Skip to main content
Search by keyword
Research

The Understanding the value of a European Video Games Society report was commissioned by DG Communications Networks, Content and Technology (DG CNECT) of the European Commission and undertaken by Ecorys and KEA. 

The study aimed to review the cultural, financial, and social impacts of video games on society. Its underpinning objective was to inform a deepened understanding of the video games sector in the European Union (EU), in terms of both the challenges and the issues that it faces. The study has been arranged around a set of four themes including:

1) economic and investment aspects,

2) regulatory aspects,

3) workforce aspects including skills and education, and

4) cultural and social aspects.

Main aims

This project has been underpinned by four key aims, all of which seek to help policymakers and industry players to have a stronger insight into the issues affecting the EU’s video games sector. Ultimately the study intends to facilitate informed policy making and initiatives through expanding awareness and understanding of the issues across the sector. The four aims are the following:

Aim 1: To understand the issues and opportunities facing the video game sector in the EU. Although the sector has enjoyed steady and extensive growth over recent years (which will be explored across this report), there has been limited primary research into the needs of the sector, and the state of the EU video gaming sector and the issues it faces remains relatively under-researched.

Aim 2: To understand the impact of the video games sector across a number of key EU policy areas. This aim revolves around understanding how the sector impacts upon and relates to various policy agendas including those linked to cultural, financial and social issues. This aim is underpinned by the rationale that regulation and interventions to support the video game sector into the future need to be informed by an understanding of how the sector relates to a range of policy areas and agendas.

Aim 3: To understand how the EU could play a targeted and active role in supporting the sector through specific policy approaches. This third aim reflects on the needs of the sector and highlights the added value which the EU can play to support the sustainable growth of the video games sector in the future.

Aim 4: To nurture a network of actors and experts in the EU video game sector, in order to facilitate future exchanges. This final aim will lay the foundation for future collaboration with the sector by identifying a group of actors and stakeholders from within the sector which the EC can collaborate with going forward.

Structure of the report

The report is structured as follows: 

  • Chapter 1 provides an introduction to the research, its key research questions, and an introduction to data sources and limitations.
  • Chapter 2 ‘Market overview and financing’ looks at macroeconomic data and key market trends in Europe and beyond. The chapter also provides an overview of typical business models, value chains and funding mechanisms for the sector, both public and private.
  • Chapter 3 ‘The regulatory environment for video games in Europe’ analyses the legislative frameworks existing in Europe which have an impact on the running of the video game market (copyright, intellectual property laws, competition laws and a focus on artificial intelligence regulations), as well as the framework protecting video game users.
  • Chapter 4 ‘Employment, Education and Skills needs in the EU video game sector’ considers the employment and labour market aspects of the sector. The chapter looks at roles, skills, working conditions, diversity/ inclusion and education and training.
  • Chapter 5 ‘Cultural, social and educational dimensions of EU video game sector’ analyses the multi-faceted dimension of video game and their impact on society, creativity, health, and heritage.
  • Finally, Chapter 6 summarises the core messages and recommendations presented throughout the report.

The annexes at the end of this report contain further detail and context linked to the study. 

The full report is available at this link.

Skills intelligence publication details

Target audience
Digital skills for all
Digital technology / specialisation
Digital skill level
Geographic scope - Country
Austria
Belgium
Bulgaria
Cyprus
Industry - field of education and training
Information and Communication Technologies (ICTs) not further defined
Geographical sphere
International initiative
Publication type
Study