Game-industry reports — read the key insights or open the source.
16 | The State of The Finnish Game Industry 22 | Location of Companies and Clusters 36 | Trends and Future / Platforms and Genres 43| Trends and Future / Industry Framework 48 | The Industry Support and Networks 49 | Suomen Pelinkehittäjät ry 55 | IGDA Finland ry 4 72 | Studio Profiles (separate file) ABOUT THIS REPORT Cities: Skylines have conquered the world, and well over a billion people FOR almost a decade, our game all over the globe...
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
Games Workshop’s 2015 fiscal year was defined by a major leadership transition and significant structural reorganization aimed at stabilizing the business for long-term growth. Under the new leadership of CEO Kevin Rountree, the company reported a profit before taxation of £16.6 million on revenues of £119.1 million. While total revenue saw a 3.5% decline from the previous year—attributed to currency headwinds and internal restructuring—net profit attributable to owners rose significantly from £8.0 million to £12.3 million. This recovery supported a substantial dividend payout of 52 pence per share, totaling £16.6 million, reflecting a core strategic commitment to returning surplus capital to shareholders.
The company’s strategic focus shifted toward global expansion and operational efficiency, particularly through the rebranding of retail outlets to "Warhammer" and the implementation of a "one-man" store model to improve margins. Geographically, North America emerged as a key growth driver, contrasting with revenue declines in the United Kingdom and Continental Europe. A pivotal product milestone was the relaunch of the core fantasy line as Warhammer: Age of Sigmar. Simultaneously, the company expanded its high-margin licensing portfolio, which included 50 interactive products, and invested £6.4 million in a new global ERP system to modernize its digital and logistical infrastructure.
Operating with a workforce of 1,654 employees, the Group maintained a debt-free balance sheet and a strong cash position of £12.6 million. Governance and remuneration policies were updated to align with the new leadership, including a revised profit-sharing trigger based on sales revenue growth rather than operating profit. Despite some non-compliance issues regarding the UK Corporate Governance Code during the leadership handover, the company successfully formalized a global health and safety strategy and introduced a new all-employee Sharesave Plan. These initiatives underscore a transition toward a more standardized, scalable international business model focused on cash generation and disciplined capital allocation.
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.
In 2015 the media group placed corporate responsibility at the core of its strategy, integrating ethical governance, sustainability and gender‑parity objectives across a global operation that spans 165 countries and includes broadcast, content localisation and e‑sports segments. The company achieved a 96 % compliance rate among 514 new hires—drawn from 38 nationalities—who signed a unified code of conduct, whistle‑blower and anti‑bribery policies aligned with the UN Global Compact and OECD guidelines, while stakeholder engagement was overseen by a dedicated board committee.
Environmental performance showed mixed results: total carbon emissions rose 13 % since 2010, driven largely by travel that accounted for 61 % of emissions, and overall energy use increased 3 %. Nevertheless, the firm earned a 95 C rating on the Dow Jones Sustainability Index for the third consecutive time, a CDP disclosure score of 95 C, and operates a “green” office equipped with more than 200 solar panels. Targets for 2016 include a 23 % reduction in employee energy use (baseline 2010), expansion of renewable energy, and comprehensive data‑privacy training in response to upcoming EU legislation.
Social impact was highlighted by a 91 % accessibility rate for
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.
Modern Times Group positioned 2014 as a year of deepening corporate responsibility, linking its expanding digital portfolio to heightened standards in data‑privacy, child protection, freedom of expression and sanctions compliance. The narrative underscores a strategic shift toward embedding ethical, anti‑corruption and sustainability practices across a globally dispersed media operation.
Financially, the company recorded net sales of SEK 16.7 billion, up from SEK 13.3 billion in 2012, while operating income contracted, reflecting investment in new digital initiatives. Governance was reinforced through a dedicated corporate‑responsibility advisory group, multiple board committees and local representatives, ensuring that compliance mechanisms permeated all levels of the organization. A UN‑Global Compact‑aligned system saw 787 employees endorse an anti‑bribery policy, the launch of a sanctions‑risk register and an Interpol‑backed anti‑piracy project, alongside comprehensive updates to data‑protection protocols.
The workforce grew to 4,186 full‑time equivalents, achieving an 84 % appraisal completion rate and a zero‑fatality safety record, with work‑related accidents falling from ten to six. Diversity expanded to 44 nationalities and the gender‑pay gap narrowed to women earning 75
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.
In 2013 the media group embedded sustainability within its core strategy, aligning business growth with responsible practices and earning inclusion in the Dow Jones Sustainability Europe Index and FTSE 4Good. Financially, the company generated €14.1 billion in net sales and €1.9 billion in operating profit while employing 3,361 staff and expanding into new European markets through the launch of its digital platform MTGx. Its corporate‑responsibility framework is built on four pillars—media responsibility, employees and workplace, environment and community, and business ethics—each supported by concrete actions and measurable targets.
Compliance and societal impact were central to operations. A dedicated “C‑Team” ensured that broadcast and on‑demand content met EU, UK (Ofcom, ASA) and local regulations, with 85 % of programming already adapted for regional standards. The group leveraged its TV, radio and digital assets for charitable campaigns, delivering more than €4.3 million in media‑time value for Typhoon Haiyan relief, €438 k for the “Angels over Latvia” tour, €115 k for a Lithuanian zoo‑elephant project, and additional support for health, education and wildlife initiatives across Ghana, Estonia, Sweden, Bulgaria and other markets.
Environmental performance improved markedly. The new London headquarters attained a BREEAM “Excellent” rating and installed roof‑mounted solar panels that now supply the majority of its electricity, producing a quantifiable reduction in CO₂ emissions. The company’s CDP climate‑change score rose to 88, reflecting stronger governance and disclosure. A materiality analysis highlighted data integrity, privacy and child‑online‑safety as top concerns, prompting new internal policies, anti‑corruption training completed by all staff, and an updated Code of Conduct with 78 % e‑learning uptake.
Gender equity showed progress
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.