In 2024 the European video‑game market demonstrated its resilience and scale, delivering a combined turnover of roughly €24 billion. More than 6,600 development studios were active across the region, collectively employing in excess of 95,000 professionals ranging from programmers and artists to marketers and support staff.

These figures come from the European Video Game Industry Insights Report, a joint effort by the European Games Development Association (EGDF) and Video Games Europe (VGA). The report, which reflects data compiled for the calendar year 2024, is the result of a multi‑stage process: each of the 28 EGDF member organisations first prepares a national‑level analysis, after which the individual submissions are merged to create a comprehensive European snapshot. While the overall talent pool showed signs of stagnation – the rate of new hires and the net increase in employment slowed compared with previous years – the ecosystem’s structural capacity continued to expand. The number of active studios grew between five and ten percent during the year, indicating that new ventures are still being launched even as the labour market tightens.

Nations such as Finland, Italy, and the Czech Republic recorded modest but steady gains in their employment numbers, suggesting that localized pockets of growth remain viable. Poland emerged as the continent’s largest hub for game development and publishing, both in terms of headcount and output.

Polish studios collectively employed the highest number of workers among EU members and were responsible for releasing 450 new titles throughout the year, a figure that placed the country at the forefront of European production volume. The United Kingdom also maintained a substantial presence, with its workforce reaching 28,516 individuals engaged in various stages of the game creation pipeline.

The 2024 edition of the report marked the first inclusion of two previously unrepresented markets: Bulgaria and Cyprus. Cyprus, despite its relatively small size, generated €4.3 billion in turnover, earning the distinction of being the "main game industry hub in terms of combined revenue" within the report’s framework.

Bulgaria, meanwhile, was highlighted as an "important regional hub surrounded by key European game industry talent" – a nod to its strategic position adjacent to talent‑rich neighbours such as Romania and Türkiye. The EGDF’s commentary underscores a nuanced picture. On the one hand, the data confirms that several countries continued to experience growth in both revenue and studio count, lifting the overall European indicators. On the other hand, the sector also faced headwinds: layoffs, corporate consolidations, and a modest decline in employment in certain markets signalled the first measurable dip in the sector’s workforce figures.

This duality reflects the broader challenges confronting the industry, including rising development costs, shifting consumer preferences, and the need for continual innovation. Looking ahead, the report suggests that while the talent base may have plateaued temporarily, the continued rise in studio formation points to a vibrant entrepreneurial spirit within Europe’s game ecosystem.

Policymakers and industry bodies are likely to focus on initiatives that can reinvigorate talent pipelines – such as expanding educational programmes, offering incentives for skill development, and fostering cross‑border collaboration – in order to sustain the momentum generated by the growing number of studios. In summary, 2024 was a year of both affirmation and caution for the European gaming sector.

The €24 billion turnover and the robust studio count of over 6,600 demonstrate that the continent remains a significant global player. At the same time, the stagnation in talent growth and the early signs of employment contraction serve as a reminder that the industry must adapt to evolving market dynamics and invest in its human capital to maintain its competitive edge.