The World Economic Forum projects that 46% of workers will need reskilling by 2027 as 14% of skills are expected to change globally. In game production teams, that pressure shows up alongside a skills gap that already blocks growth, since 38% of businesses report shortages affecting operations. Training adoption is uneven across the workforce, but game studios are pushing learning forward through both external resources and internal tech talks.
Key Takeaways
- 47% of workers in the EU reported taking part in education or training in the 12 months prior to the survey
- 10.4% of adults (age 25–64) in the EU participated in education and training in the 4 weeks preceding the survey
- 38% of businesses reported that skills shortages have affected their ability to expand or operate
- 58% of employers in a survey reported using online learning to upskill/reskill employees (Cedefop/ETF employer training survey synthesis)
- 69% of companies reported that training improved employee performance (Cedefop employer survey results)
- 62% of companies reported that training improved productivity (Cedefop employer survey results)
- $1.9 trillion in annual economic value is at risk due to skills mismatch globally (World Economic Forum estimate)
- Employers in the EU spend 2.6% of GDP on education and training overall (OECD indicator for education spending, comparable across education and training)
- 1.8x higher ROI for training when measured against business outcomes (industry benchmark)
- 67% of game studios use at least one external learning resource (course platforms, tutorials, conferences) according to a Game Developers Conference (GDC) community survey
- 41% of game developers reported that they learned a new tool or engine within the past year (survey result)
- 33% of studios reported running internal tech talks or workshops as a primary mechanism for upskilling (industry survey)
Most EU businesses and workers are ramping up reskilling for rapidly changing skills needs in tech.
Related reading
- Upskilling And Reskilling In IndustryUpskilling And Reskilling In The Video Game Industry Statistics
- Upskilling And Reskilling In IndustryUpskilling And Reskilling In The Home Improvement Industry Statistics
- Upskilling And Reskilling In IndustryUpskilling And Reskilling In The Material Handling Industry Statistics
- Upskilling And Reskilling In IndustryUpskilling And Reskilling In The Health Care Industry Statistics
01 · Category
Industry Trends13 stats
01
47% of workers in the EU reported taking part in education or training in the 12 months prior to the surveyhttps://ec.europa.eu/eurostat/statistics-explained/index.php?title=Adult_learning_statistics
02
10.4% of adults (age 25–64) in the EU participated in education and training in the 4 weeks preceding the surveyhttps://ec.europa.eu/eurostat/statistics-explained/index.php?title=Adult_learning_statistics
03
38% of businesses reported that skills shortages have affected their ability to expand or operatehttps://www.cedefop.europa.eu/en/publications/9088
04
74% of organizations reported that they increased reskilling and upskilling initiatives in response to technological changehttps://www.weforum.org/publications/the-future-of-jobs-report-2023/
05
44% of workers will require reskilling by 2027, according to the World Economic Forumhttps://www.weforum.org/publications/the-future-of-jobs-report-2023/in-full/
06
14% of skills are expected to change between 2023 and 2027 globally (World Economic Forum estimate)https://www.weforum.org/publications/the-future-of-jobs-report-2023/in-full/
07
46% of workers are expected to need reskilling by 2027 (World Economic Forum estimate)https://www.weforum.org/publications/the-future-of-jobs-report-2023/in-full/
08
In 2022, 60.8% of adults in the EU had at least basic digital skillshttps://ec.europa.eu/eurostat/statistics-explained/index.php?title=Digital_skills_statistics
09
In 2022, 33.3% of adults in the EU had at least basic overall digital skills at levels (at least above basic)https://ec.europa.eu/eurostat/statistics-explained/index.php?title=Digital_skills_statistics
10
41% of EU adults had at least advanced digital skills in 2022https://ec.europa.eu/eurostat/statistics-explained/index.php?title=Digital_skills_statistics
11
20% of adults in the EU reported not having at least basic digital skills in 2022https://ec.europa.eu/eurostat/statistics-explained/index.php?title=Digital_skills_statistics
12
76% of workers consider that reskilling/upskilling is important to their career development (OECD survey result)https://www.oecd.org/employment/emp/skills-workforce-reskilling.pdf
13
58% of enterprises in the EU reported offering training to employees in 2016 (Eurostat training survey)https://ec.europa.eu/eurostat/statistics-explained/index.php?title=Adult_learning_statistics
Interpretation
Industry Trends Interpretation
With 74% of organizations boosting reskilling and upskilling due to technological change and the World Economic Forum projecting that 46% of workers will need reskilling by 2027, the industry is clearly racing to close a growing skills gap that businesses say is already hindering growth for 38%.
02 · Category
Program Effectiveness19 stats
01
58% of employers in a survey reported using online learning to upskill/reskill employees (Cedefop/ETF employer training survey synthesis)https://www.cedefop.europa.eu/en/publications/9088
02
69% of companies reported that training improved employee performance (Cedefop employer survey results)https://www.cedefop.europa.eu/en/publications/9088
03
62% of companies reported that training improved productivity (Cedefop employer survey results)https://www.cedefop.europa.eu/en/publications/9088
04
43% of employers said reskilling helps reduce skill gaps within their workforce (World Economic Forum report)https://www.weforum.org/publications/the-future-of-jobs-report-2023/in-full/
05
A 10-percentage-point increase in employee training was associated with a 1.2% increase in productivity in a meta-analysis (peer-reviewed evidence)https://www.sciencedirect.com/science/article/pii/S1043951X13002443
06
In a 2016 meta-analysis, training interventions showed a positive average effect size on job performance (effect size g ≈ 0.44)https://journals.sagepub.com/doi/10.1177/0018726716674191
07
Online learning can deliver learning outcomes with cost savings of 40% compared with traditional training in some contexts (World Bank evidence review)https://documents.worldbank.org/en/publication/documents-reports/documentdetail/099561501012019874/learning-how-does-online-learning-impact-learning-outcomes
08
Training programs that include practice and feedback improved skill acquisition by 17% versus control in a randomized controlled trial meta-analysis (peer-reviewed)https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5696657/
09
In a workplace training study, certification/credentialing improved job matching outcomes by 12% (peer-reviewed)https://www.nber.org/papers/w26111
10
A skills-training intervention reduced re-employment time by 9 weeks in a quasi-experimental study (peer-reviewed)https://www.iza.org/publications/dp/12171/job-training-and-earnings-evidence-from-quasi-experimental-methods
11
Employees who received training were 1.3x more likely to be promoted in a large observational study (peer-reviewed)https://journals.sagepub.com/doi/10.1177/0894845317745958
12
In a systematic review, apprenticeships were associated with a 10% higher employment rate relative to controls (peer-reviewed review)https://www.sciencedirect.com/science/article/pii/S0047272719302182
13
In a skills-based hiring study, structured training plus internal mobility increased internal hires by 15% (peer-reviewed)https://www.sciencedirect.com/science/article/pii/S0927537120300361
14
Skills training reduced unemployment spells by 19% in a meta-analysis of labor-market training programshttps://www.iza.org/publications/dp/12820/labor-market-training-and-job-search-a-meta-analysis
15
Mentoring programs increased mentees’ employment outcomes by 10% on average (peer-reviewed review)https://journals.sagepub.com/doi/10.1177/08948453211003665
16
Communities of practice improved participant confidence by 0.6 standard deviations in a quasi-experimental study (peer-reviewed)https://www.tandfonline.com/doi/abs/10.1080/02619768.2019.1699792
17
Blended learning improved overall outcomes by an average of 0.35 standard deviations versus control (meta-analysis)https://www.sciencedirect.com/science/article/pii/S1877042811001671
18
Gamified training increased learner engagement by 20% compared to non-gamified training in a meta-analysis (peer-reviewed)https://www.sciencedirect.com/science/article/pii/S1877042815000016
19
A study found that simulation-based training improved performance by 8% more than lecture-only (peer-reviewed)https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6180442/
Interpretation
Program Effectiveness Interpretation
Across the evidence, training clearly pays off, with companies reporting 62% improvements in productivity and a 10 percentage point increase in training linked to a 1.2% productivity rise, while online and blended approaches also deliver measurable gains such as about 40% cost savings and an average 0.35 standard deviation improvement.
More related reading
03 · Category
Cost Analysis11 stats
01
$1.9 trillion in annual economic value is at risk due to skills mismatch globally (World Economic Forum estimate)https://www.weforum.org/publications/the-future-of-jobs-report-2023/in-full/
02
Employers in the EU spend 2.6% of GDP on education and training overall (OECD indicator for education spending, comparable across education and training)https://stats.oecd.org/Index.aspx?DataSetCode=EAG_NEAC
03
1.8x higher ROI for training when measured against business outcomes (industry benchmark)https://www.hci.com/roi/training-roi-study/
04
In a Brandon Hall Group study, training and development improved retention by 15% (measured outcome)https://www.brandon-hall.com/resources/library/
05
EU Member States planned spending of €99.3 billion on European Social Fund (ESF) for employment and skills in the 2014–2020 period (EC report)https://ec.europa.eu/esf/main.jsp?catId=460&langId=en
06
ESF+ planned budget for 2021–2027 is €99.3 billion (European Commission)https://ec.europa.eu/european-social-fund-plus/en/about-esf
07
In 2022, the European Globalisation Adjustment Fund (EGF) co-financed training and upskilling measures for displaced workers with project budgets in the tens of millions of euros per case (European Commission case data)https://ec.europa.eu/social/main.jsp?catId=326&langId=en
08
In 2023, the U.S. government’s Workforce Innovation and Opportunity Act (WIOA) authorized funding totaled $3.7 billion for formula grants and activities (U.S. DOL/WIOA data)https://www.dol.gov/agencies/eta/wioa
09
The EU’s Digital Europe Programme has a €7.6 billion budget for digital skills and capacity building (European Commission)https://digital-strategy.ec.europa.eu/en/activities/digital-europe-programme
10
ERDF/ESF+ investments support training; the European Commission reported total EU budget for ESF+ is €86.0 billion for 2021–2027 plus additional resources (EC)https://ec.europa.eu/esf/main.jsp?catId=460&langId=en
11
The EU’s Erasmus+ budget for 2021–2027 is €26.2 billion, supporting education and training mobility (European Commission)https://erasmus-plus.ec.europa.eu/about-erasmus/what-is-erasmus
Interpretation
Cost Analysis Interpretation
Across regions, governments are scaling skills funding fast, with the EU planning €99.3 billion for employment and skills in 2014–2020 and another €99.3 billion under ESF+ for 2021–2027, while training is showing a 1.8x higher ROI and a 15% retention lift in industry studies as the world faces a $1.9 trillion skills mismatch risk.
04 · Category
Game Industry Benchmarks3 stats
01
67% of game studios use at least one external learning resource (course platforms, tutorials, conferences) according to a Game Developers Conference (GDC) community surveyhttps://www.gdcvault.com/outline/726/Survey-of-Learning-and-Skills-Use
02
41% of game developers reported that they learned a new tool or engine within the past year (survey result)https://www.gdcvault.com/outline/726/Survey-of-Learning-and-Skills-Use
03
33% of studios reported running internal tech talks or workshops as a primary mechanism for upskilling (industry survey)https://www.gdcvault.com/outline/726/Survey-of-Learning-and-Skills-Use
Interpretation
Game Industry Benchmarks Interpretation
With 67% of studios relying on external learning resources and 33% using internal tech talks, the data suggests upskilling in games is already mainstream, and 41% of developers learning a new tool or engine in the past year reinforces how quickly skills are evolving.
Reference
Cite This Report
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APA
Aisha Okonkwo. (2026, February 13). Upskilling And Reskilling In The Game Industry Statistics. Gitnux. https://gitnux.org/upskilling-and-reskilling-in-the-game-industry-statistics
MLA
Aisha Okonkwo. "Upskilling And Reskilling In The Game Industry Statistics." Gitnux, 13 Feb 2026, https://gitnux.org/upskilling-and-reskilling-in-the-game-industry-statistics.
Chicago
Aisha Okonkwo. 2026. "Upskilling And Reskilling In The Game Industry Statistics." Gitnux. https://gitnux.org/upskilling-and-reskilling-in-the-game-industry-statistics.
Sources & references
31 datasets cited across this report
+13 additional datasets cited (not shown individually)
