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
Industry Trends Interpretation
02 · Category
Program Effectiveness19 stats
Program Effectiveness Interpretation
More related reading
03 · Category
Cost Analysis11 stats
Cost Analysis Interpretation
04 · Category
Game Industry Benchmarks3 stats
Game Industry Benchmarks Interpretation
Cite This Report
This report is designed to be cited. We maintain stable URLs and versioned verification dates. Copy the format appropriate for your publication below.
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
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.
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 · attribution is report-level
+13 additional datasets cited (not shown individually)

