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Cover of Essential Facts About Video Games in Italy 2023
Report31 pages

Essential Facts About Video Games in Italy 2023

The Italian video game market demonstrated significant growth in 2023, reaching over €2.3 billion, a 5% increase from the previous year and a substantial 28% rise since 2019, solidifying its position among Europe's top five markets.

  • Italy's video game market reached over €2.3 billion in 2023, up 5% on 2022 and 28% above 2019 levels, placing the country among Europe's top five markets.
  • Growth was driven by hardware, where sales rose 63% to €665 million on the back of new-generation consoles, while software (71% of revenue at €1.6 billion) fell 8% year-on-year.
  • Italy counted 13 million video game players in 2023, down 8% from the previous year, with the decline concentrated among occasional players while a core of 9.5 million weekly players remained comparatively stable.
IIDEA – Italian Interactive Digital Entertainment Association
Cover of Audiovisual Action Plan
Report36 pages

Audiovisual Action Plan

The "Audiovisual Action Plan" outlines a comprehensive strategy to position Ireland as a leading global hub for film, television drama, and animation production.

  • Ireland's Audiovisual Action Plan, part of the Creative Ireland Programme, commits €200 million over ten years under the Investing in our Culture, Language and Heritage 2018–2027 plan to make Ireland a global hub for film, television drama, animation and games.
  • The audiovisual sector supported about 14,370 full-time equivalent jobs and generated €857 million in gross value added in 2016 (about €1.1 billion including radio), with export earnings of around €191 million.
  • Full implementation of the consultants' (Olsberg SPI/Nordicity) recommendations could roughly double film, television and animation employment to over 24,000 FTEs and generate nearly €1.4 billion in gross value added within five years.
Department of Culture
Cover of Greece Mapping Results 2021
Report2 pages

Greece Mapping Results 2021

The "Greece Mapping Results 2021" document provides a demographic and professional overview of the video game development sector in Greece for the year 2021.

  • Greece's 2021 game development community is predominantly male, with half of respondents aged 25 to 34 and a substantial share aged 35 to 44, indicating a relatively mature workforce.
  • Professionals form the clear majority of participants, and design, art, and programming together account for the largest share of reported job skills.
  • More than half of respondents hold games-related degrees or training, while roughly a quarter have unrelated qualifications and a similar proportion report no formal games-related education.
Game Developers Association of Greece (GDA Greece)
Cover of The Game Industry of Estonia 2021
Report33 pages

The Game Industry of Estonia 2021

The Estonian game industry experienced significant growth in 2021, generating a total turnover of €50.44 million, a 20.69% increase from the previous year.

  • Estonia's game industry grew 20.69% in 2021, with taxable turnover rising from €40.0 million in 2020 to €50.4 million, after 2020 had already surpassed 2019 levels, signalling sustained momentum despite the pandemic.
  • The sector is highly concentrated: ZA/UM alone generated €20.7 million of the €50.4 million total, while other notable performers included Creative Mobile, Gamecan, Zaum Studio, and Ringtail (acquired by Magic Media in June 2021).
  • The industry is dominated by very small firms, with 76% of its 41 active companies employing one to five people, and the sector overall employs roughly 300 people.
GameDev Estonia
Cover of Videogames as an Inclusive Medium: Handbook for Working with Children with Developmental Disabilities
Report124 pages

Videogames as an Inclusive Medium: Handbook for Working with Children with Developmental Disabilities

The "Videogames as an Inclusive Medium: Handbook for Working with Children with Developmental Disabilities," published by the Croatian Audiovisual Centre, serves as a comprehensive guide advocating for the strategic integration of video games into the learning, therapy, and social inclusion of children with developmental…

  • Video games are neither inherently beneficial nor harmful; their value for children with developmental disabilities depends on how they are selected, structured, and mediated by adults.
  • The handbook frames disability through the WHO's ICF and ICF-CY biopsychosocial model, arguing that disability arises from the interaction between a child's condition and their environment, and that children with developmental disabilities face double marginalization, both physically and digitally.
  • Structured, guided play with active adult mediation consistently outperforms purely restrictive approaches, and games are positioned as one tool within broader educational, therapeutic, and family support systems rather than a replacement for them.
Croatian Audiovisual Centre
Cover of Belgian Games Key Facts 2021
Report8 pages

Belgian Games Key Facts 2021

The "Belgian Games Key Facts 2021" report provides an overview of the video game sector in Belgium and Europe for the year 2021, focusing on economic value, player demographics, parental engagement, and the broader societal impact of games.

  • Belgium's video game sector was valued at an estimated €600 million in 2021, growing about 4% over 2020.
  • Belgian video game development generated €88 million in turnover in 2021 across 110 companies employing 935 full-time equivalents.
  • About 52% of Belgians aged 6 to 64 play video games, with an average player age of 31 and women making up 48% of players.
BelgianGames
Cover of Time to Game at Fever: Facts, Figures & Inspiration of the Video Game Industry in Belgium 2023
Report13 pages

Time to Game at Fever: Facts, Figures & Inspiration of the Video Game Industry in Belgium 2023

This 2023 report from the Video Games Federation Belgium (VGFB) provides an overview of Belgium's video game industry, covering development, sales, player demographics, parental guidance, and educational and inclusion initiatives.

  • Belgium's video game sector generated an estimated €73.5 million in turnover across 163 companies employing roughly 936 full-time equivalents, with Flanders hosting the largest share of studios, followed by Brussels and Wallonia.
  • The economic value of video games in Belgium reached €708 million, a 21.6 percent increase, with PlayStation 5 sales rebounding strongly after chip shortages constrained supply in 2022.
  • Job openings in Belgium's game industry rose in the second half of 2023, a notable contrast to global layoff trends.
Cover of Bandai Namco Group Integrated Report 2026
Report64 pages

Bandai Namco Group Integrated Report 2026

Bandai Namco Group's Integrated Report for FY2026.3 outlines a period of record-breaking financial performance and a strategic vision for sustained global growth, centered on maximizing intellectual property (IP) value and deepening fan engagement.

  • FY2026.3 net sales reached ¥1,348.2 billion (up 8.6% year on year), operating profit rose 5.2% to ¥189.5 billion, and ROE was 17.0%.
  • The Gundam franchise is the central growth driver, with groupwide sales of ¥254.3 billion (up about 65.7%), exceeding ¥250 billion for the first time, and the company is building toward the franchise's 50th anniversary in 2029.
  • The Mid-Term Plan (April 2025 to March 2028) targets ¥1,450 billion in net sales, ¥200 billion in operating profit, a 12% or higher operating margin, and an overseas sales ratio of 50% or more, versus an actual overseas share of roughly 42%.
Bandai Namco
Cover of Integrated Report 2026
Report77 pages

Integrated Report 2026

The "Integrated Report 2026" details SEGA SAMMY Group's financial performance and strategic adjustments following a challenging fiscal year ending March 31, 2026.

  • SEGA SAMMY posted its first net loss in eleven years for fiscal 2026/3, at about ¥5.8 billion, driven by a ¥54.6 billion impairment charge tied to the Rovio and Stakelogic acquisitions and weak Full Game and new free-to-play performance.
  • Despite consolidated net sales rising 13.7% to ¥487.5 billion, operating income slipped to ¥47.1 billion and ROE turned negative at -1.6%, leaving the Group below its medium-term plan targets.
  • The forecast implies the three-year cumulative adjusted EBITDA and average ROE targets will be missed.
Sega Sammy Holdings
Cover of Integrated Report 2017: Sega Sammy Holdings
Report147 pages

Integrated Report 2017: Sega Sammy Holdings

Sega Sammy Holdings' 2017 Integrated Report outlines the company's strategic pivot and strong financial performance, driven by its "Road to 2020" strategy.

  • Sega Sammy is executing a 'Road to 2020' strategy to transition into an IP-centric organization, targeting a 15% operating margin and 5% return on assets by fiscal 2020.
  • Fiscal 2017 financial performance showed strong growth, with net sales increasing 5% to ¥366.9 billion and operating income rising 68% to ¥29.5 billion.
  • The company is diversifying revenue streams away from the declining domestic pachinko market by expanding into global digital gaming and integrated resort development.
Sega Sammy Holdings
Cover of Sega Sammy Integrated Report 2020
Report68 pages

Sega Sammy Integrated Report 2020

The Sega Sammy Integrated Report 2020 details the company's strategic response to the profound impacts of the COVID-19 pandemic across its diverse business segments, which include Pachislot and Pachinko Machines, Entertainment Contents (Consumer Games), and Resort operations.

  • Sega Sammy is pivoting from a reliance on domestic pachislot and pachinko operations toward a diversified, globalized business model centered on a unified consumer games division.
  • For the fiscal year ending March 31, 2020, net sales grew 10.5% to ¥366.5 billion, while operating income more than doubled to ¥27.6 billion.
  • The company is implementing ROIC-based management to improve capital efficiency and is prioritizing the development of global hit titles to enhance long-term corporate value.
Sega Sammy Holdings
Cover of Integrated Report 2021: Sega Sammy
Report69 pages

Integrated Report 2021: Sega Sammy

Sega Sammy's 2021 Integrated Report outlines a strategic pivot aimed at transforming the company into a sustainable global entertainment leader, moving "Beyond the Status Quo."

  • Sega Sammy is targeting ¥500 billion in long-term net sales and an ROE exceeding 10% by fiscal year 2024 through a strategic pivot to become a 'Global Leading Contents Provider'.
  • Fiscal year 2021 financial performance saw consolidated net sales decline 24.2% to ¥277.7 billion and operating income drop 76.4%, driven by contractions in the Pachislot/Pachinko and resort segments.
  • The company executed aggressive structural reforms, including workforce reductions and the divestiture of amusement subsidiaries, resulting in ¥34.19 billion in reform-related expenses.
Sega Sammy Holdings

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