
European Commission
The EU's executive. Commissions studies on the European video games sector, consoles, media consumption and games research, published through the EU Publications Office.
Documents
CORDIS Results Pack on Gaming for Good: Serious Video Gaming for Education, Research and Health
Serious video gaming for education, A thematic collection of innovative EU-funded research results July 2026 3 Editorial AI-driven and human-made: locative Gaming can act as a tool for analysing complex issues and educating games boost cultural engagement participants.
Study on Audiences, Consumer Behaviour and Preferences Relating to the Consumption of Media Content
Additional material on this survey, including socioeconomic and geographical splits of the answers can be accessed at: https://digital-strategy.ec.europa.eu/en/news-redirect/893309 This document should not be considered as representative of the European Commission's official position.
Understanding the Value of a European Video Games Society
Manuscript completed in July 2023 This document has been prepared for the European Commission however it reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein (http://www.europa.eu).
Review Study of the Ecodesign Voluntary Agreement for the Product Group: Videogames Consoles
701/PP/GRO/IMA/18/1131/10605 in application of Framework Contract No 409/PP/2014/FC Lot 2 Okopol TU Institute of WIEN Computer Technology Directorate-General for Internal Market, Industry, Entrepreneurship and SMEs Directorate Industrial Transformation and Advanced Value Chains Unit C1 - Clean Technologies and Products Contact…
Cyber Chronix: A Participatory Research Approach to Develop and Evaluate a Storytelling Game
Cyber Chronix is a serious game developed by the European Commission’s Joint Research Centre to improve digital literacy and raise awareness regarding the European Union’s General Data Protection Regulation (GDPR).
- Cyber Chronix is a serious game developed by the European Commission’s Joint Research Centre to teach GDPR concepts like data portability and the right to be forgotten through a branching digital comic format.
- The project utilized a participatory research model, integrating input from researchers, privacy experts, and educators to balance legal accuracy with narrative engagement.
- Effectiveness was measured using the Digital Competence Framework (DigComp) across two pilot studies involving 61 total participants, including 22 university students and 39 students aged 12 to 15.
Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry
JRC Scientific and Technical Reports ASSESSING THE FUTURE COMPETITIVENESS OF THE EU VIDEO GAMES SOFTWARE INDUSTRY G. De Prato, C. Feijóo, D. Nepelski, M. Bogdanowicz, J.P.
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