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State of the Game Industry 2023
The global game development landscape in 2023 is characterized by a return to established platforms and a growing skepticism toward speculative technologies. PC remains the primary focus for the majority of developers, while the PlayStation 5 has emerged as the preferred console for both current projects and future interest. Conversely, enthusiasm for blockchain and the metaverse has waned significantly, with a vast majority of studios reporting no interest in the former and nearly half of the workforce doubting the long-term viability of the latter. This shift coincides with a workforce demographic that is increasingly concentrated in smaller indie studios and composed of professionals with a decade or less of experience.
Operational priorities are shifting toward social responsibility and internal structural reform. Diversity, equity, and inclusion initiatives, alongside sustainability and accessibility measures, have become standard considerations for more than half of the industry. However, significant labor tensions persist, evidenced by a majority of developers supporting unionization and widespread concern regarding the impact of large-scale studio acquisitions on the market. While hybrid work models have become the norm, the industry continues to struggle with self-imposed pressure to work extended hours and a reliance on traditional discovery methods, such as word-of-mouth and storefront promotions, over emerging social media platforms.
The industry also faces critical challenges regarding workplace safety and demographic representation. Player harassment remains a pervasive issue, affecting 40% of the workforce and disproportionately impacting community managers and marginalized groups. While most companies have issued statements addressing these incidents, developers are calling for more robust enforcement policies and mental health resources. Demographically, the industry remains largely white and male, though a significant 20% of respondents identify as LGBTQ+. These findings suggest an industry in a state of transition, balancing technological pragmatism with a heightened focus on cultural and structural accountability.
- The industry is pivoting toward technological pragmatism, with PC as the primary development focus and PlayStation 5 as the preferred console, while interest in blockchain and the metaverse has significantly declined.
- Workplace culture is under scrutiny as 40% of the workforce reports experiencing player harassment, with community managers and marginalized groups being the most affected.
- Labor tensions are rising, characterized by majority support for unionization among developers and widespread concern regarding the market impact of large-scale studio acquisitions.
- Diversity, equity, and inclusion, alongside sustainability and accessibility, have become standard operational considerations for over 50% of the industry.
- The workforce is increasingly composed of professionals with ten years or less of experience, with 20% of respondents identifying as LGBTQ+ despite the industry remaining predominantly white and male.
Female Gamers in Asia: Version for Women in Games Asia Panel
Female gamers represent a primary engine of growth within the Asian interactive entertainment market, accounting for 35% of the region's 1.46 billion total gamers as of 2021. This demographic is expanding at a faster rate than the general gaming population, with a year-over-year growth of 7.6% compared to the total market increase of 5.0%. The scope of this analysis covers China and the Asia-10 markets, which include Chinese Taipei, India, Indonesia, Japan, Korea, Malaysia, Philippines, Singapore, Thailand, and Vietnam. Data was derived from a 2021 survey of over 6,500 randomized respondents who identified as active gamers across mobile, PC, and console platforms.
Mobile gaming is the dominant platform for this demographic, utilized by 95% of female gamers, while 60% engage with PC games and 17% use consoles. In terms of genre, female players in Asia show a strong preference for role-playing, racing, and strategy games. Discovery of new titles is primarily driven by social recommendations from friends, followed by the visual quality of graphics and core gameplay mechanics.
Monetization trends indicate that female gamers are highly engaged with in-game economies, with 84% of those willing to spend making in-game purchases. They are particularly inclined toward purchasing cosmetic items and participating in gacha mechanics. In 2021, female gamer spending reached $13.07 billion in China and $5.52 billion across the Asia-10 for mobile titles, while PC game spending reached $9.70 billion and $3.93 billion in those respective regions. These findings suggest that gender inclusivity and targeted development for diverse interests are essential for capturing the full economic potential of the Asian games industry.
- Female gamers in Asia represent 35% of the region's 1.46 billion total gamers, with a year-over-year growth rate of 7.6% that outpaces the 5.0% growth of the general gaming population.
- In 2021, female gamer spending on mobile titles reached $13.07 billion in China and $5.52 billion across the Asia-10, while PC spending reached $9.70 billion and $3.93 billion respectively.
- Mobile is the primary platform for this demographic, with 95% of female gamers playing on mobile devices, compared to 60% on PC and 17% on consoles.
- Female players in Asia demonstrate high engagement with in-game economies, as 84% of those willing to spend make in-game purchases, specifically favoring cosmetic items and gacha mechanics.
- New title discovery for this demographic is driven primarily by social recommendations from friends, followed by visual graphics quality and core gameplay mechanics.
State of the Game Industry Report: 2022
The global game development landscape in 2022 reflects a period of significant structural and cultural transition. PC remains the primary development platform, while the PlayStation 5 maintains its position as the leading console choice. Conversely, mobile development has experienced a decade-long decline in developer interest. Emerging hardware like the Steam Deck and PlayStation VR2 continues to capture attention, yet the industry remains deeply skeptical of speculative technologies such as the metaverse, cryptocurrency, and NFTs. These concerns are rooted in anxieties regarding environmental sustainability, ethical business practices, and the long-term viability of blockchain-based models.
Workplace culture and labor dynamics have emerged as central themes, marked by a measurable improvement in work-life balance as 60 percent of developers now maintain a 40-hour work week or less. Despite this progress, the industry struggles with systemic issues, as a majority of studios have failed to adequately address internal reports of misconduct and toxicity. This environment has fueled a growing movement toward collective bargaining, with 55 percent of developers supporting unionization and nearly one-quarter of workplaces engaging in active discussions regarding labor organization.
The industry continues to prioritize accessibility, with a record 39 percent of developers integrating inclusive design features into their projects. However, broader efforts toward diversity and social activism remain inconsistent across various studios. Furthermore, the workforce remains predominantly male and early-career, highlighting a demographic imbalance that persists alongside ongoing tensions between developers and major platform holders. As evidenced by the 34 percent of developers who support Epic Games in its legal conflict with Apple, there is a clear desire for greater autonomy and a shift in the power dynamics that currently govern the digital distribution ecosystem.
- Labor organization is gaining significant momentum, with 55 percent of developers supporting unionization and nearly 25 percent of workplaces actively discussing collective bargaining.
- Work-life balance has improved, as 60 percent of developers now report working 40 hours per week or less.
- Despite progress in working hours, a majority of studios have failed to effectively address internal reports of workplace toxicity and misconduct.
- Developers are increasingly seeking autonomy from platform holders, evidenced by 34 percent of the industry supporting Epic Games in its legal battle against Apple.
- Accessibility is a growing priority, with 39 percent of developers incorporating inclusive design features into their projects.
2022 European Video Games Industry Insight Report
By European Game Developers Federation (EGDF) Supported by Video Games Europe European Video Games Industry Data 5 Number of game developer studios 7 Number of service providers 8 Number of people working in the video games industry 9 Percentage of women working in the industry ...
- France and Germany have a significant number of game development service providers, with 261 companies reported in 2022, indicating their importance in the industry.
- Poland had 494 game developer studios in 2022, a notable increase from 412 in 2018, and its industry employed 15,000 people in 2022, up from 9,710 in 2018.
- Spain's video game industry has shown consistent growth, with 447 developer studios in 2022, an increase from 375 in 2018, and employed 9,621 people in 2022, up from 6,900 in 2018.
- Italy had 160 game developer studios in 2022, a rise from 90 in 2018, and its industry employed 2,400 people in 2022, up from 1,100 in 2018.
- Estonia's game development sector in 2020 comprised 37 studios, employed 304 people, and generated 37.2 million euro in turnover.
Dutch Games Monitor 2022
TEXT AND ANALYSIS DESIGN All rights reserved NEO Observatory COVER IMAGE This publication is made possible with Walter Manshanden Horizon Forbidden West the support of Province of Utrecht, by Guerrilla Games Gemeente Utrecht, HKU: University of PROOFREADING AND the Arts Utrecht, Breda University of GENERAL SUPPORT SPECIAL THANKS TO Applied Sciences (BUAS), Hanze Marilla Valente ...
- The Dutch video game industry generated €420-€440 million in revenue in 2021, growing almost 18% annually between 2018 and 2021. The number of companies with over €1 million in revenue increased from 18% in 2018 to 24% in 2021.
- The industry employs 4560 people across 630 companies, with approximately 700 graduates annually. Companies with more than 50 employees doubled from 6 to 12 between 2018 and 2021, indicating significant scaling.
- The Dutch games industry is maturing, with a majority of companies having existed for over 7 years. The largest potential for scaling up is seen in companies with 4 to 12 years of experience.
- Dutch game developers utilize a multi-platform, multi-distribution, and multi-monetization strategy. While Unity remains the most popular game engine, Unreal Engine's usage grew significantly from 8% in 2018 to 25% in 2021.
- Growth is expected across various market segments, with the console/PC market (68% agree/strongly agree) and subscription services showing the most positive outlook. Expectations for the VR market are also more positive than three years ago.
Dutch Games Monitor 2022: Factsheet
The Dutch Games Monitor 2022 provides a comprehensive analysis of the Netherlands' video game industry, covering the period from 2018 to 2021. The primary objective is to evaluate the sector's growth, maturity, and structural evolution. The research methodology incorporates desk research, roundtable discussions, and a survey of approximately 500 companies, yielding nearly 200 responses. The analysis focuses on two distinct domains: entertainment games and applied (serious) games, which serve sectors such as healthcare and education.
The industry demonstrates significant maturation, characterized by a shift from an initial increase in the number of companies to a more recent surge in revenue and employment. By the end of 2021, the sector comprised 630 companies, generating between €420 million and €440 million in annual revenue. This represents an average annual revenue growth of nearly 18%, outpacing global industry averages. Employment also expanded, reaching 4,560 jobs with an annual growth rate exceeding 5%. This job creation is particularly concentrated in larger organizations, with the number of scale-ups employing over 50 people doubling to 12 companies over the three-year period.
Geographically, the Greater Amsterdam region leads in total employment, while Utrecht maintains the highest concentration of applied game developers. Although the number of dedicated game education programs has slightly decreased, the industry is seeing a rise in diversity, with the percentage of women in the workforce reaching 23% by 2021. Furthermore, the sector is increasingly characterized by international expansion, a rise in external investments, and a growing number of mergers and acquisitions, signaling that the Dutch games industry is successfully transitioning into a more mature and globally competitive market.
- The Dutch games industry generated between €420 million and €440 million in annual revenue by the end of 2021, achieving an average annual growth rate of nearly 18%.
- Total employment in the sector reached 4,560 jobs by 2021, reflecting an annual growth rate of over 5%.
- The industry is scaling up, with the number of companies employing more than 50 people doubling to 12 firms between 2018 and 2021.
- The sector comprised 630 companies by the end of 2021, with the Greater Amsterdam region leading in total employment and Utrecht hosting the highest concentration of applied game developers.
- Workforce diversity has improved, with women accounting for 23% of the industry's employees by 2021.
Construyendo un Sector del Videojuego en Igualdad
The Spanish video‑game market now serves more than 18 million players, with women representing 48 % of the audience, yet women occupy only about 20 % of development roles across Europe’s roughly 90 000‑person sector. This persistent gender gap, amplified by the COVID‑19 pandemic and Brexit‑related uncertainties, motivates a coordinated push for equality that links industry associations, NGOs such as Women in Games, and policy makers. The central thesis is that genuine gender parity requires systemic change across recruitment, workplace culture, product design, and community moderation, supported by transparent data and legally anchored standards.
Key findings show that inclusive branding, gender‑neutral job ads, transparent salary bands and multi‑reviewer hiring processes can increase women’s entry and retention, while mentorship programmes, employee‑representative groups, regular engagement surveys and equitable parental‑leave schemes produce measurable improvements in pay‑gap closure and promotion rates. Companies that have instituted unconscious‑bias training, “inclusion nudges,” and data‑driven KPIs—such as Wooga—report higher retention and greater representation of women in senior positions. Community‑level interventions, including robust codes of conduct, verified‑identity requirements and AI‑enhanced chat filters, have already cut toxic messages by 5 % in pilot environments, demonstrating the effectiveness of proactive moderation.
The analysis covers the European context, drawing on data up to 2022 from Spain,
- Women comprise 48% of the 18 million players in the Spanish market, yet they hold only 20% of development roles within the 90,000-person European industry.
- Systemic hiring reforms—including gender-neutral job advertisements, transparent salary bands, and multi-reviewer processes—are essential to increasing the entry and retention of women in development roles.
- Companies such as Wooga have achieved higher retention and increased female representation in senior leadership by utilizing unconscious-bias training, inclusion nudges, and data-driven KPIs.
- Proactive community moderation, including verified-identity requirements and AI-enhanced chat filters, has successfully reduced toxic messaging by 5% in pilot environments.
- Internal workplace initiatives like mentorship programs, employee-representative groups, and equitable parental-leave schemes are proven to improve pay-gap closure and promotion rates for women.
Campo da Gioco Equo
The guide argues that gender equity is both a commercial necessity and a social responsibility for the European video‑game sector, which employs roughly 90 000 people while women constitute only about 20 % of developers despite half of Europe’s population being gamers. It frames equitable hiring, compensation, and workplace culture as strategic imperatives that can unlock talent, improve product relevance, and enhance profitability across development, publishing, and community‑management functions.
Key findings reveal a persistent 14.1 % gender‑pay gap within the EU and a pronounced promotion disparity linked to biased “potential” assessments. Transparent salary bands, gender‑bias‑checked job descriptions, and data‑driven monitoring are shown to narrow these gaps, as illustrated by Outplay’s partnership with InGAME, which produced a policy kit aligning compensation, career growth, and flexible work with equity goals. Hybrid‑flexible work models, mental‑health support, and targeted health initiatives—such as menopause pledges—further sustain inclusion, with Wooga’s five‑year parity programme cited as a successful example.
The document outlines concrete actions for building inclusive cultures: senior‑leadership commitment, merit‑based hiring, regular employee surveys, and zero‑tolerance harassment policies. Effective employee‑resource groups, exemplified by Take‑Two’s “Women in Gaming” ERG, amplify under‑represented voices and drive mentorship, innovation, and retention. Community‑safety measures, including AI‑enhanced moderation and diversified moderator teams, reduced toxic chat by 5 % in a pilot, demonstrating the impact of proactive, data‑driven interventions.
Education and pipeline initiatives span Europe, from the AWS GetIT programme that has reached over 23 000 students to national diversity pledges in France, Germany, Spain, Sweden, and the UK. These efforts aim to address the projected need for 500 000 software engineers and double girls’ interest in technical careers through early exposure and role‑model visibility. The guide stresses that measurable KPIs, positive‑action hiring practices, and compliance with EU legal frameworks are essential for tracking progress and ensuring lasting gender‑parity across the games industry.
- Women currently represent only 20% of the 90,000-person European video-game workforce, despite comprising half of the continent's gaming population.
- A persistent 14.1% gender-pay gap exists within the EU gaming sector, exacerbated by promotion disparities rooted in biased assessments of employee potential.
- Proactive, data-driven interventions—such as AI-enhanced moderation and diversified teams—successfully reduced toxic in-game chat by 5% in pilot programs.
- Industry-wide pipeline initiatives, such as the AWS GetIT programme, have reached over 23,000 students to address a projected demand for 500,000 software engineers.
- Companies like Outplay and Wooga have demonstrated that formalizing salary transparency, flexible work models, and long-term parity programmes effectively narrows gender gaps and improves retention.
Game Developer Index: Sweden 2022
The Swedish games industry underwent a period of rapid expansion in 2021, characterized by a 22% increase in domestic revenue to €2.7 billion and a 43% surge in global revenue to €5.8 billion. This growth was fueled by a record-breaking year of international acquisitions, with 81 public transactions led by major groups such as Embracer and Stillfront. By late 2022, Swedish-owned entities operated 197 studios across 49 countries, employing approximately 28,000 people worldwide. This international footprint is reflected in consumer reach, as an estimated one in four players globally has engaged with a Swedish-developed title, and Swedish-associated games accounted for 6% of all Twitch watchtime in 2021.
The domestic workforce grew by 17% to nearly 8,000 employees, with women representing 22.1% of the total staff and 26% of new hires. While gender diversity is improving—evidenced by 29 companies achieving at least 50% female representation—the industry continues to struggle with a severe domestic skills shortage. This talent gap has forced Swedish firms to expand their foreign subsidiaries aggressively, with over 11,000 staff members now based abroad. Although regional hubs in Stockholm and Skåne remain dominant, growth is increasingly supported by specialized educational clusters and post-secondary programs designed to cultivate local talent.
Despite its commercial success and cultural influence, the sector faces structural hurdles that could impact future scalability. Critical challenges include complex work permit processes for international recruits and a lack of early-stage financing compared to other global markets. Methodological shifts in industry tracking now prioritize national group turnover to ensure better comparability with other sectors, revealing a robust ecosystem of 785 active companies. While the industry remains a powerhouse of the Swedish economy, its long-term sustainability depends on addressing recruitment barriers and maintaining the momentum of its global acquisition strategy.
- The Swedish games industry experienced significant financial growth in 2021, with domestic revenue rising 22% to €2.7 billion and global revenue surging 43% to €5.8 billion.
- Driven by 81 international acquisitions led by groups like Embracer and Stillfront, Swedish-owned entities now operate 197 studios across 49 countries, employing approximately 28,000 people globally.
- Swedish-developed titles maintain a massive international reach, with an estimated one in four global players engaging with these games and Swedish-associated content accounting for 6% of all Twitch watchtime in 2021.
- The domestic workforce grew by 17% to nearly 8,000 employees, though the industry faces a severe skills shortage that has forced firms to employ over 11,000 staff members through foreign subsidiaries.
- Gender diversity is gradually improving, with women representing 22.1% of the total workforce and 26% of new hires, while 29 companies have achieved at least 50% female representation.
Gaming in Europe: Key Facts 2022
The European video game industry demonstrated significant economic resilience and social expansion in 2022, generating €24.5 billion in revenue and achieving a 5% year-on-year growth rate. This sector now engages approximately 126.5 million people, representing 53% of the population aged 6 to 64. Demographic shifts indicate a maturing and diversifying market, as women now comprise nearly 47% of the player base and the 45-64 age group has emerged as the largest playing demographic. While engagement has stabilized at an average of 8.8 hours of weekly playtime, the industry’s economic footprint is bolstered by a workforce of over 110,000 employees, which saw a 12% increase in staffing levels.
Despite this robust growth, the industry faces a critical talent shortage that threatens future expansion. Projections suggest a widening digital skills gap, exemplified by Sweden’s anticipated deficit of 25,000 developers by 2031. To sustain its trajectory, the sector is increasingly focusing on workforce diversity—where women currently hold 23.7% of roles—and the implementation of comprehensive social responsibility frameworks. These include the expansion of the PEGI rating system and the deployment of advanced parental control tools to ensure a safe environment for the evolving player base.
Environmental sustainability has also become a central pillar of the European gaming landscape. Through collaborative efforts like the Games Consoles Voluntary Agreement, the industry achieved a reduction of 54TWh in energy consumption across previous console generations. Major publishers and trade associations across 18 countries are now prioritizing carbon neutrality, with sector-wide initiatives successfully offsetting significant carbon footprints. These combined economic, social, and environmental strategies reflect a maturing industry that is balancing rapid commercial growth with long-term ecological and demographic responsibilities.
- The European gaming industry generated €24.5 billion in revenue in 2022, marking a 5% year-on-year growth rate and supporting a workforce of over 110,000 employees.
- The player base has reached 126.5 million people, with the 45-64 age group now representing the largest demographic and women accounting for 47% of all players.
- A critical talent shortage threatens future expansion, highlighted by a projected deficit of 25,000 developers in Sweden alone by 2031.
- Industry staffing levels grew by 12% in 2022, though women remain underrepresented in the workforce, currently holding only 23.7% of roles.
- Environmental initiatives, such as the Games Consoles Voluntary Agreement, have successfully reduced energy consumption by 54TWh across previous console generations.
State of the Game Industry 2022
The global game development landscape in 2022 is defined by a tension between technological tradition and evolving labor standards. PC remains the primary platform for 63% of developers, while the PlayStation 5 has established itself as the leading console for both current and future development cycles. Despite the industry’s technical foundations, there is profound skepticism regarding decentralized technologies; over 70% of studios express no interest in cryptocurrency or NFTs, and a third of professionals believe the metaverse concept will fail to materialize. Conversely, accessibility has reached a critical milestone, with 39% of developers now integrating features for impaired players, marking the first time such initiatives have outpaced non-implementation.
Labor dynamics are undergoing a significant transformation as professionals increasingly prioritize social activism and workplace equity. While a record 60% of developers now work 40 hours or less per week, the industry continues to struggle with systemic cultural issues. Approximately 62% of companies failed to formally address widespread reports of toxicity and misconduct, and the workforce remains predominantly male and relatively inexperienced, with over half of all professionals having ten years or less in the field. Furthermore, the rise of unionization discussions, reported by 23% of professionals, suggests a growing movement toward formal collective bargaining.
The industry’s geographic footprint remains heavily concentrated in the West, with 54% of developers based in the United States and 16% in Western Europe. Although remote work has become more prevalent, this shift has not yet decentralized the industry’s core hubs, as regions like Asia, Canada, and South America each represent 6% or less of the global workforce. This distribution reflects a Western-centric bias in current industry data and highlights the continued dominance of North American and European studios in shaping global development trends and labor standards.
- PC remains the primary development platform for 63% of developers, while the PlayStation 5 is the leading console for current and future project cycles.
- Industry interest in decentralized technologies is low, with over 70% of studios expressing no interest in cryptocurrency or NFTs and one-third of professionals predicting the metaverse will fail.
- Workplace culture remains a critical challenge, as 62% of companies have failed to formally address reports of toxicity and misconduct, despite 60% of developers now working 40 hours or less per week.
- Accessibility has reached a milestone with 39% of developers now integrating features for impaired players, marking the first time such initiatives have outpaced non-implementation.
- The industry remains heavily concentrated in the West, with 54% of developers based in the United States and 16% in Western Europe, while Asia, Canada, and South America each represent 6% or less of the workforce.
Swedish Games Industry 2021
The Swedish games industry experienced a transformative period of growth in 2020, reaching a record revenue of EUR 3.3 billion. This 43% increase significantly outpaced global market trends, marking the sector's twelfth consecutive year of profitability. The landscape is increasingly defined by corporate consolidation and international expansion, with 667 active companies and 19 listed entities commanding a combined market capitalization of EUR 10.7 billion. Major players such as Embracer Group, King, and Mojang have transitioned Sweden from a target for foreign acquisition into a dominant global investor, with Swedish-owned firms now employing more personnel abroad than domestically across 126 international studios.
Despite this commercial success, the industry faces a critical bottleneck regarding skilled labor. While domestic employment rose to over 6,500 positions, a severe talent shortage and a cumbersome work permit process hinder further expansion. These systemic issues are compounded by a lack of early-stage financing and tax incentives for smaller developers, who must also navigate digital regulations often tailored for larger tech platforms. Furthermore, while Swedish-developed titles like Minecraft and Candy Crush have achieved over six billion downloads, the sector continues to grapple with internal demographic challenges. Women currently represent only 21% of the workforce, and over 100 companies remain entirely male-operated, prompting a surge in diversity initiatives aimed at leveling the playing field.
Geographically, while Stockholm remains the primary hub with over 4,000 employees, regional development clusters and educational programs are expanding throughout Sweden to support the growing ecosystem. The industry is also pivoting toward long-term sustainability, addressing workplace culture and the environmental implications of energy-intensive cloud gaming. As the sector matures, its primary challenges have shifted from achieving market viability to managing rapid globalization, securing specialized talent, and fostering a more inclusive and sustainable professional environment.
- The Swedish games industry reached a record revenue of EUR 3.3 billion in 2020, marking a 43% growth rate and the sector's twelfth consecutive year of profitability.
- Sweden has shifted from an acquisition target to a global investor, with 19 listed entities commanding a combined market capitalization of EUR 10.7 billion and Swedish-owned firms operating 126 international studios.
- A severe talent shortage and restrictive work permit processes are critical bottlenecks, despite domestic employment rising to over 6,500 positions.
- The workforce faces significant demographic imbalances, with women representing only 21% of employees and over 100 companies remaining entirely male-operated.
- Stockholm remains the primary industry hub with over 4,000 employees, though development clusters are expanding regionally to support the growing ecosystem.