Understanding the value of a European video game company report was commissioned by the European Commission’s DG Communications Networks, Content and Technology (DG CNECT) and carried out by Ecorys and KEA.
The study sought to analyse the cultural, financial and social impact of video games on society. Its basic objective was to contribute to an in-depth understanding of the video game sector in the European Union (EU), both in terms of challenges and challenges. The study was organised around four topics, including:
1) economic and investment aspects;
2) regulatory aspects,
3) labour issues, including skills and education; and
4) cultural and social aspects.
Main aims
This project was supported by four key objectives, all of which aim to help policymakers and industry actors better understand the problems affecting the video game sector in the EU. Finally, the study aims to facilitate the development of informed policies and initiatives by increasing awareness and understanding of problems across the sector. The four objectives are as follows:
Aim 1: To understand the problems and opportunities facing the video game sector in the EU. Although the sector has enjoyed steady and extensive growth in recent years (which will be analysed in this report), primary research on the needs of the sector has been limited and the situation of the video games sector in the EU and its problems remain relatively underresearched.
Aim 2: To understand the impact of the video game sector in a number of key EU policy areas. This objective focuses on understanding how the sector influences and relates to various policy agendas, including those related to cultural, financial and social issues. This objective is based on the rationale that regulations and interventions to support the video game sector in the future must be based on an understanding of how the sector relates to a number of policy areas and agendas.
Aim 3: Understand how the EU could play a specific and active role in supporting the sector through targeted policy approaches. This third objective reflects the needs of the sector and highlights the added value that the EU can bring to support the sustainable growth of the video game sector in the future.
Aim 4: Nurturing a network of actors and experts in the EU video game sector to facilitate future exchanges. This final objective will lay the foundations for future collaboration with the sector by identifying a group of industry actors and stakeholders with whom the EC can work with in the future.
Report structure
The report is structured as follows:
- Chapter 1 provides an introduction to research, its main research questions, as well as an introduction on data sources and their limitations.
- Chapter 2 ‘Market overview and financing’ analyses macroeconomic data and key market trends in Europe and beyond. It also provides an overview of business models, value chains and financing mechanisms typical for the sector, both public and private.
- Chapter 3 “Regulatory environment for video games in Europe” analyses existing legislative frameworks in Europe that have an impact on the functioning of the video game market (copyright, intellectual property law, competition law and the focus on artificial intelligence regulations), as well as the framework for the protection of video game users.
- Chapter 4 “Employment, education and skills needs in the video game sector in the EU” takes into account the employment and labour market aspects of the sector. The chapter analyses roles, skills, working conditions, diversity/inclusion and education and training.
- Chapter 5 “The cultural, social and educational dimensions of the video game sector in the EU” analyses the multidimensional dimension of video games and their impact on society, creativity, health and heritage.
- Finally, Chapter 6 summarises the main messages and recommendations presented throughout the report.
The annexes at the end of this report contain further details and background to the study.
The full report is available at this link.