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Utváření digitální budoucnosti Evropy
  • EVENT REPORT
  • Publikace 28 Listopad 2022

Market trends in the video games sector: today and tomorrow

The tenth workshop of the European Video Games Society focused on current and future trends across the industry and across the areas of technology, business models and markets, and audiences.

WORKSHOP 10: Market trends in the video games sector: today and tomorrow. 17th November 2022, online. Nearly 25 stakeholders joined the tenth workshop of the European Video Games Society, an initiative of the European Commission to support the video games ecosystem. The project, delivered by consultant companies Ecorys and KEA, aims to inform policy making through reviewing evidence on the impact of video games, identifying ways for the EU to actively support the sector, and through fostering an active community in the ecosystem. The tenth workshop focused on current and future trends in the video game sector. The session included an interactive session where participants reported the trends they are seeing across the industry and across the areas of technology, business models and markets, and audiences. A key number of key messages and themes emerged as prominent in the discussion with participants, and are summarised below: TECHNOLOGY. Underinvestment in digital infrastructure and connectivity is a barrier to innovation in many EU Member States. While the industry is striving to innovate in environmentally sustainable games development process, more can be done. Policy makers at all levels should support the industry by providing funding for innovation and access to sustainable energy. New game controls, smart devices, and immersive experiences will create new revenue streams and influence audience behaviours. BUSINESS MODELS AND MARKETS. As growth is increasingly polarising in the hands of fewer large players, smaller studios will need more tailored R&D funding to experiment and innovate with their processes, products and revenue streams.EU video game companies will keep experiencing extreme shortage of talent. E-sports, streaming, and cloud-based games are and will continue to change business models for the sector globally. AUDIENCES: Gamers are more diverse, and the average age of players will keep on growing. People will be interested in games which reflect their own interests and life experiences. Companies will keep on creating products tailored to their various audience segments. More workshops and interviews will be soon organised by the European Video Games Society. You can contribute to our survey via the following link: https://ec.europa.eu/eusurvey/runner/EUGamingSociety For more information on the project or for future participation, please reach out to EUvideogames@ecorys.com and check out https://digital-strategy.ec.europa.eu/en/policies/value-gaming

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Workshop 10 - Trends - Summary report (.pdf)
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Workshop 10 - Trends - Visual summary (.png)
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