KEY FACTS 2020 THE YEAR WE PLAYED TOGETHER

 
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KEY FACTS 2020 THE YEAR WE PLAYED TOGETHER
PUBLICATION DATE:2021

                        KEY FACTS 2020
                        THE YEAR WE PLAYED TOGETHER
KEY FACTS 2020 THE YEAR WE PLAYED TOGETHER
FOREWORD
From Olaf Coenen, Chair of ISFE and
Hendrik Lesser, President of EGDF

We are delighted to present the first joint             believe we must focus on creating more pandem-           We look to 2022 with optimism, with                      Data used in this publication is
ISFE-EGDF Key Facts. This 2021 edition highlights       ic-resistant jobs and growth. Our sector is well-po-     renewed confidence in what we can achieve                extracted from GameTrack, GSD
the benefits of the sector to players and society       sitioned to be a driving force in Europe’s economic      together, with renewed energy for what                   and the EGDF-ISFE European Video
alike and represents an important step in the           recovery if the necessary political and economic         we in the video games sector can do to                   Games Industry Insights reports
collaboration between Europe’s two main industry        support is provided.                                     play our part in Europe’s recovery, and with
associations. The pooling of European industry                                                                   renewed determination to harness the talent
                                                                                                                                                                          GameTrack collects data on the behaviours of game
data, from the smallest European studios to the         As popularity of our games grew, our members’            and potential of Europe’s workforce to fuel
                                                                                                                                                                          players based on three metrics: volume, value, and
biggest companies, creates an unprecedentedly           commitment to responsible gameplay and to the            innovation, creativity, jobs and prosperity in
                                                                                                                                                                          playtime. Data covers France, Germany, Italy, Spain, and
clear and more complete picture of Europe’s video       protection of younger and vulnerable players             Europe’s digital economy.
                                                                                                                                                                          the United Kingdom.
games sector.                                           continued to be part of our daily work, through
                                                        hosting events, launching education campaigns
                                                                                                                                                                          Games Sales Data (GSD) is the first video games industry
Despite our own struggles and personal losses           and embracing the update of the PEGI code of
                                                                                                                                                                          chart to include data on both retail and digital sales. The
during this time, as a collective, we were able to      conduct – the best-in-class self- and co-regulatory
                                                                                                                                                                          retail panel includes 25 European countries, while the
support society in a variety of ways throughout the     model that places minor protection, player safety
                                                                                                                                                                          digital panel includes 50 markets throughout Europe,
pandemic. We connected people whilst they were          and well-being at the heart of video gameplay. We
                                                                                                                                                                          the Middle East, Africa, and Asia.
physically apart; provided entertainment; kept          remain committed to ensuring players get the best
players mentally and physically well; supported         possible experience from video games and our
                                                                                                                                                                          The EGDF-ISFE European Video Games Industry Insights
education, leveraged our reach to communicate           work in this area has grown during the pandemic.
                                                                                                                                                                          report includes useful insights for the video games
public health messaging, and made financial
                                                                                                                                                                          industry as well as European industry data.
contributions to relief funds. Alongside this, we       We have also further advanced in the important are-
noted that a number of parents joined in playing        as of diversity, equality and sustainability by becom-
video games with their children and the world           ing a Women in Games corporate ambassador and
saw that video games can be a force for good.           joining the United Nations-facilitated Playing for the
Ultimately, we played our part, all whilst navigating   Planet Alliance. Through these two commitments,                                                           Dr. Olaf Coenen
the challenges of remote-working, recruitment           we want to support Europe’s video game compa-                                                             ISFE Chair
problems due to travel restrictions, delayed releas-    nies, whether big or small, to increase diversity in                                                      VP Global Commercial Management at Electronic Arts
es, and reduced funding in new development and          the workplace as well as in video game content, and
publishing.                                             to take action to address the climate crisis.

We were also able to demonstrate the agility of         2021 is also the year Brexit became a reality – but
our dynamic sector, as well as how, as a digi-          our UK members remain an integral part of our
tal-centric industry, we were well-positioned to        respective associations and the UK video games
deal with the crisis, delivering new games and          sector remains a crucial player in the European
consoles, despite the enormous challenges.              market.
However, the pandemic was still especially hard on
smaller and medium-sized companies. To remedy
this, EGDF, for example, held the European Games                                                                                                                  Hendrik Lesser
BizDev Gathering event for companies to pitch                                                                                                                     EGDF President
online during the pandemic. Going forward, we                                                                                                                     CEO, Remote Control Productions

2                                                                                                                                                                                                                                   3
KEY FACTS 2020 THE YEAR WE PLAYED TOGETHER
TABLE OF                                                                     Economic
                                                                                  success

    CONTENTS                                                                                                   Talent
                                                                                                             & creativity
    Foreword                                                        2

    European video game player ​
              Who we are and how we play                            6             “
                                                                                          Players are at
              Women and video games ​                               9

    Responsible gameplay

                                                                                           the heart of
              Pan European Game Information (PEGI)                 10
              Parental supervision			                              12
              Player and parental control tools                    13

                                                                                           what we do.
              Guidance across Europe                               14

    Video gameplay during lockdown
             Video gameplay during the pandemic​
             Contributions of the industry during the pandemic ​
                                                                   15
                                                                   16                                      „
                                                                          Societal &
    European video games industry ​                                18
              Market size (​ including revenue split)              20
                                                                        cultural impact
              Spotlight on Digital Environment                     21
              Spotlight on Esports​                                22
              Top selling games ​                                  23                                 Innovation
              Largest employee bases in Europe

    European industry initiatives                                  24
              Games in Schools                                     26
              Diversity pledges across Europe                      27
              Climate commitment ​

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KEY FACTS 2020 THE YEAR WE PLAYED TOGETHER
EUROPEAN VIDEO GAME PLAYER

                                    WHO WE ARE                                                                                                     31.3                                                                 9%
                                                                                                                                                   years old is the
                                                                                                                                                                                              23%                       6-10 years old
            EUROPEAN MARKETS
                                                                                         The average video game player may
                                                                                         not be who you think. No matter
                                                                                         where we play or who we play with,
                                                                                                                                                   average age of
                                                                                                                                                   a video game
                                                                                                                                                   player in Europe
                                                                                                                                                                                                45-64 years old                           9%
                                                                                                                                                                                                                                         11-14 years old
                                                                                         video games evoke the spirit of play
                                                                                         in all of us.
                                                                                                                                                                                                                     Split by
                                                                                                                                                                                     16%                            age group

                                                                                         50%
                                                                                                                                                                                      35-44 years old

                                                                                                                                                                                                                                         22%
                                                                                         of the population
                                                                                                                                                                                                            20%                          15-24 years old

                                                                            aged 6-64                                                                                                                       25-34 years old

                                                                            play video games

                                                                                                                                 AVERAGE PLAYTIME/
                                                                                                                                      WEEK

                                                                                                                                                                                   8.6                            8.8                    9.2
                    SHARE OF VIDEO GAME PLAYERS BY AGE GROUP                                                                          9.5hrs                                         hours                          hours                hours

                                                                                                                                       2020                                        2019                           2018                   2017

                     79%                          72% 60% 43% 31%
                     vs 84% in 2019              vs 74% in 2019         vs 59% in 2019    vs 46% in 2019     vs 31% in 2019
                                                                                                                                  AMONG VIDEO GAME PLAYERS

     68%                                                                                                                                                                                                                      Average player age
    vs 73% in 2019                                                                                                                                                            Play on

                                                                                                                                                       60% smartphone
                                                                                                                                                           or tablet
                                                                                                                                                                                                                                  25.9 yrs

                                                                                                                                              54%
                                                                                                                                                                      Play on
                                                                                                                                                                      console                                                     32.4 yrs

                                                                                                                                                      49%
                                                                                                                                                                              Play on
                                                                                                                                                                              PC                                                  29.6 yrs
       6-10                 11-14                  15-24                    25-34            35-44              45-64

Sources: GameTrack data, provided by IPSOS MORI and commissioned by ISFE.                                                       Sources: GameTrack data, provided by IPSOS MORI and commissioned by ISFE.

6                                                                                                                                                                                                                                                          7
KEY FACTS 2020 THE YEAR WE PLAYED TOGETHER
EUROPEAN VIDEO GAME PLAYER

                                HOW WE PLAY                                                                                                          WOMEN & VIDEO GAMES
                 8%
             play at least
             once a year
                                                                                                                                                                           47%
                                                                                                                                                                           of European
                                                                                                                                                                                                                                                     56m
                                                                                                                                                                                                                                          women play across
                                                                                                                                                                           video game                                                        these markets
                                                                                                                                                                           players are

                                                                                                              76%                                                          women
              15%                                                                                        play at least one                                                 (up from 45% in 2019)
         play at least one                                                                                hour per week
         hour per month

                           ON AVERAGE, PEOPLE IN EUROPE SPEND

                                                                                                                                                                                   AMONG VIDEO GAME PLAYERS

                                  9.5h/week
                                  average time spent playing video games*                                                                    Women represent

                                                                                                                                                       53%                                                                                      32 years old
                                  14h/week                                                                                                    of all mobile and
                                                                                                                                             tablet video game
                                                                                                                                                                                                                                                is the average age of a
                                                                                                                                                                                                                                                female player
                                  average time spent on social media**                                                                                  players

                                  23.5h/week                                                                                                                                       Girls who play video games are

                                  average time spent watching TV***                                                                                                                3×     more likely to pursue
                                                                                                                                                                                          a STEM career
                                                                                                                                                                                          than girls who don’t*

Sources:
*GameTrack data, provided by IPSOS MORI and commissioned by ISFE.                                                                            Sources:
**GlobalWebIndex 2012-2019, Question: On an average day, how long do you spend on social media?, Base respondents: 424,326 (2019) internet   GameTrack data, provided by IPSOS MORI and commissioned by ISFE.
users aged 16-64                                                                                                                             *HOSEIN Anesa, “Girls’ gaming behaviour and undergraduate degree selection: A secondary data analysis approach”, Computers in Human
***EU audiovisual observatory, Yearbook 2020-2021                                                                                            Behaviour, vol. 91, February 2019, pp. 226-235, University of Surrey.

8                                                                                                                                                                                                                                                                                  9
KEY FACTS 2020 THE YEAR WE PLAYED TOGETHER
RESPONSIBLE GAMEPLAY                                                                                                               16%
                               PEGI is the pan-European video game age rating system. PEGI’s goal is to educate
                               consumers, particularly parents, in order to protect minors from potentially inappro-
                               priate game content. PEGI also ensures that games are sold and advertised respon-                                                          25%
                               sibly, that consumer redress is available, and that online game playing environments
                               are kept safe.                                                                                       17%              1,741
PEGI ratings are established under the supervision of independent experts and classification bodies. PEGI is                                        games rated
recognised by the European institutions and national Member States as a model for European harmonisation in
the field of minor protection and consumer transparency.                                                                                              in 2020
Visit www.pegi.info for more information and download the PEGI app for iOS/Android.                                                 22%                                   20%

                   38+                            2,400                                35,000+
                   European                                                            games and millions                              Video game companies are committed to
                                                  member
                   countries                                                           of apps classified                               providing parents and children with the
                                                  companies
                                                                                                                                    highest level of information to ensure safe and
                                                                                                                                     responsible gameplay and PEGI is constantly
                                                                                                                                       adapting its classification system to new
      PEGI’S NEW FEATURES AND SERVICES TO SUPPORT PARENTS                                                                                                 trends

PEGI app                                                       In-game purchase transparency
                     PEGI’s easy-to-use app helps
                     parents in local languages across
                     Europe. Available for both iOS
                     and Android, information about
                     a game is just a click away.

                                                                PEGI’s enhanced in-game purchase descriptor informs
                                                                consumers if an in-game purchase includes paid
                                                                random items.
 AGE LABELS

                                                                                                                                                                                  IN-GAME PURCHASES
Suitable for all          May contain some          Can feature realistic       May depict realistic    Games that contain
 age groups,           non-realistic or implied   violence against fantasy      violence against hu-   gross violence against
no unsuitable           violence, and scenes      characters, non-realistic   manlike characters, bad defenceless characters,
   content            that might be frightening     violence against hu-      language, use of drugs, glamorisation of drugs,
                         to younger children      manlike characters, mild        or erotic nudity    or explicit sexual activity
                                                  bad language, or sexual
                                                         innuendo
10                                                                                                                                                                                               11
KEY FACTS 2020 THE YEAR WE PLAYED TOGETHER
PARENTAL SUPERVISION                                                                                                                       PLAYER AND PARENTAL
         CLASSIFICATION SYSTEMS SUCH AS PEGI ARE ESSENTIAL TO HELP
                                                                                                                                                     CONTROL TOOLS
            PARENTS CHOOSE SUITABLE GAMES FOR THEIR CHILDREN                                                                              In addition to self-regulatory classification systems, the video games industry offers parents several tools
                                                                                                                                          to monitor their children’s video game playing behaviour. For every device, it is possible to set up parental
                 Among parents with children who play video games                                                                         control tools which control:

                                                                                                                     find PEGI labels
                                                               think PEGI labels                                     useful in deciding
  69%              are aware of
                   PEGI age labels           64%               clearly show what                 69%                 whether or not
                                                               a game will contain                                   to buy a game for
                                                                                                                     their children

                                                                                                                                               Age filtering for         Manage your                    Disable                 Restrict communications with oth-
                                                                                                                                              online content and        child’s playtime                or limit                ers, restrict the viewing of content

              2/3                            8 out of 10                                                 97%                                     video games                                           spending                  from the gameplay or created by
                                                                                                                                                                                                                                            other players

      of parents do not                       have an agreement of                                 of parents use
     allow their children                      some kind with their                                some form of
      to spend money                           children, which is an                            method to manage                                         LIST OF DEVICES OFFERING PARENTAL CONTROL TOOLS
        within a video                          increase from 2018                                or monitor their
            game*                              (from 79% to 85%)                                      children’s
                                                                                                in-game spending

                                                                                                                                           Playstation                     Xbox                                  Nintendo 3DS                    PS Vita
                                                          58%
                                     of parents have an agreement with their children
                                        that they ask permission prior to a purchase

           35%                                                                                       26%                                    Nintendo
                                                                                                                                             Switch
                                                                                                                                                                     Nintendo
                                                                                                                                                                    Swicth Lite                                     Windows                    Mac OS
  of parents agree a weekly/                                                                         of parents use
 monthly spend limit with their                                                                   pre-paid value cards
           children

          21%                                                                                                   18%
     of parents use parental                                                                                  of parents monitor          iPhone/iPad            Android/Google                  Windows 10                                  Google Stadia
          control tools                                                                                         credit card bills                                     Play
                                         Need more information about player and parents controls? Check out                               On ISFE’s website you can access player and parental control tools for various devices, platforms player
                                         https://www.isfe.eu/responsible-gameplay/
                                                                                                                                          and parental controls.

* GameTrack in-game spending survey November 2019 by Ipsos MORI, commisssioned by ISFE.                                                                             Check out https://www.isfe.eu/responsible-gameplay/parental-controls/
12                                                                                                                                                                                                                                                                     13
KEY FACTS 2020 THE YEAR WE PLAYED TOGETHER
GUIDANCE ACROSS                                                                                                                 VIDEO GAMEPLAY
                          EUROPE                                                                                                                     DURING COVID-19
         To provide tips and
                                                                                                                                                        LOCKDOWN
                                            To explain how to activate                       To promote the added-value
     guidance to parents on how
                                              parental control tools                           benefits of playing video
              to engage                                                                                                                                                                                   Though playtime
                                             available on every device                       games, such as in education
                                                                                                                                                                                                          increased during
                                                                                                                                                                                                          lockdown, it decreased
                                                                                                                                                                                                          as lockdown measures
                                                                                                                                                                                                          were lifted
                                                                        Sweden Finland

                                                                                                                                          PLAYTIME IN HOURS PER WEEK
                                                           UK
                                                                                Poland
                                                                Netherlands
                                                               Belgium
                                                           Germany
                                                                   Austria
                                                                                                                                                                            10.2
                                                          France
                                                     Switzerland
                                                                              Romania
                                                                                                                                     9.8                                                                          9.2                                    9.3
                                           Spain                                                                                                                                                                                                               2020
                                      Portugal
                                                                     Italy

                                                                                                                                                                                                                   8.9                                         2019
                                                                                                                                                                            8.7                                                                          8.8
                                                                                                                                     8.5
Austria                       Italy                                    Spain                         Switzerland                      Q1                                     Q2                                    Q3                                     Q4
GemeinsamSpielen              Tutto sui videogiochi                    The Good Gamer                PlaySmart
www.gemeinsamspielen.at       www.tuttosuivideogiochi.it               www.thegoodgamer.es           play-smart.ch

Belgium
Jouezmalin /                  Netherlands                              Sweden                        United Kingdom
Speelhetslim                  RuleTheGame                              Fråga, Prata, Spela           Ask about games
www.jouezmalin.be             www.rulethegame.nl                       www.fragaprataspela.se        www.askaboutgames.com
www.speelhetslim.be                                                                                                               Playing multiplayer                                                      49%
Finland                       Poland                                                                                          online games helped people                                        32%                                   29% 42%
Peliviikolla                  Zapytaj o Gry                                                                                        feel less isolated.                                          ...has helped me                      ...made me feel
www.peliviikko.fi             www.zapytajogry.pl
                                                                                                                                                                                                  to feel happier                        less anxious
                                                                                                                                 20% of parents played more with their
France                        Portugal                                                                                                children during lockdown.
PédaGoJeux                    #SaberJoger
www.pedagojeux.fr             Coming soon
                                                                                                                                      All players         Multiplayer online                               46%                                  49%
Germany                                                                                                                                                                                         26%                                   26%
Respektvoll in                Romania                                               ISFE’s 5 tips for parents
Online-Games                  Despre                                                https://www.isfe.eu/news/5-tips/                                                                          ...has helped me to                    ...has helped me
https://bit.ly/3gE2vUo        desprejocurivideo.ro
                                                                                                                                                                                                feel less isolated                  to stay connected
                                                                                                                                                                                                                                        with friends

                                                                                                                             Sources: GameTrack data, provided by Ipsos Mori and commissioned by ISFE; Q1-Q2/2020 Ipsos Mori Video gaming during lockdown report

14                                                                                                                                                                                                                                                                 15
KEY FACTS 2020 THE YEAR WE PLAYED TOGETHER
SOME OF THE

      CONTRIBUTIONS OF
     THE INDUSTRY DURING
        THE PANDEMIC                                                                                                                                   #PLAYAPARTTOGETHER
                                                                                                                                                            CAMPAIGN

                                                   GETTING FIT WITH GAMES

                                                             • Ubisoft offered free trials in Just
                                                               Dance.                                  The #PlayApartTogether campaign encouraged players to follow health
                                                             • Niantic updated its mobile games        and safety guidelines for COVID-19 from the World Health Organization
                                                               Pokémon GO and Harry Potter:                                            medium.com/@playaparttogether
                                                               Wizards Unite to encourage
                                                               exercising at home.
                                                             • Nintendo mixed things up with
                                                               a unique music-based mode
                                                               to get your body moving to 17
                                                               beloved songs from the likes of            SUPPORTING OTHER CULTURAL AND
                                                               Super Mario Odyssey, The Legend           CREATIVE SECTORS THROUGH GAMES
                                                               of Zelda: Breath of the Wild,
                                                               Splatoon 2, and more.
                                                                                                     • US rapper Travis Scott
                                                                                                       performed a live set of his
          LEARNING USING GAMES                                                                         “Astronomical” album. Over
                                                                                                       27.7 million unique players
                                                                                                       participated.
     • Roblox introduced a new Teaching                                                              • The Museum of Angers
       Remotely resource.                                                                              organised virtual tours
     • Microsoft added free educational                                                                on Animal Crossing: New
       resources to its Minecraft Marketplace.                                                         Horizons.
          Check out initiatives of our national members on
          https://www.isfe.eu/games-in-society/covid-19/

                                                                                                                                                    Check out more examples on
                                                                                                                                                    https://www.isfe.eu/games-in-society/covid-19/
16                                                                                                                                                                                                   17
KEY FACTS 2020 THE YEAR WE PLAYED TOGETHER
EUROPEAN VIDEO                                                                                                      REVENUE SPLIT BY DEVICE, IN KEY

                        GAMES INDUSTRY
                                                                                                                                              EUROPEAN MARKETS, IN 2020

                                                                                                                       44%                                                                 14%
                                                                                                                console revenues
        €23.3bn                                                                                                                                                                          PC revenues

             Total European
              market size*

                                                                                                                       40%                                                                 >2%
                                                                                                                  smartphone/                                                            on-demand/
                                                                                                                 tablet revenues                                                          streaming

                                                                                                                                                                    Out of €17.6bn in
                                                                                                                                                                  key European markets

                                                                                                                                             REVENUE SPLIT BY SOURCE,
                                                                                                                                         IN KEY EUROPEAN MARKETS, IN 2020

                                                                                                                                                                                         20%
                                                                                                                                                                                         physical
                                                                                                                                                                                         revenue
                                                                                                                                                                                         (physical copies
                             YEAR-ON-YEAR INCREASE IN REVENUE
                                                                                                                40%                                                                      of games)

             18% 15%                                                                               22%          online revenue
                                                                                                                (full game downloads,
                                                                                                                in-game extras such

                                                                             3%
                                                                                                                as DLC, social games,
                                                                                                                browser games)                                                           40%
                                                                                                                                                                                         app revenue
                    2017                          2018                           2019              2020                                                                                  (paid apps, in-app
                                                                                                                                                                                         purchases)

Sources: GameTrack data, provided by IPSOS MORI and commissioned by ISFE.
* Market size data is extrapolated from GameTrack 2020 report and Newzoo 2020 Global Data Report          Source: GameTrack data, provided by IPSOS MORI and commissioned by ISFE.

18                                                                                                                                                                                                            19
SPOTLIGHT ON                                                                                                              SPOTLIGHT ON ESPORTS
            DIGITAL ENVIRONMENT                                                                                                               ESPORTS ARE WORTH*                                               VIEWERS DURING COVID-19

                                                                                                                                       Esports global revenues suffered a contraction in                     In contrast, the global audience grew during the
                            REVENUE GENERATED BY THE DIGITAL                                                                          2020 but they are expected to grow again in 2021.                        pandemic and it is expected to keep growing.
                           ECOSYSTEM IN KEY EUROPEAN MARKETS
                                                    Data for Italy is only included for 2019 and 2020.
                                                    Digital revenue is made up of online and app revenues.
                                                                                                                                            $958m $947m                            $1b                                                 474m
                                                                                                                                                                                                                          436m
                                                                                                                                                                                                        398m
 Since 2015, digital                                             +31%

                                                                                              64%
 revenue has                                                                                                                                                                                                                                         Occasional
 multiplied 3.1 times                                                                                           (vs 66% in 2019)                                                                                                                     viewers

                                                                                                                                                                   2020

                                                                                                                                                                                                                                2020
                                                                                              In-game extras, addi-

                                                                                                                                                 2019

                                                                                                                                                                                                            2019
                                                                                                                                                                                     2021

                                                                                                                                                                                                                                         2021
                                                    +21%
                                                                                              tional downloadable                                                                                                                                    Esports
                                      +30%                                                    content for games                                                                                                                                      enthusiasts
                                                                                              already bought
                        +25%
  YoY
            +22%                                                                              25%               (vs 21% in 2019)
growth                                                                                        Full game downloads                                            Established in 2019, ISFE Esports brings together ISFE’s wider games publisher and
                                                                                                                                                             national trade association membership as well as major tournament organiser ESL,

                                                                                              11%
                                                                                                                                                             Twitch and Riot Games.
  €4.6bn

               €5.6bn

                            €7.0bn

                                                                                                             (vs 13% in 2019)
                                         €9.1bn

                                                                     €14bn
                                                       €11bn

                                                                                              Subscription services                                                                                                  Learn more at www.isfe.eu/isfe-esports
                                                                                              and social games
2015         2016          2017         2018         2019          2020
                                                                                                                                      AUDIENCES IN EUROPE**                                                            TOP TITLES IN EUROPE***
                             REVENUE GENERATED BY ON-DEMAND/
                                                                                                                                              13%
                                   STREAMING SERVICES
                                                                                                                                              female
                                                                                                                                              esports
                                                                                                                                                                                       1%
                                                                                                                                                                               non-binary
                                                                                                                                                                                                                    1            League of Legends
                                                                                                                                                                                                                                 Counter-Strike:
                                                               +16,5%                                                                         enthusiasts                         gender
                                                                                                                                                                                                                    2            Global Offensive

                          €341m                                                  €397m
                                                                                                                                              92 million in total
                                                                                                                                                                                                                    3            Overwatch

                                   2019                                                  2020
                                                                                                                                   19%
                                                                                                                                   female
                                                                                                                                                     33%
                                                                                                                                                     male
                                                                                                                                                                        33%
                                                                                                                                                                        male                                        4            Call of Duty
                                 revenue                                               revenue
                                                                                                                                                                                                                    5
                                                                                                                                   occasional        esports            occasional
                                                                                                                                   viewers           enthusiasts        viewers                                                  Valorant

                                                                                                                                   Sources:
                                                                                                                                   *Newzoo (2021). Global Esports & Live Streaming Market Report.
                                                                                                                                   **Newzoo and PayPal (2020). Europe and Esports: High Engagement and Even Higher Potential.
                                                                                                                                   *** Based on esports audience. Provided by Newzoo.
 Sources: GameTrack data, provided by IPSOS MORI and commissioned by ISFE.

 20                                                                                                                                                                                                                                                             21
LARGEST EMPLOYEE
                                                                                                                                                                                         BASES IN EUROPE (2019)
                                        TOP SELLING GAMES OF 2020*
                                                                                                                                                                                                                                            Sweden:
                                                                                                                                                                                                                                             5,925

                                                                                                                                             86,953
                                                                                                                                                employees in 2019
         1                                              2                                            3                                                                                                                                              Poland:
                                                                                                                                                                                                                           Germany:                  7,800
                                                                                                                                                      compared to
                                                                                                                                                                                                                            10,487
                                                                                                                                                     77,916 in 2018

                                                                                                                                                                                                      France:
                                                                                                                                                                                                      15,000
                   FIFA 21                                  Grand Theft                                         FIFA 20                                                                                                                                           Romania:
                 Electronic Arts                              Auto V                                          Electronic Arts                                                                                                                                      6,000
                                                              Rockstar Games
                                                                                                                                                                                  Spain:
                                                                                                                                                                                  9,500

        4                                               5                                            6

                                                                                                                                                                       WOMEN EMPLOYED IN EUROPE
           Call of Duty:                                     Animal                             Tom Clancy’s Rainbow
          Black Ops Cold                                  Crossing: New                              Six Siege
               War                                          Horizons                                                 Ubisoft
               Activision Blizzard                                Nintendo

                                                                                                                                                                                                          20.38%
         7                                              8                                            9                                                                                                 of estimated
                                                                                                                                                                                                    employees are women

          Call of Duty:                                       Assassin’s                                   Red Dead
         Modern Warfare                                         Creed                                    Redemption 2
               Activision Blizzard                             Valhalla                                      Rockstar Games
                                                                    Ubisoft

                                                                                                                                Source: 2019 EGDF and ISFE Industry Insights Report. The report includes data on the number of employees in European countries such as Belgium,
*Full game sales by unit tracked by Global Sales Data (GSD), sorted by rank for 2020, Retail and Network combined.              Bulgaria, Czechia, Denmark, Finland, France, Germany, Greece, Latvia, Lithuania, Ireland, Italy, Netherlands, Norway, Poland, Portugal, Romania,
This listing does not include Nintendo digital sales data.                                                                      Serbia, Slovakia, Slovenia, Spain, Sweden, UK.

22                                                                                                                                                                                                                                                                           23
HANDBOOK FOR TEACHERS

                                                                               96%
                                                                                                   Available in English, Italian, Polish, Romanian and Spanish

                                                           4,282              said they will                                                           In 2020, the governments
                                                                             use learnings in                                                          of Poland and of
                                                                             everyday work                                                             Belgium’s Flanders
                                                             participants                                                                              region became the first in
                                                                                                  Using                                                Europe to integrate video
For the sixth year in a row, European Schoolnet, the network of 34
                                                                                                  educational                                          games into mainstream
Ministries of Education across Europe and ISFE are continuing their
Games in Schools project designed to train teachers and educators
across Europe on how to use video games as pedagogical support in the
                                                                            73                    games in the
                                                                                                  classroom:
                                                                                                  guidelines for successful
                                                                                                                                                       education.

classroom.                                                                                        learning outcomes

The project’s outputs included a 6-week long Massive Open Online
                                                                        countries
                                                                                                  A handbook for teachers
Course (MOOC) (see below) about Games in Schools, a selection of
teacher-created lesson plans, and a handbook for teachers on using
video games for educational purposes.

 MODULES OF THE MASSIVE OPEN ONLINE COURSE (MOOC)

         Why use
     1   computer games
         in the classroom?            2       Using games for
                                              thematic learning         3   Learning games

                                                                                                                                                                 List of video
                                                                                                                                                                 games with
                                                                                                                                                                 educational
                                                                            Why is it important                                                                  potential

 4       What can we learn
         from games?                  5       Designing games
                                                                        6   to teach about
                                                                            games?

24                                                                                                                                                                                  25
DIVERSITY PLEDGES                                                                                              CLIMATE COMMITMENT
                    ACROSS EUROPE                                                                                      The video game industry shares the European Union’s belief that addressing climate change is one of the most
            In early 2021, ISFE and EGDF established a Diversity Working Group with the goals of
                                                                                                                       critical challenges of the 21st century. As a result it has taken numerous initiatives to protect the environment
            committing to advancing gender equality and diversity in the industry, promoting ongoing
                                                                                                                       and is striving to improve the energy efficiency of its devices and services.
            efforts of our members, and serving as a resource for information on diversity-related policy
            and legislative issues. Below are a few of our member initiatives:

                                                                                                                         Green Games Guide                               A Climate Handbook                               Playing for the
                                                                                                                                                                         for Game Companies                               Planet Alliance
                                                                                • 140+ pledge partners and               In early 2021, Ukie collaborated
     • SELL and SNJV, representing         Over 400 companies and                                                        with Games London and                           PlayCreateGreen was founded                      During the 2021 EU Green Week,
                                                                                  supporters have signed up.
       the French video games sector       more than 1,000 individuals                                                   the UN’s Playing for the                        in 2019 by a group of leading                    ISFE became Associate Member
                                                                                • #RaiseTheGame is designed to
       signed Diversity Charter along-     have already signed a joint                                                   Planet Alliance to develop                      Nordic game companies to                         of the UN-facilitated Playing for
                                                                                  inspire meaningful, cultural and
       side Women in Games, France         declaration to actively support                                               a Green Games Guide to                          assist video game companies in                   the Planet Alliance.
                                                                                  behavioural change in all games
       to promote diversity within the     diversity and inclusion in the                                                assist businesses in thinking                   effecting real change by sharing
                                                                                  businesses, companies and or-                                                                                                                playing4theplanet.org
       French games industry.              video games industry and                                                      about how they can improve                      knowledge essential to achieve
                                                                                  ganisations, regardless of size or
     • Launched Women in Games             became part of #TeamDiversity                                                 their approach to sustainability.               climate neutrality.
                                                                                  stage of their equality, diversity
       (FR) Diversity Guide.               in Germany.
                                                                                  and inclusion (EDI) journey.                ukie.org.uk/greengamesguide                     playcreategreen.org
          womeningamesfrance.org                hier-spielt-vielfalt.de/en
                                                                                      raisethegame.com

                                                                                                                                                                                                                                   54
                                                                                                                       Raising environmental awareness
                                                                                 AEVI, the Spanish video games
                                                                                                                       through video games:
                                                                                 association, has compiled all
                                                                                                                       Many video game studios are working on incorporating new
                                                                                 local initiatives in the field of                                                                                                                TWh of
     Diversi is a project dedicated to increasing diversity in the                                                     features in and out of their games, such as modes, maps,
                                                                                 equality, diversity, inclusion
     Swedish video games industry. Scholarships for female                                                             themed events, storylines and messaging that highlight                                                     energy
                                                                                 that are being carried out by
     game students to attend Game Developers Conference, a                                                             environmental themes like conservation restoration.
                                                                                 companies in Spain.
     networking event at Nordic Game, are among its activities.
                                                                                 Diversity and equality plan                                                                                                           GCVA saved over
          diversi.nu                                                             coming soon.
                                                                                                                       Enhancing the sustainability of video
                                                                                                                       game consoles:                                                                                 the lifetime of PS4
                                                                                                                       In 2015, Nintendo, Sony Interactive Entertainment and Micro-                                  and Xbox One series
                                                                                                                       soft launched the Games Consoles Voluntary Agreement (GCVA)                                         consoles*
                                                                                                                       together with the European Commission, to improve energy                                       (equivalent to Greece's annual
                                             ISFE becomes a corporate ambassador                                       and resource efficiency of current and future games consoles.                                  electricity production in 2019).
                                             of Women in Games
                                             A not-for-profit looking for equity and parity for all women and
                                             girls in the video games industry and esports.

                                                                                                                       Source: * Zimmermann, T. et al., Review Study of the Ecodesign Voluntary Agreement for the Product Group “Videogames Consoles”, 2019, pp.
                                                                                                                       154-155.

26                                                                                                                                                                                                                                                                 27
MEMBERS                 ISFE     EGDF

Video game companies
•     Activision Blizzard             •     Niantic                         •      Square Enix
•     Bandai Namco                    •     Nintendo                        •      Supercell
•     Electronic Arts                 •     Roblox                          •      Take 2 Interactive
•     Embracer Group                  •     Sega                            •      Ubisoft
•     Epic Games                      •     Sony Interactive                •      Warner Bros Interactive
•     Microsoft                             Entertainment                   •      ZeniMax Europe

National Trade Associations
•     Austria: OVUS       PGDA                          •      Norway: VIRKE
•     Belgium: VGFB        FLEGA                        •      Poland: SPIDOR      PGA
•     Czechia: GDACZ                                    •      Portugal: AEPDV
•     Denmark: Producentforeningen                      •      Romania: RGDA
•     Finland: Neogames                                 •      Serbia: SGA
•     France: S.E.L.L.     SNJV                         •      Slovakia: SGDA
•     Germany: game         game                        •      Spain: AEVI     DEV
•     Italy: IIDEA     IIDEA                            •      Sweden: Spelplan-ASGD
•     Netherlands: VGFN        DGA                      •      Switzerland: SIEA
•     Nordic (Denmark, Finland, Norway, Sweden):        •      Turkey: TOGED
      ANGI                                              •      United Kingdom: Ukie    TIGA

    ABOUT ISFE                                                  ABOUT EGDF

ISFE represents the video games industry in Europe             EGDF represents European game developers on
and is based in Brussels, Belgium. Our membership              a European level, helping to build up policies
comprises national trade associations in 18                    that support the growth of the European game
countries across Europe which represent in turn                developer studios and foster the development of
thousands of developers and publishers at national             the entire digital ecosystem in Europe.
level. ISFE also has as direct members the leading
European and international video game companies.                   T: +358 40 716 3640
                                                                   jari-pekka.kaleva@egdf.eu
     T: +32 261-21777
     info@isfe.eu                                                  c/o Spelplan-ASGD, Box 22307,
                                                                   SE-104 22 STOCKHOLM, Sweden
     Rue Guimard 15, 1040 Brussels
                                                                   EU transparency Register ID: 57235487137-80
     EU transparency Register ID: 20586492362-11
                                                                   @EgdfTeam
     @ISFE_Games
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