KEY FACTS 2020 THE YEAR WE PLAYED TOGETHER
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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
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 4
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
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
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
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
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
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
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 Facebook page LinkedIn page LinkedIn page
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