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Cover of Llibre Blanc de la Indústria Catalana del Videojoc 2022
Report32 pages

Llibre Blanc de la Indústria Catalana del Videojoc 2022

The 2022 white paper evaluates the state of Catalonia’s video-game sector, arguing that while the region has become an increasingly attractive hub for development, persistent structural constraints—particularly in talent supply and financing—limit its growth potential.

  • Catalonia's video-game sector faces a significant talent bottleneck, with 59% of studios reporting ongoing difficulties in recruiting qualified personnel.
  • Foreign direct investment in the region saw a major surge, with five new projects injecting €39.5 million into the local economy.
  • Employment opportunities within the Catalan video-game industry grew by 32% year-on-year, resulting in 377 new jobs.
DEVJan 2022
Cover of Construyendo un Sector del Videojuego en Igualdad
Report146 pages

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.

  • 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.
AEVIJan 2022
Cover of Uso de Videojuegos Didácticos en el Aula: Pautas para el Éxito del Aprendizaje
Report102 pages

Uso de Videojuegos Didácticos en el Aula: Pautas para el Éxito del Aprendizaje

The central aim is to furnish educators with an evidence-based framework for selecting, deploying and assessing video-games that serve pedagogical goals, arguing that, when moderated and integrated with clear learning objectives, digital games can substantially enrich cognition, spatial-motor development, ICT competence and…

  • Structured integration of video games into curricula—supported by teacher-led debriefing and clear learning objectives—significantly improves student performance in mathematics, geography, health, ethics, and language.
  • National initiatives like 'The Good Gamer' have successfully scaled game-based learning to over 1,000 schools, demonstrating measurable gains in student engagement, competency tracking, and interdisciplinary learning.
  • Effective pedagogical deployment relies on selecting age-appropriate titles based on PEGI ratings and utilizing a taxonomy that matches specific genres, such as RPGs or simulations, to targeted cognitive and technical competencies.
EUN Partnership AISBLJan 2022
Cover of Campo da Gioco Equo
Report148 pages

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.

  • 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.
IIDEA – Italian Interactive Digital Entertainment AssociationJan 2022
Cover of Gaming in Europe: Key Facts 2022
Report32 pages

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.

  • 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.
European Games Developer FederationJan 2022
Cover of Video Games – A Force for Good: Europe's Video Game Industry
Report19 pages

Video Games – A Force for Good: Europe's Video Game Industry

This analysis provides a comprehensive overview of the European video games industry as of 2021, detailing its economic impact, demographic reach, and social contributions.

  • The European video game market maintained a stable value of €23.3 billion in 2021, following the initial pandemic-driven surge.
  • The industry employs over 98,000 people across Europe, with 74,000 of those roles based within the EU.
  • Digital revenue dominates the sector, accounting for 81% of total market value through app-based gaming and in-game purchases.
Interactive Software Federation of EuropeJan 2022
Cover of Embracer Group Acquires DIGIC Pictures
Presentation5 pages

Embracer Group Acquires DIGIC Pictures

Embracer Group has finalized the acquisition of DIGIC Pictures, a Budapest-based animation studio specializing in high-end 3D cinematics and commercial trailers for the global video game and film industries.

  • Embracer Group has acquired Budapest-based animation studio DIGIC Pictures, integrating the 400-employee firm into its Saber Interactive business unit.
  • DIGIC Pictures reported net sales of SEK 240 million and an operational EBIT of SEK 50 million for the 2021 calendar year.
  • The studio is projected to contribute between SEK 60 million and SEK 80 million in annual operational EBIT through the 2023/2024 period.
Embracer GroupDec 2021
Cover of Embracer Group Acquires Spotfilm Networx
Presentation7 pages

Embracer Group Acquires Spotfilm Networx

Embracer Group has expanded its media footprint through the acquisition of Spotfilm Networx, a Berlin-based leader in the German ad-supported video-on-demand (AVOD) market.

  • Embracer Group has acquired Berlin-based AVOD leader Spotfilm Networx through its subsidiary Koch Films to expand its digital media footprint in German-speaking territories.
  • The acquisition integrates Spotfilm’s streaming infrastructure and 22 branded channels—including the Netzkino service—with Koch Films’ library of over 3,000 titles.
  • Spotfilm currently reports significant scale with 7 million unique users, 30 million monthly video views, and 40 million monthly ad impressions.
Embracer GroupDec 2021
Cover of Giving Back to the Community as a Game Developer: A Case Study
34 min
Game Developers Conference34 min

Giving Back to the Community as a Game Developer: A Case Study

Game studios increasingly view community engagement as a core business strategy rather than a peripheral philanthropic activity.

  • Game studios are shifting community engagement from philanthropy to a core business strategy that directly supports talent acquisition, retention, and long-term organizational growth.
  • Nordeus leveraged its internal expertise to address systemic industry barriers in Serbia by co-founding the Digital Serbia Initiative and establishing the Nordeus Hub.
  • The Nordeus Hub supports the regional gaming ecosystem through physical collaboration spaces, boot camps, and an indie incubator that requires no equity, revenue sharing, or IP rights from participants.
Game Developers ConferenceOct 2021
Cover of The Game Industry of Poland: 2021 Report
Report162 pages

The Game Industry of Poland: 2021 Report

The Polish game industry demonstrated remarkable resilience and expansion throughout 2020, cementing its status as a global powerhouse in interactive entertainment.

  • The Polish game industry generated €969 million in annual revenue in 2020, supported by a workforce of over 12,000 professionals across 470 active studios.
  • The sector operates as a net exporter of games, with a domestic market valued at over $924 million and a strategic focus on international distribution for premium PC and console titles.
  • Poland maintains a specialized talent pipeline through 71 dedicated degree programs hosted at 56 universities, contributing to a workforce with 25% female representation.
Polish Agency for Enterprise DevelopmentOct 2021
Cover of Children's In-Game Spending: 2020 GameTrack Report
Report10 pages

Children's In-Game Spending: 2020 GameTrack Report

The 2020 GameTrack report, conducted by Ipsos for the Interactive Software Federation of Europe, examines trends in children’s in-game spending across major European markets, including the UK, France, Germany, Spain, and Italy.

  • The vast majority of children do not engage in in-game purchases, with 74% of parents reporting zero spending on extras in 2020.
  • Among the minority of children who do make in-game purchases, the average monthly expenditure rose to €33 in 2020, a €5 increase from the previous year.
  • Cosmetic or decorative items that do not impact gameplay are the most popular purchases, favored by 39% of children who spend money in games.
IpsosSep 2021
Cover of Omówienie wyników H1 2021
Presentation17 pages

Omówienie wyników H1 2021

PCF Group S.A. presents a comprehensive financial and operational overview for the first half of 2021, highlighting a period of significant scaling and strategic evolution.

  • PCF Group achieved strong H1 2021 financial growth, with revenue rising 47% to 77.3 million PLN, EBITDA up 36.5% to 28.8 million PLN, and net profit increasing 25.4% to 21.7 million PLN.
  • The company is scaling its global operations, increasing its workforce by 42% to over 420 employees and significantly strengthening its North American presence with 120 staff members.
  • Strategic growth is anchored by two major publisher-partnered titles, Project Gemini with Square Enix and Project Dagger with Take-Two Interactive, both scheduled for release in 2024.
PCF GroupSep 2021

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