Baltic Explorers

Exploring New Markets for Central Baltic Games Industry

P1 Competitive economy

1.3. More exports by the Central Baltic companies to new markets

Central Baltic

01.04.2020 - 31.12.2022

€1 915 355

€1 494 647

Project Summary:

Baltic Explorers aims at supporting companies in the game industry from Finland, Sweden, Estonia and Latvia to reach new markets in Asia and in the US. 

The overall project objective is to strengthen the Baltic Explorers game industry cluster in the Central Baltic Region and to support the clustered companies to reach five to seven new publishers, investor or partner deals from the Asian or US markets.

The partner regions located in Sweden, Finland, Estonia and Latvia have active game company clusters with great potential to succeed in global markets. The project aims at supporting them by taking them to four/six B2B game industry events in Asia and the US to meet publishers, investors and potential partners.

Lead Partner

XAMK Kaakkois-Suomen Ammattikorkeakoulu

Country: FI

Partner budget: 486.249 EUR

Amount of ERDF funding: 364.687 EUR ERDF

Project Partners

LAB ammattikorkeakoulu Oy

Country: FI

Partner budget: 417.500 EUR

Amount of ERDF funding: 313.125 EUR ERDF

SA Tartu Teaduspark

Country: EE

Partner budget: 282.657 EUR

Amount of ERDF funding: 240.259 EUR ERDF

Latvijas Tehnoloģiskais centrs nodibinājums

Country: LV

Partner budget: 298.647 EUR

Amount of ERDF funding: 253.850 EUR ERDF


Country: SE

Partner budget: 430.302 EUR

Amount of ERDF funding: 322.726 EUR ERDF

Expected results

Main results of the project are 5-7 deals from new markets to participating companies. In game industry you can't sell your product to the new countries country by country. Most of the distribution channels are global and you are immediately on the global markets when publishing the games on Playstore, Appstore or Steam. But getting downloads on global channels you need a huge budget for marketing or a publisher deals. Publishers take responsibility of the their product's marketing, including market research and all aspects of advertising with massive budgets. Publishers, investments or deals with partners like Sony, Microsoft, Amazon etc. are real springboards for success in global markets. Therefore we are focusing strongly to them.

Target markets, US and Asia, have been chosen based on the yearly rates of game industry markets. Asia-Pacific area (47%) and North America (26%) produces almost 75% of the game industry revenues globally each year and are still growing. Asian and US markets differs quite a lot with distribution channels, biggest players in the business, publishers and even most popular game genres. This require a specific support when focusing to the certain market.

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