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文檔簡(jiǎn)介
THESTATEOFTHEEUROPEAN
ANDHOWTOUNLEASHITSFULLPOTENTIAL
GAMEINDUSTRY
1.2.2024
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Culture&Creativity
WrittenbyNeogamesFinlandassociationwiththe
supportoftheEuropeanGamesDeveloperFederation(EGDF).CommissionedbyEITKICCCSICLCNORTH.
ImagesinthestudyhasbeenmostlygeneratedbyAI(PhotoshopFirefly)
KooPeeHiltunenSuviLatva
LiisaSauri
ElinaTyynel?
Jari–PekkaKaleva
Culture&Creativity
Supportedby:
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TABLEOFCONTENTS
EXECUTIVESUMMARY 4
MainemergingopportunitiesenablingtheEuropeangamesindustrytogrow 5
Buildingyourownfuture:Europeangamedevelopmenttechnologiesthroughinnovationand
research 5
Exploitingtheopportunity-Thedisruptionsofdigitalvaluechain 6
Accesstotalent-Professionalgameeducationasacatalystforchange 8
Understandingyourrestrictions-Beingthebestatexploringnewopportunitiescreatedby
Europeanregulations 8
Theoryofchangethroughthekeyprioryactions 10
1.INTRODUCTION 11
2.STATEOFTHEEUROPEANGAMESINDUSTRY 12
2.1.Keyindicators 12
2.2.ThestateofthenationalgamedevelopmentecosystemsinEurope 14
GroupALow-CapacityGameDevelopmentCountries 16
GroupBModerateCapacityGameDevelopmentCountries 16
GroupCStrongCapacityGameDevelopmentCountries 17
GroupDLeadingGameDevelopmentCountries 17
3.KEYTRENDSSHAPINGTHEGAMEINDUSTRY 18
3.1.Keymegatrends 18
Inflationandeconomicdownturnslowdowngrowth 18
China,theUSAandtheEUarethethreebiggamemarketpowers 18
MarketsaturationandconsolidationmakeitharderforEuropeanSMEstoentermarkets 20
Regulationfragmentstheglobalmarkets 20
3.2.Keymarketsegmenttrends 22
Mobilemarkets 22
Consolemarkets 23
PCmarkets 23
Onlinemarkets 24
VRmarkets 24
TABLEOFCONTENTS
Zerocodeplatformsmarkets 24
Subscriptionandcloudgameplatforms 26
3.3.Keybusinessmodeltrends 27
Premiumgames–gamesasaproduct 27
Gamesasaserviceandfreetoplay(IAP&Advertisements) 27
Subscriptionmodel 28
Gameasaplatform–Roblox,FortniteandMinecraft 28
Play-and-earn/Play-to-earn 28
Gamefranchises 29
4.EITCCSIACTIONPOINTS 31
4.1.HelpEuropeangamedeveloperstoexploitemergingopportunitiesanddisruptions 31
AI–cutthecosts 31
UGC–betheplatform 32
Cross-platformdistribution–diversifytherisks 32
Web3–beaforerunner 33
RecommendedEITCCSIactions 33
4.2.HelpgamedevelopersensurethattheirgamesreachtheEuropeanaudience 34
Strengthenthefreedomtoconductbusiness 34
Helptoovercomemarketaccessbarriersandsecurethefreedomtochoosedistribution
channels 35
SecurecontroloftheIP 35
Secureaccesstotheplayercommunity 35
Secureaccesstoplayerdata 35
RecommendedEITCCSIactions 35
4.3.EnablethebestgamestobemadeinEurope 36
Supportartisticexcellence 36
Supportbusinessexcellence 37
Supporttechnologicalexcellence 37
RecommendedEITCCSIactions 37
4.4.Ensurethefundamentalframeworkconditionsforrunningagamebusiness 38
Supportaccesstoreliableandpredictableguidanceontheimplementationoftheregulation 39
Supportaccesstopeersupportandknowledgesharingacrosscommunities 39
Supportaccesstotalent 40
Supportaccesstofunding(Investmentscene) 42
Supportaccesstomarkets 43
RecommendedEITCCSIactions 43
5.CONCLUSIONS 44
5.1.Thegoalandmainbottlenecks 44
ThemainbottleneckshinderingthegrowthoftheEuropeangamesindustryandpotential
EITCCSIsolutions 44
ANNEX1:Stateofnationalgameindustryecosystemsandrecommendedpartners 47
EITCCSICLCNorth 48
Selectedothercountries 53
ANNEX2:Sustainabilityactions 55
ANNEX3:UseofAIintheGamesIndustryProfessions 56
3
4
EXECUTIVESUMMARY
Over3billionpeopleplayvideogamesworldwide,andgamesareEUR179billionglobalmarket.However,in
theEUgamesareonlyaEUR18.3billionindustrymeaningthattheshareofEuropeangamedeveloperstudiosintheglobalgamesmarketwas11%in2021.Despitethecurrentdownturn,severalgameindustryconsulting
companiespredictthegamemarketwillgrowwithaCAGRtoaround10-12%duringthenextyears.Withthatgrowthrate,theglobalgamemarketwillbeworthoverEUR400billionin2030.
IftheEUwantstomaintainitsshareoftheglobalmarkets,theEuropeangameindustryturnovershouldbewelloverEUR40billionby2030,morethantwiceitscurrentsize.Withoutwell-targetedpublicsupport,reachingthisgoalwillbeextremelydifficultfortheEuropeangameindustry,leadingtoanevenstronger
AmericanandChinesegamemarketdominance.
NationalGameDevelopmentEcosystemsinEurope(2021)
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MAINEMERGINGOPPORTUNITIESENABLING
THEEUROPEANGAMESINDUSTRYTOGROW
Buildingyourownfuture:Europeangamedevtechnologies
throughinnovationandresearch
What?Asaforerunnerofdigitalindustries,thegameindustryisgoingthroughnever-endingwavesoftechnological,businessandartisticdisruptions.,Theindustryhasthetechnical,businessandartistic
capacitytoaddressthechallengesandchangescausedbythesedisruptions.TokeepthetechnologicalforerunneradvantageintheEU,supportstructuresareneededtomainstreaminformationonnew
opportunities(e.g.buildingandusingAI)andsupportEuropeanSMEsinbuildingnoveltoolsand
services.
Artificialintelligence(AI),ispoisedtobecomethenexttransformativeforceinsociety,extendingitsimpactbeyondgamedevelopmenttoinfluencevarioussectors.AsmappedinAnnex3,itencompassesmorethanjustcontentcreationingames;itplaysacrucialroleinenhancingprocessesacrossallactivitiesinagame
developerstudio.AddressingcopyrightandregulatoryaspectsofAIisessential,butitspotentialspansfarbeyondcopyrightissues.CompaniesstrivingtocompeteinglobalmarketsmustharnessAItoitsfullest
potential.ThisinvolvesintegratingAItoolsandrefiningandtailoringthemtothespecificrequirementsofdifferentlevelswithingamedevelopmentandbusinessoperations.
RecognizingthestridesmadebyglobalsuperpowerslikeChinaandtheUSAinAIinvestments,the
EuropeanUnionmustnotlagbehind.ThedevelopmentofAItoolsconstitutesaformofresearchand
development(R&D)demandingtargetedinvestments.SupportingEuropeangamedevelopersinthis
endeavourandestablishingbestpracticescanbestowsignificantadvantagesinthefiercelycompetitive
globallandscape.ThedisruptivenatureofAIcreatesunprecedentedopportunities,especiallyforemergingstartups.
Meanwhile,additionalpublicsupportinstrumentsintheEUaremappingdifferentmethodstoincludecorporate(environmental,socialandadministrative)sustainabilityintheeligibilitycriteriaforpublic
funding.Gamedeveloperstudiosandgameindustryinvestmentsarebecomingsubjecttosustainabilityregulation.
Accesstoriskcapitaltoexploittheseopportunitiesisahugechallenge,especiallyinthelow-capacity
gameproductioncountriesthatlacklocalsupportstructureslikeclusterorganizationsorgameindustry
tradeassociations.Inmoderate-capacitygamedevelopmentcountries,thechallengeistoencouragethecreationofspin-offcompaniesfrommajorlocalgamedevelopmentstudiosandhelpthembecomescale-upcompanies.
How?
1.Europeangamedevelopersshouldbethefirsttoexploreemergingmarketopportunitiesand
disruptions.Furthermore,theyshouldusetheirtechnologicalforerunnerstatusastheircompetitiveadvantage.EITCCSIshouldintroducesupportinstrumentsforexploringnewopportunitiesand
disruptions:AI-driventoolsandproductionmethods,user-generatedcontent,useofthird-party
paymentsystems,andintroductionofthird-partyapplicationstoresenabledbyDMA,Web3,andno-codeplatforms.EITCCSIshouldencouragethedevelopmentofEuropeanalternativesofcrucialgameindustrytechnologieslikegameengines.EITCCSIshouldpromotethecreationandscalingupofnationalgameindustry-focusedVCfundsandencourageEUVCfundstoinvestinthegameindustry(EITinvestorclub).
2.Majorgameindustryexitsshouldleadtoinvestmentsbackintogameindustry.EITCCSIshould
introduceandexperimentwithnewnovelsupportmechanismsunitingcultural,business,SMEandR&Dsupportinstrumentsinunifiedsupportmeasuresspecializedfortheneedsofthegameindustry(EITCCSIpolicyclub).
3.AllEuropeangamedeveloperstudiosandpublishersshouldhaveaccesstoanextensivelistof
sustainabilitytoolsandbestpractices.EITCCSIshouldboostthedevelopmentandmainstreamingofsustainablegamedevelopmentpracticesbeyondenvironmentalsustainability.
4.EITCCSIshouldhelpgameresearchtoworkinclosecooperationwiththeindustry,buildingscenariosaboutfuturepossibilities.
Exploitingtheopportunity:
Thedisruptionsofdigitalvaluechains
What?OnecoreenablingfactorinthesuccessoftheEuropeangamesindustryhasbeenitsabilitytosecureitspositioninthevaluechain.However,comparedtotheleadinggamedevelopmentcountriesglobally,(theUSAandChina),theEUlackstheirdistributionplatforms,andonlyafewglobalindustrygiantsarebasedintheEU.
Europeangamedeveloperstudiosarestrugglingwithlimitationssetbykeygamedistributionplatformswhoactasgatekeepersinthemaingameindustrymarketsegmentsinsomecasesrestrictingaccesstodata,marketaccess,
andthechoiceofdistributionchannels.
SaturatedgamemarketscausesignificantchallengesrelatedtothediscoverabilityofEuropeangames.Europeis
goodatcreatinggamesbutweakeratgamedistributionandpublishing.Conversely,gamemarketsarebecomingincreasinglysaturatedandconsolidatedinthehandsofafewleadingglobalgameindustrygiants.Duetothese
increasingmarketaccessbarriers,Europeimportsmoregamesthanitexports.
Itisnolongerenoughtomakeagreatgame;findingtherightdistributionandmarketingchannelsandpartnersareequallyimportant.Often,gamedevelopersaregoodatmakinggamesandrelyonpublishersfortheir
marketinganddistribution.Unfortunately,thereareonlyafewEuropeanpublishers.
ThenewEuropeanregulatoryframeworkforgatekeeperplatformsdisruptsthegameindustry’svaluechainfordigitaldistribution.ItprovidessignificantnewmarketaccessopportunitiesforEuropeangamedeveloperstudios,astheyhavearoutetostrengthentheirpositioninthevaluechainandstartsellinganddistributingtheirgames
directlytotheirconsumers.
How?ItshouldbeeasyforEuropeanplayerstofindandaccesstoEuropeangames.TheEuropeangameindustrymustbeableto:
1.Recognizeandfullyexploitpotentialmarketdisruptionsinvaluechainsandutilizethem.Findawayto
operateasneartothecustomers/playersaspossible.EITCCSIshouldsupportexperimentationwithnew
supportmodelsbuiltfortestmarketingandaudiencebuildingwithinthegameindustryandsupport
instrumentsbridgingthegapbetweenculturalfundingforartisticexcellenceandR&Dfundingforbusinessandtechnologicalmerit.
2.Buildandfostercommunitiesinandoutsidethegameitself.TheEuropeangameindustrymustbeabletocreatenewvenuesandvaluechainsbyincorporatingexistingonesinanewway.
3.Co-operatewithotherEuropeancreativeindustriesindigitalandnon-digitalvaluechainstocreatenew
intelligentwaystoutilizethestrengthsofdifferentindustriesmaximizingtheirimpact,e.g.inbrandbuilding.Europe’sleadingnationalgameindustryhubsshouldhavetheirowncluster/communityorganization,
enablingandfacilitatinginternalandexternalknowledgesharing.EITCCSIshouldsupportEuropeanSMEsinjoiningleadingglobalgameindustryconferencesandjointcountrybrandinginitiativesfortalentattractionandsupportfornationalandlocalgamedevelopercommunityorganizationsthatfacilitatesgameindustry
peersupportonthelocallevel.
4.Inlow-capacitycountries,theEITCCSImustsupportthetransitionofthegameindustryfromoutsourcingandproductioncompaniestoautonomousgamedeveloperstudiosfocusedoncreatingtheirownIPsandmakingtheirartisticbusiness(e.g.gamedevelopmenttoolsandservices,R&D,distributionandmarketing)andadministrativedecisions(e.g.HR)inthestudioitself.ThiscanbedonethroughMOOCsfocusedon
capacitybuildingandsupportincreatinggameindustryincubatorsandaccelerators.
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Accesstotalent:
Professionalgameeducationasacatalystforchange
What?Accesstotalentisoneofthemainbottlenecksfortheindustry’sgrowth.TheEuropeangameindustry,particularlythestronggamedevelopmentcountries,struggletoaccesstopglobaltalentneededforcontinuedgrowth.ProfessionalgameeducationisunderdevelopedinmanyEUmemberstates,andlocalimmigrationruleshindertalentimmigration.Meanwhile,cross-borderremoteworkisbecomingincreasinglypopular,buttheEUlacksaclearandsolidregulatoryframework.
Professionalgameeducationinstitutionstrainingthenewgenerationsoftalentfortheindustrycanactas
catalystsoftheadaptationofnewtools(e.g.AItools)andexploittheinnovationsindigitaldistributionof
educationlike(MassiveOpenOnlineCourses)tosecureasgoodaspossibleaccesstothelatestknowledgeandskills.
How?Professionalgameeducationinstitutionsmust:
1.WiththehelpofEITCCSI,buildanewcurriculumandimplementnewAItoolsintoeducationandtrainingtoofferstudents(andthustheindustry)thepossibilitytoexpandtheircapabilitiesandproductivity.
2.WiththehelpofEITCCSI,exploreopportunitiesforbuildingsynergiesthroughorganizingsharedlecturesandexchangingtheirOpenOnlineCoursesbetweenselectededucationalinstitutions.
3.WiththehelpofEITCCSI,enableclosecooperationwitheducationandindustryinplanningcurriculums,internshipsandmentoring.
4.Securethattargetgroupsareawareofeducationandthepossibilitiesthegameindustrycanofferso
thatprofessionalgameeducationbecomesthemostattractivecareerchoiceamongthebestyoung
talents.EITCCSIshouldenabletheintroductionofprofessionalgameeducationinthelow-capacitygamedevelopmentcountrieswhereitislackingandsupportthedevelopmentofbusinessskillsintheindustry.
Understandingyourrestrictions:
BeingthebestatexploringnewopportunitiescreatedbyEuropeanregulations
What?TheEUisthegloballeaderinshapinghumanity’sdigitalfuturethroughregulation.EuropeanSMEshave
anopportunitytobethegloballeadersinexploitingthenewopportunitiescreatedbytheregulatorychanges.ItshouldbeeasyandaffordableforallEuropeangamedeveloperstoaccess,understandandfollowtheEuropeanregulatoryframeworkformakinggames.
How?TheEuropeangameindustrymustbewellinformedandreadytoexploitregulatoryandtechnologicalchanges,creatingpossibilitiesforSMEs.EITCCSIshouldsupportinitiatives
mainstreaminginformationandprovidguidanceonkeyregulatoryrequirements
(e.g.,platformregulation,IPprotection,immigrationrules,andcross-borderremotework)onpublishinggamesintheEU’sdigitalsinglemarketarea.EITCCSIshould
helpgamedeveloperstudiosfullyexplorethemarketopportunitiesbroughtby
theDigitalMarketsAct(e.g.,accesstodata,third-partypaymenttools,and
alternativedistributionchannels).
9
10
THEORYOFCHANGETHROUGHTHEKEY
PRIORYACTIONS
THEFIVE
INNOVATIONTOOLS
OUTPUTFUNDEDBYCCSIGRANTS
INTERMEDIATE1
INTERMEDIATE2
IMPACT–15YEARS
1.EDUCATION
EITCCSIprovides
anopenstandard
curriculumtoinclude
AItoolsinexisting
gameindustry
curriculumsatalllevelsofprofessionalgame
education.
Educationalinstitutionssharebestpractices
andlectures,and
operateincloseco-
operationwiththe
industrytoupdate
opencurriculum
standards.Thequalityofgameeducationisenhancedandbettermeetsindustryneeds.
Thenumberofgood-
qualitygameeducationgraduatesmeetsthe
industry’sneeds.Cross-borderworkseamlesslyacrossborders.
TheEuropeangame
industryconsists
ofcompaniesatall
levelswithinthe
valuechain,starting
fromdevelopersandendingnearconsumeroperations,e.g.
distribution/platforms.TheEuropeangame
industryisagloballyrenowneddeveloperofhigh-qualitygamecontentandserviceswithtechnologicallyadvancedmethods.
TheEuropeangame
industryecosystem
isstrong,andgame
researchandgame
educationconstantly
cooperatewiththe
industry.TheEuropeangameindustry
cooperateswithotherCCSIstofullyutilizethecapacityofEuropean
creativity.Corporate
responsibilityand
sustainabilitytopics
arewellmanaged.TheEuropeanshareoftherevenuesoftheglobalgamemarketis20%.
2.DIGITAL
TRANSFORMATIONOFVALUETHECHAIN
EITCCSIprovides
theEuropeangame
industrywithhigh-riskinnovationfunding
toexplorethenew
possibilitiescreatedbynewtechnologieslikeno-codeplatformsandchangesinregulatoryframeworkslikeDMA.
NewEuropeanno-codeplatforms,third-partyapplicationstoresor
in-gamestoresarelaunchedwiththesupportofEITCCSI.
Theindustrycancreatesolidbusinessand
valuechainsaroundthem.
TheEuropeangame
industryfindsaway
tooperateasclosetocustomers/playersaspossibleandbuildsandfosterscommunities
outsidethegameitself.
Europeancompanies,shareofrevenue
increases.
3.INNOVATIONANDRESEARCH
EITCCSIsupports
exploringnew
opportunities,
disruptionsand
knowledgesharing:
AI,UserGenerated
Content,useofthird-
partypaymentsystemsandintroductionof
third-partyapplicationstoresenabledbyDMA,Web3,sustainability
practices,no-codeplatforms
Innovationand
researchoperatein
closecooperationwiththeindustry,buildingscenariosaboutfuturepossibilities.
TheEuropeangameindustryispresentinallkeygameindustryevents.Allkeygameindustryhubshave
theirowngame
industry-focused
cluster/communityorganisation.
Innovationmechanismsandresearchare
integralpartsto
offerforesightintotheEuropeangameindustry.
4.MOBILIZATION&AWARENESS
EITCCSIsupportsthecreationofup-to-datemodelcontracttermsandhelpscreatelegalguidancedocumentsfacilitatingmarket
access.
TheEuropeangameindustryiswell-
informedabout
regulatoryand
technologicalchanges,creatingpossibilitiesforSMEs.
Utilizingdisruptions
andchangesoffers
theEuropeangame
industryacompetitiveedgeintheglobal
market
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1.INTRODUCTION
AstheEuropeanvideogameindustry’scultural,economic,andtechnologicalimportanceisconstantlygrowing,Europeandecision-makersandresearchbodiesarepayingextensiveattentiontoit.ThegoalofthisreportisnottocompetewiththerecentEuropeanMediaIndustryOutlook1andUnderstandingtheValueofEuropeanVideoGamesSocietyreport2.Instead,weaimtobuildontheirfindingsandcoversomeareasleftoutsidetheirfocusinmoredetail.
WeprovideadetailedoverviewofthenationalgameindustryecosystemsinEurope;thechallengesEuropean
gamedevelopersfaceinkeymarketsegmentsandhowtheytrytomonetisetheircontentthroughdifferent
businessmodels.Agoodunderstandingoftheseaspectswithinthevideogamesectoriscrucialforthesecond
partofourreport,whichaimstoproviderecommendationsfortheEITCCSIonovercomingcriticalbarriersand
limitationshinderingthesector’sgrowth.Wewilldemonstratethatsupportfortechnologicalinnovationorgameproductionaloneisnotenoughtoaddressthechallengesthesectorisfacing.Instead,anew,moresystemic
ecosystem-levelapproach,aimingtostrengthenthepositionoftheEuropeangameindustryintheglobalgameindustryvaluechainisneeded.
1)TheEuropeanMediaIndustryOutlook.Availablein:
https://digital-strategy.ec.europa.eu/en/library/european-media-industry-outlook
2)EUROPEANCOMMISSION:UnderstandingthevalueofaEuropeanVideoGamesSociety.Availablein:
https://digital-strategy.ec.europa.eu/en/library/study-european-video-games-sector
11
2.STATEOFTHEEUROPEANGAMESINDUSTRY
2.1.KEYINDICATORS
GAMEMARKETS
GamesareoverEUR170billionmarketglobally.AccordingtoNewzooGlobalGamesMarketReport20233,theglobalgamesmarketkeepsgrowingwitha+2,6year-on-yeargrowthin2023,generatingUSD187.7billion.
Over3billionpeopleplaydigitalgamesworldwide.Thenumberofplayersisestimatedtoreach3,32billionin20244.
246millionEuropeancitizensplaygames.Thenumberofplayersisestimatedtoreach3,32billionin2024.5GamesareEUR23.3billionmarketsinEurope.AccordingtoEuropeanMediaIndustryOutlook6,withitsEUR
23,3billiongamessales,theEUwasthethirdlargestgamemarketgloballyin2021.ThesizeoftheEuropean
gamemarketissubstantiallymorethanthecombinedglobalturnoveroftheEuropeangameindustry,indicatingthattheEUimportsmoregamesthanitexports.
Revenuegeneratedbygamesislargerthanmusicorvideoondemand.AccordingtoEcorysandKEAreport7,therevenuegeneratedbythegamessectoris4,3timeshigherthanthatofthemusicindustryand1,8timeshigherthanvideoondemand,highlightingthefinancialimportanceofthesectorinEurope.
3)Newzoo:GlobalGamesMarketReport2023August2023.Availablein:
/resources/trend-reports/newzoo-global-games-market-report-2023-free-version
4)Explodingtopics:HowManyGamersAreThere?(New2023Statistics).Availablein:
/blog/number-of-gamers
5)EUROPEANCOMMISSION:StudyonEuropeanvideogamessector.Availablein:
https://digital-strategy.ec.europa.eu/en/library/study-european-video-games-sector
6)TheEuropeanMediaIndustryOutlook.Availablein:
https://digital-strategy.ec.europa.eu/en/library/european-media-industry-outlook
7)EUROPEANCOMMISSION:UnderstandingthevalueofaEuropeanVideoGamesSociety.Availablein:
https://digital-strategy.ec.europa.eu/en/library/study-european-video-games-sector
12
GAMEINDUSTRY
GamesareaEUR18.3billionindustryintheEU.AccordingtoareportbyEGDFandVGE8,thecombinedglobalturnoverofEUgamedeveloperstudiosandpublisherswasEUR18,3billionin2021.Inthesameyear,theglobalgamesmarketwasestimatedtobeEUR165billion.Withthesefigures,theshareofEuropeangamedeveloper
studiosoftheinternationalgamesmarketswas11%in2021.
Basedonseveralopinionsofgameindustryconsultingcompanies,thegamemarketisexpectedtogrowin
thefutureyears,withaCAGRofaround10-12%.Withthatgrowthrate,gameswouldbeanapproximatelyEUR400billionmarketin2030.IftheEUwantstomaintainitsshareoftheglobalmarkets,theEuropeangameindustryturnovershouldbewelloverEUR40billionby2030,morethantwiceitscurrentsize.
Europeisgoodatcreatinggamesbutweakatgamedistributionandpublishing,whichisoneofthekey
challengeshinderingtheEuropeangameindustryfromreachingitsgoal.Currently,allmajorplatformsin
mobile,consoleandPCsareownedbynon-Europeancompanies.Amongthe25biggestgameindustry
publisher-developer-investorconglomeratesbyrevenue,thereareonlytwoEurope-basedcorporategroups(UbisoftinFranceandEmbracerGroupinSweden).9
Keychallenges
-TheEUimportsmoregamesthanitexports.
-IftheEuropeangameindustrywantstomaintainitscurrentmarketshare,itsturnovershouldbewelloverEUR40billionby2030,morethantwiceitscurrentsize.
-Europeisgoodatcreatinggamesbutweakatgamedistributionandpublishing.
8)EGDF-VGE:2021EuropeanVideoGameIndustryInsightReport.Availablein:
https://www.egdf.eu/wp-content/uploads/2023/09/EGDF-VGE-video-game-industry-report2021.pdf
9)NewzooToppublicgamescompaniesbyrevenues.Availablein:
/resources/rankings/top-25-companies-game-revenues
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2.2.THESTATEOFTHENATIONALGAME
DEVELOPMENTECOSYSTEMSINEUROPE
NationalGameDevelopmentEcosystemsinEurope(2021)
BasedontheAnnualEGDFdataontheEuropeanGameIndustry,10thenationalgameindustryecosystemsinEuropecanbedividedintofourgroups:
-GroupA:Low-capacitygamedevelopmentcountries:Thesecountrieshavelessthan100gamedeveloper
studios,lessthan1000peopleworkingforthegamedeveloperstudios,orlessthan100Mcombinedindustryturnover.
-GroupB:Moderatecapacitygamedevelopmentcountries:Thesecountriesarehometomorethan100
gamedeveloperstudios,havemorethan1000peopleworkingforthegamedeveloperstudiosandrunoverEUR100Mcombinedturnover.
-GroupC:Strongcapacitygamedevelopmentcountries:Thesecountriesarehometowellover100game
developerstudios,havewellover1000peopleworkingforthegamedeveloperstudiosandrunoverEUR1Bcombinedturnover.
-GroupD:Leadinggamedevelopmentcountries:Thesecountriesarehometoclosetoormorethan1000
gamedeveloperstudios,havemorethan10000peopleworkingforthegamedeveloperstudiosandrunwelloverEUR1Bcombinedturnover.
10)2021EuropeanVideoGameIndustryInsightsReport.Availablein:
https://www.egdf.eu/wp-content/uploads/2023/09/EGDF-VGE-video-game-industry-report2021.pdf
15
EGDFdoesnothavedataonallcountriescoveredbyEITCCSI.Afterexaminingexternaldatasources,wewouldestimate,thatoutofthesecountrieswhoseinfoisbasedonexternaldatasources:
-GroupAalsoincludesSwitzerland,Hungary,Moldova,BosniaHerzegovina,Montenegro,Albania,Malta(studiosnotinvolvedingambling),Kosovo,Luxembourg.
-GroupBalsoincludesBulgaria,Ukraine(whichcouldhavebeenclosetoGroupCbeforethewar)andCyprus.
-GroupCalsoincludesTurkey.
Itisessentialtonoticethatinthegameindustry,factorslikethesizeofthehomemarketorthenational
populationhaveonlyamoderateimpactonthesuccessofthenationalgameindustryecosystems.TheUK,
FranceandGermanyhavebiggameindustryhomemarketsandmassivepopulations,andtheyarealsothegameindustryleadersinEurope.SwedenandFinlandbothhaveastrongnationalgameindustrydespitehavingsmall
homemarketsandrelativelysmallpopulations.ItalyandGreecehavelar
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