AI智能总结
Written by Neogames Finland association with thesupport of the European Games Developer Federation(EGDF). Commissioned by EIT KIC CCSI CLC NORTH.Images in the study has been mostly generated by AI(Photoshop Firefly) KooPee HiltunenSuvi LatvaLiisa SauriElina TyyneläJari-Pekka Kaleva Culture & Creativity TABLE OF CONTENTSTABLE OF CONTENTS EXECUTIVE SUMMARY..............................................................................................................................4Main emerging opportunities enabling the European games industry to grow.................................5Building your own future: European game development technologies through innovation andresearch.............................................................................................................................................5Exploiting the opportunity - The disruptions of digital value chain...................................................6Access to talent - Professional game education as a catalyst for change............................................8Understanding your restrictions - Being the best at exploring new opportunities created byEuropean regulations.........................................................................................................................8Theory of change through the key priory actions...............................................................................101. INTRODUCTION...................................................................................................................................112. STATE OF THE EUROPEAN GAMES INDUSTRY......................................................................................122.1.Key indicators.............................................................................................................................122.2.The state of the national game development ecosystems in Europe.......................................14Group A Low-Capacity Game Development Countries....................................................................16Group B Moderate Capacity Game Development Countries...........................................................16Group C Strong Capacity Game Development Countries.................................................................17Group D Leading Game Development Countries.............................................................................173. KEY TRENDS SHAPING THE GAME INDUSTRY.....................................................................................183.1.Key megatrends..........................................................................................................................18Inflation and economic downturn slow down growth.....................................................................18China, the USA and the EU are the three big game market powers.................................................18Market saturation and consolidation make it harder for European SMEs to enter markets...........20Regulation fragments the global markets........................................................................................203.2.Key market segment trends.......................................................................................................22Mobile markets................................................................................................................................22Console markets...............................................................................................................................23PC markets.......................................................................................................................................23Online markets.................................................................................................................................24VR markets.......................................................................................................................................24 TABLE OF CONTENTSTABLE OF CONTENTS Zero code platforms markets............................................................................................................24Subscription and cloud game platforms...........................................................................................263.3.Key business model trends.........................................................................................................27Premium games – games as a product.............................................................................................27Games as a service and free to play (IAP & Advertisements)...........................................................27Subscriptionmodel...........................................................................................................................28Game as a platform – Roblox, Fortnite and Minecraft.....................................................................28Play-and-earn / Play-to-earn..........