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Spelutvecklarindex 2024: Sweden
Sweden’s video‑game sector continued to expand in 2023 despite a constrained credit environment, with domestic turnover rising 6.4 % to 34.6 billion SEK and reaching 90.4 billion SEK when foreign subsidiaries are included. The number of development firms hit a record 1,010, an 8 % increase, while employment grew to 9,089 staff in the country, also an 8 % rise, although the overseas workforce fell 4 % to 15,792. Female representation improved to 23.7 % (2,150 women), yet overall profitability declined.
In 2024 the industry marked several high‑profile milestones. The Microsoft‑Activision Blizzard acquisition, valued at roughly 620 billion SEK, concluded in October 2023, and King celebrated the ten‑year anniversaries of Farm Heroes Saga and Candy Crush Soda Saga while relocating to a larger Malmö office. Mergers and acquisitions accelerated, exemplified by Embracer’s €4.9 billion sale of Gearbox to Take‑Two, Red Rover’s €212 million financing round led by Behold Ventures and Krafton, and EQT’s €28.7 billion purchase of Keywords Studios.
Inclusion efforts gained momentum, with programmes such as WINGS, Game Dev Force and King’s nine‑month mentorship supporting 27 women and non‑binary participants, and 52 studios adopting formal diversity policies. Over 300 Swedish studios were catalogued, reflecting a broadening ecosystem. The government’s 2023 cultural‑canon initiative prompted the selection of fifteen landmark digital games spanning six decades, underscoring the sector’s cultural significance.
Higher‑education institutions expanded game‑development curricula, launching new bachelor, master and specialist programmes, thereby strengthening the talent pipeline. Concurrently, research highlighted the limited relevance of traditional screen‑time guidelines for games and emphasized positive outcomes of play. Emerging risks identified include radicalisation, the legal and creative challenges posed by generative AI
- Sweden's video-game sector grew domestic turnover by 6.4% to 34.6 billion SEK in 2023, with total turnover reaching 90.4 billion SEK when including foreign subsidiaries.
- The industry reached a record 1,010 development firms, an 8% increase, while domestic employment grew by 8% to 9,089 staff despite a 4% decline in the overseas workforce.
- High-profile M&A activity remained significant, highlighted by Embracer’s €4.9 billion sale of Gearbox to Take-Two and EQT’s €28.7 billion acquisition of Keywords Studios.
- Profitability across the sector declined in 2023, even as the industry navigated a constrained credit environment.
- Diversity and inclusion initiatives gained traction, with 52 studios adopting formal policies and specific mentorship programs supporting 27 women and non-binary participants.
Videojuegos en Aulas Europeas: Resultados del Proyecto de Investigación 'Juegos en las Escuelas 2023-2024'
The study evaluates how video‑games are being integrated into European primary and secondary classrooms and argues that, while games hold clear potential to enhance motivation, cognition and 21st‑century competencies, systematic support is still required to translate research into widespread practice. A 2023‑2024 survey of 1,474 teachers across 26 European nations reveals that 36 % already employ games in lessons, with more than half of those using them regularly and favouring puzzle‑ or narrative‑driven titles. The principal barriers reported are the difficulty of locating age‑appropriate, curriculum‑aligned and GDPR‑compliant games (45 %) and technical constraints such as insufficient hardware or internet access (42 %). Compared with a 2009 baseline, teachers now rate their digital competence higher (7.7 / 10), display more positive attitudes, and receive stronger backing from school leadership, yet further investment in training, infrastructure and coordinated policy is deemed essential.
A comprehensive taxonomy distinguishes action, adventure, RPG, simulation, sport and hybrid genres, and separates commercial‑off‑the‑shelf titles, serious games, gamified tools and game‑based learning approaches. Empirical work from 2009‑2024 consistently shows modest gains in intrinsic motivation, STEM and language achievement, spatial and attentional skills, and collaborative behaviours when games are thoughtfully aligned with learning objectives. Nonetheless, effects on higher‑order cognition remain uneven, and the literature suffers from heterogeneous definitions, limited longitudinal data and a scarcity of rigorous experimental designs.
Country‑level case studies illustrate both promise and obstacles. Inclusive esports programmes in Italy, digital‑science curricula in Luxembourg, and language‑focused game pilots in Poland and Romania demonstrate measurable improvements in communication, critical thinking and resilience, while chronic under‑funding, outdated hardware, parental scepticism, gender gaps and rigid curricula impede broader adoption. Across the region, teachers cite insufficient professional development, lack of time and compensation, and uncertainty about content safety as persistent challenges.
The overarching recommendation is a coordinated European framework that provides an ethically vetted, GDPR‑compliant repository of educational games, systematic teacher training, robust infrastructure funding, and longitudinal research to validate cognitive and health outcomes. By aligning industry partnerships, policy incentives and evidence‑based pedagogy, the initiative seeks to close the gap between game research and classroom practice, fostering inclusive, engaging learning environments throughout Europe.
- 36% of the 1,474 European teachers surveyed currently integrate video games into their lessons, with over half of those users employing them regularly.
- The primary barriers to adoption are the difficulty of finding age-appropriate, curriculum-aligned, and GDPR-compliant games (45%) and technical limitations such as inadequate hardware or internet access (42%).
- Teacher digital competence has risen to a self-reported 7.7/10 since the 2009 baseline, supported by more positive attitudes and increased backing from school leadership.
- Empirical evidence from 2009–2024 confirms that games, when aligned with learning objectives, produce modest gains in intrinsic motivation, STEM and language achievement, and collaborative behaviors.
- Despite positive trends, the field lacks rigorous longitudinal data and suffers from inconsistent definitions, making the effects of gaming on higher-order cognition remain uneven.
Crypto on Live Streaming Mini‑Report
This analysis examines the intersection of cryptocurrency and live streaming, tracking the rapid growth of digital asset content across Twitch, YouTube, and Kick. The primary thesis identifies a significant surge in crypto-related broadcasting driven by market speculation, memecoin popularity, and political events. The scope covers global data from July 2023 through June 2025, utilizing a methodology that tracks unique channels with at least 30 hours of monthly airtime while excluding bots and suspicious accounts to ensure data integrity.
Findings reveal that the number of unique channels streaming crypto content doubled in the six months leading into late 2024. YouTube experienced the most dramatic growth, rising from 31 channels in July 2024 to over 200 by June 2025. Viewership peaked across platforms in early 2025, with Twitch reaching its height in February and YouTube seeing major spikes in January and June. While Bitcoin remains the most discussed asset with over 500,000 chat mentions in the first half of 2025, Solana has emerged as a dominant secondary interest, recording 171,000 mentions—triple that of Cardano.
The geographic reach of this content is notably diverse, with India emerging as a major hub; four of the top ten crypto creators are based there and stream primarily on YouTube. K1m6a is identified as the leading creator with 6.7 million hours watched. Beyond dedicated finance streams, crypto discourse has permeated gaming communities. Just Chatting is the top category for crypto mentions, but Escape from Tarkov and Fortnite lead among gaming titles. Furthermore, crypto integration is deepening in professional gaming, evidenced by high-viewership esports events like the 2025 Mid-Season Invitational, which secured major crypto-related sponsorships.
- The number of unique crypto-focused streaming channels doubled in the six months leading to late 2024, with YouTube channels surging from 31 in July 2024 to over 200 by June 2025.
- India has become a primary hub for crypto content, hosting four of the top ten global creators who stream primarily on YouTube.
- Bitcoin remains the most discussed asset with over 500,000 chat mentions in the first half of 2025, while Solana has emerged as the dominant secondary interest with 171,000 mentions.
- Creator K1m6a leads the sector with 6.7 million hours watched, highlighting the significant audience reach of top-tier crypto broadcasters.
- Crypto discourse has expanded beyond finance into gaming, with 'Just Chatting' as the top category and 'Escape from Tarkov' and 'Fortnite' leading among gaming titles.
Game Developer Collective Survey Results: November 2024
The November 2024 Game Developer Collective Survey examines how game developers allocate resources to software tools and services, focusing on the adoption of game engines, cloud platforms, and ancillary technologies. The central thesis is that while the market now offers a broader array of solutions than ever before, studios face divergent realities: many are eager to leverage these options to boost efficiency and output, yet a substantial portion confronts tightening budgets that limit further investment. This tension is reflected in the “Industry Conditions and Performance” findings, which portray a challenging commercial environment for the sector.
Key observations indicate that developers increasingly view diversified toolsets as pathways to improved productivity, but cost pressures are intensifying across regions. The survey highlights a split between studios that can expand their technology stack and those that must defer additional spending, underscoring a growing disparity in capability to innovate. The analysis also signals that forthcoming research on “Working Environments,” slated for release in January 2025, will delve deeper into how these financial constraints intersect with workplace dynamics and talent management.
The study spans a global developer base, encompassing respondents from the Americas, Europe‑Middle East‑Africa, and Asia‑Pacific, and captures sentiment as of November 2024. Although specific sample sizes and data sources are not disclosed in the excerpt, the findings are presented under the Omdia research umbrella, with standard disclaimer language indicating that the material is provided “as‑is” and reflects the original publication date. The survey’s conclusions serve as a barometer of current investment trends and the fiscal pressures shaping the game development landscape.
- As of November 2024, the game development sector is defined by a growing disparity between studios capable of expanding their technology stacks and those forced to defer spending due to tightening budgets.
- Developers increasingly view the adoption of diversified software tools, cloud platforms, and ancillary technologies as the primary pathway to improving productivity and output.
- Intensifying cost pressures across global regions are creating a challenging commercial environment that limits the ability of many studios to invest in new innovation.
- The current market offers a broader array of software solutions than ever before, yet these options are being met with fiscal constraints that restrict widespread adoption.
- Future industry analysis, scheduled for release in January 2025, will examine how these ongoing financial constraints specifically impact workplace dynamics and talent management.
Levelling Up: State of India Interactive Media & Gaming Research FY'24
The Indian interactive media and gaming market reached a valuation of $3.8 billion in FY24, representing a significant 30% share of the country’s broader $12.5 billion new media sector. Growth is characterized by a 20% five-year projected CAGR, with expectations to exceed $9.2 billion by FY29. This expansion is primarily driven by a 41% year-on-year increase in in-app purchase revenue, particularly within the midcore segment, which grew by 53%. While Real Money Gaming (RMG) remains a major contributor, recent changes to the GST regime have led to margin compression and increased user acquisition costs for operators in that sub-sector.
The player base in India has expanded to 590 million gamers, with 148 million identified as paying users. Engagement metrics show a 30% increase in average weekly time spent, rising from 10 to 13 hours. Demographic data reveals a diversifying landscape where 44% of gamers are women and 66% reside in non-metro cities. Notably, there is a high degree of overlap between gaming categories, as over 60% of RMG paying users also spend money on midcore titles. Payment behaviors are heavily modernized, with 83% of users utilizing UPI or digital wallets for transactions.
The regulatory environment is shifting toward formal recognition and support, with the government identifying gaming as a "sunrise sector." New frameworks distinguish between RMG and Free-to-Play (F2P) games for taxation purposes, while esports has been officially integrated under the Ministry of Youth Affairs and Sports. These findings are based on a mixed-methods research design conducted between May and October 2024, incorporating a primary survey of 2,269 smartphone users across 16 Indian cities alongside secondary analysis of financial statements and proprietary industry data.
- The Indian interactive media and gaming market reached a $3.8 billion valuation in FY24 and is projected to grow at a 20% CAGR to exceed $9.2 billion by FY29.
- In-app purchase revenue grew 41% year-on-year, with the midcore segment serving as a primary growth driver after experiencing a 53% increase.
- India’s gaming population has reached 590 million, including 148 million paying users who now spend an average of 13 hours per week gaming, a 30% increase from previous metrics.
- The player demographic is increasingly diverse, with 44% of gamers being women and 66% residing in non-metro cities.
- Real Money Gaming (RMG) faces margin compression and rising user acquisition costs due to recent GST regime changes, though 60% of RMG payers also spend money on midcore titles.
Tools & Services Survey: November 2024
This analysis examines the evolving landscape of game development tools and services amidst a period of significant market volatility. Based on a November 2024 survey of the Game Developer Collective, the findings track shifts in engine preference, cloud infrastructure, and overall industry sentiment. The survey includes a global sample of developers, with 48% based in North America and 39% in Europe, primarily representing roles in programming, management, and game design.
A primary focus is the game engine market, which continues to react to Unity’s 2023 "runtime fee" controversy. Despite Unity eventually scrapping the fee, the company has steadily lost market share to Unreal Engine. While the percentage of Unity users planning to switch engines dropped from a peak of 70% in late 2023 to 36% in late 2024, this remains significantly higher than the 14% switch rate seen among users of competing engines. Sentiment toward Unity has moderated, but only 30% of developers report being happy with the company, suggesting a lasting impact on brand trust.
The broader industry environment is characterized by increasing financial pressure and underperformance. Approximately 55% of developers now describe market conditions as "bad," a notable increase from 47% six months prior. Business performance has also declined, with 41% of studios reporting they are underperforming against expectations. Consequently, while investment in tools remains steady for most, there is a growing emphasis on productivity and efficiency as the primary drivers for new purchases. AI-powered tools are a rare area of growth, with studios more likely to increase spending in this category compared to traditional services.
In specialized segments, Blender has emerged as the leading 3D modeling tool, used by 50% of studios. Cloud platform usage is at an all-time high, led by AWS and non-hyperscaler options, though these services remain highly "sticky" with low intent to switch providers. Conversely, specialist backend platforms struggle with low penetration, as only 38% of studios currently utilize these centralized solutions. Overall, the findings depict a cautious industry prioritizing efficiency and stability while navigating a difficult commercial climate.
- Market sentiment is increasingly negative, with 55% of developers describing current conditions as 'bad' and 41% of studios reporting underperformance against expectations.
- Unity continues to lose market share following its 2023 runtime fee controversy, with 36% of its users still planning to switch engines compared to only 14% for competitors.
- Brand trust in Unity remains damaged, as only 30% of developers report being happy with the company despite the reversal of its controversial fee policy.
- Studios are prioritizing efficiency and productivity in their purchasing decisions, with AI-powered tools being the only category seeing increased spending compared to traditional services.
- Blender has become the dominant 3D modeling tool, currently utilized by 50% of surveyed studios.
Game Development and the Green Transition: Code, Climate, Creativity
Executive Summary – “Code, Climate, Creativity: Game Development and the Green Transition”
1. Rapid Industry Growth, Low Relative Carbon Footprint Turnover: €427 M (2012) → €3.1 B (2023) – a ≈ 900 % increase. Employment: > 9 000 people across 1 000+ firms; 87 % are micro‑enterprises (≤10 staff). Carbon Profile: Despite the boom, the Swedish games sector’s emissions remain modest compared with other Swedish industries. Electricity & travel: only a slight rise. Scope 3 (down‑stream) emissions dominate, mainly from the energy used while players are gaming.
Key Insight: The sector’s carbon intensity is low, but the sheer scale of downstream use means total emissions can still be significant.
2. A Dense, Emerging Climate‑Action Network Handbooks & Alliances: Nordic PlayCreateGreen guide, UN‑backed Playing for the Planet Alliance, European Sustainable Games Alliance. Industry Footprint: Global gaming ≈ 14 Mt CO₂e (≈ Sweden’s total industrial emissions). Swedish Share: 2.3 kt CO₂e (2022) – 0.015 % of national industry output. Emission Distribution: 90‑99 % of Swedish games‑sector emissions are Scope 3.
Take‑away: A well‑connected ecosystem of NGOs, academia, and industry is already mobilising around measurement, best‑practice sharing, and player engagement.
3. Scope 3 Dominance & Regulatory Pressure Average Intensity: ≈ 99 t CO₂e per MEUR of turnover → ≈ 302 kt CO₂e total for Swedish firms. Potential Reduction: Up to 90 % cut if all players switch to fossil‑free electricity. Policy Landscape: Science‑Based Targets initiative (SBTi): Requires Scope 3 reduction targets for developers. EU Corporate Sustainability Reporting Directive (CSRD): Will soon mandate detailed Scope 1‑3 disclosures.
Implication: Companies must embed Scope 3 accounting into strategy now, not later.
4. Where Scope 3 Emissions Come From Primary Sources: Production & use of consoles and PCs. Emerging Mitigation: Cloud‑gaming and thin‑client streaming can lower the energy needed for high‑performance gaming, but the net impact depends on data‑center efficiency and network load.
5. Sweden’s R&D Strength – A Launchpad for Green Tech Opportunities: Strong certification schemes and a culture of open innovation. Existing digital‑tool stack (game engines, GPUs, XR platforms,
- The Swedish games industry grew nearly 900% in turnover between 2012 and 2023, reaching €3.1 billion while maintaining a relatively low carbon footprint compared to other industrial sectors.
- Scope 3 emissions—primarily generated by energy consumption during player use—account for 90–99% of the Swedish games sector's total carbon footprint.
- Global gaming emissions are estimated at 14 Mt CO₂e annually, roughly equivalent to the total industrial emissions of Sweden.
- Regulatory pressure is mounting, as the EU Corporate Sustainability Reporting Directive (CSRD) and Science-Based Targets initiative (SBTi) will soon mandate detailed Scope 1–3 disclosures and reduction targets for developers.
- Transitioning players to fossil-free electricity could reduce the sector's total carbon impact by up to 90%.
Insights into Marketing Trends in Southeast Asian Mobile Games in 2024
The Southeast Asian mobile gaming market in 2024 is characterized by high advertiser activity and a strategic shift toward video-centric marketing. Data collected between January and August 2024 reveals a monthly average of over 20,000 active advertisers in the region, representing a 9.5% year-over-year increase. While the proportion of new advertisers remained stable at approximately 3.7%, a significant surge occurred in June, where new game advertisers reached 8.5% of the total market.
Geographically, Indonesia leads the region in the volume of monthly advertisers with 12.3K, surpassing major markets like Japan and South Korea. However, Thailand remains the most intensive in terms of content volume, serving as the only country in the region to exceed 100 monthly creatives per advertiser. From a platform perspective, Android dominates the landscape, accounting for over 70% of advertisers in markets like Indonesia, though iOS users see a higher proportion of image-based creatives.
Genre analysis indicates that while casual games maintain the largest share of advertisers at 28.4%, Role-Playing Games (RPGs) are the most aggressive marketers. RPGs account for 16% of total creatives, a figure significantly higher than the global average. Strategy games (SLGs) lead in format innovation, with 76.5% of their ads utilizing video. Across all genres, video is the dominant medium, making up nearly 70% of all creatives, with a growing trend toward using local influencers, live-action footage, and "mini-game" playables to drive engagement.
The findings are based on sampling from SocialPeta’s database of 1.6 billion ad creatives across 70 global channels. The methodology combines statistical forecasting with desk research to track advertising intelligence across Indonesia, Thailand, Singapore, Malaysia, Vietnam, the Philippines, and Cambodia. Findings suggest that successful regional campaigns increasingly rely on localized content, such as Thai celebrity endorsements and TikTok-inspired audio synchronization, to navigate the fierce competition in the Southeast Asian media-buying landscape.
- Video-centric marketing is the dominant strategy in Southeast Asia, accounting for nearly 70% of all ad creatives across all mobile game genres.
- Indonesia is the region's largest market by advertiser volume with 12.3K monthly advertisers, while Thailand leads in content intensity with over 100 creatives per advertiser.
- The Southeast Asian mobile gaming market saw a 9.5% year-over-year increase in active advertisers, averaging over 20,000 per month between January and August 2024.
- Casual games hold the largest market share at 28.4% of advertisers, but RPGs are the most aggressive marketers, contributing 16% of total creatives.
- Strategy games (SLGs) are the leaders in format innovation, with 76.5% of their advertisements utilizing video.
Gaming Industry Report: Q3 2024
• 2024 market size: $188bn (+2.1% YoY) Total gamers in 2024 by region (millions): • Public markets: leading public gaming ETFs up 22- • 36% YTD (vs S&P 500 = 21%) Middle East & Africa Venture funding in Q3‘ 24: $517m across 92 deals 559 (funding +1% QoQ, number of deals -14% QoQ) (16%) • Epic sidesteps Apple in the EU, sues Google Europe (454 3,422m • Discord launches Activities ...
- The gaming market size in 2024 is $188 billion, showing a 2.1% year-over-year growth. Asia-Pacific accounts for the largest share of gamers with 1,809 million (53%), followed by Europe with 454 million (13%).
- Venture funding in Q3 2024 reached $517 million across 92 deals, marking a 1% increase in funding quarter-over-quarter but a 14% decrease in the number of deals. Total private market funding for 2024 is $3,739 million, with a 15% QoQ increase in Q3.
- Public market gaming ETFs are significantly outperforming the S&P 500, with leading ETFs up 22-36% year-to-date compared to the S&P 500's 21%.
- Unity has fully removed its Runtime Fee, reverting to a seat-based subscription model with increased revenue and funding ceilings for Unity Personal (up to $200k) and price increases for Unity Pro (+8%) and Unity Enterprise (+25%).
- Epic Games is actively challenging platform policies, launching its own iOS app store in the EU with a maximum 12% commission and suing Google and Samsung over anti-competitive practices related to app distribution on Android.
UKIE Annual Review 2024
Ukie’s 2024 annual review presents a comprehensive account of the UK video‑games sector’s performance, strategic direction and advocacy work over the past twelve months. The central thesis is that the industry, now a £6 billion economic engine supporting 76 000 jobs, must be “supercharged” through coordinated efforts to energise businesses, empower talent and elevate games as cultural and educational assets. The review outlines the new five‑year “Supercharged” strategy, which frames Ukie’s campaigning and support programmes for the next decade.
Key findings highlight robust economic contributions: consumer spending on games rose 4 % to £7.82 billion, while a joint analysis with FTI Consulting estimated video‑game technology spill‑overs added up to £760 million to UK GDP and created nearly 10 000 jobs in 2021. International trade activities at Gamescom and GDC generated over £70 million in business wins and attracted more than £150 million of foreign direct investment for 180 UK companies. Policy influence is demonstrated by over 100 engagements with MPs, successful submissions to Ofcom on online safety, and a manifesto that secured inclusion of the sector in major party election platforms. Education initiatives reached 299 470 learners through the Digital Schoolhouse programme, and IP protection actions removed 1.5 million infringing links and prevented £100 million of illicit digital sales.
The review’s scope covers the UK video‑games ecosystem from indie studios to multinational publishers, spanning 2023‑24 and encompassing economic, cultural and regulatory dimensions. Methodologically, the analysis combines internal data on events, memberships and media coverage with external research collaborations, consultation responses and round‑table workshops to produce evidence‑based recommendations. The narrative underscores a commitment to diversity, with a newly approved five‑year EDI strategy and over 20 inclusion‑focused events, positioning the sector for sustained growth and global competitiveness.
- The UK video games sector is a £6 billion economic engine supporting 76,000 jobs, with consumer spending rising 4% to £7.82 billion in the 2023-24 period.
- Video game technology spill-overs contributed £760 million to UK GDP and created nearly 10,000 jobs as of 2021.
- International trade activities at events like Gamescom and GDC generated over £70 million in business wins and attracted more than £150 million in foreign direct investment for 180 UK companies.
- Ukie’s IP protection efforts successfully removed 1.5 million infringing links, preventing an estimated £100 million in illicit digital sales.
- The Digital Schoolhouse education programme reached 299,470 learners, supporting the industry's focus on talent development.
Game Development Studie 2024: Die wirtschaftliche Bedeutung der österreichischen Spieleentwicklungsbranche, ihre Dynamiken und Einflüsse auf die Gesamtwirtschaft
The study evaluates the state of Austria’s game‑development sector in the first half of 2024, tracing its evolution since a comparable survey in 2018 and quantifying its economic contribution. By updating the Institute of Industrial Research’s developer database to 149 active firms and collecting completed questionnaires from 80 companies (a 53.7 % response rate), the analysis combines firm‑level survey data with input‑output modelling to assess employment, turnover and multiplier effects.
The industry has expanded rapidly: the number of firms rose 71.3 % to 149, with 81 % classified as micro‑enterprises (≤9 employees) and 54 % located in Vienna. Turnover reached €92.8 million in 2023—a nominal increase of 285 % since 2017—and employment grew from 474 jobs in 2017 to 1 080 in 2024 (128 % rise). Direct, indirect and induced effects generate a total of €188.7 million in revenue and support roughly 2 260 jobs across the Austrian economy, a multiplier of about 2.0 for both revenue and employment.
Product portfolios remain dominated by entertainment titles (85 % of respondents), while serious and educational games have gained prominence (29 % and 30 %). Development focuses on PC and mobile platforms, with Unity used by 55 % of firms. The workforce is young and highly educated—nearly half are aged 25‑34 and 80 % hold tertiary degrees. Export orientation is strong, 82 % of firms sell to the EU‑27/UK and substantial shares reach the Americas and Asia. Financing relies chiefly on internal funds (92 % deem it very important); public subsidies rank second (62 %). One‑third of firms applied for public funding in the past two years, achieving a 65 % success rate.
Looking ahead, respondents anticipate a slowdown in growth; projections suggest 2029 revenues of €149 million and employment of about 1 540, still representing robust expansion. Nevertheless, the sector rates Austria’s location policy poorly, calling for stronger governmental support, clearer financing mechanisms and improved tax conditions
- Austria’s game development sector has experienced rapid growth since 2017, with turnover increasing 285% to €92.8 million in 2023 and employment rising 128% to 1,080 jobs by 2024.
- The industry generates a total economic impact of €188.7 million in revenue and supports approximately 2,260 jobs across the Austrian economy, reflecting a multiplier effect of 2.0.
- The sector consists of 149 active firms, 81% of which are micro-enterprises with nine or fewer employees, and 54% are concentrated in Vienna.
- Development is highly export-oriented, with 82% of firms selling to the EU-27 and UK markets, while financing remains heavily reliant on internal funds (92%) rather than external investment.
- While the workforce is highly educated—with 80% holding tertiary degrees—the industry anticipates a growth slowdown, projecting revenues of €149 million and 1,540 jobs by 2029.
Live Streaming Trend Report: Q3 2024
The analysis of live‑streaming activity in the third quarter of 2024 demonstrates a robust rebound in overall viewership, with total hours watched rising 12 percent year‑over‑year to reach 8.5 billion. Growth is concentrated on emerging services, most notably Kick, which expanded its audience by 103 percent, delivering 534 million hours of content and securing a 6.3 percent share of the market. Its peak week recorded 45 million hours watched, positioning Kick as the third‑largest platform despite Twitch’s modest 4 percent decline in the same period. The surge extends to Spanish‑language streams on Kick, where viewership accelerated sharply, underscoring the platform’s expanding appeal in non‑English markets.
Subscriber dynamics also reached new heights. VTuber ironmouse achieved an all‑time high of roughly 320 thousand followers on Twitch during the “SUBtember” marathon, while FaZe Clan’s 30‑day joint subathon generated 99.5 thousand and 73.7 thousand new subscribers for members jasontheween and plaqueboymax respectively. These figures illustrate a growing willingness among audiences to convert viewership into direct financial support for creators.
Esports viewership contributed a historic peak, with the LCK Grand Final between T1 and GEN drawing an estimated two million concurrent viewers, reinforcing the continued draw of high‑stakes competitive events. Collectively, the data reveal a diversifying ecosystem in which emerging platforms and regional language streams are reshaping audience distribution, while monetization through subscriptions and esports remains a powerful driver of engagement across the global live‑streaming landscape.
- Total live-streaming viewership reached 8.5 billion hours in Q3 2024, marking a 12 percent year-over-year increase.
- Kick emerged as the third-largest streaming platform with 534 million hours watched, representing a 103 percent growth rate and a 6.3 percent market share.
- Twitch experienced a 4 percent decline in viewership during Q3 2024, even as it hosted record-breaking subscriber events like ironmouse’s 320,000-follower marathon.
- Esports remains a primary engagement driver, evidenced by the LCK Grand Final between T1 and GEN drawing a peak of two million concurrent viewers.
- The live-streaming ecosystem is diversifying through the rapid expansion of non-English markets, particularly Spanish-language streams on the Kick platform.