AI智能总结
Table of Contents 01EUROPE’SVIDEO GAMEPLAYERS07 What is PEGIFamilysetting toolsOur commitmentto players andconsumersChildren’s spendingin game andparents’ supervision18262525 Who we areHow do we playWhat do we play081012Why do we play12 Top Selling Gamesin 202416Industry RevenueWorkforce& employment1415 280405ManifestoPixels to Policy2931MANIFESTO& PIXELSTO POLICY UNICEF GameChangers Coalition33 How we contribute toeducation, upskilling ofteachers and STEAM34Games in SchoolsDiversity, Inclusionand Equality3535Our DiversityinitiativesClimateEnhancing theSustainability of VideoGame Consoles383936 ForewordA Strategic Sector forEurope’s Digital Future This report presents keyresearch insights into Europe’svideo game audience—whoplays, how they play, andhow they spend—offering adata-driven foundation forinformed policymaking. 1Make Europe the bestplace to create and investin games. The European videogames industryis a high-growth,innovation-drivensector and an economicand cultural successstory. With a strongrecord in responsiblegameplay and digitaltransformation, weare ready to helpdeliver on Europe’scompetitiveness goals. 2Invest in education strategiesto close the digital skillsgap and build a robusttalent pipeline. As Enrico Letta, the formerPrime Minister of Italy, rightlystated in his 2024 report ofthe Single Market,“Europefaces an urgent imperativeto prioritise the establishmentof technological foundationsthat foster knowledge andinnovation, by equippingindividuals, businesses, andMember States with thenecessary skills, infrastructures,and investments, to enablewidespread prosperity andindustrial leadership.”We fullysupport this call to action. 3Allow time for businesses toadapt to new regulations,and recognise the value ofself- and co-regulation. 4Support innovation, IPcreation, and new businessmodels. In 2024, the Europeanvideogames industrysaw: If these asks aremet, our sector canlead globally. €26.8 billion spent ongames (+4% on 2023) We welcome theUnion forSkills strategyadopted bythe European Commission in2025. It is vital to address theshortage of digitally-skilledyoung talent. We supporttargeted strategies like theSTEM education strategicplan, which upskills teachersand encourages youth intoSTEM careers. Over the past five years, oursector has grown by 15%,contributing to Europe’seconomy and employing ahighly skilled workforce thatshowed a 7% growth rate lastyear, including such areas ascoding, artistic design, andAI. Europe is now home to6,000 studios, and 90% of ourrevenue is digital, highlightingclearly the successful digitaltransformation of the sector.Our technologies are alsodriving innovation acrossother creative and traditionalindustries. 116,419 skilled workersemployed in makingand publishing games 54% of Europeansplaying ourgames—45% of themwomen Through theUNICEF GameChangers Coalition,we’vereached over 150,000 people—especially adolescent girlsin emerging economies—equipping them for careers ingames and tech. We believethis hands-on approach caninspire EU Member States. PEGI, our co-regulatoryminor protectionsystem used in 40European countries In 2024, we presented ourManifesto for 2024–2029,withfour key asks to EU policymakers: Our Games in Schools projectshows the huge potential of Chair,Video Games EuropeSVP Publishing, International,Warner Bros. Games President,EGDFCEO,Remote ControlProductions GmbH demonstrate our proactiveapproach, together with ongoinginformation campaigns forparents on controls and tools forlimiting and blocking optionalin-game content purchases.We look forward to working withpolicymakers to sustain Europe’sleadership in game developmentwhile ensuring safe, enjoyableexperiences for players. video games as educationaltools, reimagining educationthrough a digital lens. Researchconfirms that girls who playgames are three times morelikely to study STEM. Weurge policymakers to act onthis insight. Innovation continues todrive our sector and reflectsconsumer expectations fornew content, new experiences,and player choice. Playersnow enjoy vast choice—acrossplatforms, genres, and paymentmodels. Looking ahead,we offerEurope a unique opportunity: to empower digital citizens, grow acompetitive creative economy,and lead the global digitaltransition. With a new EuropeanParliament and Commission nowfirmly established for the nextfive years, we ask for recognitionof our sector’s distinct needsand strategic growth potential,backed up with the right policyenvironment to thrive on theglobal stage. 71% play on smartphones ortablets, 59% on consoles, and43% on PCs. The free-to-playmodel, where games are freeto download with optional in-game purchases, is commonon mobile games,reflectingthe high player engagementon smartphone devices, aswell as enabling the rise ofinnovative European mobilestudios entirely focusedon this consumer-friendlybusiness model. We are committed tofair, transparent in-game purchases thatrespect consumerprotection laws. PEGI