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>>>byinforma.

JANUARY20262026STATE

OF

THEGAME

INDUSTRYFOREWARD

...................................................................................3

1

DEMOGRAPHICS

.............................................................

5

2

INDUSTRY

LAYOFFS....................................................

13

3GENERATIVEAI..............................................................

19

4ENGINES,

PLATFORMS,AND

FEATURES.......28

5THE

BUSINESS

OF

GAMES

.....................................37

6ADVOCACY......................................................................

45TABLE

OF

CONTENTS2026STATEOFTHEGAME

INDUSTRY

|

2

FOREWORDThis

past

year,the

Game

Developers

Conference

transformed,

becomingthe

GDC

Festival

of

Gaming.The

State

of

the

Game

Industry

has

alsotransformed,expandingtobetterrepresentthefullgameecosystem.We

spent

the

past

year

taking

a

deep

dive

into

our

annual

survey

and

report,

consultingwithkeystakeholdersandmembersofthecommunitytorefine

our

questions

and

diversify

our

reach.Ourgoalwastoensureresultsnotonlyrepresentthethoughtsandperspectivesof

all

game

industry

professionals,but

also

their

areas

of

expertise.

Surveys

werecustomizedforeachparticipantgroup,ensuringthatdevelopers,marketers,executives,investors,and

others

answered

questions

tailored

to

their

unique

skillsets.

We

also

performed

a

small

survey

of

game

educators

and

students

to

capture

asnapshotofthechallengesfacingthenextgeneration.This

year,we

surveyed

over2,300game

industry

professionals(with

a

±3percentMoE)on

layoffs,generative

AI,platforms,and

more,collaborating

with

researchpartners

at

Omdia

and

the

Game

Developer

editorial

team.

Internal

AI

tools

were

usedsparingly

during

the

research

phase,to

assist

in

sentiment

analysis.

No

written

orvisual

content

was

generated

through

AI—with

one

exception,but

you’ll

see

why.Thankyoutoeveryonewhoparticipatedbysharingyourthoughtsandperspectives.

This

year’s

State

of

the

Game

Industry

has

given

us

a

new

look

inside

the

gameindustrypuzzle,andwelookforwardtoputtingthepiecestogetherwithyou.Festivalof

Gaming2026STATE

OFTHE

GAME

INDUSTRY

|

3

1DEMOGRAPHICS2026STATEOFTHEGAME

INDUSTRY

|

4Age1%65or4%55-6417%45-5437%25-3435%35-44GDCAttendance40%I’ve

neverattended10%I’vegonetoGDC-adjacentevents,but

notGDC

itselfLGBTQ+28%Yes7%Prefer

nottoanswerGender3%Prefer

not

to

disclose8%Nonbinary24%WomanAPIECE

OF

THE

INDUSTRYChanges

to

the2026survey

make

year-on-yearcomparisonsdifficult;so,forthemostpart,wewillbeavoiding

them.We

will

note

where

we

see

patterns

or

similarities,with

the

caveat

that

reliable

YoY

data

willnot

be

available

until2027.About

two-thirds(64%)of

this

year’s

respondents

aremen,one-fourth

are

women(24%),and8%are

non-binary.About28%of

respondents

identify

as

LGBTQ+,increasing

to31%for

those

living

in

the

United

States.About39%of

respondents18-34identify

at

LGBTQ+

(and

that

percentage

rises

to46%among

respondents24and

younger).This

year’s

demographic

breakdown

tracks

with

changes

we’ve

seen

over

the

past

fewyears,butadirectcomparisonis

not

recommended.Weaskedourrespondentswhetherthey’veattendedthe

Game

Developers

Conference

in

the

past

10years.Overall,overhalf(55%)have

been

to

GDC

at

leastonce;5%have

gone

to

GDC-adjacent

events,

but

notGDC

itself;and40%have

never

been.Attendancerates

were

much

higher

for

folks

based

in

the

US,with71%having

gone

to

the

event

at

some

point

inthe

past

decade(compared

to37%for

international

respondents).1%Additionalgendercategory/

identitynotlisted2026STATEOFTHEGAME

INDUSTRY//DEMOGRAPHICS

|

5Festivalof

Gaming65%6%18-2464%Man7-10times4-6

times2-3times19%19%olderD5%7%OnceNoThisyear,welimitedtheraceandethnicityquestiontorespondentslivinginthe

United

States,

as

our

morelimited

international

pool

risked

an

inaccurate

representation

of

diversity

outside

of

the

US.Two-thirds

(67%)identifiedasWhiteorCaucasian;6%as

Hispanic,

Latino,orSpanishorigin;

5%as

Black,African,

or

Caribbean;

5%as

EastAsian;2%asSoutheastAsian;1%asSouthAsian;

and

1%

as

Middle

Eastern

or

NorthAfrican.About7%described

themselves

as

having

a

multi-ethnic

background;

83%

as

part-White

or

Caucasian,

36%as

part-East,South,or

Southeast

Asian,26%as

part-Hispanic,

Latino

or

Spanish

origin,

and20%

as

part-Black,African,or

Caribbean.White/CaucasianHispanic,LatinoorSpanishorigin

Black/African/CaribbeanEastAsianSoutheastAsianMiddleEasternor

NorthAfricanSouthAsianAmericanIndianorAlaska

NativeNativeHawaiianorother

Pacific

Islander

Multipleethnicities/Notlisted

PrefernottoanswerWhat

race,ethnicity,or

origin

best

describes

you?(USONLY)

6%

5%

5%

2%

1%

1%0%0%

7%

4%2026STATEOFTHEGAME

INDUSTRY//DEMOGRAPHICS

|6Festivalof

Gaming67%DWHERE

THEY’RE

FROMAND

WHERE

THEY

LIVEWe'vespentthepastyeardoingcommunityoutreachtoincreasenon-USrepresentation

inthisyear'ssurvey,andwe'veseensmallsigns

of

progress.This

year,54%of

respondentswerebasedintheUnited

States,

downfrom

58%

in2025.However,we

still

have

a

disproportionatenumberofpeoplefromNorthAmericaand

Western

Europe.

It's

far

from

trulyrepresentativeoftheglobalcommunity,and

we

know

more

work

is

needed.We

asked

respondents

to

share

both

wherethey

were

born

and

where

they

currently

live,

to

get

a

sense

of

what

countries

and

US

statessee

more

relocation.We

saw

some

interestingresultsfortheUnitedStates,butothercountries

had

too

small

a

sample

size

to

beanaccuraterepresentation.Topcountries

(byrespondents)Born

/Live2026STATEOFTHEGAME

INDUSTRY//DEMOGRAPHICS

|7United

Kingdom6%

/6%NewZealand1%

/1%United

States50%

/54%Canada6%

/8%Czechia1%

/1%Germany2%

/

2%Australia3%

/

3%Sweden2%

/

3%Turkey1%

/1%Japan1%

/1%France3%

/

2%India2%

/

2%China1%

/1%Spain2%

/

2%Festivalof

GamingBrazil2%/1%3%born

inWashingtonstateHalf(50%)of

respondents

were

born

in

theUnited

States,but54%currently

live

there.This

shows

a

net

increase

in

immigration

to

theUnitedStatesbygameindustry

professionals.When

we

looked

at

relocation

by

state,we

sawsome

some

interesting

results.We

focusedon

US-born

game

workers,seeing

what

stateshave

seen

the

most

relocations.

It

shouldcome

as

no

surprise

that

California

ranks

atthe

top—one-fourth(25%)of

US

respondentswere

born

there,and

one-third(34%)currentlylive

there.Washington

state

had

the

largestpercentage

increase,and

New

York

saw

themostdepartures.Top

states(byUS

respondents)Born

/Live2026STATEOFTHEGAME

INDUSTRY//DEMOGRAPHICS

|

812%live

therenowMassachusetts3%

/

4%North

Carolina1%

/2%Pennsylvania4%

/

3%Washington3%

/12%NewJersey4%

/

2%NewYork9%

/5%Colorado2%

/

3%Maryland3%

/

3%5%

/6%Oregon1%

/2%Florida4%

/

3%Texas5%

/6%Festivalof

GamingCalifornia25%

/

34%IllinoisJobdisciplineGamedesign(incl.

Narrative)GameprogrammingVisualandtechnicalartsGameproductionBusinessandstrategyMarketing

/PRQualityassurance(QA)

/PlayersupportAudioBusinessoperations(HR,

IT,

legal)THE

GAME

MAKERSWe

expanded

this

year’s

survey

to

better

include

investors,marketers,support

teams,educators,and

other

vital

members

of

the

game

ecosystem.However,developers

are

still

our

bread

and

butter.The

top

job

roles

forrespondentsweregamedesignandnarrative(22%),programming(17%),visualandtechnicalarts(16%),andgameproduction(11%).These

top

jobs

were

consistent

across

age

ranges

and

years

of

experience,although

we

did

see

a

rise

in

business

roles

among

older

game

industryprofessionals.One-tenth(11%)of

respondents

responded"Other,"with

several

of

themnoting

that

they

work

multiple

roles—either

because

they

are

in

leadershippositions,workonsmallteams,oraresolodevelopers.

17%

16%

11%

7%

3%

3% 2% 2%User

experience

(UX)

2%Liveops

/

Analytics

1%Support

services

1%Community

support

1%Other

11%Top

jobs

for18-34year

olds2026STATEOFTHEGAME

INDUSTRY//DEMOGRAPHICS

|9Marketing/

Community

managementVisual

and

technicalarts123Festivalof

GamingQuality

assurance22%DCompanyGamedevelopment

/StudioEducation(school

/university)Consultant

/IndependentcontractorSolodeveloperGamepublishingGametechnology,services,anddistributionMarketing

/PRagencyTobetteraccountforthevarietyinindependent

studio

size,revenue,and

prominence,we

created

two

categories:older(at

least

five

years

old)and

younger(less

than

five

years

old).

Overone-fourth(27%)of

respondents

from

gamecompanies

said

they

work

at

older

indie

studios,and18%areatyoungerindiestudios.

For

companysize,two-thirds(68%)of

workers

at

older

indiestudios

say

there

are

at

least20people

employedthere.On

the

other

hand,three-fourths(77%)

ofrespondentsatyoungerindiestudioshavelessthan20employees,and11%workbythemselves.Over

half(54%)of

respondents

reported

lessthan10years

of

experience

in

the

game

industry.

Theresultswerehigherforrespondents

inqualityassurance(76%)and

marketing

and

communitysupport(68%),and

lower

for

those

in

businessservices

and

operations(37%).Currently,62%of

respondents

work

at

gamecompanies

or

studios

in

a

variety

of

roles.Breaking

it

down,45%of

those

folks

work

atindependent

studios,31%at

AAA

studios,18%atAA

studios,and6%at

co-development

studios.Havelessthan10yearsexperience6%Co-development

studio18%AA

game

studio4%25-29years7%20-24years13%15-19yearsYears

of

experience

Studio

TypeMedia

/

JournalismNonprofit

/

Advocacy

Funding

/Investment

7%

7%

6% 5% 5%I

2%4%Underayear8%1-2years27%Independent

game

studio(5+yearsin

business)2026STATEOFTHEGAME

INDUSTRY//DEMOGRAPHICS

|

1037%Business18%Independent

game

studio (<5yearsin

business)76%QA31%AAA

game

studioFestivalof

GamingI

1%I

1%0%本报告来源于三个皮匠报告站(),由用户Id:349461下载,文档Id:1101006,下载日期:2026-02-123%30years

or

more18%10-14yearsTraining

4%20%6-9years22%3-5years62%8%identify

as

solo

developersInadditiontostudioworkers,therewereconsultantsandindependentcontractors(7%),game

publisher

employees(5%),and

thosewhoworksupportserviceslikegame

technology

and

distribution(5%).We

had

over100respondents

who

work

in

supportservices,with

their

top

fields

being

software

and

middleware(25%),game

enginetechnology(17%),and

software-as-a-service(16%).About4%of

respondents

identified

as

full-time

solo

developers,and4%said

they

work

as

part-time

solo

developers.Company

size4%

16%Just

me

2-9

people

2026STATEOFTHEGAME

INDUSTRY//DEMOGRAPHICS

|

1122%10-49people27%Festivalof

Gaming50-249people

2

INDUSTRYLAYOFFSThemarkethas

beensochallenging

I’m

not

sureI’llremainin

games."-FORMERC-LEVEL(MARKETING/PR),CALIFORNIA/LAIDOFF

<12MONTHSAGO2026STATEOFTHEGAME

INDUSTRY

|

12[1-IN-4]

HAVE

BEEN

LAID

OFFIN

THE

PAST2YEARSForthepastfewyearsoflayoffs,there’sbeenthepromiseofaneventual“coursecorrection.”That

the

post-pandemic

layoff

surge,which

followed

COVID-erainvestment

and

hiring,would

sort

itself

out.Some

hoped

this

would

be

the

year.It

was

not.Not

only

have

layoffs

continued

to

afflict

the

game

industry;they’ve

gotten

worse.According

to

our

survey,17%of

game

industry

professionals

reported

being

laid

offinthepast12months,while11%saidtheywerelaidoffduringthe

12

months

prior(lining

up

with

our2025survey

data).

Altogether,that

means

over

one-fourth(28%)

of

respondents

have

experienced

a

layoff

in

the

past

two

years,increasing

to

one-third(33%)for

those

in

the

United

States.The

total

number

of

layoffs

could

be

higher,though,as

some

may

have

experienced

more

than

one

layoff

in

the

past

two

years.Gamedesigners(includingnarrative)reportedthehighestpercentageof

layoffswithin

the

past12months(20%),and

those

working

in

business

operations

andservices

said

they

experienced

the

least(8%).Of

those

who’ve

experienced

a

layoff,almost

half(48%)said

they

haven’t

found

another

job

yet.This

includes36%of

gameindustry

professionals

who

were

laid

off1to2years

ago.Halfofrespondentssaidtheircurrent(ormostrecent)companies

haveconductedlayoffs

in

the

past12months,while42%said

they

haven’t.Over450respondents

reported

experiencing

an

acquisition,closure,or

merger

inthe

past

year.About31%of

those

people

also

reported

being

laid

off,though

it’sunclear

how

many

were

a

direct

result

of

said

company

changes.AAA

and

older

indierespondentsweremorelikelytoreporttheircompanieswereacquired,andnewerindie

studios

were

more

likely

to

close.AcquisitionMerger2026STATEOFTHEGAME

INDUSTRY//INDUSTRY

LAYOFFS

|

13Have

you

been

laid

off

in

the

past24months?11%Yes(12-24months)Did

yourcurrentorformercompanyexperienceanyofthefollowing?(by

layoff

status)450respondents(CHOOSEALLTHATAPPLY)Closure63%18%Laid

offNotlaidoff17%Yes(<12

months)Festivalof

Gaming72%No79%16%13%41%DPerceptionsaboutwhetherwe'reheadingtowardthatlong-promised”coursecorrection”are

mixed.About

half(47%)of

currently

employed

respondents

said

they

don’t

anticipate

layoffs

in

the

next

year,one-fourth(23%)said

they

do,and

30%wereunsure.However,peoplewho’dbeenlaidoff

previously(and

sincefound

another

job)were

more

likely

to

feel

unsure(40%)

of

future

layoffs.RespondentsatAAAstudiosweremorelikelytosaytheyanticipatefuturelayoffs,and

there

appears

to

be

a

reason

for

those

concerns.While8%of

AAA

game

workers

said

they

were

laid

off1to2years

ago,19%

said

they

were

laid

off

within

the

past12

months.Overall,two-thirdsofrespondentsatAAAstudiossaidtherewerelayoffsattheir

companies.Onlyone-thirdofpeopleworkingatindiestudiosreportedthesame.Given

how15%of

respondents

from

indie

studios

said

they

were

personally

laid

offin

the

past

year,these

numbers

suggest

that

company

layoffs

were

more

likely

tohave

a

personal

impact

on

indie

professionals,

possibly

due

to

their

smaller

studiosizes,while

AAA

workers

had

a

stronger

likelihood

to

see

layoffs

happening

elsewhere

attheircompanies.I’vebeenlaidoffsomanytimesinthe

last

5-6years,hadsomanyturbulentissuesworkingingames.Ihavetraumaandcan’teverfullytrustanywherenow.-MANAGER(GAMEDESIGN),CALIFORNIA[AAA

STUDIOS]CONTINUE

TO

SHED

WORKERSDo

youanticipatefuturelayoffsat

yourcompany

in

the

next12months?米米米2026STATEOFTHEGAME

INDUSTRY//INDUSTRY

LAYOFFS

|

1430%Unsure23%Yes47%NoFestivalof

Gamingentry-level

jobs,increasedcompetitionfromlaid-offworkerswithmoreexperience,and

AI-led

displacement(not

to

mention

the

rise

in

AI

résuméscreening).One

personsaid

they’ve

been

applying

for

internships

for

three

years

now,with

no

success.Professors

are

echoing

this

sentiment:A

large

majority(87%)of

surveyed

educatorssaidtheyeitherexpecttoseeanegativeimpactonstudentplacementpost-graduation,or

it’s

already

happening.Some

of

them

said

they’re

seeing

morestudents,inresponse,pursuingindiedevelopment,launchingtheir

own

studios,

or

continuinginhighereducation.Layoffsdon’t

justaffectgameworkerscurrentlyintheindustry,italsoimpactsfuturedevelopersandleaders

eager

to

enter

the

space.We

surveyed

over100

educators

and50students

about

what

they’re

seeing

and

anticipating.Three-fourths(74%)of

surveyed

students

said

they’reconcernedabouttheirfuture

jobprospectsinthegameindustry.

In

open

responses,students

noted

the

lack

ofDo

youexpectthecurrenteconomicandindustryclimatetohaveanimpactontheplacementrateofyourstudentsintothegameindustry?TotalRespondents1053-in-4students

worry

about

future

jobsMost

of

my

students

will

not

haveacareeringamedevelopment.-EDUCATOR(COMPUTERSCIENCE),MICHIGANTherearen’tany

jobs.Everyone’sgettingfired.It’sfucked.-STUDENT(GAMEDESIGN),CALIFORNIAEDUCATIONPOV:[LAYOFFS]60%Yes27%I'vealreadyseenanimpact2026STATEOFTHEGAME

INDUSTRY//INDUSTRY

LAYOFFS

|

15Festivalof

Gaming11%Unsure2%NoWhat

reason(s)did

your

current

orformercompanygiveforlayoffs?(CHOOSE

UPTO

3)CompanyrestructuringBudget

cutsMarketconditionsProjectcancelledStrategicdirectionchangeProjectcompletionMerger/AcquisitionAutomation/AIimplementationCOMPANIES

CALLIT[RESTRUCTURING]

WORKERS

BLAME

[MISMANAGEMENT]We

asked

respondents

to

share

up

to

three

reasons

their

current

or

formercompanies

gave

for

layoffs

in

the

past12months.

Company

restructuring

(43%)wasthe

most

cited

reason,followed

by

budget

cuts

and

market

conditions

(38%

each),

aswell

as

project

cancellation(32%).These

percentages

were

much

higher

than

last

year’s,but

that’s

likely

because

welimitedthequestiontothosewho’dbeenimpactedbylayoffs.Wealsowantedtohearwhattheoverallgamecommunitythoughtwerethereasons

for

more

layoffs;so,we

analyzed

more

than1,200open

responses,700ofthemfrompeopledirectlyimpactedbylayoffs.Apartfrombudgetconstraintsand

marketconditions,alotofresponsibilitywasplacedonmismanagement

and

greed,

unrealisticexpectations,US-basedtariffsandotherglobaleconomicissues,andthe

adoptionofAItools.Thatsaid,somerespondentsnotedthattheircompanieshaveworkedhardto

retainemployees,in

spite

of

ongoing

challenges.Top

reasons

for

layoffs(by

studio

type)AAA1.Company

restructuring2.Project

cancelled3.StrategicdirectionchangeTariffs

or

rising

operational

costsOtherNoreasonsgivenIndie1.Market

conditions2.

Budget

cuts3.CompanyrestructuringAA1.

Budgetcuts2.Companyrestructuring3.Market

conditions4%

6%

7%2026STATEOFTHEGAME

INDUSTRY//INDUSTRY

LAYOFFS

|

16

6%

6%32%31%Festivalof

Gaming38%38%43%8%IN

[YOUR]WORDSFrom

your

perspective,whatisresponsiblefortheriseinlayoffsat

yourcompany

/

inthegameindustry?Ifeellikethisquestionimpliesthere’sa

justified

reasonforlayoffsatlargestudios,whichIcan

assureyoutherealmostalwaysisnot.-CONTRIBUTOR(GAMEPRODUCTION),WASHINGTONSTATE《LeadershipfailedtoseethattheCOVID-eraboomwasnotpermanent,[andthe]companywentonanacquisitionspreebeforebeingacquired.Now,moneyisalottighterbecausethegoldfishwiththemoneywantreturnsyesterdaysotheycanfunnelitintothecurrentfad(genAI).-SENIOREMPLOYEE(GAMEPROGRAMMING),INDIAExecutiveswhohaveneveractuallyworkedasadevarepullinguptheboardsontheirships,throwingpeopleoverboard,and

expecting

these

scuttled

ghost

shipstokeepmakingtheminfinitemoney.-FORMERSENIOREMPLOYEE(GAME

DESIGN),NEWYORK/LAIDOFF

<12MONTHSAGOAtmycurrentcompany,therehasbeenSOMElayoffsduetocompanyrestructureandbudgetcosts,butoverallthey’vetriedhardtoretainfolks.-MANAGER(GAMEDESIGN),WASHINGTONSTATEFestivalof

Gaming

2026STATEOFTHEGAME

INDUSTRY//INDUSTRY

LAYOFFS

|17We’recominguptowardslaunch,andifsalesaren’tgoodenough,there’llbelayoffs.-OWNER(INDEPENDENTSTUDIO5+YEARS),AUSTRALIAElproblema

eselcapitalismo.-SENIOREMPLOYEE(GAMEDESIGN),

CANADA》《《》》

3

GENERATIVE

AIAI

is

theft.I

have

touse

it,otherwiseI’m

gonna

get

fired.-SENIOREMPLOYEE(VISUALANDTECHNICALARTS),UKRAINE2026STATEOFTHEGAME

INDUSTRY

|

18Wearea

small

team,

soitis

making

us

capableof

achieving

more

thanwewouldwithoutit.-EXECUTIVEVP(INDEPENDENTSTUDIO

<5YEARS),CALIFORNIAOver

one-third(36%)of

game

industry

professionals

use

generative

AI

tools

as

part

of

their

job,

but

there

are

somedifferences

in

who’s

adopting

those

tools.

Men(41%)reported

using

it

more

than

women

(35%),

older

workers(46%)more

than

younger

ones(34%),and

those

with

a

Master’s

or

PhD(45%)said

they

turn

to

it

more

than

thosewith

a

Bachelor’s

degree

or

lower(33%).

But

some

of

the

biggest

differences

are

in

what

kind

of

job

you

have

andwhere

you

work.Respondents

at

game

studios

reported

using

AI

tools(30%)less

than

those

at

publishing

companies,supportteams,and

marketing/PR

firms(58%).Business

professionals’usage(58%)far

outweighs

most

other

job

disciplines.And

upper

management(47%)uses

AI

tools

more

than

those

in

the

lower

decks

(29%).

Studio

directors

(36%)

sitbetweenthetwogroups.[1-IN-3]

GAME

WORKERS

TURN

TO

GENERATIVE

AIFORRESEARCH,

EMAILS,AND

MORE#

Do

you

use

generative

AI

toolsaspartof

your

job?2026STATEOFTHEGAME

INDUSTRY//GENERATIVEAI

|1936%Yes64%NoFestivaf

GamDngWhich[generative

AI]tools

do

you

use?(CHOOSEALLTHATAPPLY)ChatGPTGoogleGeminiMicrosoftCopilotInternal/Proprietary

toolsMidjourneyGitHubCopilotAdobeGenerativeFillSoraAIDALL-EOtherGiven

the

increasing

number

of

available

tools,we

asked

our

genAI

adopters

what

toolstheyturntoforwork.ThemostusedAItoolforgameindustryprofessionalswere

large

language

models(LLMs)—mainly

ChatGPT(74%),

followed

by

GoogleGemini(37%)and

Microsoft

Copilot(22%).

Midjourney(17%)was

the

most

usedtext-to-image

or

video

tool,alongside

Adobe

Generative

Fill(13%)and

Sora

AI

(8%)One-fifth(21%)of

respondents

said

they

use

internal

tools

from

their

companies,increasing

to30%for

AAA

workers.And

several

respondents

wrote

in

Claude

Code,

an

LLM

that

was

not

included

in

this

year’s

survey.81%47%47%35%22%20%19%12%10%5%8%We

also

asked

those

respondents

what

they

use

the

tools

for.The

most

commonuse

was

research

or

brainstorming(81%),followed

by

daily

tasks

(like

writing

emails)

and

code

assistance(47%each),and

prototyping(35%).

Generative

AI

tools

appearto

be

used

less

for

creative

tasks

like

asset

generation

(19%),

procedural

generation(10%),and

player-facing

features(5%).Research/BrainstormingWriting

emails/Scheduling/OtherdailytasksCodeassistancePrototypingTesting/Debugging Marketing/

Promotionalcont

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