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Deadline was February 11, 2026 at 17:00; call CREA-MEDIA-2026-DEVVGIM is now closed.
Creative Europe MEDIA - Video Games and Immersive Content Development is sponsored by European Commission. This call supports European video game production companies, XR studios, and audiovisual production companies to develop video games and interactive immersive experiences with high originality, innovative and creative value, and strong commercial and cross-border potential.
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Video games and immersive content development Find EU-funding for your projects now! Search for Funding Search for programs Reset all filters Select the type of organisation that you are interested in to implement projects. The role of an organisation involved could by lead partner, regular project partner, associate partner, and observers.
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Selection of eligible entities Reset all EU Body An institution, body, office or agency established by or based on the Treaty on European Union and the Treaties establishing the European Communities. Education and training institution All education and training facilities for people of different age groups.
International organization An intergovernmental organization having legal personality under public international law or a specialized agency established by such an international organization. An international organization, the majority of whose members are Member States or Associated Countries and whose main objective is to promote scientific and technological cooperation in Europe, is an International Organization of European Interest.
Non-Profit Organisation (NPO) / Non-Governmental Organisation (NGO) An NPO is an institution or organization which, by virtue of its legal form, is not profit-oriented or which is required by law not to distribute profits to its shareholders or individual members. An NGO is a non-governmental, non-profit organization that does not represent business interests. Pursues a common purpose for the benefit of society.
Other Private institution, incl. private company (private for profit) A partnership, corporation, person, or agency that is for-profit and not operated by the government. Public Body (national, regional and local; incl.
EGTCs) Any government or other public administration, including public advisory bodies, at the national, regional or local level. Research Institution incl. University A research institution is a legal entity established as a non-profit organization whose main objective is to conduct research or technological development.
A college/university is a legal entity recognized by its national education system as a university or college or secondary school. It may be a public or private institution. Small and medium-sized enterprise (SME) A microenterprise, a small or medium-sized enterprise (business) as defined in EU Recommendation 2003/361 .
To qualify as an SME for EU funding, an enterprise must meet certain conditions, including (a) fewer than 250 employees and (b) an annual turnover not exceeding EUR 50 million and/or an annual balance sheet total not exceeding EUR 43 million. These ceilings apply only to the figures for individual companies.
Selection of eligible countries Reset all Belgium (Belgique/België) Bonaire, Saba, Sint Eustatius Bosnia and Herzegovina (Bosna i Hercegovina / Босна и Херцеговина) Faeroes (Føroyar / Færøerne) French Polynesia (Polynésie française/Pōrīnetia Farāni) French Southern and Antarctic Lands (Terres australes et antarctiques françaises) Greenland (Kalaallit Nunaat/Grønland) Israel (ישראל / إِسْرَائِيل) Kosovo (Kosova/Kosovë / Косово) New Caledonia (Nouvelle-Calédonie) North Macedonia (Северна Македонија) Saint Barthélemy (Saint-Barthélemy) Saint Pierre and Miquelon (Saint-Pierre et Miquelon) Switzerland (Schweiz/Suisse/Svizzera) Wallis and Futuna (Wallis-et-Futuna) Selection of topics Reset all Administration & Governance, Institutional Capacity & Cooperation Administration & Governance, Institutional Capacity & Cooperation This topic focuses on strengthening governance, fostering institutional capacity, and enhancing cross-border cooperation.
It includes promoting multilevel, transnational, and cross-border governance by designing and testing effective structures and mechanisms, as well as encouraging collaboration between public institutions on various themes. Innovation capacity and awareness are also key, with actions aimed at increasing the ability of individuals and organizations to adopt and apply innovative practices.
This involves empowering innovation networks and stimulating innovation across different sectors. Institutional cooperation and network-building play a crucial role, supporting long-term partnerships to improve administrative processes, share regional knowledge, and promote intercultural understanding.
This also includes cooperation between universities, healthcare facilities, schools, sports organizations, and efforts in management and capacity building. Agriculture & Forestry, Fishery, Food, Soil quality This topic focuses on strengthening the agricultural, forestry, and fisheries sectors while ensuring sustainable development and environmental protection.
It covers agricultural products (e.g., fruits, meat, olives), organic farming, horticulture, and innovative approaches to sustainable agriculture. It also addresses forest management, wood products, and the promotion of biodiversity and climate resilience in forestry practices.
In the food sector, the focus lies on developing sustainable and resilient food chains, promoting organic food production, enhancing seafood products, and ensuring food security and safety. Projects also target the development of the agro-food industry, including innovative methods for production, processing, and distribution.
Fisheries and animal management are essential aspects, with an emphasis on sustainable fishery practices, aquaculture, and animal health and welfare. This also includes efforts to promote responsible fishing, marine conservation, and the development of efficient resource management systems. Soil and air quality initiatives play a crucial role in environmental protection and public health.
This includes projects aimed at combating soil and air pollution, implementing pollution management systems, and preventing soil erosion. Additionally, innovative approaches to improving air quality—both outdoors and indoors—are supported, alongside advancing knowledge and best practices in soil and air management.
Air Quality, Biodiversity & Environment, Climate & Climate Change, Water quality & management This topic focuses on protecting the environment, promoting biodiversity, and addressing the challenges of climate change and resource management. It includes efforts to mitigate and adapt to climate change, develop low-carbon technologies, and reduce GHG emissions. Biodiversity promotion and natural protection are key aspects.
It also covers improving soil and air quality by reducing pollution, managing contamination, preventing soil erosion, and enhancing air quality both outdoors and indoors. Water management plays an essential role, including sustainable water distribution, monitoring systems, innovative wastewater treatment technologies, and water reuse policies.
Additionally, it addresses the protection and development of waterways, lakes, and rivers, as well as sustainable wetland management. Arts & Culture, Cultural Heritage, Tourism This topic focuses on preserving, promoting, and enhancing cultural and natural heritage in a sustainable way.
It includes efforts to increase the attractiveness of cultural and natural sites through preservation, valorisation, and the development of heritage objects, services, and products. Cultural heritage management, arts, and culture play a key role, including maritime heritage routes, access to cultural sites, and cultural services like festivals, concerts, and art workshops.
Tourism development is also central, with actions aimed at promoting natural assets, protecting and developing natural heritage, and increasing touristic appeal through the better use of cultural, natural, and historical heritage. It also covers the improvement of tourist services and products, the creation of ecotourism models, and the development of sustainable tourism strategies.
Circular Economy, Natural Resources This topic focuses on the sustainable management, protection, and valorisation of natural resources and areas, such as habitats, geo parks, and protected zones. It also includes preserving and enhancing cultural and natural heritage, landscapes, and protecting marine environments.
Circular economy initiatives play a key role, with actions aimed at innovative waste management, ecological treatment techniques, and advanced recycling systems. Projects may focus on improving recycling technologies, organic waste recovery, and establishing repair and re-use networks. Additionally, pollution prevention and control efforts address ecological economy practices, marine litter reduction, and sustainable resource use.
Competitiveness of Enterprises, Employment/Labour Market, SME & entrepreneurship This topic covers labour market development and employment, focusing on creating job opportunities, optimizing existing jobs, and addressing academic (un)employment and job mobility. It also includes attracting a skilled workforce and improving working conditions for various groups.
Strengthening small and medium-sized enterprises (SMEs) and boosting entrepreneurship are key priorities. This includes enhancing SME capacities, supporting social entrepreneurship, and promoting innovative business models.
Activities may focus on creating advisory systems for start-ups, spin-offs, and incubators, fostering business networks, and improving the competitiveness of SMEs through knowledge and technology transfer, digital transformation, and sustainable business practices.
Demographic Change, European Citizenship, Migration This topic focuses on fostering community integration and strengthening a common identity by promoting social cohesion, positive relations, and the development of shared spaces and services. It supports initiatives that enhance intercultural understanding and cooperation between different societal groups.
Digitalisation, Digital Society, ICT All projects where ICT has a significant role, including tailor-made ICT solutions in different fields, as well as digital innovation hubs, open data, Internet of Things; ICT access and connecting (remote) areas with digital infrastructure and services; services and applications for citizens (e-health, e-government, e-learning, e-inclusion, etc.); services and applications for companies (e-commerce, networking, digital transformation, etc.).
Disaster Prevention, Resilience, Risk Management This is about the mitigation and management of risks and disasters, and the anticipation and response capacity towards the actors regarding specific risks and management of natural disasters, for example, prevention of flood and drought hazards, forest fire, strong weather conditions, etc.. It is also about risk assessment and safety.
Education & Training, Children & Youth, Media This topic focuses on enhancing education, training, and opportunities for children, youth, and adults. It covers the expansion of educational access, reduction of barriers to education, and improvement of higher education and lifelong learning. It also includes vocational education, common learning programs, and initiatives supporting labour mobility and educational networks.
Additionally, it addresses the promotion of media literacy, digital learning tools, and the development of innovative educational approaches to strengthen knowledge, skills, and societal participation. This topic emphasizes the role of culture and media in education and social development. It supports initiatives that foster creativity, cultural awareness, and artistic expression among children and youth.
Activities include promoting cross-border cooperation in the audiovisual sector, enhancing digital content creation skills, and boosting the distribution of educational and cultural media products. Furthermore, it encourages the development of media literacy initiatives, helping young audiences critically engage with digital and media content.
By connecting education, creativity, and media, this topic strengthens cultural identity and supports inclusive, knowledge-based societies. Energy Efficiency, Renewable Energy This topic covers actions aimed at improving energy efficiency and promoting the use of renewable energy sources. It includes energy management, energy-saving methods, and evaluating energy efficiency measures.
Projects may focus on the energy rehabilitation and efficiency of buildings and public infrastructure, as well as promoting energy efficiency through cooperation among experienced firms, institutions, and local administrations. In the field of renewable energy, this encompasses the development and expansion of wind, solar, biomass, hydroelectric, geothermal, and other sustainable energy sources.
Activities include increasing renewable energy production, enhancing research capacities, and developing innovative technologies for energy storage and management. Projects may also address sustainable regional bioenergy policies, financial instruments for renewable energy investments, and the establishment of cooperative frameworks for advancing renewable energy initiatives.
Equal Rights, Human Rights, People with Disabilities, Social Inclusion This topic focuses on promoting equal rights and strengthening social inclusion, particularly for marginalized and vulnerable groups. It covers activities enhancing the capacity and participation of children, young people, women, elderly people, and socially excluded groups.
Activities can address the creation of inclusive infrastructure, improving access and opportunities for people with disabilities, and fostering social cohesion through innovative care services. It also includes initiatives supporting victims of gender-based violence, promoting human rights, and developing policies and tools for social integration and equal participation in society.
Health, Social Services, Sports This area focuses on improving health and social services, enhancing accessibility and efficiency for diverse groups such as the elderly, children, and people with disabilities. It includes the development of new healthcare models, innovative medical diagnostics and treatments (e.g., dementia, cancer, diabetes), and the management of hospitals and care facilities.
Additionally, activities addressing rare diseases, promoting overall wellbeing, and fostering preventive health measures fall under this theme. It also covers sports promotion, encouraging physical activity as a means to improve public health and social inclusion. Justice, Safety & Security This area focuses on strengthening justice, safety, and security through cross-border cooperation and institutional capacity-building.
It includes initiatives aimed at improving the efficiency and effectiveness of police, fire, and rescue services, enhancing civil protection systems, and rapid response capabilities for emergencies like chemical, biological, radiological, and nuclear incidents. Activities also target the prevention and combatting of organized crime, drug-related crimes, and human trafficking, as well as ensuring secure and efficient border management.
Furthermore, it covers initiatives promoting the protection of citizens, community safety, and the development of innovative security services and technologies. Mobility & Transport This area focuses on the development and improvement of transport and mobility systems, covering all modes of transport, including urban mobility and public transportation.
Actions aiming at improving transport connections through traffic and transport planning, rehabilitation and modernisation of infrastructure, better connectivity, and enhanced accessibility. Projects promoting multimodal transport and logistics, optimising intermodal transport chains, offering sustainable and efficient logistics solutions, and developing multimodal mobility strategies.
Also, initiatives establishing cooperation among logistic centres and providing access to clean, efficient, and multimodal transport corridors and hubs. Please leave this field blank The deadline for this call has expired.
Video games and immersive content development Creative Europe - Media Strand Estimated EU contribution per project Funding Program Creative Europe - Media Strand Call number CREA-MEDIA-2026-DEVVGIM deadlines Opening 11. 02. 2026 17:00 Funding rate 60% Call budget € 10,000,000.
00 Estimated EU contribution per project € 200,000. 00 Link to the call ec. europa.
eu Link to the submission ec. europa. eu The objective of the support to Video games and immersive content development is to increase the capacity of European video game producers, XR studios and audiovisual production companies to develop video games and interactive immersive experiences with the potential to reach global audiences.
The support also aims to improve the competitiveness of the European video games industry and other companies producing interactive immersive content in European and international markets by enabling the retention of intellectual property by European developers.
Within the specific objective of promoting competitiveness, scalability, cooperation, innovation and sustainability, including through mobility in the European audiovisual sector, one of the priorities of the MEDIA Strand is to nurture talents, competence and skills and to stimulate cross-border cooperation, mobility and innovation in the creation and production of European audiovisual works, encouraging collaboration across Member States with different audiovisual capacities.
The MEDIA Strand shall provide support for the development of audiovisual works by European independent production companies, covering a variety of formats (such as feature films, short films, series, documentaries, narrative video games) and genres, and targeting diverse audiences, including children and young people. Expected effects and impacts Increased quality, appeal, feasibility and cross-border potential for selected projects.
A stronger position on the European and international market for video games developers and companies producing interactive immersive experiences.
Support will be given to the development (pre-production) of concepts and prototypes of interactive narrative storytelling with original content and/or quality gameplay intended for production and global commercial exploitation via PCs, consoles, mobile devices, tablets, smart phones and other technologies.
The aim is to provide funds to video game production companies and other companies producing immersive content to develop works with a high level of originality and innovative and creative value, and that have a high level of commercial ambition and extensive cross-border potential to reach European and international markets.
This will allow for further investment in innovative European content and increase the competitiveness of European companies in the digital global market. Applications should present adequate strategies to ensure a more sustainable and more environmentally-respectful industry and to ensure gender balance, inclusion, diversity and representativeness. The production phase is ineligible.
Production is understood as the phase starting from the testing and debugging of the first prototype until the end of the production of the Gold Master or equivalent.
The following projects are ineligible: puzzle games, memory games, sports games, racing games, running games, rhythm/singing/dancing games, social games, quiz games, party games, versus-fighting games, word and spelling games, number games, mind games, even if they have a narrative element; projects where professional education, training or therapy is the main objective; multimedia art projects and installations; immersive tours, events, music videos and immersive experiences used in retail; works of a promotional nature being part of a promotional campaign or advertising for a specific, destination (tourism), product and/or brand and institutional productions to promote a specific organisation or its activities; projects including pornographic or racist material or advocating violence; platforms for games or interactive experiences and websites being, or dedicated specifically to, social platforms, social networking, internet forums, blogs or similar activities; tools and software services aimed solely at technological development and/or used solely for further developing already existing game or interactive experience concepts; reference works (encyclopedias, atlases, catalogues, databases and similar),“how-to” works (instructional guides, manuals and similar) and (interactive) e-books; information or purely transactional services.
short description The objective of the support to Video games and immersive content development is to increase the capacity of European video game producers, XR studios and audiovisual production companies to develop video games and interactive immersive experiences with the potential to reach global audiences.
The support also aims to improve the competitiveness of the European video games industry and other companies producing interactive immersive content in European and international markets by enabling the retention of intellectual property by European developers.
Call objectives Within the specific objective of promoting competitiveness, scalability, cooperation, innovation and sustainability, including through mobility in the European audiovisual sector, one of the priorities of the MEDIA Strand is to nurture talents, competence and skills and to stimulate cross-border cooperation, mobility and innovation in the creation and production of European audiovisual works, encouraging collaboration across Member States with different audiovisual capacities.
The MEDIA Strand shall provide support for the development of audiovisual works by European independent production companies, covering a variety of formats (such as feature films, short films, series, documentaries, narrative video games) and genres, and targeting diverse audiences, including children and young people. Expected effects and impacts Increased quality, appeal, feasibility and cross-border potential for selected projects.
A stronger position on the European and international market for video games developers and companies producing interactive immersive experiences.
Expected results Support will be given to the development (pre-production) of concepts and prototypes of interactive narrative storytelling with original content and/or quality gameplay intended for production and global commercial exploitation via PCs, consoles, mobile devices, tablets, smart phones and other technologies.
The aim is to provide funds to video game production companies and other companies producing immersive content to develop works with a high level of originality and innovative and creative value, and that have a high level of commercial ambition and extensive cross-border potential to reach European and international markets.
This will allow for further investment in innovative European content and increase the competitiveness of European companies in the digital global market. Applications should present adequate strategies to ensure a more sustainable and more environmentally-respectful industry and to ensure gender balance, inclusion, diversity and representativeness. The production phase is ineligible.
Production is understood as the phase starting from the testing and debugging of the first prototype until the end of the production of the Gold Master or equivalent.
The following projects are ineligible: puzzle games, memory games, sports games, racing games, running games, rhythm/singing/dancing games, social games, quiz games, party games, versus-fighting games, word and spelling games, number games, mind games, even if they have a narrative element; projects where professional education, training or therapy is the main objective; multimedia art projects and installations; immersive tours, events, music videos and immersive experiences used in retail; works of a promotional nature being part of a promotional campaign or advertising for a specific, destination (tourism), product and/or brand and institutional productions to promote a specific organisation or its activities; projects including pornographic or racist material or advocating violence; platforms for games or interactive experiences and websites being, or dedicated specifically to, social platforms, social networking, internet forums, blogs or similar activities; tools and software services aimed solely at technological development and/or used solely for further developing already existing game or interactive experience concepts; reference works (encyclopedias, atlases, catalogues, databases and similar),“how-to” works (instructional guides, manuals and similar) and (interactive) e-books; information or purely transactional services.
Regions / countries for funding EU Member States, Overseas Countries and Territories (OCT) Albania (Shqipëria), Bosnia and Herzegovina (Bosna i Hercegovina / Босна и Херцеговина), Georgia (საქართველო), Iceland (Ísland), Liechtenstein, Montenegro (Црна Гора), North Macedonia (Северна Македонија), Norway (Norge), Ukraine (Україна) Education and training institution, International organization, Non-Profit Organisation (NPO) / Non-Governmental Organisation (NGO), Other, Private institution, incl.
private company (private for profit), Public Body (national, regional and local; incl. EGTCs), Research Institution incl.
University, Small and medium-sized enterprise (SME) In order to be eligible, the applicants (beneficiaries and affiliated entities) must: be legal entities (public or private bodies) be established in one of the eligible countries, i.e.: Creative Europe Participating Countries: EU Member States (including overseas countries and territories (OCTs)) listed EEA countries and countries associated to the Creative Europe Programme ( list of participating countries ) be established in one of the countries participating fully in the MEDIA strand of the Creative Europe Programme and owned directly or indirectly, wholly or by majority participation, by nationals from such countries.
When a company is publicly listed, the location of the stock exchange will in principle determine its nationality.
be European video game production companies, XR studios or audiovisual production companies the coordinator must demonstrate recent experience in producing internationally distributed works Natural persons are NOT eligible (with the exception of self-employed persons, i.e. sole traders, where the company does not have legal personality separate from that of the natural person). International organisations are eligible.
The rules on eligible countries do not apply to them. Entities which do not have legal personality under their national law may exceptionally participate, provided that their representatives have the capacity to undertake legal obligations on their behalf, and offer guarantees for the protection of the EU financial interests equivalent to that offered by legal persons.
EU bodies (with the exception of the European Commission Joint Research Centre) can NOT be part of the consortium. Entities composed of members may participate as ‘sole beneficiaries’ or ‘beneficiaries without legal personality’. Please note that if the action will be implemented by the members, they should also participate (either as beneficiaries or as affiliated entities, otherwise their costs will NOT be eligible).
EU restrictive measures — Special rules apply for entities subject to EU restrictive measures under Article 29 of the Treaty on the European Union (TEU) and Article 215 of the Treaty on the Functioning of the EU (TFEU). Such entities are not eligible to participate in any capacity, including as beneficiaries, affiliated entities, associated partners, subcontractors or recipients of financial support to third parties (if any).
EU conditionality measures — Special rules apply for entities subject to measures adopted on the basis of EU Regulation 2020/209211. Such entities are not eligible to participate in any funded role (beneficiaries, affiliated entities, subcontractors, recipients of financial support to third parties, etc).
Currently such measures are in place for Hungarian public interest trusts established under the Hungarian Act IX of 2021 or any entity they maintain (see Council Implementing Decision (EU) 2022/2506 , as of 16 December 2022).
A European video game production company, XR studio or audiovisual production company is a company whose main objective and activity is video game production/development, (entertainment) software development or audiovisual production (or equivalent). Publishing companies are not eligible applicants.
Coordinator with recent experience in producing internationally distributed works — The coordinator must prove when submitting the application that it has produced or developed a video game or (interactive or non-interactive) immersive experience that has been commercially distributed 10 in the period between 01/01/2023 and the deadline for submission of applications.
Work-for-hire, i.e. projects for which the development or production work was subcontracted to the coordinator by another company, is not eligible, nor are projects on which a member of the coordinating company has a personal credit. Early Access works are not eligible either because they are not completed works yet and are still being developed.
To prove the commercial distribution of the previous work, the coordinator must be able to provide a relevant sales report showing sales in the period between 01/01/2023 and the date of the deadline for submission.
other eligibility criteria Applications by single applicants are allowed (single beneficiaries; affiliated entities and other participants are allowed, if needed) as well as proposals submitted by a consortium of at least 2 applicants (beneficiaries; not affiliated entities).
Regions / countries for funding EU Member States, Overseas Countries and Territories (OCT) Albania (Shqipëria), Bosnia and Herzegovina (Bosna i Hercegovina / Босна и Херцеговина), Georgia (საქართველო), Iceland (Ísland), Liechtenstein, Montenegro (Црна Гора), North Macedonia (Северна Македонија), Norway (Norge), Ukraine (Україна) eligible entities Education and training institution, International organization, Non-Profit Organisation (NPO) / Non-Governmental Organisation (NGO), Other, Private institution, incl.
private company (private for profit), Public Body (national, regional and local; incl. EGTCs), Research Institution incl.
University, Small and medium-sized enterprise (SME) Mandatory partnership No Project Partnership In order to be eligible, the applicants (beneficiaries and affiliated entities) must: be legal entities (public or private bodies) be established in one of the eligible countries, i.e.: Creative Europe Participating Countries: EU Member States (including overseas countries and territories (OCTs)) listed EEA countries and countries associated to the Creative Europe Programme ( list of participating countries ) be established in one of the countries participating fully in the MEDIA strand of the Creative Europe Programme and owned directly or indirectly, wholly or by majority participation, by nationals from such countries.
When a company is publicly listed, the location of the stock exchange will in principle determine its nationality.
be European video game production companies, XR studios or audiovisual production companies the coordinator must demonstrate recent experience in producing internationally distributed works Natural persons are NOT eligible (with the exception of self-employed persons, i.e. sole traders, where the company does not have legal personality separate from that of the natural person). International organisations are eligible.
The rules on eligible countries do not apply to them. Entities which do not have legal personality under their national law may exceptionally participate, provided that their representatives have the capacity to undertake legal obligations on their behalf, and offer guarantees for the protection of the EU financial interests equivalent to that offered by legal persons.
EU bodies (with the exception of the European Commission Joint Research Centre) can NOT be part of the consortium. Entities composed of members may participate as ‘sole beneficiaries’ or ‘beneficiaries without legal personality’. Please note that if the action will be implemented by the members, they should also participate (either as beneficiaries or as affiliated entities, otherwise their costs will NOT be eligible).
EU restrictive measures — Special rules apply for entities subject to EU restrictive measures under Article 29 of the Treaty on the European Union (TEU) and Article 215 of the Treaty on the Functioning of the EU (TFEU). Such entities are not eligible to participate in any capacity, including as beneficiaries, affiliated entities, associated partners, subcontractors or recipients of financial support to third parties (if any).
EU conditionality measures — Special rules apply for entities subject to measures adopted on the basis of EU Regulation 2020/209211. Such entities are not eligible to participate in any funded role (beneficiaries, affiliated entities, subcontractors, recipients of financial support to third parties, etc).
Currently such measures are in place for Hungarian public interest trusts established under the Hungarian Act IX of 2021 or any entity they maintain (see Council Implementing Decision (EU) 2022/2506 , as of 16 December 2022).
A European video game production company, XR studio or audiovisual production company is a company whose main objective and activity is video game production/development, (entertainment) software development or audiovisual production (or equivalent). Publishing companies are not eligible applicants.
Coordinator with recent experience in producing internationally distributed works — The coordinator must prove when submitting the application that it has produced or developed a video game or (interactive or non-interactive) immersive experience that has been commercially distributed 10 in the period between 01/01/2023 and the deadline for submission of applications.
Work-for-hire, i.e. projects for which the development or production work was subcontracted to the coordinator by another company, is not eligible, nor are projects on which a member of the coordinating company has a personal credit. Early Access works are not eligible either because they are not completed works yet and are still being developed.
To prove the commercial distribution of the previous work, the coordinator must be able to provide a relevant sales report showing sales in the period between 01/01/2023 and the date of the deadline for submission.
other eligibility criteria Applications by single applicants are allowed (single beneficiaries; affiliated entities and other participants are allowed, if needed) as well as proposals submitted by a consortium of at least 2 applicants (beneficiaries; not affiliated entities).
Digitalisation, Digital Society, ICT, Education & Training, Children & Youth, Media Relevance for EU Macro-Region Proposals must be submitted electronically via the Funding & Tenders Portal Electronic Submission System (accessible via
According to the current listing, eligibility includes: Legal entities (public or private bodies) established in one of the countries participating fully in the MEDIA strand of the Creative Europe Programme and owned directly or indirectly, wholly or by majority participatio…. Confirm the full requirements in the official notice before applying.
The current listing shows up to €200,000 per project. Verify award ceilings, matching requirements, and allowable costs in the official notice.
Creative Europe MEDIA - Video Games and Immersive Content Development is funded by European Commission. Verify program details on the funder's official page before applying.
This listing is flagged as international in scope. Check the official notice for country-specific restrictions before applying.
Applications go through the funder's official portal — the Apply Now link on this page goes there directly.