In 2024 the European video‑game industry posted a combined turnover of roughly €24 billion, a figure that underscores the sector’s continuing economic significance across the continent. More than 6,600 development studios were active during the year, collectively employing in excess of 95,000 individuals in roles ranging from programming and design to marketing and publishing.
These numbers come from the European Video Game Industry Insights Report, a joint publication produced by the European Games Development Association (EGDF) and Video Games Europe (VGA). The report reflects data gathered throughout 2024, although the publication itself was delayed by the usual compilation schedule.
Each of the 28 EGDF member organisations first compiled a national‑level snapshot of their own markets, after which the data were harmonised and aggregated to produce a pan‑European view. This methodology ensures that the figures capture both the macro‑economic impact of the industry and the nuances of local market dynamics. One of the most striking observations in the 2024 edition is the apparent decoupling between talent‑base growth and studio formation.
While the overall pool of skilled professionals in the gaming sector appears to have stalled – meaning that the year‑on‑year increase in the number of qualified workers was minimal – the number of active studios still rose, expanding by somewhere between five and ten percent compared with the previous year. This suggests that existing talent is being redeployed across a larger number of smaller or medium‑sized enterprises, or that studios are becoming more efficient in their hiring practices. Countries such as Finland, Italy, and the Czech Republic each recorded modest but steady increases in their employment figures, indicating that the trend is not limited to a single market but is observable across a range of European economies. Poland emerged as a clear leader in both employment and output.
Polish studios collectively employed the highest number of game‑development and publishing staff within the EU, and the country also produced the greatest quantity of new titles, with 450 releases recorded in 2024. The United Kingdom, another major hub, reported a workforce of 28,516 individuals working in the sector, placing it firmly among the top contributors to the European gaming landscape. The 2024 report also marked the first appearance of two smaller markets – Bulgaria and Cyprus – in the EGDF’s annual assessment. Cyprus, despite its modest size, generated €4.3 billion in turnover, a figure that positioned it as the leading revenue‑generating hub among the newly added economies.
The report described Cyprus as the "main game industry hub in terms of combined revenue," highlighting its rapid ascent as a regional centre for both development and publishing activities. Bulgaria, meanwhile, was recognised as an "important regional hub surrounded by key European game industry talent" from neighbouring Romania and Türkiye, indicating that it serves as a strategic bridge between established markets and emerging talent pools.
Commentary from the EGDF underscored the mixed nature of the year’s results. On the one hand, the data demonstrate that, even in a challenging macro‑economic environment, several countries managed to grow both their revenue streams and the number of operating studios, thereby lifting the overall European averages.
On the other hand, the report also documented a series of layoffs, corporate consolidations, and a modest decline in employment in a handful of nations. This contraction represents the first recorded dip in employment levels for the sector since systematic data collection began, signalling that certain markets are feeling the pressure of rising production costs, tighter financing conditions, and shifting consumer preferences. The dual narrative of expansion and contraction paints a nuanced picture of the European gaming ecosystem.
While the sector’s aggregate financial performance remains robust, the underlying labour market shows signs of strain in specific regions. Industry stakeholders are therefore urged to consider policies that can sustain talent pipelines – such as enhanced vocational training, university programmes focused on interactive media, and cross‑border mobility initiatives – while also supporting smaller studios that contribute to the diversity and innovation of the European game catalogue. Looking ahead, the EGDF and VGA intend to continue monitoring these trends closely.
Future reports will likely explore the impact of emerging technologies like cloud gaming, AI‑driven development tools, and the growing importance of live‑service models on both revenue generation and employment patterns. By keeping a close eye on these variables, policymakers and industry leaders can better navigate the balance between fostering growth, protecting jobs, and ensuring that Europe remains a vibrant, competitive player on the global gaming stage.