EU Video Games Society
Education, research and skills needs in the video gaming industry
EU Video Games Society and Digital Dragons are partnering up for a workshop on Education, Research and Skills need in the Gaming industry
Launched by the European Commission (DG CNECT) the European Video Games Society aims to develop a thorough understanding of the video game sector in the EU and its impact on a range of policy areas (economic, educational, wellbeing etc). The project will establish how the EU can play a targeted and active role in supporting the sector’s development through specific policy approaches and objectives. Through research and dialogue with the sector, the project seeks to identify several policy options to pursue at the EU level in order to support and sustain the growth of the sector in the future.
From March to December 2022, the European Video Gaming project will bring together a range of experts, thinkers and leaders from the sector – including game developers, studios, creators, and business experts through a series of workshops designed to shape a European agenda for video games.
Important note: This session is limited to 35 participants and registrations will be accepted strictly on a first-come, first-served basis until attendance limit is reached. Please make sure to secure a spot by registering here.
For any queries, please contact EUvideogames@ecorys.com
About the workshop
The third EU Video Games workshop invites participants to exchange and debate on the education, research and skills’ needs in the video game industry, to identify and highlight a range of ‘’first hand’’ issues which future desk research and consultations (particularly the key player interviews) can focus on.
The session will have a focus on the following topics:
- Provision available in Member States to support education and skills development in video games related sectors
- Key characteristics of people being educated in video games related subjects (i.e. who will make-up the workforce of tomorrow for the sector?)
- Importance and prevalence of in-house education and skills development within video games companies
- Key issues and characteristics of the EU video games jobs market (types of jobs, salaries, locations, gender split, age profile)
- Current labour and skills’ needs and shortages in the EU video games sector
- Difficulties of attracting and retaining staff in the EU in a competitive global video games labour market
- Working conditions found within the video games sector (covering issues such as hours worked, safe and inclusive work environments, sexual harassment, the role of women/non-binary persons in the industry).