In 2024 the European video‑game industry posted a combined turnover of roughly €24 billion, supported by more than 6,600 development studios that collectively employed upwards of 95,000 individuals. These figures come from the latest European Video Game Industry Insights Report, a joint effort by the European Games Development Association (EGDF) and Video Games Europe (VGA). The report, which synthesises data collected throughout the year, reflects the state of the market as of the end of 2024 because of the time needed to gather and verify the information.
The methodology behind the study involves each of the 28 EGDF member organisations preparing a national snapshot of their domestic game‑development ecosystem. Once the individual submissions are completed, the EGDF aggregates them into a single, continent‑wide dataset that offers a comprehensive view of trends, revenues, employment and studio counts across Europe.
This collaborative approach ensures that the final numbers are both granular and comparable across borders. One of the most striking takeaways from the 2024 edition is the divergence between talent‑pool growth and studio proliferation.
While the overall increase in the number of people working in the sector has essentially stalled – a rare pause in a historically expanding field – the total number of active studios continued to rise, registering a growth rate somewhere between five and ten percent over the previous year. In practical terms, this means that more companies are entering the market or existing entities are splitting into separate studios, even as the pool of available skilled workers does not expand at the same pace. Several countries illustrate this mixed picture. Finland, Italy and the Czech Republic all reported modest but steady increases in employment within the gaming sector, suggesting that local ecosystems are still attracting talent despite the broader plateau.
Poland, however, stands out as the clear leader in terms of sheer workforce size. Polish studios collectively employed the largest number of developers and publishers in the European Union, and the country also boasted the highest output of new titles, with 450 releases recorded in 2024. The United Kingdom followed with a substantial labour force of 28,516 people engaged in game creation, publishing, and related services.
The 2024 report also marked the first inclusion of two previously untracked markets: Bulgaria and Cyprus. Cyprus, despite its relatively small population, generated an impressive €4.3 billion in turnover, earning the description of the "main game‑industry hub in terms of combined revenue" within the region. Bulgaria, on the other hand, was highlighted as an "important regional hub surrounded by key European game‑industry talent" – a nod to its strategic position next to talent‑rich neighbours such as Romania and Turkey. Commentary from the EGDF underscores the nuanced nature of the findings.
On the one hand, the association notes that "despite challenging times, industry growth continued in several countries, in both revenue and the number of studios, lifting both indicators at the European level." This optimistic framing points to resilient markets that have managed to expand their financial footprints and diversify the studio landscape even when faced with macro‑economic headwinds. On the other hand, the report does not shy away from acknowledging the less favourable side effects of a maturing sector. It records that layoffs, mergers and a general contraction of employment have led to a stagnation – and in some cases a slight decline – in workforce numbers. This represents the first recorded dip in employment for the European gaming industry, signalling that certain regions are feeling the strain of market consolidation, rising production costs, and perhaps a tightening of venture capital flows.
Overall, the 2024 European Video Game Industry Insights Report paints a picture of an industry at a crossroads. Revenue continues to climb, driven by strong consumer demand and the proliferation of new studios that are experimenting with innovative genres and business models. Yet the talent pipeline is showing signs of saturation, prompting industry leaders to consider new strategies for workforce development, such as enhanced training programmes, cross‑border talent mobility schemes, and partnerships with academic institutions.
Looking ahead, stakeholders are likely to focus on balancing studio growth with sustainable employment practices. Initiatives aimed at upskilling existing workers, attracting fresh talent from related creative fields, and fostering a supportive regulatory environment could help mitigate the employment dip observed in 2024. Moreover, the inclusion of emerging markets like Bulgaria and Cyprus suggests that the European gaming landscape is becoming more geographically diverse, offering new opportunities for collaboration and investment across the continent. In summary, while the European gaming sector posted a robust €24 billion in turnover and expanded its studio count to over 6,600, the stagnation of talent‑base growth and the first recorded employment decline serve as a cautionary note.
The industry’s ability to navigate these challenges will determine whether the upward revenue trajectory can be matched by a healthy, growing workforce in the years to come.