Market Analysis
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How to Enable Digital Growth in Europe
HOW TO Game developer studios in Europe 4 What EGDF does 5 ENABLE Number of people working in game development 7 Turnover of the national game development ecosystems 9 DIGITAL The shorter the value chain, the more growth in Europe 10 Games are the driving force of the digital revolution 11 Content drives innovation 12 GROWTH Creative E...
- Network neutrality is crucial for the European games sector, as easing it risks dividing Europe, allowing network providers to slow access to competing virtual services, and strengthening dominant media companies over independent developers.
- Video games are a driving force in the digital revolution, creating a new interactive language that transcends cultures and influences other forms of cultural expression like films, books, and music.
- European game developers are frequently targeted by patent trolls, with legal battles in the US potentially costing hundreds of thousands to millions of Euros and fully occupying developers.
- The current copyright framework is problematic; a clear general exception for cultural heritage is needed, and the limitations on liability for internet service providers as intermediaries are highly necessary.
- Public support for game development should prioritize direct grants and well-working soft-loan schemes for SMEs, as these are more effective than loans or loan guarantees for risky, innovative businesses.
Dossier de Prensa AEVI 2016
AEVI was founded in 2014 to unify Spain’s video‑game ecosystem and to position the sector as a leading technological and cultural industry. Its institutional goals focus on fostering local development, attracting investment, collaborating with public authorities, defending intellectual‑property rights, and promoting responsible consumption through the PEGI rating system.
In 2014 the Spanish video‑game market generated €996 million, a 6.8 % increase over the previous year, with physical sales accounting for €755 million and online sales €241 million. Software contributed €364 million, hardware €301 million and accessories €90 million. The sector served 13 million users—36 % of the population—making Spain one of the four largest European markets after France, Germany and the United Kingdom. Players aged 11‑64 spent an average of 5.9 hours per week gaming; 40 % of adults played, 26.2 % regularly, and gender participation reached 45.3 % for men and 32.8 % for women. Physical copies remained the preferred format (7.9 million users), followed by online (5 million) and mobile applications (4.9 million).
AEVI highlighted the persistent challenge of piracy, reporting 240 million illegal downloads and 2 million physical infringements in 2014, which translated into a €226 million loss of revenue. Legislative reforms in intellectual‑property law and the criminal code were cited as recent advances in combating these practices. The association also noted a 21 % rise in development studios, reaching nearly 400 companies, and projected that employment in the sector could double to over 7 000 highly qualified jobs by 2019.
Through advocacy, data collection from sources such as GfK, ISFE, Gametrack and its own surveys, and partnerships with institutions like the Federation for the Protection of Intellectual Property, AEVI seeks to sustain growth, enhance the cultural perception of video games, and ensure a responsible, innovative market environment in Spain.
- The Spanish video-game market generated €996 million in 2014, marking a 6.8% year-over-year growth and establishing Spain as one of the four largest markets in Europe.
- Piracy remains a significant economic challenge, with 240 million illegal downloads and 2 million physical infringements causing an estimated €226 million in lost revenue in 2014.
- The sector served 13 million users in 2014, representing 36% of the population, with players aged 11–64 averaging 5.9 hours of gaming per week.
- The number of development studios in Spain grew by 21% to nearly 400 companies, with projections suggesting sector employment could double to over 7,000 jobs by 2019.
- Market revenue in 2014 was split between €755 million in physical sales and €241 million in online sales, with software contributing €364 million, hardware €301 million, and accessories €90 million.
Estudio Videojuegos y Adultos 2015: España
The study aimed to gauge the penetration of video games among Spanish adults, map the demographic profile of adult gamers, explore attitudes and usage habits, compare adults with and without children, and assess purchase intentions for the 2015 holiday season. Conducted nationwide in November 2015, it surveyed 1,000 individuals aged 18 and over via telephone CATI interviews, yielding a margin of error of ±3.09 percent.
Overall, 38.9 percent of Spanish adults reported playing video games, while 61.1 percent did not. Play rates were highest among 18‑ to 29‑year‑olds, with three‑quarters engaging in gaming, and remained substantial for the 30‑44 age group at 54.3 percent. Men were more active than women (45.3 percent versus 32.8 percent), though women with children showed a higher participation rate (36.9 percent) than those without (30.1 percent), whereas the opposite pattern held for men. About 46.9 percent of gamers were occasional (at least monthly) and 41.5 percent habitual (weekly or daily), with habitual players being 60 percent male. Among habitual parents, 83.1 percent had children under nine, and 64.9 percent believed gaming strengthened parent‑child bonds, especially younger parents.
Education correlated with gaming intensity: 63.7 percent of habitual players held secondary or university qualifications. Consoles remained the dominant platform (61.1 percent), favored by men (66.2 percent), while women preferred smartphones (57.6 percent). Approximately 36.2
- In 2015, 38.9 percent of Spanish adults played video games, with the highest engagement found in the 18-29 age demographic at 75 percent.
- Gaming habits are gender-split by platform preference: men favor consoles (66.2 percent), while women primarily use smartphones (57.6 percent).
- Habitual gamers, defined as those playing weekly or daily, account for 41.5 percent of the gaming population and are 60 percent male.
- Parental status influences gaming behavior differently by gender, as women with children are more likely to play (36.9 percent) than those without (30.1 percent), while the inverse is true for men.
- Education level correlates with engagement intensity, with 63.7 percent of habitual players holding secondary or university qualifications.
Finnish Game Industry Report 2014
17 | The Founding Years of Studios 29| Financial Outlook ob 40 | Finnish game developer studios assn. Fingersoft • Hill Climb Racing Rovio Entertainment • Angry Birds, Supercell • Clash of Clans, Hay Day Two Men and a Dog • Zombie Catchers THE OLDEST Finnish game companies still in existence are turning 20 this year (2015).
- The Finnish game industry experienced explosive growth in 2014, with turnover reaching approximately €1.8 billion, a 100% increase from the previous year, though accounting practice changes affect direct comparability.
- The industry's turnover per employee significantly increased, from €75,850 in 2008 to €720,000 in 2014, largely due to digital distribution and the Free-to-Play (F2P) model in mobile games.
- Employment in the Finnish game industry has grown steadily, reaching 2,500 people in 2014, up from 1,147 in 2008.
- The concentration of game developer studios in the capital area (Helsinki, Vantaa, Espoo) has decreased from 64% in 2009 to 38% in 2014, with regional clusters emerging in cities like Turku and Tampere.
- The Finnish game industry has a history rooted in the late 1990s 'Internet bubble,' with Nokia's investment in WAP protocol influencing its direction into the next decade.
Kondycja Polskiej Branży Gierwideo Raport 2015
Źródło fotografii: Materiały royality free z portalu Depositphotos.com oraz materiały prasowe z konferencji Digital Dragons Jeszcze kilkanaście lat temu gry wideo wydawały się obszarem zarezerwowanym jedynie dla największych entuzjastów technologii oraz młodszej części społeczeństwa. Dziś obraz gracza przedstawia się zgoła inaczej – w różnej formie ten rodzaj rozrywki wybiera coraz więcej osób, bez względu na wiek, za- wód czy wykształcenie.
- The global games market in 2015 was valued at $74.2 billion, with mobile games ($22.3 billion) and retail sales ($19.7 billion) being the largest segments.
- In Poland, 72% of internet users play games. 42% play games installed on computers, 40% play on smartphones/tablets, and 38% play browser games.
- Action games are the most popular genre among Polish players, accounting for 35% of page views on GRY-OnLine.pl in the first half of 2015.
- Polish game developers are productive, with 49% working on 1-2 projects simultaneously, and 37% on 3-5 projects. Over half (51%) are working on more than two projects.
- The Polish game industry is growing, with 64% of developers having budgets exceeding one million PLN, and a significant increase in employment.
Le Marché Illicite de la Distribution Digitale de Jeux Vidéo sur PC: France
SYNDICAT NATIONAL DU JEU VIDÉO jeux pc et parasitisme 6 1.1 canaux d’exploitation officiels provoqué par le marché des jeux vidéo pc illicite par téléchargement 11 1.2 émergence et consolidation 23 1.3 agissements illégaux à la base développement du marché illicite efficacement contre le 30 2.1 tarir les sources marché illicite d’approvisionnement 33 2.2 permettre une meilleure distribution officiels et de leur Ce document est destiné à des plate...
- The digital PC game market in France is significantly impacted by an illicit market, where game keys are resold at prices up to 60% lower than official retail prices, often before a game's release, leading consumers to perceive official prices as too high.
- This illicit market is fueled by geographical price differences (e.g., keys sold for €19 in Poland vs. €49 in France) and physical wholesalers reselling keys from boxed games to unofficial sites, with German wholesaler Gross Electronic GmbH identified as a major supplier to MMOGA.com from 2013-2015.
- Major illicit platforms like MMOGA (sold for €306M in 2015 with over €100M revenue) and G2A operate from offshore locations (e.g., Hong Kong, Eastern Europe) to avoid European VAT and consumer protection laws, despite often having significant European customer bases (e.g., over 60% French audience for some sites).
- These illicit sites exploit loopholes in VAT collection by registering offshore, though EU rules since 2015 require VAT to be paid based on the buyer's location; they also benefit from search engines like Google and specialized price comparison sites (e.g., Allkeyshop, DLcompare) promoting their discounted offers.
- The illicit market is characterized by widespread VAT fraud and non-compliance with consumer protection laws, with authorities largely inactive in pursuing these offshore entities despite clear evidence of local ties (e.g., French-speaking support, local payment systems like Hipay, significant local social media presence).
Dutch Games Monitor: The Netherlands 2015
In 2012 the first edition of the Dutch Games Monitor was presented. Whilst maybe not the first research focusing on the Dutch games industry, it was the first where an extensive survey and a series of interviews provided a broad insight into the state of the industry. In the past few years interest in games and data about the games industry has increased. Many people were interested in an updated version of the Games Monitor .
- The Dutch games industry saw its number of professionals grow from 2730 in 2011 to 3030 in 2015, an annual job growth of 2.6%, which is above the national average of -0.4% for the same period.
- Over half of Dutch game companies are less than 5 years old, and the average company size is 7 employees, indicating a young industry dominated by small studios.
- Access to funding, availability of qualified staff, and sales are the top three challenges for Dutch game companies, with over 40% reporting issues in obtaining funds.
- Applied games are a significant domain, with expected growth in healthcare and education. However, 42% of applied game companies' turnover is fully realized domestically, while 58% have international clients.
- The mobile market is dominated by Free to Play games, the PC marketplace by mid-sized games, and the console market by high-production-value games. Forty-four percent of respondents developed for the PC platform Steam in 2015, but its popularity makes success increasingly difficult.
Dutch Games Monitor: Main Facts & Figures 2015
The Dutch games industry experienced significant expansion between 2011 and 2015, characterized by a 42% increase in the number of companies, which grew from 320 to 455. This growth was primarily driven by a surge in new, small-scale game development studios. Despite this rise in firm count, the industry remains dominated by micro-enterprises with an average of seven employees. While the total workforce expanded from 2,730 to 3,030 professionals, the rate of job creation was slower than the rate of company formation, reflecting the challenges start-ups face in scaling operations and achieving long-term sustainability.
The industry is bifurcated into entertainment and applied games, with the latter maintaining a particularly strong foothold in the Netherlands compared to other European nations. Applied game studios, which focus on training, education, and health, faced significant market volatility between 2013 and 2014, though demand for these services rebounded sharply by 2015. To mitigate risks associated with the hit-driven nature of the entertainment market and the project-based cycles of applied games, many studios are shifting toward product-based models and forming strategic alliances for marketing and funding.
Data for this analysis was gathered through a questionnaire sent to over 400 companies, with 130 responses, supplemented by industry roundtable discussions and existing databases. Financial performance remains modest, with most companies reporting annual profits under €100,000. While the number of game-related educational programs has increased by 25%, a persistent skills gap remains, as studios struggle to find employees with the necessary entrepreneurial and business acumen. Ultimately, while the Dutch ecosystem shows robust growth, the industry continues to grapple with the difficulty of transitioning from small start-ups to larger, commercially stable entities.
- The Dutch games industry grew by 42% between 2011 and 2015, increasing from 320 to 455 companies, though the sector remains dominated by micro-enterprises with an average of only seven employees.
- Total industry employment grew from 2,730 to 3,030 professionals, a slower rate of expansion than company formation, highlighting the difficulty studios face in scaling operations.
- Financial performance across the industry is modest, with the majority of companies reporting annual profits of less than €100,000.
- The Netherlands maintains a strong market position in applied games for training, education, and health, a sector that rebounded sharply in 2015 following volatility between 2013 and 2014.
- Studios are increasingly shifting from project-based cycles toward product-based business models and strategic alliances to mitigate the risks of the hit-driven entertainment market.
Padres y Videojuegos Hoy: España 2014
The research investigates contemporary Spanish parental attitudes toward video gaming, focusing on usage patterns, perceived competence, and consumer behavior during the 2014 holiday season. It reveals that a substantial majority—84 %—of parents actively play video games and consider themselves technologically equal to or more knowledgeable than their children. This confidence translates into a notable educational dimension, with 40 % of parents employing games as learning tools for their offspring.
Family interaction emerges as a key driver, as more than half of the surveyed parents have maintained or increased their gaming time after becoming parents, citing shared play as a primary motivator. Economic analysis shows a modest decline in overall holiday spending on games compared with the previous year; however, parents who identify as gamers intend to allocate higher expenditures than non‑gamer parents. Video games rank as the most coveted Christmas gift for half of the children surveyed, with a particular preference for physical console titles.
Overall, the findings underscore a robust integration of gaming within Spanish households, highlighting parental confidence, educational utilization, and sustained consumer demand despite slight seasonal spending fluctuations. The study’s scope encompasses Spanish families during the December 2014 period, offering insight into parental influence on market dynamics across both digital and physical gaming segments.
- In 2014, 84% of Spanish parents actively played video games and reported feeling equally or more technologically competent than their children.
- 40% of Spanish parents utilized video games as formal educational tools for their children.
- More than 50% of surveyed parents maintained or increased their personal gaming time after becoming parents, primarily driven by the desire for shared family play.
- Video games were the most requested Christmas gift for 50% of children in Spain during the 2014 holiday season, with a strong preference for physical console titles.
- While overall holiday spending on games saw a slight decline in 2014, parents who identified as gamers planned to spend more on gaming products than non-gamer parents.
Dossier de Prensa: España 2014
AEVI was created in 2014 to replace aDeSe and to serve as the unified voice of Spain’s video‑game ecosystem, encompassing publishers, developers, distributors and related agents. Its core mission is to promote domestic industry growth, attract investment, defend intellectual‑property rights and foster a sustainable, responsible market that highlights the sector’s cultural and innovative value.
The association now gathers companies that control more than 90 % of the national distribution market, including major global publishers such as Activision‑Blizzard, Nintendo, Sony, Electronic Arts, Ubisoft and Microsoft Iberia, as well as the first development member, Novarama. Industry data indicate that Spain ranks among the top five European and top ten global gaming markets, with 19 million players across all platforms. In 2013 total consumer spending reached €762 million—software €401 million, hardware €275 million and accessories €86 million—despite a 7 % decline in physical sales that nevertheless halved the previous years’ downturn. Adult participation stands at 24 % while 62 % of minors play regularly.
Regulatory focus centers on the PEGI self‑rating system, introduced in 2003, and on pending legislative reforms to the Penal Code and Intellectual‑Property Law aimed at curbing piracy, which cost the sector €284 million in 2013 and, if eliminated, could generate roughly 26 600 new jobs. AEVI also promotes major events, notably the second edition of Madrid Games Week in October 2014, positioning the capital as a key venue on the international exhibition circuit and providing a forum for industry debate.
- AEVI was established in 2014 as the unified industry body representing companies controlling over 90% of Spain’s video game distribution market, including major publishers like Sony, Nintendo, Microsoft, and Ubisoft.
- Spain is a top-five European and top-ten global gaming market with 19 million players, generating €762 million in total consumer spending during 2013.
- The 2013 market revenue comprised €401 million in software, €275 million in hardware, and €86 million in accessories, with physical sales declines slowing to 7%.
- Piracy remains a critical economic challenge, costing the sector €284 million in 2013 with estimates suggesting that its elimination could create approximately 26,600 new jobs.
- Industry regulatory efforts are currently focused on the PEGI self-rating system and pending legislative reforms to the Penal Code and Intellectual Property Law.
Essential Facts 2014: Canada
The 2014 overview of Canada’s video‑game sector presents a comprehensive picture of an industry that ranks among the world’s largest by per‑capita employment and is a cornerstone of the nation’s digital economy. Drawing on custom research commissioned by the Entertainment Software Association of Canada (ESAC)—including NPD surveys of 3,359 adults and 526 teens in 2014, a 2012 survey of 2,969 adults, 527 teens and 687 children, and quantitative data from 90 Canadian companies—the analysis covers national trends, regional breakdowns, workforce characteristics, public perception and consumer behaviour.
Employment figures reveal 16,500 individuals directly working in game development, equivalent to 27,000 full‑time jobs, with a 5 % increase in staff between 2011 and 2013 and two‑fifths of firms forecasting a 25 % expansion within two years. The sector generated $2.3 billion in GDP contribution and $1.6 billion in direct spending, a 12.5 % rise from 2011. More than half of Canadian companies identify as independent developers, and 53 % of the 329 firms operate as such. Salaries average $72,500 annually, with a median employee age of 31,
- Canada’s video game sector directly employs 16,500 people, representing 27,000 full-time equivalent jobs.
- The industry contributed $2.3 billion to Canada’s GDP and generated $1.6 billion in direct spending, marking a 12.5% increase since 2011.
- Employment in the sector grew by 5% between 2011 and 2013, with 40% of firms projecting a 25% staff expansion within two years.
- Independent developers comprise 53% of the 329 identified Canadian game companies.
- The average annual salary for industry employees is $72,500, and the median age of the workforce is 31.
Faits Essentiels 2014
The purpose of the compilation is to present a comprehensive portrait of Canada’s video‑game industry in 2014, demonstrating its economic weight, employment dynamics, and public perception. Data were gathered from four principal sources: an NPD Group survey of 3 359 adults and 526 adolescents (margin of error ± 2.19 %); a comparable 2012 NPD study of 2 969 adults and 527 adolescents (± 1.5 %); a Nordicity questionnaire completed by 90 Canadian studios; and a NewZoo global consumer poll of 35 000 respondents aged 10‑65. The scope covers the national market and its three largest provinces—Quebec, British Columbia and Ontario—while also
- The Canadian video game sector employs 16,500 people directly, creates 27,000 full-time equivalent jobs, and contributes $2.3 billion annually to Canada's GDP. It is the world's largest producer of video games per capita (by employee count).
- Canadian video game companies spent $1.6 billion directly, a 12.5% increase from 2011. The sector comprises 329 companies, with 53% identifying as independent developers, and 910 projects were completed in 2012.
- The average age of a Canadian video game worker is 31, with an average salary of $72,500 per year in 2012. 97% of new graduates hired are recruited within Canada.
- 54% of Canadians are gamers, having played a video or computer game in the last four weeks, with the average Canadian gamer being 33 years old. 85% of Canadian gamers own a console, 62% own a smartphone, and 35% own a tablet.
- Quebec's video game sector employs 8,749 people, with an estimated expenditure of $741 million, and an average salary of $65,500. British Columbia employs 5,140 people, with $548 million in expenditures, and an average salary of $80,100. Ontario employs 1,821 people, with $134 million in expenditures, and an average salary of $76,400.