The computer game industry in Croatia is one of the fastest-growing, with revenues growing on average by more than 50 percent annually and profits by 69 percent, along with a strong trend of export growth.
In 2014 alone, according to estimates from the Cluster of Croatian Computer Game Producers, the computer game industry generated total revenues in Croatia exceeding 50 million kuna, employed 250 people, and at least another 200 are engaged in it in their free time or as ‘freelancers’.
– Currently, about 20 companies are operating in Croatia that create computer (video) games. This involves a large number of creatives and quality developers, emphasizes the secretary of the Cluster, Ante Vrdelja, who is also a member of the Croteam team, which was among the first from Croatia to break into foreign markets with the game Serious Sam.
Vrdelja also emphasizes that domestic computer game producers export 99 percent of entertainment software, which means that Croatia is recognized as a ‘player’ in this segment on the global market, which in total value and turnover surpasses the film or music industry.
– We have realized that this segment in Croatia, both as a medium and as a business, has been unjustly neglected, which is why the Cluster was established to help develop and promote, as well as improve the business conditions of this segment, says Vrdelja.
He adds that this cluster has recently become a member of the Croatian Cluster of Competitiveness of Creative and Cultural Industries (HKKKKI), according to whose order the Zagreb Institute of Economics conducted the first research-mapping of this industry.
– Computer games are one of the fastest-growing subsectors within the creative industries, says Ivana Rašić Bakarić from that institute, presenting data from the research conducted last year, which shows that with 6.3 billion kuna, creative industries in 2015 accounted for 2.3 percent of Croatian GDP, while with 42,200 employees, they made up 7.7 percent of total employment in the economy.
Average annual revenue growth of over 55 percent
The share of computer games in the total gross added value of creative and cultural industries was close to 14 percent, placing it in fourth place, behind publishing, electronic media, and museums, galleries, and libraries, and far ahead of, for example, film, whose share in this is 4.6 percent, and ahead of advertising, with a share of 12 percent.
Data from research on the business of leading producers from 2009 to 2014 also speaks of the rapidly growing computer game industry, when their average annual growth rate of the number of employees was 31.2 percent, and even more for total revenues, at 55.5 percent.
