In 2024 the European video‑game market posted a combined turnover of roughly €24 billion, a figure that underscores the sector’s continued economic significance across the continent. The revenue was generated by more than 6,600 development studios, which together employed in excess of 95,000 individuals ranging from programmers and artists to marketers and support staff.
These numbers come from the European Video Game Industry Insights Report, a collaborative publication produced by the European Games Development Association (EGDF) together with Video Games Europe (VGA). The report is based on data collected throughout 2024, but the timing of the research means that the figures reflect the situation as it stood at the end of the year rather than a real‑time snapshot. Each of the 28 EGDF member organisations first compiled its own national statistics, after which the data were merged to create a comprehensive European overview.
This methodology ensures that the numbers capture both the breadth of the industry and the nuances of local markets. One of the most striking observations in the 2024 edition is the contrast between two seemingly opposing trends. On the one hand, the overall growth of the talent pool – measured by the net increase in people employed in game‑related roles – appears to have plateaued. On the other hand, the number of active studios continued to expand, rising somewhere between five and ten percent compared with the previous year.
In practical terms, this means that while fewer new jobs were being created overall, a larger number of companies were launching or remaining operational, often by adopting leaner staffing models or by focusing on niche genres. Several countries exemplify this dual dynamic.
Finland, Italy and the Czech Republic all reported modest but steady gains in employment, suggesting that their ecosystems are still attracting new talent despite the broader slowdown. These markets have benefited from a combination of supportive government policies, a growing pool of specialised training programmes, and an increasingly vibrant indie scene that fuels demand for creative professionals.
Poland emerged as the clear leader in terms of sheer workforce size. The country employed the highest number of individuals across both development and publishing functions within the EU, and it also produced the most new titles in 2024, with a total of 450 releases.
This output reflects Poland’s robust pipeline of mid‑size studios that have successfully tapped into both domestic and international audiences. Meanwhile, the United Kingdom maintained a substantial presence, with a total gaming workforce of 28,516 people. The UK’s continued strength is anchored by its long‑standing reputation for high‑quality AAA production, a deep talent pool, and a mature investment environment.
The 2024 report also marked the first inclusion of two smaller markets: Bulgaria and Cyprus. Although these nations contribute a comparatively modest share of total European revenue, their roles are strategically important.
Cyprus generated €4.3 billion in turnover, earning the description of the "main game industry hub in terms of combined revenue" for the region. This achievement is largely driven by a concentration of publishing houses and service providers that cater to both local developers and overseas clients. Bulgaria, meanwhile, was highlighted as an "important regional hub surrounded by key European game industry talent" from neighboring Romania and Türkiye.
The Bulgarian ecosystem benefits from a growing community of developers, competitive operating costs, and increasing access to cross‑border talent. EGDF officials used the report to underline a nuanced narrative: despite a challenging macro‑economic environment, many European countries managed to sustain growth in both revenue and the number of active studios. This dual uplift helped to keep the overall European metrics on an upward trajectory.
However, the report also warned of underlying headwinds. Layoffs, corporate consolidations, and a modest decline in employment figures in certain jurisdictions signalled the first notable dip in the sector’s employment curve.
In some markets, the number of people working in game development actually fell, reflecting the impact of cost‑cutting measures and the maturation of the industry. Looking ahead, the data suggest that the European gaming landscape will likely continue to evolve along two parallel lines.
First, the proliferation of studios – especially small and medium‑sized enterprises – is expected to keep rising as barriers to entry fall and digital distribution channels become ever more accessible. Second, the talent pool may require targeted interventions, such as expanded education programmes, apprenticeship schemes, and cross‑border mobility initiatives, to reverse the recent stagnation. In summary, 2024 was a year of mixed signals for Europe’s game sector.
While the continent collectively generated €24 billion in revenue and saw the studio count climb to over 6,600, the growth of the workforce slowed, and some regions experienced a slight contraction in employment. The inclusion of Bulgaria and Cyprus broadened the geographic scope of the analysis, highlighting emerging hubs that could play a larger role in the future.
Stakeholders across the industry – from policymakers to investors and educators – will need to address the employment challenges while capitalising on the continued enthusiasm for studio formation, ensuring that Europe remains a vibrant and competitive player on the global gaming stage.