Skip to main content

Europe

380 documents·56 publishers

Documents

Page 1
Report19 pages

European Key Facts 2023

This analysis provides a comprehensive overview of the European video game sector in 2023, detailing market health, player demographics, and regulatory priorities. The industry demonstrated resilience with annual revenues reaching €25.7 billion, representing a 5% year-on-year increase. Employment also saw significant growth, with the workforce expanding by nearly 7% to reach approximately 115,000 people across Europe.

The data reveals that video games are a mainstream cultural fixture, with 53% of the European population aged 6–64 identifying as players. Contrary to youth-centric stereotypes, the average player age is 31.4 years, and 75% of the gaming population are adults. Women represent 43.5% of the total player base, averaging 6.7 hours of play per week. While smartphones remain the most popular platform (68%), consoles (56%) and PCs (46%) maintain significant engagement. Despite the rise of digital media, average weekly playtime has remained stable for over a decade at approximately 8.9 hours.

A central thesis of the findings is the industry’s commitment to social responsibility and self-regulation. The Pan European Game Information (PEGI) system celebrated 20 years of operation, with 79% of parents aware of its ratings and 62% actively using parental tools to manage gameplay. Furthermore, the industry is increasingly focused on sustainability and diversity, noting that 44% of new hires in regions like Sweden are women and highlighting energy-saving agreements that have saved 54 TWh of electricity over the lifetime of major consoles.

The geographic scope covers the European Union and broader European markets, utilizing data from Ipsos, GameTrack, and Games Sales Data (GSD). Methodology includes online polling of 60,000 individuals across major markets, calibrated by nationally representative face-to-face surveys. Looking forward, the industry advocates for EU policy that recognizes video games as unique creative works, supports a robust talent pipeline through STEAM education, and maintains a fair regulatory framework that avoids distorting the single market.

  • The European video game sector generated €25.7 billion in 2023, marking a 5% year-on-year revenue increase.
  • Industry employment grew by nearly 7% in 2023, reaching a total workforce of approximately 115,000 people across Europe.
  • Video games are a mainstream fixture with 53% of the population aged 6–64 identifying as players, maintaining a stable average of 8.9 hours of gameplay per week.
  • The player base is mature and diverse, with an average age of 31.4 years, 75% adult representation, and 43.5% female participation.
  • Smartphones are the leading platform at 68% usage, followed by consoles at 56% and PCs at 46%.
+1
Video Games EuropeJan 2023
Page 1
Report15 pages

In-Game Spending: Parents' Supervision of In-Game Spending 2023

The research investigates how parents supervise and manage their children’s in‑game purchases, tracking trends across five European markets—United Kingdom, France, Germany, Spain and Italy—over four survey waves (2018, 2019, 2020 and 2023). Each wave surveyed adult parents or guardians of children who play video games, with sample sizes ranging from 962 in 2018 to 2,808 in 2023, providing a broad cross‑section of the region’s gaming households.

Findings show that three‑quarters of parents consistently report that their children do not spend on in‑game extras, a proportion that has remained stable since 2020. Among the minority who do spend, the average monthly outlay rose from €33 in 2020 to €39 in 2023, reflecting a €6 increase that aligns with inflation. Most spending (64 %) falls within the €1‑20 range, with the most popular items being gameplay‑impacting content (34 %) and decorative or cosmetic items (just under one third). Loot boxes and other unknown‑reward items remain relatively unpopular.

Parental oversight is high: nine‑in‑ten parents of spending children have some form of agreement, half of which are explicit—either seeking permission (38 %) or setting limits (23 %). Preferred monitoring tools include credit‑card bill checks, parental‑control settings, and two‑factor authentication, though 44 % of parents who avoid controls deem them unnecessary and 32 % find them difficult to activate. Awareness of in‑game currency and loot boxes among all players (ages 11‑64) is also limited, with only 9 % having purchased in‑game currency and 4 % having bought loot boxes. The study’s methodology relies on standardized questionnaires administered to representative adult panels in each country, ensuring comparability within each survey year while noting that cross‑year comparisons are constrained by methodological changes.

  • Three-quarters of children do not engage in in-game spending, a figure that has remained stable since 2020.
  • Average monthly in-game spending among children who do spend increased from €33 in 2020 to €39 in 2023, a rise consistent with inflation.
  • The majority of in-game spending (64%) is concentrated in the €1–20 monthly range, with gameplay-impacting content (34%) and cosmetic items (33%) being the most popular purchases.
  • Parental oversight is high, with 90% of parents of spending children maintaining some form of agreement, including explicit permission requirements (38%) or spending limits (23%).
  • While 44% of parents who do not use parental controls consider them unnecessary, 32% report that they find these tools difficult to activate.
+1
Video Games EuropeJan 2023
Page 1
Report1 pages

Video Games in Romania 2023

The 2023 analysis of Romania’s video‑game sector presents a comprehensive overview of its economic evolution, workforce expansion, and market concentration over the past decade. It establishes that the industry’s turnover has risen sharply, reaching approximately €6.6 billion in 2023, while the number of active studios grew to 350 and employment climbed to roughly 6 600 people. Online player participation also expanded, with an estimated 7.8 million gamers engaging with Romanian titles or services.

Growth trends are detailed year by year from 2014 to 2023, highlighting an overall upward trajectory in revenue and studio count, yet noting a first‑time contraction in 2022 of about 6.6 percent, attributed to a broadly unfavorable global climate and heightened exposure to the service‑sector dynamics that affect the industry more acutely than other creative fields. Geographic distribution shows a pronounced clustering in key urban hubs: Cluj hosts the largest concentration with 36 studios, followed by Iași, which accounts for 17.5 percent of the total, and other significant presences in Bucharest, Timișoara, and Brașov.

The report identifies the top thirty studios, which together generate roughly 5 percent of total industry revenue, and lists leading companies such as Electronic Arts Romania, Ubisoft, Amber Studio Brașov, and Playtika, among others. Their individual growth rates vary, with some recording double‑digit percentage increases, underscoring a heterogeneous performance landscape within the sector. The analysis concludes that despite recent headwinds, the Romanian video‑game ecosystem remains a vital and expanding creative economy, but it calls for reinforced educational initiatives, stronger promotion, and strategic support to sustain momentum and mitigate external risks.

  • The Romanian video game industry reached a turnover of approximately €6.6 billion in 2023, supported by 350 active studios and a workforce of 6,600 employees.
  • The sector experienced a 6.6% contraction in 2022, marking the first decline in a decade due to an unfavorable global economic climate and service-sector volatility.
  • Industry activity is highly concentrated in key urban hubs, led by Cluj with 36 studios and Iași, which accounts for 17.5% of the total studio count.
  • The top 30 studios, including major players like Electronic Arts Romania, Ubisoft, Amber Studio Brașov, and Playtika, generate roughly 5% of the industry's total revenue.
  • The Romanian gaming ecosystem serves an estimated 7.8 million players through its titles and services.
+1
RGDA – Romanian Game Developers AssociationJan 2023
Page 1
Report60 pages

Digital Games' Impact in Denmark

The study evaluates how digital games shape everyday life in Denmark, measuring participation rates, motivations, and social outcomes among a representative sample of gamers. By linking behavioural data with self‑reported wellbeing, it argues that games have become a mainstream cultural activity that delivers measurable, though modest, emotional benefits while also fostering relational ties when played socially.

Among 1,172 respondents, 79 % reported playing a digital game within the past year, with weekly engagement ranging from 62 % of those aged 55‑79 to 74 % of 16‑24‑year‑olds. This high penetration underscores games as a routine leisure pursuit across age groups. Players rate gaming as an “active, rewarding break,” assigning an average relaxation score of 3.9 on a five‑point scale and an immersion rating of roughly 3.6, indicating that the activity is perceived as both soothing and engaging.

The majority of gaming occurs in solitary settings—91 % of participants play at home—and puzzle titles dominate preferences, attracting 65 % of respondents and achieving the highest relaxation scores. Nevertheless, social play, whether with friends, online strangers (12 % of gamers) or one’s own children (11 % of gamers), markedly elevates relational and community metrics; relational scores rise from an overall average of 2.1 to 2.9 for those who game with children, and empathy levels increase especially among action‑ and adventure‑game players. These findings suggest that shared gaming experiences amplify social connection, empathy, and cross‑generational bonding.

Overall, digital games in Denmark generate modest emotional gains while serving as a versatile tool for personal relaxation and, when played together, for strengthening social ties. The results highlight the dual role of games as both an individual stress‑relief mechanism and a catalyst for community cohesion within the Danish cultural context.

  • Digital gaming is a mainstream activity in Denmark, with 79% of the population having played a game in the past year.
  • Engagement is high across all age groups, ranging from 62% of those aged 55–79 to 74% of those aged 16–24 playing on a weekly basis.
  • Puzzle games are the most popular genre, preferred by 65% of respondents and yielding the highest relaxation scores among all game types.
  • Gaming is primarily a solitary, home-based activity, with 91% of participants playing at home.
  • Social gaming significantly boosts relational metrics, with scores rising from an overall average of 2.1 to 2.9 when parents play with their children.
+2
NIMBI – Danish Institute for Game DevelopmentJan 2023
Page 1
Report33 pages

White Paper Catalan Video Game Industry 2023

The 2023 white paper on Catalonia’s video‑game industry presents a detailed assessment of the sector’s economic performance and labour dynamics for the year 2022. It establishes that the regional market generated €709 million in revenue, reflecting a 7.5 percent decline compared with the previous year, while employment rose to 4 619 workers, an increase of 8.7 percent. This juxtaposition of falling turnover and rising headcount suggests a shift toward more labour‑intensive activities, such as development and ancillary services, even as overall sales pressures persist.

The analysis situates the sector within Catalonia’s broader creative economy, emphasizing its continued relevance as a source of high‑skill jobs and its capacity to attract talent despite modest revenue contraction. The data underline the resilience of the local ecosystem, which appears to be sustaining employment growth through diversification and possibly increased public or private investment in development capacities.

Overall, the findings portray a video‑game industry that, while facing short‑term market headwinds, maintains a solid employment base and remains a pivotal component of Catalonia’s digital and cultural output. The report implies that strategic support and continued innovation could reverse the revenue dip and further strengthen the region’s position in the European gaming landscape.

  • Catalonia’s video game industry generated €709 million in revenue during 2022, representing a 7.5 percent decline from the previous year.
  • Total employment in the sector grew by 8.7 percent in 2022, reaching a workforce of 4,619 people.
  • The simultaneous decrease in revenue and increase in headcount indicates a strategic shift toward more labor-intensive development and ancillary service activities.
  • The regional gaming ecosystem demonstrates resilience by sustaining job growth despite broader market headwinds and revenue contraction.
  • The industry remains a critical component of the Catalan creative economy, serving as a primary driver for high-skill employment and digital innovation.
+3
DEVJan 2023
Page 1
Report106 pages

Llibre Blanc d’Accessibilitat per al Desenvolupament de Videojocs

The central thesis is that video‑game accessibility must be embedded from the earliest design stages, using a standardized, non‑subjective evaluation framework, to achieve universal inclusion while avoiding the steep costs of retro‑fitting. Drawing on the European EN 301 549 ICT‑accessibility standard and the Ga11y portal launched in July 2022, the analysis provides a comprehensive catalogue of functional measures that map directly to specific disability profiles.

The market context is global, with more than three billion gamers worldwide, roughly 400 million of whom have a disability, and an estimated 18 million regular players in Spain. Despite growing awareness since 2014 and heightened industry focus from 2018, major publishers often omit disclosure of the accessibility features they implement. The work outlines 28 “star‑rated” guidelines, ranging from simple one‑star options such as clear iconography, customizable audio mixes, and control‑swap mechanisms, to complex five‑star solutions like sign‑language interpretation and AI‑driven navigation assistance. Each measure is linked to visual, auditory, motor, speech or cognitive impairments, and the guidance stresses that low‑complexity features can be integrated early with minimal technical effort, delivering broad, cost‑effective support.

A parallel emphasis is placed on the expanding hardware ecosystem. Commercial adaptive controllers—from the modular Sony Access Controller to eye‑tracking solutions like Tobii Eye Tracker 5—are complemented by low‑cost 3‑D‑printed accessories that enable bespoke adaptations. Collaboration between industry bodies such as AEVI and the Fundación ONCE underpins the push for mandatory, inclusive design practices across the European development landscape, positioning accessibility as a strategic imperative rather than an optional add‑on.

  • Accessibility must be integrated during early design phases to avoid the high costs of retrofitting, utilizing the European EN 301 549 ICT-accessibility standard as a foundational framework.
  • The global gaming market includes over three billion players, with approximately 400 million individuals living with a disability and 18 million regular players in Spain.
  • The Ga11y portal, launched in July 2022, provides a catalogue of 28 star-rated accessibility guidelines that map specific technical solutions to visual, auditory, motor, speech, and cognitive impairments.
  • Low-complexity features, such as customizable audio mixes and control-swap mechanisms, can be implemented with minimal technical effort to provide broad, cost-effective support.
  • Hardware accessibility is expanding through a combination of commercial adaptive controllers like the Sony Access Controller and Tobii Eye Tracker 5, alongside low-cost, 3D-printed bespoke accessories.
+2
AEVIJan 2023
Page 1
Report106 pages

Libro Blanco de Accesibilidad para Desarrolladores

The core thesis emphasizes that video‑game accessibility must be embedded from the earliest design stages, rather than added later, because retro‑fitting dramatically inflates development time and cost. Drawing on the European EN 301 549 standard and the Ga11y catalogue, the work presents a systematic methodology for evaluating both closed platforms (consoles) and open platforms (PC and mobile) and supplies developers with a practical reference for implementing auditory, visual, motor and cognitive options.

Globally, roughly three billion people play video games, of whom about four hundred million experience some form of disability. Within the Spanish ecosystem, industry bodies such as AEVI and Fundación ONCE have positioned universal accessibility as a strategic priority, encouraging adoption of the outlined standards across the period 2018‑2023, when systematic measures began to emerge after an initial appearance in 2014.

A tiered catalogue of more than thirty accessibility measures is detailed, ranging from basic 1‑star options—identifiable icons, joystick swapping, sound‑mix controls and puzzle‑skip functions—to advanced 5‑star features such as sign‑language interpretation, voice‑to‑text and text‑to‑voice for multiplayer. Each measure is mapped to specific disability profiles (partial or total vision loss, colour‑vision deficiency, hearing loss, motor impairments and cognitive challenges) and is recommended for early integration with configurable settings. A self‑assessment matrix forces developers to verify compliance for every mandatory feature, underscoring that true inclusivity also depends on compatible adaptive peripherals.

The analysis of hardware solutions lists the principal adaptive controllers and accessories available for major consoles, including the Xbox Adaptive Controller, Hori Flex, PlayStation Access Controller, QuadStick, Tobii Eye Tracker 5, the Ford Adapta racing simulator and the OWO haptic jacket, together with their price ranges. It concludes that while commercial peripherals are expanding, gaps remain, making coordinated software‑hardware strategies essential for delivering fully inclusive gameplay across the global market.

  • Accessibility must be integrated during the earliest design stages to avoid the significant cost and time inflation associated with retrofitting features.
  • Approximately 400 million of the 3 billion global gamers live with some form of disability, making inclusive design a critical market consideration.
  • The framework categorizes over 30 accessibility measures into a 5-star system, ranging from basic joystick swapping and puzzle-skipping to advanced sign-language interpretation and text-to-voice features.
  • Developers should utilize the European EN 301 549 standard and the Ga11y catalogue to systematically map accessibility features to specific visual, auditory, motor, and cognitive disability profiles.
  • Industry bodies like AEVI and Fundación ONCE have established universal accessibility as a strategic priority within the Spanish ecosystem since 2018.
+2
AEVIJan 2023
Page 1
Report32 pages

I Videogiochi in Italia nel 2023

I Videogiochi in Italia nel 2023 – Sintesi

1. Dimensione del mercato

Fatturato: € 2,3 miliardi, con una crescita del 5 % rispetto al 2022 e del 28 % rispetto al 2019. Posizione europea: l’Italia si colloca tra i cinque maggiori mercati videoludici d’Europa. Pubblico: 13 milioni di persone tra i 6 e i 64 anni (circa il 31 % della popolazione), con un’età media di 30 anni.

Questi dati confermano che il settore è in forte espansione, sia in termini di valore economico sia di penetrazione culturale.

2. Il ruolo dell’IIDEA

L’Istituto per l’Innovazione Digitale e l’Economia dell’Arte (IIDEA) è il punto di riferimento istituzionale per lo sviluppo dell’industria videoludica italiana. Le sue attività principali sono:

| Area di intervento | Azioni chiave | |--------------------|----------------| | Sviluppo business & internazionalizzazione | - Programmi di accelerazione con partner nazionali e internazionali<br>- Campagna di branding “Games in Italy” per promuovere i titoli Made‑in‑Italy | | Educazione e gioco responsabile | - Portale “Tutto sui videogiochi” per genitori e insegnanti<br>- Informazione su rating PEGI e strumenti di parental‑control | | Eventi e riconoscimenti | - First Playable (fiera di riferimento)<br>- Italian Video Game Awards (dal 2013)<br>- Italian Esports Awards (dal 2020) | | Visibilità globale | - Missioni commerciali e matchmaking con investitori/partner esteri<br>- Supporto alla partecipazione a fiere internazionali (e.g., Gamescom, GDC) |

Obiettivi strategici dell’IIDEA

1. Elevare la visibilità internazionale dei prodotti italiani, facilitando partnership e accordi di distribuzione all’estero. 2. Collegare i developer locali con reti di finanziamento, expertise tecnica e canali di marketing globali. 3. Valorizzare il contributo culturale ed economico del settore, posizionandolo come driver di innovazione e creatività nel panorama digitale italiano.

Conclusioni

Il 2023 segna un anno di consolidamento per il mercato videoludico italiano: un fatturato in crescita, una base di utenti ampia e giovane, e un ecosistema supportato da un ente pubblico (IIDEA) che combina sviluppo commerciale, promozione internazionale e educazione responsabile. Queste dinamiche creano le condizioni per un futuro ancora più competitivo, con il potenziale di trasformare l’Italia in un hub di riferimento per la creatività digitale a livello europeo e mondiale.

  • The Italian video game market generated €2.3 billion in 2023, representing a 5% increase over 2022 and a 28% growth since 2019.
  • Italy ranks among the top five largest video game markets in Europe, with 13 million players aged 6 to 64, representing 31% of the population.
  • The average age of the Italian gamer is 30 years old, reflecting the sector's broad cultural and demographic penetration.
  • IIDEA serves as the primary institutional body for the industry, focusing on business acceleration, international branding through 'Games in Italy,' and global networking at events like Gamescom and GDC.
  • IIDEA manages key industry infrastructure, including the 'First Playable' trade fair, the Italian Video Game Awards, and the Italian Esports Awards.
IIDEA – Italian Interactive Digital Entertainment AssociationJan 2023
Page 1
Report68 pages

The State of Mobile Gaming 2023: Mobile Gaming Market Trends and Top Titles in the U.S., Europe, and Asia

The global mobile gaming landscape underwent a significant structural transition in 2022, characterized by a 14% decline in total player spending from its 2021 peak alongside a stabilization of download volumes at approximately 13.8 billion per quarter. While major markets such as the United States, Japan, and South Korea experienced revenue contractions, China emerged as the second-largest market globally, and India solidified its position as the leader in download volume, accounting for 17% of total installs. This period marked a definitive shift away from the hypercasual genre, which saw an 18% decline in downloads due to rising user acquisition costs and broader economic pressures.

In response to these market pressures, the industry is pivoting toward a hybridcasual model that blends accessible core mechanics with sophisticated mid-core monetization and meta-progression features. This emerging segment grew by 13% and generated $1.4 billion in revenue, driven by significantly higher player engagement than traditional casual titles. Success in the current environment is increasingly dictated by the effective use of Live Ops, which now accounts for 97% of revenue among top-grossing games. Features such as character collection and social clan systems have become essential for maintaining high engagement levels and driving long-term player retention.

While established genres like RPGs and shooters faced revenue declines, the action genre grew by 9%, and subscription-based models gained momentum, exemplified by the expansion of ad-free gaming catalogs. Conversely, the crypto and NFT gaming sector experienced a sharp downturn, with downloads falling from 46 million to 29 million and revenue dropping by 35%. Despite the overall contraction in spending, the market remains larger than pre-pandemic levels, with legacy titles like Honor of Kings and Subway Surfers maintaining dominance in revenue and download rankings, respectively, across a diversifying global audience.

  • Global mobile gaming revenue declined 14% in 2022 from its 2021 peak, though total market size remains above pre-pandemic levels.
  • The hypercasual genre saw an 18% decline in downloads, while the hybridcasual model grew by 13% to reach $1.4 billion in revenue.
  • Live Ops are now critical to commercial success, accounting for 97% of revenue among top-grossing titles through features like character collection and social clans.
  • India leads the global market in volume, accounting for 17% of total mobile game installs, while China has solidified its position as the second-largest market by revenue.
  • The crypto and NFT gaming sector faced a significant downturn in 2022, with downloads falling to 29 million and revenue dropping by 35%.
+2
Sensor TowerJan 2023
Page 1
Report29 pages

The State of Social Apps in Europe 2022

The European social application market in 2022 was characterized by a significant shift from rapid user acquisition toward aggressive monetization and the rise of niche, authenticity-driven platforms. While overall download volumes stabilized following the 2020 pandemic peak, consumer spending reached a record $830 million in the first ten months of 2022, representing an 86% year-over-year increase. This financial surge was primarily driven by TikTok, which maintained its position as the region's most downloaded app while diversifying its revenue streams through gaming, music, and high-value in-app purchases. Despite this dominance, TikTok’s revenue growth began to decelerate by the third quarter of 2022, signaling a maturing market.

Competitive dynamics within the messaging and social networking subsectors revealed a diversifying landscape. Telegram emerged as a formidable challenger to WhatsApp, nearly closing the download gap and capturing significant market share in Russia. Simultaneously, BeReal disrupted the market by targeting Gen Z with dual-camera, privacy-focused content, forcing established giants like Instagram and TikTok to develop similar features to retain younger demographics. These shifts occurred against a backdrop of lower barriers to entry for new apps, as the download threshold required to reach the top of the App Store rankings declined by 30% compared to 2019.

Despite the emergence of new competitors and shifting consumer preferences, legacy platforms maintained a strong foothold across the continent. Meta-owned applications, particularly Facebook, continued to lead in monthly active users across most European markets, with sustained dominance in Central and Eastern Europe. The industry's evolution reflects a broader transition where established leaders leverage massive existing user bases to pivot toward new monetization strategies, while newcomers focus on hyper-specific engagement models to challenge the status quo in an increasingly fragmented digital ecosystem.

  • European social app consumer spending reached $830 million in the first ten months of 2022, marking an 86% year-over-year increase.
  • TikTok dominated the European market in 2022 but saw its revenue growth decelerate by the third quarter, indicating a maturing market.
  • The barrier to entry for top-tier App Store rankings decreased, with the required download threshold falling 30% compared to 2019.
  • Telegram significantly challenged WhatsApp's market share in 2022, nearly closing the download gap between the two platforms.
  • BeReal’s focus on authenticity and dual-camera features forced major competitors like Instagram and TikTok to adopt similar functionality to retain Gen Z users.
+1
Sensor TowerSept 2022
Page 1
Report81 pages

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.
+2
European Games Developer FederationJan 2022
Page 1
Report69 pages

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.
+2
Dutch Games AssociationJan 2022

Publishers

Related Topics