Review of gaming policies and industries
2025/26:RFR3
The review was carried out by the Committee on Cultural Affairs’ working group for follow-up and evaluation and consists of three parts. The first part is a comparative study of the conditions for the video game and board game industries in relation to the music and film industries. The second part consists of an international comparative analysis covering five countries, and the third part presents four examples of good regional practice. Comparison with other industries Actors in the video game industry face greater difficulties in accessing cultural funding than actors in, for example, the music and film industries due to the structure of the Cultural Cooperation Model, as video games are not identified as a specific policy area. One consequence is that the Swedish Arts Council does not offer any project or operational grants specifically targeted at video games. Municipal schools of culture primarily offer music education, but courses in both film and video games are also provided. At upper secondary level, there are programmes with specialisations in video games, music and film. Courses in video games, music and film are also offered at university and higher education institutions, as well as within non-formal adult education. Dedicated education programmes in board games are rare. Within higher vocational education, which is designed to meet labour market needs, there are programmes in video games, music and film, and evidence shows that video game programmes within higher vocational education generally lead to employment. International comparison The international analysis shows intense global competition for both young talent and experienced video game developers. At the same time, relevant professional experience is required to obtain junior positions at major game studios. The industry is supported with tax relief and deductions, federal funding, nd other types of business support. In all EU Member States, a cultural link is required in order for support to be granted to actors in the video game industry, in order to comply with EU state aid rules. Regional comparison In all regions included in the review, physical meeting places in the form of video game clusters and ecosystems have facilitated cooperation and the exchange of experience. These meeting places have also contributed to improved infrastructure. Leading companies and particularly committed individuals (“key champions”) have been crucial in establishing well-functioning meeting places. Targeted regional investments in game culture within cultural plans have enabled leading clusters to emerge and develop. In its overall assessment, the group concludes that there is a lack of a coordinated national approach to the video game industry. There is a clear need for measures and more in-depth analysis to strengthen the video game and board game industries, including their role as cultural forms.
Publication type:
project report
Publication language:
Swedish
Publication date:
2025-12
Publication URL:
https://www.riksdagen.se/sv/sa-fungerar-riksdagen/utskotten-och-eu-namnden/civilutskottet/civilutskottets-uppfoljningsarbete/
Institute:
Evaluation and Research Secretariat (ERS) of the Swedish Riksdag (ERS)
Country:
Sweden

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