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Page 1
Report26 pages

Manifiesto de Video Games Europe 2024-2029

The European video‑game sector seeks recognition as a distinct blend of technology and creative culture and urges policymakers to embed this identity in the EU’s 2024‑2029 strategic framework. By positioning games as a driver of digital innovation, cultural expression, and economic growth, the manifesto argues that tailored legislation, financing, and data‑collection mechanisms are essential to sustain the industry’s momentum and competitiveness.

Between 2019 and 2024 the sector expanded by 16 %, reaching €24 billion in revenue and employing roughly 110 000 highly‑skilled workers across the Union. More than half of Europeans (53 %) now play games, with women accounting for 46.7 % of the audience and the average gamer aged 32. Research indicates that girls who game are three times more likely to pursue STEM studies, underscoring the medium’s educational impact. The self‑regulatory PEGI system, which has labelled over 40 000 titles in 40 countries, has cut non‑compliant sales by up to 50 %, demonstrating effective consumer protection without heavy legislative burden.

Current EU financing tools—tax credits and grants—are deemed insufficient to match the incentives offered by hubs such as Canada, the United Kingdom and France. The manifesto calls for a dedicated funding framework that channels public resources toward innovative, creative projects, alongside flexible talent‑attraction visas and Horizon‑funded labour‑market mapping to close digital‑skills gaps. It also highlights the strain of 850 new obligations introduced between 2017 and 2022, amounting to more than 5 000 pages of regulation, which increase compliance costs for developers and publishers.

To solidify the sector’s contribution, a unified intellectual‑property regime and a revision of NACE classification codes are proposed, enabling accurate economic measurement. Mandatory PEGI‑based age controls, parental‑lock tools and proactive chat moderation address the 53 % of Europeans prioritising child‑friendly environments. Finally, the industry’s low‑carbon digital products and initiatives such as “Playing for the Planet” and “Green Game Jam” are presented as foundations for a climate‑responsible future, aligning gaming with

  • The European video game sector generated €24 billion in revenue between 2019 and 2024, representing a 16% growth rate and supporting 110,000 highly-skilled jobs.
  • The industry faces a significant regulatory burden, having been subjected to 850 new obligations and over 5,000 pages of legislation between 2017 and 2022.
  • Current EU financing tools are insufficient to compete with global hubs like Canada and the UK, prompting calls for a dedicated funding framework and improved tax incentives.
  • The PEGI self-regulatory system has successfully labeled over 40,000 titles across 40 countries, reducing non-compliant sales by up to 50%.
  • Video games have reached 53% of the European population, with a demographic split of 46.7% women and an average player age of 32.
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AEVIJan 2024
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Report13 pages

Video Games Europe Manifesto 2024-2029

Europe’s video‑game sector has expanded by 16 % between 2019 and 2024, now delivering €24 billion in revenue and employing roughly 110 000 highly‑skilled workers. More than half of the continent’s gamers are under 20 years old, and nearly half of parents rely on the PEGI age‑rating system to ensure safe play. The industry’s dual nature—combining advanced technology with creative content—underpins a call for EU‑level measures that preserve an open, tax‑free single market, extend the Creative Europe programme, apply the General Exemption Regulation to games, and reinforce intellectual‑property protection while investing in digital‑skill education, particularly STEM pathways for girls.

The PEGI framework, supported by co‑regulation, has already classified around 40 000 titles across 40 European countries, halving non‑compliance penalties and cutting energy‑consumption violations by roughly 20 %. Nevertheless, the sector faces a regulatory load of 850 new EU obligations (over 5 000 pages of rules) introduced between 2017 and 2022. A shift toward transparent self‑regulation is advocated, emphasizing clearer in‑game purchase disclosures, stronger parental‑control tools, and EU‑wide educational programmes to close digital‑skills gaps and attract diverse talent.

Safety‑by‑design requirements now obligate all publishers to integrate PEGI‑based age classification, parental‑control portals, chat moderation, purchase limits and time‑spending caps, reflecting the predominance of minors among players. The climate‑and‑inclusion agenda shows progress: women represent 23.7 % of the video‑game workforce, surpassing the 17 % share in the broader ICT sector, and industry members are adopting gender‑equality guidelines and green initiatives such as the Green Game Jam. Coordinated self‑regulation, targeted public funding, and unified online‑safety strategies are presented as essential to sustain economic contribution, foster innovation, and position Europe as the leading hub for socially responsible game development.

  • The European video game sector grew by 16% between 2019 and 2024, reaching €24 billion in annual revenue and employing approximately 110,000 highly-skilled workers.
  • Between 2017 and 2022, the industry faced a significant regulatory burden consisting of 850 new EU obligations spanning over 5,000 pages of rules.
  • The PEGI age-rating system has successfully classified 40,000 titles across 40 countries, contributing to a 50% reduction in non-compliance penalties and a 20% decrease in energy-consumption violations.
  • Women currently account for 23.7% of the European video game workforce, outperforming the 17% representation found in the broader ICT sector.
  • Industry stakeholders are advocating for EU-level policies that include the application of the General Exemption Regulation to games, the preservation of a tax-free single market, and the expansion of the Creative Europe programme.
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Video Games EuropeJan 2024
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Report6 pages

2024 Professional Gamer Workforce and Career Structure in Korea

The analysis aims to map the composition, demographics, career trajectories, and income streams of South Korea’s professional e‑sports workforce, drawing on Statista surveys conducted between June and November 2024. It covers domestic players across major titles, Korean competitors active in overseas leagues, and the age, tenure, and earnings profiles of a sample of 138 active professionals, providing a snapshot of the industry’s structure during the current competitive season.

Domestic data identify 361 professional gamers, heavily clustered around four titles: League of Legends (58 players), Valorant (56), PUBG (54) and PUBG Mobile (48). Smaller but notable presences include Rainbow Six Siege (37) and Eternal Return (32). Internationally, 372 Korean e‑sports athletes were reported competing abroad, with League of Legends accounting for 169 participants and Overwatch 2 for 108, while StarCraft II, Valorant and other games each contributed fewer than 30 players.

Age distribution reveals a predominance of young adults, as 37.7 % fall within the 22‑24 year bracket, followed by 29.7 % aged 25 and older, 23.9 % aged 20‑21, and 8.7 % under 19. Career length shows a polarized pattern: 29.7 % have six or more years of experience, while the

  • South Korea’s professional e-sports workforce consists of 361 domestic players and 372 athletes competing in overseas leagues.
  • League of Legends is the dominant title for Korean professionals, accounting for 58 domestic players and 169 athletes competing internationally.
  • The professional player base is heavily concentrated in four domestic titles: League of Legends (58), Valorant (56), PUBG (54), and PUBG Mobile (48).
  • Overwatch 2 serves as the second-largest destination for Korean talent abroad, with 108 players currently competing in international leagues.
  • The workforce is primarily composed of young adults, with 61.6% of professionals aged 20 to 24 and only 8.7% under the age of 19.
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KOCCA – Korea Creative Content AgencyJan 2024
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Report5 pages

2024 Financial and Fan Support Structures in Korean eSports

The analysis examines the financial scale of Korean e‑sports organizations and the patterns of fan support, drawing on a longitudinal budget survey (2015‑2023) and two 2024 public opinion polls conducted across South Korea. It targets professional teams, the broader e‑sports audience aged ten and older, and the period from the mid‑2010s through mid‑2024, providing a comprehensive view of market growth and consumer behavior.

Budget data reveal a steady expansion, with total team expenditures rising from roughly 22.1 billion won in 2015 to 111.6 billion won in 2023—a near five‑fold increase over eight years. The most recent year alone saw a 15.9 % jump from 96.3 billion won in 2022, underscoring accelerating investment in the sector. These figures originate from C&I Research and are based on the Statista “Pro gamers in South Korea” survey.

Fan engagement remains modest: among 2,000 respondents surveyed between June and August 2024, only 35.3 % reported supporting a specific professional team, while 64.7 % did not align with any team. Of the 706 supporters who identified a favorite, T1 commanded an overwhelming 78.2 % share, with the runner‑up Gen.G attracting just 5.4 % and all other teams each receiving under 2 % of votes, indicating a highly concentrated fan base.

Motivational analysis shows that personal affinity for players drives support (48.6 %), followed by a positive perception of the team’s image (41.4 %). Interest in tactical or skill‑based aspects accounts for only 9.2 % of the rationale, highlighting the primacy of player appeal in shaping loyalty.

Overall, the sector demonstrates robust fiscal growth, yet the majority of the audience remains unaffiliated with specific teams, and fan allegiance is heavily skewed toward a single dominant organization. Player popularity emerges as the key lever for deepening fan commitment and expanding market participation.

  • Korean e-sports team expenditures grew nearly five-fold between 2015 and 2023, rising from 22.1 billion won to 111.6 billion won.
  • Market investment is accelerating, with total team spending increasing by 15.9% between 2022 and 2023 alone.
  • Fan loyalty is highly concentrated, as T1 commands 78.2% of identified team supporters, while the runner-up Gen.G holds only 5.4%.
  • The majority of the Korean e-sports audience remains unaligned, with 64.7% of 2024 survey respondents reporting no specific team affiliation.
  • Player affinity is the primary driver of fan loyalty, accounting for 48.6% of support motivations, compared to just 9.2% for tactical or skill-based interest.
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KOCCA – Korea Creative Content AgencyJan 2024
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Report7 pages

2024 E‑Sports Viewership and Engagement Trends in Korea

The analysis aims to map current e‑sports viewership and engagement patterns among South Korean audiences, highlighting how consumption devices, platforms, and motivations shape the market and indicating the potential for offline event conversion. Findings reveal a sharply concentrated viewing environment: personal computers account for 38.2 % of primary devices and mobile phones 35.9 %, together representing 74.1 % of usage, while laptops, tablets and televisions capture smaller shares. Platform preference is even more centralized, with YouTube commanding 78.5 % of respondents, far ahead of SOOP (14.1 %) and CHZZK (7.2 %).

Regularity of consumption is high; 38.5 % of participants watch e‑sports 1–2 times per week and 20.4 % watch 3–4 times weekly, meaning at least 58.9 % engage at least once a week. Weekday sessions cluster around one hour for the majority, whereas weekend viewing extends, with 22 % spending two hours on weekdays and 28.6 % doing so on weekends; longer sessions of five hours or more occur for 4.7 % of weekday viewers and 8.1 % of weekend viewers.

Motivational drivers are dominated by entertainment and self‑improvement: 62.1 % watch because the game is fun, 41.9 % seek to enhance their own gameplay, and 37.5 % cite stress relief. Additional reasons include boredom or free access (27.3 %), support for specific players (22.1 %), and social bonding with friends or coworkers (8.6 %).

The survey, conducted between June and August 2024, sampled 1,858 South Korean e‑sports viewers aged ten and older, with data supplied by C&I Research and the Korea Creative Content Agency. A clear majority—62.7 %—expressed willingness to attend live e‑sports events, while 26.9 % remain undecided and 10.4 %

  • YouTube dominates the South Korean e-sports market with a 78.5% platform share, significantly outpacing competitors SOOP (14.1%) and CHZZK (7.2%).
  • E-sports consumption is primarily mobile and desktop-driven, with PCs (38.2%) and mobile phones (35.9%) accounting for 74.1% of all viewing devices.
  • Engagement is frequent and consistent, as 58.9% of viewers watch e-sports content at least once a week, with 20.4% watching 3–4 times weekly.
  • Viewer motivation is driven primarily by entertainment (62.1%), gameplay improvement (41.9%), and stress relief (37.5%).
  • There is strong potential for offline market growth, as 62.7% of the 1,858 surveyed viewers expressed a willingness to attend live e-sports events.
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KOCCA – Korea Creative Content AgencyJan 2024
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Report68 pages

Spelbranschens roll i den gröna omställningen

Sweden’s gaming sector is positioned as a low‑impact yet high‑potential catalyst for the nation’s green transition. Compared with other Swedish industries and the global gaming market, the sector’s carbon emissions are modest, with the majority of resource use occurring during gameplay—a phase that remains difficult to quantify. By leveraging built‑in eco‑modes, energy consumption can fall by 20‑50 % per player, yet adoption is currently around two percent; making such modes the default could raise the estimated global saving to three percent.

The report highlights how core gaming technologies—game engines, GPUs, extended reality and artificial intelligence—are already being transferred to sectors such as infrastructure, mining and climate modelling, delivering measurable efficiency gains and emission reductions. Immersive tools like AR/VR, digital twins and AI are deployed in public‑sector pilots, including Sweco’s metaverse dialogue platform, Nacka’s “Greenovation Twin” and Vasakronan’s Twinfinity, to visualise climate impacts, streamline urban planning and cut travel‑related emissions. Hackathons and serious‑game prototypes further accelerate climate‑focused solutions, while gamified training and board‑game initiatives foster behavioural change and generate transport‑usage data.

Design guidance stresses that games must promote collective action and embed climate objectives into social norms, rather than focusing solely on individual behaviour. Educational programmes and events such as the 2023 Green Game Jam, which linked gameplay to snow‑leopard conservation and generated donation‑linked purchases, demonstrate the sector’s capacity to mobilise large audiences—evidenced by the UN‑backed “Peoples’ Climate Vote” reaching thirty million mobile users.

Collaboration across more than fifty studios

  • Gaming eco-modes can reduce energy consumption by 20–50% per player, yet current adoption remains at approximately two percent.
  • Making eco-modes the default setting across the global gaming industry could potentially reduce total energy consumption by three percent.
  • Core gaming technologies—including game engines, GPUs, AI, and extended reality—are being applied to infrastructure, mining, and climate modeling to drive measurable efficiency gains.
  • Public-sector projects like Sweco’s metaverse platform, Nacka’s “Greenovation Twin,” and Vasakronan’s Twinfinity utilize digital twins and AR/VR to streamline urban planning and reduce travel-related emissions.
  • The UN-backed “Peoples’ Climate Vote” demonstrated the sector's mobilization potential by reaching thirty million mobile users.
DataspelsbranschenJan 2024
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Report64 pages

The Game Industry of Finland Report 2024

The 2024 overview of Finland’s game sector presents a comprehensive assessment of an industry that remains a global technology leader while confronting a tightening financing environment. Employment reached roughly 4,300 individuals, equivalent to about 3,800 full‑time positions, underscoring the sector’s significance within the national economy. However, a pronounced drop in private risk capital and publisher backing has pushed many studios toward B2B subcontracting, co‑development agreements, and an expanding reliance on European Union and national public R&D programmes, especially after recent reductions in regional funding streams.

Talent depth continues to drive innovation, with Finnish teams at the forefront of AI‑assisted development, proprietary engines, and cloud‑gaming solutions. Persistent shortages of senior developers and specialists in Unreal Engine, together with increasing regulatory complexity and geopolitical uncertainty, pose constraints on future growth. New public R&D instruments and targeted regional SME support aim to mitigate these pressures and sustain the ecosystem’s dynamism.

Geographically, the industry is anchored by a network of regional hubs, notably Jyväskylä’s EXPA, which serves as a northern innovation cluster. The ecosystem is highly diversified, ranging from global powerhouses such as Supercell—employing over 800 staff and delivering seven worldwide hit titles—to agile indie studios like Snowhound, which hosts more than 120 employees from over twenty nationalities, and niche ventures such as Soihtu DTx, which secured a $4.2 million seed round for a clinically validated mental‑health game. Across the board, firms are expanding into cross‑platform and co‑development projects, exemplified by collaborations between Ubisoft RedLynx and Zaibatsu Interactive, reflecting a broader trend toward collaborative, multi‑disciplinary production.

  • Finland’s game industry currently employs approximately 4,300 individuals, representing about 3,800 full-time positions.
  • A significant decline in private risk capital and publisher funding has forced studios to pivot toward B2B subcontracting, co-development agreements, and increased reliance on EU and national public R&D programs.
  • The ecosystem remains anchored by major players like Supercell, which employs over 800 staff and has produced seven global hit titles, alongside diverse ventures like the mental-health game developer Soihtu DTx, which recently secured a $4.2 million seed round.
  • Finnish studios are increasingly adopting collaborative production models, evidenced by cross-platform partnerships such as the collaboration between Ubisoft RedLynx and Zaibatsu Interactive.
  • Despite innovation in AI-assisted development and cloud gaming, the industry faces growth constraints due to a persistent shortage of senior developers and specialists proficient in Unreal Engine.
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Neogames FinlandJan 2024
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Report54 pages

Live Streaming Trends Annual Report 2024

The live streaming landscape in 2024 reflects a maturing industry characterized by the stabilization of viewership hours and a strategic shift toward platform diversification. Following the volatile growth cycles of previous years, the current market demonstrates a consolidated ecosystem where Twitch, YouTube Gaming, and Kick represent the primary pillars of audience engagement. While Twitch maintains its dominance in the non-gaming and community-driven sectors, YouTube Gaming has leveraged its integrated VOD ecosystem to capture a larger share of the competitive esports market. Emerging platforms like Kick have successfully disrupted traditional market shares by offering aggressive revenue splits, leading to a more fragmented but competitive talent landscape.

Technological integration serves as a primary driver for growth, with mobile streaming accounting for nearly half of all global viewership. This trend is particularly pronounced in Southeast Asia and Latin America, where mobile-first infrastructure has allowed platforms like TikTok Live to challenge established desktop-centric services. Data indicates that short-form video integration acts as a critical discovery funnel, with creators who utilize cross-platform promotional strategies seeing a twenty percent higher retention rate compared to those relying solely on live broadcasts. Furthermore, the rise of "VTubing" and AI-enhanced avatars has expanded the creator economy, allowing for new forms of interactive entertainment that bypass traditional physical production constraints.

Monetization strategies have evolved beyond simple ad-revenue models to prioritize direct fan support and brand integrations. Virtual gifting and subscription tiers remain the most reliable revenue streams, though sponsored content and affiliate commerce are becoming increasingly sophisticated. The industry is also witnessing a significant push toward "shoppable" live streams, mirroring successful e-commerce trends in Asian markets. As the industry moves forward, the focus remains on enhancing low-latency infrastructure and developing more robust moderation tools to ensure brand safety and community longevity in an increasingly crowded digital marketplace.

  • Mobile streaming now accounts for nearly 50% of global viewership, driven by mobile-first infrastructure in Southeast Asia and Latin America.
  • Creators using cross-platform promotional strategies that integrate short-form video content achieve a 20% higher audience retention rate than those relying exclusively on live broadcasts.
  • Twitch remains the leader in community-driven content, while YouTube Gaming is capturing significant market share in competitive esports through its integrated VOD ecosystem.
  • The platform landscape is becoming increasingly fragmented as Kick disrupts traditional market shares by offering aggressive revenue splits to attract talent.
  • Monetization is shifting away from simple ad-revenue toward direct fan support, subscription tiers, and the adoption of 'shoppable' live streams for e-commerce.
Stream HatchetJan 2024
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Report27 pages

Global Sports Tech Report 2024

I’m ready to craft a comprehensive synthesis, but I’ll need the remaining section summaries to capture the full scope, findings, and conclusions of the Global Sports Tech Report 2024. Could you please provide the rest of the section-by-section summaries?

  • The sports tech sector saw record deal-making in 2024, with $86 billion in total deal value across 1,152 deals, including 18 M&A deals over $1 billion and 17 financings over $50 million, and over $6 billion raised by new funds.
  • Public markets experienced a rebound in investor confidence, evidenced by a wave of debt refinancings (e.g., Liberty Media, Peloton, Flutter) and follow-on equity rounds (e.g., Liberty Media, Amer Sports), with Canal+ spinning off from Vivendi to list on the LSE.
  • Major acquisitions in 2024 included Silverlake's $13 billion acquisition of Endeavor, KKR's $4.75 billion acquisition of Varsity Brands, and Standard General's $4.6 billion acquisition of Bally's Fantasy, Esports & Betting.
  • Significant fundraising rounds included ŌURA's $200 million Series D, TOCA Soccer's $100 million Series F, and LOVB's $100 million round, indicating strong investment in health-tracking devices, tech-enabled sports experiences, and new sports leagues.
  • Athlete Performance was the top-performing sub-sector with a 52.03% cumulative stock price return, significantly outperforming the S&P 500 (23.31%) and other sports tech categories like Fantasy/Esports/Betting (10.36%) and Digital Media/OTT/Content (5.36%).
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Drake Star PartnersJan 2024
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Report42 pages

ゲーム開発者の就業とキャリア形成 2024

The 2024 Game Developer Survey for Japan provides a comprehensive snapshot of compensation trends among the nation’s game development workforce, focusing on individuals with formal vocational‑school or university education. By capturing responses from a broad cross‑section of developers, the study aims to assess whether recent industry growth translates into tangible financial benefits for skilled professionals.

Findings reveal that more than 80 % of educated respondents reported a salary increase over the preceding year, a pattern that holds consistently for full‑time employees, with roughly the same proportion experiencing any rise in earnings. This upward trajectory suggests that Japanese studios are increasingly rewarding qualified talent, reflecting both heightened competition for skilled labor and the sector’s expanding revenue streams. The data also underscore the importance of formal education as a predictor of wage growth, indicating that employers value academic credentials when allocating compensation adjustments.

Overall, the survey indicates a robust and positive compensation environment for Japan’s game development sector in 2024, highlighting sustained investment in human capital. The prevalence of salary gains among highly educated, full‑time developers points to a healthy labor market that may enhance talent retention and support continued industry innovation.

  • Over 80% of game developers with formal vocational or university education in Japan received a salary increase in 2024.
  • The trend of rising earnings is consistent among full-time employees, with approximately 80% reporting wage growth over the past year.
  • Formal academic credentials serve as a significant predictor of wage growth, as employers prioritize these qualifications when determining compensation adjustments.
  • The widespread salary growth reflects heightened competition for skilled labor and the overall expansion of revenue streams within the Japanese gaming sector.
  • The 2024 data indicates a robust labor market characterized by sustained investment in human capital and improved talent retention strategies.
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CESA – Computer Entertainment Supplier's AssociationJan 2024
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Report20 pages

The Austrian Game Industry 2024

The Austrian game sector is portrayed as a youthful, fast‑growing cluster of predominantly small and micro enterprises whose economic relevance has expanded dramatically over the past six years. A 2023‑2024 survey commissioned by the Austrian Professional Association of Management Consultancy, Accounting and IT and executed by the Institute of Industrial Research gathered responses from roughly 150 active developers, with detailed data supplied by 78 firms on production output and by 23 firms on serious‑game activities. The study combines firm‑level questionnaires with macro‑economic modelling to assess direct, indirect and induced effects on the national economy.

Revenue generated by domestic developers reached €92.8 million in 2023, a nominal increase of more than 285 % compared with 2017, and still represents a 180 % rise after price‑level adjustment. Employment rose from 474 jobs in 2017 to 1 080 in 2024, a 128 % increase, and the sector’s multiplier effect creates roughly 2 260 jobs across Austria. Projections that assume a slowdown to one‑third of recent growth still forecast revenues of €149 million and a workforce of over 1 500 by 2029. In the preceding three years, the surveyed firms produced 405 games, while serious‑game developers now number 20‑30 companies employing 130‑150 staff, chiefly to raise awareness of social issues such as climate change.

The workforce is highly qualified: almost 80 % hold tertiary degrees, with the 25‑34 age group dominating. Educational provision is concentrated in three regional hubs—Salzburg, Upper Austria and Carinthia—where 25 university programmes supply the bulk of IT talent. Financing remains largely internal, with self‑funding cited by 92 % of firms; public subsidies rank second but are considered insufficient, reflected in the finding that 77 % of developers rate Austria’s location policy as poor or very poor. Nonetheless, only 5 % contemplate relocation, and the majority anticipate continued employment growth over the next three years.

  • The Austrian game industry generated €92.8 million in revenue in 2023, marking a 285% nominal increase since 2017.
  • Direct employment in the sector grew 128% over seven years, rising from 474 jobs in 2017 to 1,080 in 2024, with a total economic multiplier effect supporting 2,260 jobs.
  • Projections for 2029 estimate industry revenue will reach €149 million and the workforce will exceed 1,500 employees, even assuming a significant slowdown in growth.
  • The industry is characterized by small and micro enterprises that rely heavily on internal financing, with 92% of firms self-funding their operations.
  • Despite 77% of developers rating Austria’s location policy as poor or very poor, only 5% of firms are considering relocation.
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Austrian Professional Association of Management ConsultancyJan 2024
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Report4 pages

Czech Gaming Industry Report 2024

The Czech Gaming Developers Association compiled an annual industry overview to map the sector’s economic performance, workforce composition and structural trends for 2023 and early 2024. By aggregating self‑reported financial and employment data from member studios, the analysis aims to illustrate growth trajectories, geographic concentration and the evolving profile of talent within the Czech game development ecosystem.

Overall turnover reached €226 million in 2023, marking a 33 % increase over the previous year, while the number of active studios rose modestly, with newly established entities numbering 166 in 2023 compared with 260 in 2022. Employment expanded to roughly 4,165 staff, a 12.3 % rise, with the majority concentrated in Prague (52 %), followed by Ostrava (13 %) and Brno (20 %). The sector released 29 new titles in 2023, supplemented by 10 early‑access projects and 10 DLCs, for a total of 39 releases.

Ownership structures remain dominated by private limited companies, accounting for the bulk of legal entities, while joint‑stock and foreign‑branch configurations each represent about 5 % of the market. Job creation accelerated, with over 430 new positions announced across the year, a 20‑23 % increase relative to prior periods. The workforce is increasingly international: 34 % of employees are foreign nationals, predominantly from EU member states, while 66 % are Czech. Educational backgrounds are diverse, with roughly half holding higher‑education degrees and a similar share possessing vocational or technical qualifications. The report’s methodology relies on annual surveys administered by the association, covering all registered Czech game development firms and providing a comprehensive snapshot of the industry’s health and direction.

  • The Czech gaming industry reached a total turnover of €226 million in 2023, representing a 33% year-over-year growth.
  • Total employment in the sector grew by 12.3% to 4,165 staff, with over 430 new positions created throughout 2023.
  • The industry released 39 total projects in 2023, consisting of 29 new titles, 10 early-access projects, and 10 DLCs.
  • The workforce is increasingly international, with foreign nationals—primarily from EU member states—comprising 34% of all employees.
  • Geographic concentration remains high, with 52% of the workforce based in Prague, followed by 20% in Brno and 13% in Ostrava.
GDACZ – Czech Game Developers AssociationJan 2024

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