The International Game Developers Association’s Incubation Special Interest Group (SIG) is set to unveil a landmark study at Gamescom 2026, delivering the industry’s inaugural comprehensive overview of game incubation and accelerator programmes worldwide. This extensive survey, described as the first global census of its kind, aims to map the landscape of organisations that nurture fledgling studios, providing valuable data for developers, investors, and policy makers alike.

The research draws upon the input of 84 senior figures—leaders, managers and coordinators—from incubation and acceleration initiatives spanning continents, cultures and business models. These participants answered a detailed questionnaire that explored the structure, funding mechanisms, mentorship approaches, success metrics, and the day‑to‑day challenges they encounter. By aggregating these responses, the SIG has produced a rich dataset that captures both the diversity and commonalities of support ecosystems that are increasingly vital to the health of the games sector. During the dedicated IGDA Incubation SIG meetup at Gamescom, the findings will be presented for the first time.

The session will feature a series of talks that contextualise the numbers and highlight emerging trends. Dr. Pedro Santoro Zambon, a leading researcher on the project, explained the motivation behind the census: "Incubators and accelerators have become pivotal in shaping the next generation of games, yet we have lacked a clear, data‑driven picture of who is operating these programmes, how they function, and what obstacles they face.

This study is our attempt to fill that knowledge gap, offering transparency and insight that can drive better collaboration and policy decisions." Opening the event, Chairperson Sho Sato will provide an update on the SIG’s ongoing initiatives, outlining how the group has been working to foster knowledge‑sharing among support organisations. He will also discuss the methodology behind the census, emphasizing the rigorous validation steps taken to ensure that the data reflects real‑world practices across a broad spectrum of regions, from North America and Europe to Asia‑Pacific and emerging markets in Africa and Latin America.

Following Sato’s remarks, Linn Søvig, who leads the European chapter of the SIG, will address the importance of cross‑border cooperation. She will illustrate how developer‑support organisations can pool resources, share best practices, and co‑create programmes that respect local cultural nuances while benefiting from global expertise.

Søvig will cite examples such as joint mentorship exchanges between Scandinavian incubators and Mediterranean accelerators, which have led to increased funding access and market entry opportunities for participating studios. A key segment of the presentation will be delivered by Vee Pendergrast, Industry Development Manager at New Zealand’s Centre of Digital Excellence.

Pendergrast will focus on inclusive support strategies, highlighting the Centre’s initiatives aimed at Indigenous developers and other under‑represented groups. She will discuss the collaborative work of CODE (Creative Opportunities for Development and Education) with Māori and Pasifika creators, describing how culturally‑responsive mentorship, language‑specific resources, and community‑driven funding models have helped these developers bring authentic stories to a global audience. Her talk will also explore how similar frameworks can be adapted in other regions to promote equity within the gaming ecosystem. The final speaker, veteran industry figure Jason Della Rocca, will introduce the concept of "inception publishing." This emerging model proposes that publishers engage with studios at the earliest stages of development, providing not only capital but also strategic guidance on sustainable business practices, IP management, and long‑term growth planning.

Della Rocca will argue that such early‑stage partnerships can empower creators to retain ownership of their intellectual property while still benefiting from the publisher’s distribution networks and market insights. Beyond the individual presentations, the census data reveals several noteworthy patterns. Firstly, there is a clear shift toward hybrid funding structures, where public grants, private venture capital, and corporate sponsorships are combined to reduce financial risk for nascent studios.

Secondly, mentorship programmes are increasingly specialised, pairing technical expertise (such as AI integration or multiplayer networking) with business acumen (including monetisation strategies and community building). Thirdly, many incubators are expanding their reach beyond traditional physical spaces, offering virtual residency programmes that enable remote collaboration across time zones. The SIG also identified common challenges that persist across the ecosystem. These include difficulty in measuring long‑term impact, limited access to post‑incubation funding, and the need for clearer pathways to market for games that target niche audiences or experimental genres.

Addressing these issues will require coordinated effort among governments, industry bodies, and private investors. Attendees at Gamescom will have the opportunity to explore an interactive dashboard that visualises the census findings, allowing them to filter data by region, programme type, funding model, and target demographic. The SIG encourages participants to use these insights to inform the design of new support structures, refine existing programmes, and foster a more inclusive, resilient global games industry. In summary, the IGDA Incubation SIG’s global census marks a significant milestone in understanding the infrastructure that underpins emerging game development.

By shedding light on who is providing incubation and acceleration services, how they operate, and what hurdles they encounter, the study equips stakeholders with the knowledge needed to strengthen the pipeline of innovative games and ensure that diverse voices continue to thrive in the market.