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State of the Game Industry 2017
The 2017 State of the Game Industry report provides a comprehensive snapshot of the global development landscape leading into the 31st Game Developers Conference. Based on a survey of over 4,500 professional game developers, the data primarily reflects the perspectives of "journeyman" creators in North America (67%) and Europe (22%), with the largest segment of respondents (37%) possessing three to six years of industry experience.
The findings highlight a significant shift in the immersive technology sector, where the HTC Vive emerged as the leading platform for VR/AR development, surpassing the Oculus Rift in both current usage and future interest. While 61% of developers are not yet involved in VR, those who are have increasingly moved toward the Vive, which 40% of respondents expect to support for their next projects. Despite concerns regarding hardware costs and motion sickness—which affects 83% of developers to some degree—75% of the industry views VR and AR as a sustainable long-term business, with a plurality predicting that augmented reality will be the dominant immersive tech within twenty years.
In the broader platform market, PC (53%) and mobile (38%) remain the primary targets for development. Notably, Android (54%) surpassed iOS (51%) in developer interest for the first time in the survey's history. Regarding consoles, developers expressed cautious optimism for the Nintendo Switch, with 50% predicting it will outsell the Wii U. However, the industry remains divided on mid-cycle hardware refreshes like the PS4 Pro and Project Scorpio; while only 5% view them negatively, 41% remain undecided about their impact on the traditional "fixed-spec" benefits of console development.
Financially, the industry continues to lean toward independence, with 55% of projects funded by internal company resources and 54% of developers operating without a traditional publisher. Confidence in crowdfunding saw a slight decline, with 46% of respondents expressing no interest in the model. Conversely, confidence in eSports reached an all-time high, with 90% of developers affirming its long-term sustainability as it moves toward mainstream social acceptance.
- The HTC Vive has overtaken the Oculus Rift as the primary platform for VR/AR development, with 40% of developers planning to support it for their next project.
- Despite 61% of developers not currently working in VR, 75% of the industry views immersive technology as a sustainable long-term business, with AR expected to dominate within 20 years.
- For the first time in the survey's history, developer interest in Android (54%) has surpassed iOS (51%) as a primary mobile target.
- The industry is shifting toward self-sufficiency, with 55% of projects funded internally and 54% of developers operating without a traditional publisher.
- Confidence in eSports has reached an all-time high, with 90% of developers affirming its long-term sustainability as a mainstream fixture.
Corporate Responsibility Report 2017
Modern Times Group (MTG) presented a comprehensive overview of its corporate responsibility performance for 2017, positioning itself as a global digital‑entertainment leader with approximately 3,700 employees and net sales of €16‑17 billion SEK. The report emphasizes MTG’s commitment to “media for good,” detailing initiatives that safeguard children through parental controls, audio‑description (covering 15 % of output) and subtitles (89 % of output), and noting a decline in broadcast‑compliance complaints to 49, with none upheld by Ofcom. Recognition of its children’s programming was underscored by a Kristallen award.
Diversity and inclusion formed a central pillar of the strategy, with the workforce representing 59 nationalities and achieving near‑gender parity in Sweden and Finland (48 % women). The company set a 50/50 gender‑balance target for 2020, yet disclosed a persistent gender‑pay gap—women earned 66‑67 % of men’s basic salary, and female representation fell to 20 % at senior‑executive levels. Employee engagement remained high, reflected in an 84 % satisfaction rate and an 88 % sense of pride, while turnover stood at 16.5 %, driven primarily by male departures.
Environmental performance revealed a 49.7 % increase in total greenhouse‑gas emissions versus 2016, largely attributable to the inclusion of MTGx operations and air travel, which accounted for roughly 70 % of emissions. Excluding air travel, emissions declined 12 % year‑on‑year, and overall energy consumption dropped from 71,782 GJ in 2015 to 51,459 GJ in 2017. The group’s external gaming arm, alongside its esports and digital‑entertainment divisions, contributed to a diversified portfolio spanning Europe and North America.
Independent assurance by Ethos International confirmed compliance with GRI Core “in‑accordance” standards, identifying minor calculation errors and recommending enhancements in materiality analysis, equality and diversity focus, supplier code enforcement, and HR system integration. Stakeholder surveys and user testing were highlighted as effective mechanisms for aligning responsibility initiatives with customer expectations.
- MTG reported a 49.7% increase in total greenhouse-gas emissions in 2017 compared to 2016, with air travel accounting for approximately 70% of the company's total emissions.
- While MTG achieved near-gender parity in Sweden and Finland at 48%, female representation at the senior-executive level remained low at 20%, and women earned only 66–67% of the basic salary of their male counterparts.
- The company set a formal target to achieve a 50/50 gender balance across its workforce by 2020.
- MTG demonstrated strong broadcast compliance in 2017, recording 49 complaints with zero upheld by Ofcom, while 89% of output included subtitles and 15% included audio-description.
- Total energy consumption across the group decreased significantly from 71,782 GJ in 2015 to 51,459 GJ in 2017.