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Cyprus Builds A €3.2 Billion Gaming Industry Beyond Steam

Cyprus’ gaming industry generated an estimated €3.2 billion in revenue in 2025, but most PC and console sales took place outside Steam.

Around €1.8 billion came from mobile games and €1.4 billion from PC and console titles. Only about €200 million of the latter was generated through Steam, meaning roughly 86% came from other channels.

A Direct-To-Consumer Model

Steam gives developers access to a global audience but takes a standard 30% commission. Some Cyprus-based companies instead sell games and digital content through their own websites, payment systems and platforms.

This approach can reduce marketplace fees while giving companies more control over marketing and their relationship with customers.

A Growing International Hub

The Cyprus Video Game Industry Report 2025 identified 415 gaming companies operating on the island, employing more than 4,300 people. The number of companies grew from 169 in 2019 to 393 in 2024, while employment nearly tripled.

Much of the sector targets international players rather than Cyprus’ relatively small domestic market. The industry includes both local businesses and international gaming companies using Cyprus as a base.

The report says the 86% figure should be treated as an estimate, since direct sales are harder to measure than transactions through platforms such as Steam.

Still, the data shows that Cyprus has developed a sizeable international gaming sector with a business model that relies far less on traditional digital marketplaces.

Copyright Law Struggles To Keep Up With AI Training

Courts Are Still Applying Old Copyright Rules To AI

AI companies train models on enormous amounts of published material, including books, articles and academic research. Whether using that content without authors’ permission violates copyright law remains unresolved.

Much of the debate centres on fair use, which allows copyrighted material to be used without permission in certain circumstances. Courts consider factors such as the purpose of the use, how much material was involved and its impact on the original market.

Anthropic Case Sets An Important Precedent

A major case involving Anthropic and a group of authors provided one of the clearest rulings so far. Judge William Alsup found that using copyrighted books to train AI models was lawful, comparing the process to people reading and studying literature before creating something new.

Anthropic was nevertheless ordered to pay $1.5 billion in a settlement. The penalty concerned books the company had obtained from illegal online libraries rather than the AI training itself.

For AI companies, that distinction could prove significant because it separates studying copyrighted material from directly copying it.

Competition Could Be The Key Issue

A case involving Thomson Reuters and Ross Intelligence offers a different perspective. A court ruled that Ross could not claim fair use after using Reuters’ copyrighted material to develop a competing AI-powered legal research platform.

The decision suggests courts may be less willing to consider AI training fair use when copyrighted content is used to build a product that directly competes with the original.

For authors, an unresolved question is whether AI-generated content should be considered competition for the works used to train these models.

The Law Has Yet To Catch Up

US copyright law predates generative AI by decades, leaving courts to apply old principles to new technology. Questions also remain over copyright protection for AI-generated works. In Thaler v. Perlmutter, a court ruled that material created entirely by AI cannot receive copyright protection.

Major AI companies remain involved in copyright litigation, and different courts could reach different conclusions. For now, there is no universal rule: the legality of AI training will depend on the circumstances of each case and how courts ultimately interpret copyright and fair use.

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