Games Association
Jan 2015
Report
60 pages
Canada's Video Game Industry in 2013: Final Report
Canadian video-game firms rate tax credits as highly effective, awarding them an average satisfaction score of 4.4/5.
The tax-credit regime is a primary driver of industry expansion, with 40% of firms projecting revenue growth exceeding 25% in the coming year.
Tax incentives are most effective at creating project opportunities, which received an impact score of 4.0/5, followed by strong benefits for employee retention and industry visibility.
Market Analysis
Employment
Salary
+1
ESAC – Entertainment Software Association of Canada
Jul 2013
Report
19 pages
Faits Essentiels 2013 : Canada
Canada is the world's third-largest video game developer and leads globally on a per-capita basis, with the industry contributing $2.3 billion annually to the national economy.
The sector employs over 16,500 full-time workers across 329 studios, with 68% of that workforce concentrated in the 12% of firms classified as large studios.
Quebec is the industry hub with 8,750 employees, followed by British Columbia with 5,150, while Ontario’s market is defined by a high density of micro-studios focused on mobile and casual gaming.
Market Analysis
Employment
North America
ESAC – Entertainment Software Association of Canada
Jan 2013
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
18 pages
Faits Essentiels 2012: Profil de l'industrie canadienne du jeu vidéo
The Canadian video game industry contributes $1.7 billion to the economy and supports 16,000 direct jobs across 348 companies, ranking Canada third globally in industry employment.
Industry growth is accelerating, with an 11% increase between 2009 and 2010 and a projected 17% growth rate for the 2011-2012 period.
The sector provides high-value employment with an average annual salary of $62,000, which is more than double the Canadian national average.
Market Analysis
Player Demographics
Employment
+1
ESAC – Entertainment Software Association of Canada
Jan 2012
Report
19 pages
Essential Facts: About the Canadian Computer and Video Game Industry
The Canadian video game industry employs approximately 16,000 people across 350 firms, generating $1.7 billion in direct economic impact as of 2011.
The sector experienced 11% growth over the previous two years and is projected to expand by an additional 17% in the next two-year horizon.
Quebec serves as the primary industry hub with 8,236 employees and $733 million in spending, while Ontario shows the highest growth potential with a projected 21% expansion.
Market Analysis
Employment
North America
ESAC – Entertainment Software Association of Canada
Jan 2011
Report
42 pages
MTG Corporate Responsibility Report 2009
MTG reported 2009 net sales of SEK 14.2 billion, though operating income resulted in a loss of SEK 1.4 billion and earnings per share fell to -30.86 SEK.
The company expanded its portfolio during the 2008-09 financial crisis by launching TV3 Puls, Prima COOL, and Viasat Hockey, alongside a major restructuring of Bulgarian assets.
Employee engagement remained high, with 86% of the 2,906-person workforce participating in the annual survey and 88% reporting enthusiasm for their work.
Marketing
Advertising
Employment
+1
Modern Times Group
Jan 2009
Previous
1
…
7
8
Next