2021年欧盟游戏报告(英)-15页_9mb
报告摘要
Summary of the 2020 ISFE-EGDF Key Facts Document
Core Content
The 2020 ISFE-EGDF Key Facts document highlights the resilience and positive contributions of the European video games industry during the pandemic, while also emphasizing the importance of responsible gameplay, diversity, and sustainability. It provides insights into the demographic and behavioral trends of European players, the role of PEGI in protecting minors, and the industry's efforts to support education and environmental initiatives.
Main Points
Pandemic Impact and Response
- The video games industry played a crucial role in connecting people, providing entertainment, and supporting mental and physical well-being during the pandemic.
- The sector demonstrated agility by delivering new games and consoles despite challenges like remote working, recruitment issues, and reduced funding.
- Smaller and medium-sized companies were particularly affected, prompting initiatives like the European Games BizDev Gathering by EGDF to help them pitch online.
- The industry focused on creating pandemic-resistant jobs and growth to support Europe's economic recovery.
Player Demographics and Behavior
- The average age of a European video game player is 31.3 years, with the largest group being 15–24 years old (22%).
- 60% of players use smartphones or tablets, while 54% play on consoles.
- On average, players spend 9.5 hours per week playing video games, which is less than the time spent on social media (14 hours) and watching TV (23.5 hours).
- 76% of players play at least one hour per week, and 15% play at least one hour per month.
Responsible Gameplay and PEGI
- PEGI is the pan-European age rating system that aims to protect minors and ensure responsible gameplay.
- PEGI provides age labels, in-game purchase transparency, and parental control tools.
- The PEGI app helps parents access information about game content in local languages.
- 97% of parents use some form of method to monitor their children's in-game spending, with 58% having an agreement about purchases and 35% setting a weekly/monthly spend limit.
Parental Supervision and Control Tools
- 2/3 of parents do not allow their children to spend money in games.
- 85% of parents have some kind of agreement with their children regarding game play.
- Parental control tools are available on various platforms, including Xbox One, PlayStation, Nintendo Switch, Windows, Mac OS, and mobile devices.
Industry Contributions During the Pandemic
- The European video games industry had a market size of €23.3 billion in 2020.
- Revenue was split across digital and physical sales, with digital sales being a significant contributor.
- The digital ecosystem generated substantial revenue, and eSports showed resilience, with an increase in global viewership.
E-Sports Trends
- Esports global revenues contracted in 2020 but are expected to grow again in 2021.
- In Europe, the audience for e-sports is growing, with 13% of them being female.
- The top-selling games in Europe include FIFA 21, Grand Theft Auto V, Call of Duty: Modern Warfare, and Animal Crossing: New Horizons.
Games in Schools
- The Games in Schools initiative, supported by ISFE and European Schoolnet, trains educators on using video games in the classroom.
- A 6-week MOOC, lesson plans, and a handbook for teachers were developed as part of this project.
- In 2020, Poland and Belgium’s Flanders region became the first in Europe to integrate video games into mainstream education.
Diversity and Inclusion Initiatives
- ISFE and EGDF formed a Diversity Working Group to advance gender equality and diversity in the industry.
- Several member organizations have launched initiatives, including:
- Women in Games (France): Launched a Diversity Guide.
- RaiseTheGame: A pledge for diversity and inclusion across the industry.
- Diversi (Sweden): Focuses on increasing diversity in the Swedish games industry.
- AEVI (Spain): Compiles local initiatives for diversity and equality.
- HIER SPIELTVIELFALT (Germany): Over 400 companies and 1,000 individuals have joined the #TeamDiversity movement.
Climate Commitment
- The video game industry supports the EU’s climate goals and has taken steps to improve energy efficiency and sustainability.
- The Games Consoles Voluntary Agreement (GCVA), launched in 2015, has helped reduce energy consumption by 54 TWh over the lifetime of PS4 and Xbox One consoles.
- Initiatives like the Green Games Guide and PlayCreateGreen aim to help companies achieve climate neutrality through sustainable practices.
Key Information
- The data is sourced from GameTrack, GSD, and EGDF-ISFE European Video Games Industry Insights reports.
- The industry’s efforts to support education, parental guidance, and diversity and inclusion have been enhanced during the pandemic.
- The PEGI system is a key tool in ensuring player safety, minor protection, and transparency in the industry.
- The Games in Schools project is a long-standing initiative that continues to grow, with a focus on educational use of video games.
- E-Sports and digital games are becoming more prominent in the industry, with increasing engagement and revenue potential.
- The Brexit situation did not affect the UK's role in the European games industry, as UK members remain part of both associations.
- The industry is committed to innovation, talent, and economic growth in Europe’s digital economy.
Conclusion
The 2020 ISFE-EGDF Key Facts document underscores the video games industry’s role in society, education, and economic recovery, while also highlighting its responsibility in ensuring player safety, diversity, and sustainability. It serves as a testament to the resilience and adaptability of the sector, especially in the face of the pandemic, and outlines a vision for the future that includes collaboration, innovation, and positive societal impact.
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