In 2025 the European video‑game industry amassed a total of €30 billion in revenue, with digital sales representing an overwhelming 91 percent of that figure, according to the latest data released by Video Games Europe (VGE). This milestone underscores the continuing shift toward online and downloadable content across the continent, as physical copies become increasingly marginal.
A noteworthy development this year is the expansion of VGE’s flagship "All About Games" report. Previously limited to the five largest markets – the United Kingdom, France, Germany, Spain and Italy – the study now incorporates data from an additional eleven countries, bringing the total coverage to sixteen. The newly added territories are Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland.
By broadening the geographic scope, VGE aims to provide a more comprehensive picture of gaming trends, consumer behaviour, and economic impact throughout the European region. To compile the figures, VGE commissioned market‑research firm Ipsos, which pulled information from several industry sources, including GameTrack, the Game Software Developers (GSD) association, and the freshly published EGDF‑VGE Video Games Industry Insight Report. The resulting survey captured responses from 39,371 participants, offering a robust data set for analysis.
When the numbers are broken down by the original "EU5" markets, total revenue actually fell by 4 percent compared with the previous year, dropping from €26.8 billion in 2024 to €25.7 billion in 2025. Germany remained the dominant force, delivering €6.5 billion in sales, the highest national total among the group. Despite the dip in the core five, the overall European market grew, thanks largely to the contribution of the newly added nations and the continued dominance of digital purchases.
Employment figures also paint an encouraging picture. In 2025 there were roughly 123,000 individuals working across 8,700 game‑development studios located in the EU and the UK. Women accounted for 24 percent of the workforce, a modest but important step toward greater gender balance in an industry traditionally dominated by men. The United Kingdom employed the greatest number of people, with 28,520 staff members, followed by Poland (14,930) and Germany (12,410).
Platform preferences among European gamers continue to evolve. Mobile phones and tablets are now the primary devices, with 82 percent of respondents indicating they play on these platforms. Consoles hold the second‑largest share at 47 percent, while personal computers account for 34 percent. Not only do mobile and tablet devices dominate usage, they also generate almost half of the total industry revenue, highlighting the lucrative nature of the mobile market.
In the console segment, Electronic Arts (EA) retained its leadership position in 2025. EA’s sports titles, specifically EA Sports FC26 and FC25, occupied the top two spots on the console charts, with the military‑shooter Battlefield 6 coming in third.
The same Battlefield 6 title also led the PC rankings, followed closely by Rockstar Games’ long‑standing hits Red Dead Redemption 2 and Grand Theft Auto 5, which continue to attract substantial player bases years after release. Mobile gaming leaders were equally clear. The casual‑strategy title Coin Master claimed the number‑one position, while Royal Match and the ever‑popular Candy Crush Saga took second and third places respectively.
These results illustrate the sustained appeal of free‑to‑play titles that combine simple mechanics with in‑app purchase models. Overall participation in gaming remains high. In 2025, 199 million Europeans reported playing video games, with women representing 46 percent of that audience (approximately 91.5 million female gamers). The United Kingdom stood out as the single largest market, boasting around 25 million active players.
When it comes to time spent gaming, the average European player logged 8.39 hours per week, a slight decline from the 9.4 hours recorded in 2024. Younger demographics still devote considerable time: children aged 6‑11 averaged 11.35 hours weekly, while teenagers aged 12‑17 spent an average of 14.30 hours per week engaged with games. Parental involvement in gaming habits is pronounced across Europe. Seventy‑five percent of parents expressed a desire to take an active role in setting limits on their children’s video‑game usage.
Moreover, 79 percent reported using one or more family‑setting tools to monitor or restrict gameplay, and 74 percent said they have explicit agreements, monitoring practices, or family‑setting configurations to manage online interactions. In the EU5 region, 72 percent of parents indicated that their children did not make in‑game purchases at all.
Among the minority who did, a striking 93 percent said they closely supervised those transactions. Notably, the average amount spent by children who are permitted to buy in‑game content fell by 13 percent compared with 2024, suggesting either more cautious spending habits or the impact of parental controls. The expanded scope of the All About Games report, combined with the robust revenue and employment figures, underscores the resilience and growth potential of Europe’s gaming ecosystem. While physical sales continue to wane, the surge in digital, mobile, and live‑service models ensures that the industry remains a vibrant contributor to the continent’s economy and cultural landscape.