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Page 1
Report145 pages

Cultural and Creative Sectors in Post-COVID-19 Europe: Crisis Effects and Policy Recommendations

Requested by the CULT Committee European Parliament Policy Department for Structural and Cohesion Policies Directorate-General for Internal Policies PE 652.242 – February 2021 EN Cultural and creative sectors (CCS) have been hit hard by the consequences of the COVID -19 pandemic. This study analyses the so far effects of the crisis on the CCS, as well as the policy responses that are formulated to support the sectors.

  • The Cultural and Creative Sectors (CCS) in the EU-27 were economically fragile before COVID-19, characterized by over 1.1 million enterprises (5% of non-financial businesses) generating EUR 145 billion (2.3% of the non-financial business economy) in 2017, with growth rates slightly above the overall non-financial business economy (1.5% vs 1.4% annually between 2012-2017).
  • The COVID-19 pandemic severely impacted the CCS through measures like halting non-essential business, banning public events, and restricting movement, leading to significant income loss for suppliers (e.g., sound/lighting, caterers) and local economies dependent on festivals and events.
  • Freelance performing artists, who often rely on multiple income streams and networking at events, were particularly hard hit by movement bans and social distancing, with many unable to access public support.
  • While some digital-native CCS sub-sectors (e.g., gaming) and those with large IP portfolios thrived, content creators often did not receive fair remuneration from digital platforms, highlighting a need for equitable compensation models.
  • The crisis accelerated the adoption of digital income sources and online distribution for CCS sub-sectors traditionally reliant on physical/live components (e.g., performing arts, live music), demonstrating potential for crisis resistance.
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European ParliamentFeb 2021
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Report19 pages

Europe's Video Game Industry: Key Facts 2021

The European video game industry serves as a significant economic and social pillar, generating €23.3 billion in annual revenue while supporting a workforce of nearly 100,000 professionals across 4,600 studios. As of 2021, the sector reached a broad audience of 124.8 million players, representing 52 percent of the total European population. This demographic is increasingly diverse, with women accounting for nearly half of all gamers and the 45–64 age bracket emerging as the fastest-growing segment. Beyond its financial contributions, the industry functions as a vital social and mental health resource, fostering connectivity and engagement across age groups.

Commitment to consumer safety and ethical standards remains a core operational priority. The industry maintains rigorous oversight through the PEGI rating system and comprehensive parental controls, ensuring that gameplay environments remain responsible and age-appropriate. These efforts are complemented by a broader push toward social responsibility, including the integration of gaming into educational frameworks and the promotion of diversity initiatives within the workforce.

Environmental sustainability has also become a central strategic objective for the European market. Major industry bodies, including the ISFE and EGDF, are actively coordinating efforts to achieve climate neutrality. This transition is evidenced by the widespread adoption of carbon measurement and offsetting practices, with a substantial majority of companies in key markets like Germany already implementing formal sustainability programs. Supported by a robust network of national trade associations, the industry continues to leverage its collective influence to drive policy development and long-term growth within the European digital ecosystem.

  • The European video game industry generated €23.3 billion in annual revenue as of 2021.
  • The sector employs nearly 100,000 professionals across 4,600 studios.
  • The industry reached 124.8 million players in 2021, accounting for 52 percent of the total European population.
  • The player demographic is highly diverse, with women representing nearly 50 percent of gamers and the 45–64 age bracket serving as the fastest-growing segment.
  • Industry bodies including the ISFE and EGDF are coordinating efforts to achieve climate neutrality, with most companies in Germany already implementing formal sustainability programs.
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ISFEJan 2021
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Report78 pages

The State of Mobile Gaming 2021: U.S., Europe, and Asia

The global mobile gaming market experienced an unprecedented surge during the 2020–2021 period, fueled by pandemic-related shifts in consumer behavior that accelerated both spending and engagement. By early 2021, quarterly consumer spending reached $22 billion, representing a 25% year-over-year increase. While the United States maintains its position as the primary revenue generator, Asia remains the dominant force in total download volume, led by high adoption rates in India and Indonesia. Europe has also demonstrated significant growth, particularly in Germany, where social and multiplayer titles have sustained long-term engagement even as initial pandemic-era download spikes began to normalize.

Monetization remains heavily concentrated, with the top five global markets accounting for 77% of total spending. The freemium model continues to define the industry, generating 99% of App Store revenue, while premium titles face a continued decline. Although one-time in-app purchases remain the standard, subscription models are gaining momentum, currently utilized by 29% of top-grossing titles. Advertising remains a critical revenue stream, particularly within the hypercasual and puzzle genres, which lead the market in ad publishing volume and network spend. Major industry players like Zynga and Playrix continue to dominate the share of voice, though developers are increasingly cautious as they navigate the evolving landscape of user privacy and advertising attribution.

Looking toward 2023, the industry is projected to reach $117 billion in consumer spending and 67.2 billion annual downloads. While role-playing games maintain their status as the highest-grossing genre, hypercasual titles continue to drive the majority of download volume. Future growth is expected to be particularly robust in emerging markets across Southeast Asia and Europe, which are anticipated to outpace global revenue growth rates. As the market matures, the strategic shift toward diversified monetization—balancing freemium, subscription, and ad-based models—will be essential for developers to sustain growth in a post-pandemic environment.

  • The global mobile gaming market reached $22 billion in quarterly consumer spending by early 2021, marking a 25% year-over-year increase.
  • The industry is projected to reach $117 billion in consumer spending and 67.2 billion annual downloads by 2023.
  • Monetization is highly concentrated, with the top five global markets accounting for 77% of total spending and the freemium model generating 99% of App Store revenue.
  • Subscription models are gaining traction, currently utilized by 29% of top-grossing titles, while advertising remains a primary revenue stream for hypercasual and puzzle genres.
  • The United States leads in revenue generation, while Asia, driven by India and Indonesia, dominates total download volume.
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Sensor TowerJan 2021
Page 1
Report78 pages

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

The analysis demonstrates that the mobile‑gaming market expanded dramatically during the COVID‑19 pandemic, with global quarterly revenue reaching $33 billion in Q2 2020 and downloads climbing 39 % to 16 billion. The United States remains the dominant spend market, contributing 28 % of worldwide revenue in 2020 and generating $7 billion in Q1 2021, while emerging regions such as India (12 % of global installs) and Brazil drive download growth but lag in monetization. Hyper‑casual and shooter titles—PUBG Mobile, Garena Free Fire, Subway Surfers—consistently occupy top download positions worldwide.

In 2020 and early 2021, revenue concentration persisted in mature markets (U.S., Japan, China), yet fast‑growing regions like Europe and Southeast Asia presented expanding opportunities. European revenue was led by Playrix ($700 M) and Supercell ($600 M), with Israeli publishers also in the top‑10, while installs remained near pandemic highs at roughly 4 billion in Q1 2021. In Asia, India’s explosive download growth (nearly 3 billion installs in Q3 2020) and Indonesia’s 26 % YoY rise positioned the region as the dominant market, with PUBG Mobile and Honor of Kings topping download charts. Despite a 44 % YoY decline in Chinese installs, mobile‑game spend there continued to rise, contributing to Asian revenue of $12 billion in Q1 2021.

Genre‑level insights reveal hyper‑casual games as the fastest‑growing segment, expanding from 757 million installs in Q1 2018 to over 3.4 billion by Q1 2021 and accounting for more than 30 % of all mobile downloads that quarter. Freemium models dominate monetization, with 99 % of App Store revenue derived from free titles; subscription adoption remains a minority (≈29 %) among top U.S. games. Advertising revenue is heavily concentrated in puzzle and hyper‑casual titles, which captured over 30 % of ad spend across major networks in 2020. Playrix led overall ad spending, especially for its puzzle franchises, while Zynga’s acquisition of Rollic Games spurred a sharp increase in hyper‑casual ad spend on AdMob and Facebook.

Overall, the data underscore a mobile‑gaming ecosystem where mature markets generate the bulk of revenue, emerging regions drive download growth, hyper‑casual and battle‑royale titles dominate user acquisition, and freemium monetization models—supported by advertising—remain the primary revenue engine.

  • The mobile gaming market is bifurcated between mature markets like the U.S., Japan, and China, which generate the bulk of global revenue, and emerging regions like India and Brazil, which drive the majority of download volume.
  • Hyper-casual games are the fastest-growing segment, surging from 757 million installs in Q1 2018 to over 3.4 billion in Q1 2021, representing more than 30% of all mobile downloads.
  • Freemium models are the industry standard, accounting for 99% of App Store revenue, while subscription models remain a minority, utilized by only 29% of top U.S. games.
  • Asia remains a massive revenue engine, generating $12 billion in Q1 2021, even as China experienced a 44% year-over-year decline in installs alongside rising per-user spend.
  • Advertising revenue is heavily concentrated in puzzle and hyper-casual genres, which captured over 30% of total ad spend across major networks in 2020.
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Sensor TowerJan 2021
Page 1
Report80 pages

European Video Games Industry Insight Report: 2021

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 game publishers 8 Number of people working in the video games industry 9 Percentage of women working in the industry ...

  • In 2021, the EU video game industry comprised 5,500 game developer studios and over 250 game publishers, employing 85,000 people and generating a turnover of €18.3 billion, up from 78,000 employees and €15.1 billion in 2020.
  • Many European countries offer cultural aid for video game production, with common forms including grants (e.g., Austria, Denmark, Finland), loans (e.g., Belgium, France), and tax credits (e.g., Belgium, France, Germany, Greece).
  • Europe has a robust educational infrastructure for game development, with numerous institutions offering study programs; for example, Austria has 13 institutions, Belgium 8, and the Czech Republic 8.
  • Individual European countries show varying industry sizes and growth; for instance, Denmark had 168 studios and 911 employees in 2021, while Norway had 17 studios and 368 employees in the same year.
  • The report defines a game developer studio as a sole trader or company whose main turnover comes from developing games, including one-man teams and those using external publishers, and an active company as one registered, employing people, and generating turnover.
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European Games Developer FederationJan 2021
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Report19 pages

Video Games – a Force for Good (2021)

The 2021 Key Facts report, a joint publication by ISFE and EGDF, provides a comprehensive analysis of the European video game industry’s market performance, player demographics, and social impact. Covering the 2021 calendar year with comparative data from 2020, the report focuses on the European Union and broader European markets, including the United Kingdom. Data is derived from Ipsos, GameTrack, and Games Sales Data (GSD), utilizing surveys and retail tracking across more than 20 European nations.

The findings indicate a stable market valued at €23.3 billion, maintaining the significant revenue gains achieved during the 2020 pandemic lockdowns. While the total number of players grew by 6% to reach 52% of the European population, average weekly playtime decreased to 9 hours, returning to pre-pandemic levels. The digital ecosystem dominates the sector, accounting for 81% of total revenue, driven largely by app-based gaming and in-game extras. Demographically, the average player age is 31.3 years, and women represent nearly 48% of the total player base.

Beyond economic metrics, the report emphasizes the industry’s commitment to social responsibility and sustainability. It highlights the widespread adoption of the PEGI age rating system and the effectiveness of parental control tools, noting a significant decrease in unauthorized in-game spending by minors. The document also outlines industry-wide initiatives to improve workforce diversity, where women currently make up 22% of employees, and details environmental efforts such as the Green Game Jam and the Games Consoles Voluntary Agreement to reduce energy consumption. Finally, the report identifies esports as a high-growth segment, with global revenues surpassing $1 billion in 2021.

  • The European video game market maintained a stable valuation of €23.3 billion in 2021, successfully sustaining the revenue gains achieved during the 2020 pandemic.
  • Digital sales dominate the industry, accounting for 81% of total revenue, with growth primarily driven by app-based gaming and in-game purchases.
  • The European player base grew by 6% in 2021 to encompass 52% of the total population, with an average player age of 31.3 years and a gender split of 48% women.
  • Average weekly playtime dropped to 9 hours in 2021, signaling a return to pre-pandemic engagement levels despite the increase in total player count.
  • Esports emerged as a high-growth sector, with global revenues exceeding $1 billion during the 2021 calendar year.
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European Games Developer FederationJan 2021
Page 1
Report38 pages

Romanian Game Development Industry Report: 2020

The Romanian game‑development sector has emerged as a rapidly expanding component of the national digital economy, delivering €218.5 million in revenue in 2020—a 19.1 % year‑on‑year increase that pushed total earnings beyond the €200 million threshold. This growth builds on a foundation laid in the late‑1990s by early publishers such as AMC and Fun Labs and accelerated by a wave of indie activity that has diversified the market across hyper‑casual, mid‑core and AAA support segments.

Policy measures have been pivotal: a tax‑exempt status for developers introduced in 2004, a state‑aid scheme for large IT investments in 2012, and the “Startup Nation” programme of 2016 have collectively fostered an IT sector employing over 113 000 people and contributing roughly 6.8 % of GDP in 2020. The exemption, however, applies only to technical staff, leaving creative roles under‑supported and prompting the Romanian Game Developers Association to propose dedicated incentives.

The ecosystem now includes hyper‑casual studios that have amassed more than 10 million downloads, mid‑core and AAA support firms such as EA Romania, Ubisoft Romania and Gameloft that together employ around 750 developers and work on franchises like FIFA and Assassin’s Creed, and independent studios such as Ovilex, whose simulators have exceeded 500 million installs.

Case studies illustrate the sector’s breadth: Whyttest operates a cross‑border QA‑outsourcing service with senior and junior testers in Bucharest and Belgrade, while XSA, an indie start‑up focused on Android/iOS car games, reaches over one million players each month. The analysis draws on multiple European industry sources, including ISFE‑EGDF, EGDF, Goldstein Research, and regional surveys, providing a comprehensive view of Romania’s game‑development landscape during the 2020 period.

  • The Romanian game development industry generated €218.5 million in revenue in 2020, marking a 19.1% year-on-year growth rate.
  • The broader IT sector, bolstered by state-aid schemes and tax exemptions, employed over 113,000 people and contributed approximately 6.8% of Romania's GDP in 2020.
  • Major AAA support studios including EA Romania, Ubisoft, and Gameloft employ roughly 750 developers in the country, contributing to global franchises like FIFA and Assassin’s Creed.
  • Independent studios have achieved significant scale, with firms like Ovilex recording over 500 million installs for their simulator titles.
  • Current tax-exempt status for developers is limited to technical staff, leading the Romanian Game Developers Association to lobby for new incentives to support creative roles.
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RGDA – Romanian Game Developers AssociationJan 2021
Page 1
Report35 pages

Guida agli Esports: Italia

The analysis positions esports as a rapidly expanding digital sport that, in 2021, generated $947.1 million in revenue and attracted more than 215 million fans worldwide, with total direct earnings approaching $1.1 billion. Growth is concentrated in regions with advanced broadband infrastructure—East Asia, Northern Europe and North America—where titles that balance accessibility, competitive depth and spectator‑friendly design dominate the market. The ecosystem is defined by five interdependent actors: game publishers, tournament organizers, professional and amateur teams, players, and fan communities, each relying on robust licensing agreements and strong intellectual‑property protection to sustain competitive formats and monetisation pathways.

Publishers invest heavily, often exceeding $100 million per title, and retain exclusive control over game updates, balance changes and the creation of official competitive modes, making their cooperation essential for event staging and broadcast rights. Organisers must secure these rights before launching tournaments, while fan‑generated content such as streaming, casting and influencer activity drives viewership and ancillary revenue streams. The sector’s economic impact extends beyond digital earnings; flagship events have delivered measurable short‑term gains—Rotterdam recorded €2.36 million in visitor revenue and Katowice generated $12.8 million—while also enhancing city branding, attracting young talent and prompting infrastructure investment.

Education and social inclusion are emerging pillars, with universities offering scholarships and curricula that leverage esports to develop digital, problem‑solving and teamwork skills. Initiatives targeting gender balance, including Women in Games and dedicated incubators, aim to broaden participation and address persistent representation gaps. The overarching conclusion stresses that sustained, coordinated action among industry bodies, policymakers and diversity‑focused programs is vital to cement esports’ legitimacy, protect minors, and unlock its full economic and societal potential.

  • The global esports market reached $947.1 million in revenue in 2021, with total direct earnings approaching $1.1 billion and a fan base exceeding 215 million.
  • Market growth is primarily concentrated in regions with advanced broadband infrastructure, specifically East Asia, Northern Europe, and North America.
  • Game publishers hold exclusive control over competitive ecosystems, often investing over $100 million per title to manage updates, balance changes, and essential broadcast rights.
  • Flagship esports events provide significant local economic impact, evidenced by $12.8 million generated in Katowice and €2.36 million in visitor revenue in Rotterdam.
  • The esports value chain relies on five interdependent actors—publishers, organizers, teams, players, and fan communities—underpinned by strict intellectual property protection and licensing agreements.
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IIDEA – Italian Interactive Digital Entertainment AssociationJan 2021
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Whitepaper18 pages

Recommendations for Implementation of Virtual Reality Applications in Other Industries

Implementation of Virtual Reality Applications in Other Industries The VR Best Practice Catalogue plays a key role in opening up new business areas for game developers in the BSR. The stabilisation of existing and opening of new markets will enable the BSR to be a high potential actor in the rapidly growing VR sector and to develop into an international game industry hotspot.

  • The goal of a VR application dictates design choices like game engine, target device, mechanics, and user interface, with therapeutic applications requiring careful consideration to avoid increasing muscular tension or using ergonomically poor hardware.
  • Input devices for VR applications, especially in professional training or therapy, need careful selection; standard XR controllers are unsuitable for fine motor actions, making haptic gloves a viable but more expensive and technically complex alternative.
  • When selecting an XR headset, key features to consider include Field of View (FOV) for immersion, tracking method (Outside-In for precision but higher room requirements, Inside-Out for flexibility and lower cost but less computing power), and eye-tracking for research and training.
  • Data privacy and protection are critical for VR applications, particularly in medical contexts; issues like mandatory Facebook accounts for Oculus headsets and uncontrolled data traffic to manufacturers can be mitigated by using offline systems or selecting headsets without such requirements.
  • For medical and research VR applications, data output must be precise and exportable to common office programs like Excel, requiring early planning and agreement between developers and experts on data format and recording, as seen in the ALCAVOID application.
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Baltic Game IndustryNov 2020
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Report42 pages

The Game Incubation Landscape in Europe: Appraisal of the BSR in the European Context

The Game Incubation Landscape in Europe Appraisal of the Game Incubation Landscape of the BSR in the European Context Pedro Santoro Zambon has been commissioned by BGZ Berliner Gesellschaft für internationale Zusammenarbeit mbH in the context of the BGI project to appraise different incubation approaches in Europe to provide a comparative view for the BGI incubation pilot results.

  • The Baltic Sea Region (BSR) has 24 game-focused incubators and accelerators, with half located in Sweden (6) and Finland (6). Nearly 40% (9) of these programs were established in the last three years, indicating a recent trend.
  • Most BSR incubation programs prioritize supporting regional ecosystem development and university students/alumni.
  • Governments are crucial for fostering an environment where incubator capacity-building initiatives can thrive, by adopting laws and regulations that promote research, development, and entrepreneurship.
  • Game incubation programs focused on investment prospecting tend to favor game studios with scalable business models (e.g., freemium, microtransactions) over premium PC/console games, as early-stage investors seek multiplied returns.
  • Examples like Dutch Game Garden and GameBCN demonstrate structured incubation phases, from intake to 'achiever' status, and the use of partnerships with educational institutions to provide skills and support to incubated teams.
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BGZ Berliner Gesellschaft für internationale Zusammenarbeit mbHNov 2020
Page 1
Report14 pages

Europe and Esports: High Engagement and Even Higher Potential

The study demonstrates that European esports audiences are expanding rapidly, with a projected 92 million viewers by the end of 2020 and a year‑over‑year growth of 7.4 %. Enthusiasts—those watching professional content more than once a month—total 33 million, while occasional viewers comprise the remaining 59 million. Revenue forecasts show a global market of nearly €974 million in 2020, rising to €1.6 billion by 2023, with Europe mirroring this trajectory.

Survey data from 10,175 respondents aged 18‑45 across ten Western and Northern European countries reveal that esports engagement is not confined to the youngest cohort; only 33 % of 18‑20 year olds are regular enthusiasts, whereas the 21‑25 age group leads in engagement. Geographic variation is pronounced: Finland shows a 52 % enthusiast rate among 18‑20 year olds, compared to 21 % in the UK. COVID‑19 lockdowns increased viewership in markets with stricter restrictions, and 62 % of respondents in Spain and the UK expect continued higher viewership post‑lockdown.

Gender analysis indicates that 32 % of the audience are women, primarily occasional viewers. Nonetheless, female participation in competitive play is rising, with 60 % of respondents acknowledging growth in women’s involvement. Women spend money on esports products at a comparable rate to men (46 % vs 38 %) and favor physical merchandise, whereas men lean toward digital items such as skins and premium passes.

The research underscores strong cross‑sport interest, with 64 % of viewers also supporting a favorite sports team, and highlights the strategic opportunity for brands to engage this growing, diverse, and monetarily active audience.

  • The European esports market is projected to reach 92 million viewers by the end of 2020, with a 7.4% year-over-year growth rate.
  • Global esports revenue is forecasted to climb from €974 million in 2020 to €1.6 billion by 2023, with Europe following a similar growth trajectory.
  • Esports engagement is not limited to the youngest demographic, as the 21–25 age group currently leads in enthusiast participation compared to the 18–20 cohort.
  • Geographic engagement varies significantly, with Finland reporting a 52% enthusiast rate among 18–20 year olds compared to only 21% in the UK.
  • Women comprise 32% of the esports audience and demonstrate high purchasing power, with 46% spending on esports products compared to 38% of men.
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PayPalJan 2020
Page 1
Whitepaper73 pages

Model Scheme and Manual for Game Incubation Programming and Financing: Baltic Games Industry

VENTSPILS HIGH TECHNOLOGY PARK ERHVERVSAKADEMI DANIA TECHNOLOGY PARK This model scheme illustrates “how to run” an incubation programme for game development companies, drafted in form of a manual for business support providers and intermediaries working with Dania University of Applied Sciences Kaunas Science and Technology Park Ventspils High Technology Park für internationale Zusammenarbeit mbH Title page: © iStock.com-bedya, 1.

  • Most game incubators in Europe, especially those for game creators, are primarily funded by public sources, with private initiatives being a minority.
  • Establishing a sustainable game incubator often takes over 5 years to break even, with only 40.8% of business incubators aiming to break even as part of their business plan.
  • Game incubation programs can be structured in various ways, including long-term incubation (1 year+ for medium-maturity startups) and short-term acceleration (3-4 months for high-maturity startups, often involving equity exchange for funding).
  • Effective communication strategies for recruiting incubator participants include leveraging social media platforms like Facebook, Twitter, Instagram, and LinkedIn, and partnering with industry job portals like Skillshot.pl.
  • The Ventspils High Technology Park GameDev Incubator, operating since 2018, offers free support tools like co-working spaces, coaching, workshops, and grants, focusing on PC, mobile, VR/AR platforms, and collaborates with Ventspils Digital Centre and University of Applied Sciences.
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Ventspils High Technology ParkJan 2020

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