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Cover of Koei Tecmo Holdings Integrated Report 2023
Report55 pages

Koei Tecmo Holdings Integrated Report 2023

Koei Tecmo Holdings aims to establish itself as the world’s leading digital entertainment company by synthesizing creative innovation with disciplined financial management.

  • Koei Tecmo achieved record-high sales of 78.4 billion yen in fiscal year 2022, more than doubling the 37.6 billion yen reported in 2013.
  • The company maintains a 50% total distribution ratio for shareholders, supported by a conservative financial policy of expensing all development costs as they occur to avoid future impairment losses.
  • Operational stability is bolstered by an industry-leading 4.6% employee turnover rate, attributed to competitive compensation and comprehensive training programs.
Koei Tecmo
Cover of Koei Tecmo Holdings Integrated Report 2025
Report73 pages

Koei Tecmo Holdings Integrated Report 2025

Koei Tecmo Holdings is executing a comprehensive strategic transformation aimed at establishing the firm as a top-10 global digital entertainment company by operating profit within the next decade.

  • Koei Tecmo aims to become a top-10 global digital entertainment company by operating profit within a decade, targeting a cumulative operating profit of 100 billion yen under its 4th Medium-Term Management Plan (FY2025–2027).
  • The company is undergoing a major organizational expansion, planning to nearly double its workforce from approximately 2,600 to 5,000 employees.
  • Koei Tecmo has maintained an operating profit ratio exceeding 30% for eight consecutive years and holds net assets of 189.42 billion yen as of FY2024.
Koei Tecmo
Cover of Big Games Industry Employment Survey 2025: Salaries, Compensation Trends and State of the Games Sector in Europe
Report74 pages

Big Games Industry Employment Survey 2025: Salaries, Compensation Trends and State of the Games Sector in Europe

The European games industry is currently navigating a period of profound instability and systemic decline, characterized by a 26 percent layoff rate and widespread professional disillusionment.

  • The European games industry is experiencing a 26 percent layoff rate, contributing to widespread professional disillusionment and a shift toward security-focused career priorities.
  • Burnout now affects over 60 percent of the workforce, driven by a combination of excessive overtime, ineffective management, and the erosion of hybrid work models.
  • While 87 percent of employees identify salary as their primary motivator, compensation growth has largely stagnated across the sector.
InvestGame
Cover of 2020 European Video Games Industry: Insights Report
Report72 pages

2020 European Video Games Industry: Insights Report

The European video games industry demonstrated remarkable resilience and economic vitality throughout 2020, serving as a critical pillar of the digital economy despite the operational disruptions caused by the global pandemic.

  • The European video games industry generated a total turnover of €16.6 billion in 2020, supported by 74,000 employees across 4,600 studios.
  • Sweden has emerged as a major growth engine, with industry turnover nearly doubling from €1.87 billion in 2018 to €3.31 billion in 2020.
  • The industry is underpinned by a strong educational pipeline consisting of over 400 institutions that provide specialized game development and vocational training.
European Game Developers Federation
Cover of Korea's Game Studios: Where the Next Breakout Title Is Actually Built
Report3 pages

Korea's Game Studios: Where the Next Breakout Title Is Actually Built

The South Korean gaming landscape is currently defined by a significant structural shift toward small-scale, high-impact development studios.

  • The South Korean gaming industry is shifting from a concentration of large-scale publishers to a decentralized ecosystem dominated by studios with fewer than ten employees.
  • A significant migration of experienced talent from major publishers to smaller indie teams accelerated in late 2023, directly improving the quality and marketability of independent projects.
  • Small, agile studios are now identified as the primary engine for innovation and the most likely source of the next generation of globally competitive Korean titles.
Korea Creative Content Agency
Cover of Korea's Game Developers and AI: What Changes in Licensing Contracts
Report3 pages

Korea's Game Developers and AI: What Changes in Licensing Contracts

Generative artificial intelligence has become a foundational element of the South Korean game industry, with adoption rates reaching 70 percent, significantly outpacing all other content sectors.

  • As of 2025, 70% of South Korean game companies have integrated generative AI into their development workflows, making the gaming sector the leader in AI adoption among all Korean content industries.
  • Half of all Korean game companies have moved beyond departmental experimentation to full company-wide deployment of AI, marking a permanent shift in production methodologies.
  • The widespread use of AI-generated assets has created significant legal complexities regarding copyright ownership and potential intellectual property infringement.
Korea Creative Content Agency
Cover of State of the Industry 2019: Mental Health in the Game Industry
Whitepaper63 pages

State of the Industry 2019: Mental Health in the Game Industry

The 2019 assessment of the global game industry identifies systemic organizational failures as the primary drivers of a pervasive mental health crisis among developers.

  • Systemic organizational failures, specifically the normalization of chronic overwork known as crunch, are the primary drivers of a pervasive mental health crisis and burnout among game developers.
  • Job instability caused by frequent layoffs and a lack of professional security creates a high-stress environment that threatens the long-term sustainability of the industry workforce.
  • Exclusionary workplace cultures—characterized by harassment and microaggressions toward women, LGBTQ+ individuals, people of color, and neurodivergent employees—stifle team creativity and degrade the quality of game content.
Take This
Cover of State of the Industry Report 1999
Report16 pages

State of the Industry Report 1999

The 1999 State of the Industry Report provides a comprehensive overview of the interactive entertainment sector, documenting its rapid evolution into a dominant force in the global home entertainment market.

  • The U.S. interactive entertainment industry reached $5.5 billion in sales by 1998, marking three consecutive years of double-digit growth and positioning software revenue to rival motion picture box office receipts by the end of 1999.
  • The industry is a significant economic driver, directly employing 50,000 workers in the U.S. and contributing over $16 billion to the national economy.
  • Gaming has shifted to a mainstream adult demographic, with individuals aged 18 or older now comprising 69 percent of PC players and 54 percent of console players.
Entertainment Software Association
Cover of Video Games in the 21st Century: The 2026 Economic Impact Report
Report40 pages

Video Games in the 21st Century: The 2026 Economic Impact Report

The United States video game industry serves as a robust engine for national economic growth, generating a total economic impact of $95.8 billion and contributing $65.5 billion to the national GDP as of 2025.

  • The U.S. video game industry generated a total economic impact of $95.8 billion and contributed $65.5 billion to the national GDP in 2025.
  • The sector supports over 250,000 jobs nationwide, with each direct position sustaining approximately two additional roles in the broader economy.
  • The industry contributes over $12 billion in combined federal, state, and local tax revenues annually.
Entertainment Software Association
Cover of New York City Digital Games Industry: 2021 Economic Impact Study
Report78 pages

New York City Digital Games Industry: 2021 Economic Impact Study

New York City’s digital games industry has emerged as a significant economic engine, generating $2 billion in total output and supporting 7,600 jobs as of 2020.

  • New York City’s digital games industry generated $2 billion in total economic output and supported 7,600 direct jobs as of 2020.
  • The sector has tripled in size since 2008 and is supported by an ecosystem of over 200 development and publishing studios.
  • Venture capital investment in the industry reached $774 million in 2020, representing a 105% year-over-year increase.
Mayor's Office of Media and Entertainment
Cover of European Video Games Industry Insights Report: 2019
Report53 pages

European Video Games Industry Insights Report: 2019

The European video games industry generated approximately €12 billion in combined developer and publisher revenue during 2019, reflecting a robust and expanding economic landscape.

  • The European video games industry generated approximately €12 billion in combined developer and publisher revenue during 2019.
  • France, Sweden, and Finland served as the primary revenue drivers, while Eastern European markets represent significant untapped growth potential.
  • Gender diversity remains a systemic challenge, with no European nation reporting a female workforce participation rate exceeding 30 percent.
European Games Developer Federation
Cover of Revenue & Top Companies: Romania 2025
Report2 pages

Revenue & Top Companies: Romania 2025

The Romanian video game industry has demonstrated significant resilience and structural evolution, reaching a total revenue of 351 million EUR by 2025.

  • The Romanian video game industry reached a total revenue of 351 million EUR in 2025, supported by a workforce of 6,000 professionals.
  • The sector has shifted from a service-heavy model to a balanced mix of development and publishing, resulting in a 2.5-fold increase in game releases over the last two years.
  • The industry is comprised of 234 active studios, with major international players like Electronic Arts Romania, Ubisoft, and Gameloft ranking among the top 30 companies by turnover.
RGDA – Romanian Game Developers Association

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