In 2024 the European video‑game market recorded a combined revenue of roughly €24 billion, a figure that underscores the sector’s continued economic relevance across the continent. More than 6,600 development studios were active during the year, collectively employing a workforce that now exceeds 95,000 individuals.
These statistics come from the European Video Game Industry Insights Report, a joint publication by the European Games Development Association (EGDF) and Video Games Europe (VGA). The report aggregates data supplied by the 28 EGDF member organisations, each of which first compiles a national‑level overview before the figures are merged into a single European snapshot. The 2024 edition of the report reflects a mixed picture.
While the overall pool of talent—measured by new entrants and net employment growth—has essentially stalled, the number of operating studios continued to climb, registering an increase somewhere between five and ten percent compared with the previous year. This divergence suggests that, even in the face of a flattening labour market, entrepreneurial activity and the creation of new development entities remain robust. Countries such as Finland, Italy and the Czech Republic exemplified this trend, each reporting modest but steady gains in their employment figures alongside a rise in the count of active studios.
Poland emerged as the clear leader in terms of sheer headcount. The Polish game‑development and publishing sector employed the largest number of professionals within the EU and also produced the highest volume of new titles, with 450 releases recorded in 2024.
The United Kingdom, another heavyweight in the European ecosystem, reported a workforce of 28,516 people, placing it firmly among the top contributors to the continent’s overall employment numbers. A noteworthy development in the 2024 report is the inclusion of two new jurisdictions—Bulgaria and Cyprus—both of which are being recognised for their growing importance in the regional landscape. Cyprus, despite its relatively small size, generated €4.3 billion in turnover, a level that the report describes as making the island nation the "main game industry hub in terms of combined revenue" within its geographical cluster.
Bulgaria, meanwhile, was highlighted as an "important regional hub surrounded by key European game industry talent" due to its proximity to talent pools in Romania and Türkiye, and its emerging role as a bridge between Western and Eastern European development ecosystems. The EGDF’s commentary on the findings paints a nuanced picture.
On the one hand, the data demonstrate that, despite a backdrop of challenging macro‑economic conditions, several countries managed to sustain growth both in terms of revenue generation and the establishment of new studios. This dual‑track progress helped to lift the aggregate European indicators, reinforcing the sector’s resilience. On the other hand, the report also flags a series of headwinds that have begun to surface. Layoffs, corporate consolidations and a general decline in employment levels have led to a stagnation—and in some instances a slight contraction—of the workforce.
This marks the first recorded dip in employment across the European gaming sector, signalling that the industry may be entering a period of adjustment after years of rapid expansion. The slowdown in talent‑base growth can be attributed to several interrelated factors. First, the broader European labour market has been experiencing tighter conditions, with many skilled workers opting for roles in adjacent technology fields such as fintech, artificial intelligence and cloud services, where salaries are often higher.
Second, the increasing cost of living in major tech hubs like Berlin, Paris and London has made it more difficult for studios—especially smaller independents—to attract and retain staff without offering competitive compensation packages. Finally, the maturation of the industry has led to a natural plateau in the number of new entrants; as the field becomes more established, the pool of fresh graduates with a specific focus on game development narrows. Despite these challenges, the sector’s capacity for innovation and adaptation remains evident. Studios across the EU are diversifying their portfolios, exploring emerging technologies such as virtual reality, augmented reality and cloud‑based gaming platforms.
Investment in cross‑border collaborations is also on the rise, with many developers seeking partnerships that can provide access to new markets, shared technology stacks and joint marketing resources. This collaborative spirit is particularly visible in the Balkans and the Baltic region, where smaller studios are leveraging the expertise of larger neighbours to punch above their weight.
Looking ahead, industry observers suggest that the next few years will be defined by how well the European gaming ecosystem can balance the need for sustainable employment with the drive for revenue growth. Policies that support skill development, such as specialised university programmes and vocational training, could help to replenish the talent pipeline. Meanwhile, incentives aimed at reducing operational costs—like tax breaks for research and development or subsidies for studio expansion—may encourage further studio formation and help mitigate the impact of recent layoffs.
In summary, the 2024 European Video Game Industry Insights Report paints a picture of a sector that, while facing headwinds in its labour market, continues to expand its studio base and generate substantial economic output. Poland leads in employment and title output, the UK maintains a sizable workforce, and new entrants like Cyprus and Bulgaria are carving out significant niches. The industry’s resilience will hinge on its ability to navigate employment challenges, foster talent development, and continue innovating within an increasingly competitive global landscape.