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Report2 pages

Dutch Games Monitor: Main Facts & Figures 2015

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 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.
  • The Netherlands maintains a strong market position in applied games for training, education, and health, a sector that rebounded sharply in 2015 following volatility between 2013 and 2014.
  • Studios are increasingly shifting from project-based cycles toward product-based business models and strategic alliances to mitigate the risks of the hit-driven entertainment market.
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Dutch Games AssociationJan 2015
Page 1
Report60 pages

Canada's Video Game Industry in 2013: Final Report

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.

  • 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.
  • The administrative burden of accessing tax credits is considered low relative to the financial value received, maintaining a favorable cost-benefit ratio for firms.
  • Economic impact analysis confirms that the industry generates significant ancillary activity through supply-chain spillovers and household re-spending, calculated using a methodology that accounts for import leakages.
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ESAC – Entertainment Software Association of CanadaJul 2013
Page 1
Report45 pages

MTG Corporate Responsibility Report 2013

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

  • 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.
  • A dedicated 'C-Team' ensured regulatory compliance across broadcast and on-demand content, with 85% of programming adapted to meet specific EU, UK, and local standards.
  • The company’s London headquarters achieved a BREEAM 'Excellent' rating and transitioned to solar-powered electricity, contributing to an improved CDP climate-change score of 88.
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Modern Times GroupJan 2013
Page 1
Report19 pages

Faits Essentiels 2013 : Canada

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.

  • 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.
  • While 84% of studios are developing for mobile platforms, console development remains the primary driver of the largest budgets and team sizes.
  • The average industry professional in Canada is 31 years old and earns an annual salary of $72,500.
ESAC – Entertainment Software Association of CanadaJan 2013
Page 1
Report18 pages

Faits Essentiels 2012: Profil de l'industrie canadienne du jeu vidéo

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 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.
  • The Canadian player base is broad and gender-balanced, with 58% of the population identifying as gamers, 46% of whom are women, and an average age of 31.
  • Industry operations are geographically concentrated in Quebec, Ontario, and British Columbia, with Quebec leading the sector by hosting 8,236 jobs across 86 companies.
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ESAC – Entertainment Software Association of CanadaJan 2012
Page 1
Report19 pages

Essential Facts: About the Canadian Computer and Video Game Industry

The 2011 overview of Canada’s entertainment software sector presents a comprehensive portrait of an industry that employs roughly 16,000 people across nearly 350 firms and generates an estimated $1.7 billion in direct economic impact. Growth has accelerated, with an 11 % increase in size over the previous two years and a projected 17 % expansion in the next two‑year horizon, underscoring the sector’s rising significance within the national economy.

Industry composition is diverse: 59 % of employment resides in large firms (over 150 staff), while small and medium enterprises account for the remainder, averaging 16 employees each. Traditional console development remains dominant, absorbing 68 % of the workforce, though resources for social (2 %), casual (2 %) and mobile (7 %) gaming are expanding rapidly. Development costs vary by platform, with traditional console projects averaging C$10.1 million and mobile titles around C$0.17 million, reflecting differing risk and time‑to‑market profiles.

Provincial analysis highlights Quebec as the primary hub, hosting 86 companies, 8,236 employees and $733 million in spending, and achieving a 13 % annual growth rate. Ontario follows with 96 firms, 2,600 staff and $238 million in revenue, posting 20 % historical growth and 21 % expected expansion. British Columbia, with 83 companies and 3,882 employees, records flat recent growth but anticipates a 10 % rebound, while Saskatchewan is excluded due to lack of survey responses.

Consumer insights from a 2,579‑adult, 398‑teen and 547‑child NPD sample reveal that

  • 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.
  • Traditional console development dominates the industry, employing 68% of the workforce and requiring an average project investment of C$10.1 million.
  • While console gaming remains the primary focus, resources are shifting toward emerging sectors, with mobile gaming currently accounting for 7% of the workforce.
ESAC – Entertainment Software Association of CanadaJan 2011
Page 1
Report42 pages

MTG Corporate Responsibility Report 2009

The 2009 Modern Responsibility Report presents Modern Times Group’s (MTG) effort to embed corporate responsibility across its broadcasting and media operations while navigating the aftermath of the 2008‑09 financial crisis. The report’s thesis is that a structured, multi‑pillar responsibility programme can coexist with commercial growth, even as the group expands its channel portfolio and geographic reach.

In 2009 MTG recorded net sales of SEK 14.2 billion and launched three new channels—TV3 Puls, Prima COOL and Viasat Hockey—while completing a major restructuring of its Bulgarian assets. Despite revenue growth, operating income fell to a loss of SEK 1.4 billion and basic earnings per share turned negative at ‑30.86 SEK. The responsibility framework, introduced in 2004, is now governed by the CEO, board directors, a central committee and local “Green Ambassadors,” with KPIs, internal audits and external consultancy guiding progress. Targets for 2010 include broader KPI coverage, reduced carbon emissions and enhanced stakeholder communication across business, broadcast‑marketing, colleague and community dimensions.

Employee engagement proved strong: 86 % of the 2,906 staff across 38 national markets completed the annual survey, 88 % expressed enthusiasm for their work and 90 % embraced the company’s three lead words. Gender balance approached parity overall (52 % male, 48 % female) though managerial levels remained skewed (63 % male, 37 % female). Internal recruitment accounted for 40 % of hires.

The carbon footprint for 2009 amounted to roughly 13 000 t CO₂e across 19 countries, split evenly between facilities and office‑supply material use, with an intensity of 4.2 t CO₂e per employee (0.9 t per MSEK turnover). ISO 14001 certification for the Swedish radio division and energy‑efficient headquarters illustrate concrete mitigation steps. Partnerships with WWF and Sweden’s BLICC, together with expanded carbon‑footprint audits, underscore MTG’s commitment to environmental stewardship within the

  • 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.
  • Gender parity across the total workforce was nearly achieved at 52% male and 48% female, though management roles remained male-dominated at 63%.
  • The company's 2009 carbon footprint totaled approximately 13,000 t CO2e, representing an intensity of 4.2 t CO2e per employee or 0.9 t per MSEK of turnover.
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Modern Times GroupJan 2009

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