In 2025 the European video‑game industry recorded a total turnover of €30 billion, with digital sales representing a dominant 91 percent of that figure, according to the latest data released by Video Games Europe (VGE). This milestone underscores the continued shift toward online distribution and the growing importance of virtual marketplaces across the continent. A notable development this year is the broadening of VGE’s flagship research publication, the All About Games report.
Previously limited to the five largest European gaming economies – the United Kingdom, France, Germany, Spain and Italy – the study now covers a total of sixteen countries. The additional markets include Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland. By widening the geographic scope, VGE aims to provide a more comprehensive picture of consumer behaviour, revenue streams and employment trends throughout the wider European region.
To compile the expanded dataset, VGE engaged the market‑research firm Ipsos, which extracted relevant figures from several industry‑specific sources such as GameTrack, the Game Software Developers (GSD) association, and the newly published EGDF‑VGE Video Games Industry Insight Report. The combined survey reached 39,371 respondents, delivering a robust statistical foundation for the analysis.
When the numbers for the original five‑country bloc (often referred to as the EU5) are examined in isolation, a modest contraction is evident. Revenue in these markets fell by 4 percent year‑on‑year, slipping from €26.8 billion in 2024 to €25.7 billion in 2025. Germany remained the largest single‑country contributor, generating €6.5 billion in sales, followed by the United Kingdom, France, Italy and Spain. Employment data paints a similarly detailed portrait of the sector’s health.
Across the United Kingdom and the European Union, a total of 123,000 individuals were employed by 8,700 game development studios in 2025. Women accounted for roughly a quarter of the workforce, representing 24 percent of all employees. The United Kingdom employed the greatest number of staff, with 28,520 workers, while Poland and Germany followed with 14,930 and 12,410 employees respectively. These figures highlight both the concentration of talent in certain hubs and the gradual diversification of the labour pool.
Platform preferences among European gamers continued to evolve. Mobile phones and tablets dominated usage, with 82 percent of players reporting that they primarily engaged with games on these devices. Consoles were the second‑most popular platform at 47 percent, and personal computers accounted for 34 percent of usage. In terms of revenue generation, mobile and tablet gaming contributed nearly half of the total €30 billion, reinforcing the importance of the handheld market for publishers and developers.
When it comes to specific titles, the console segment was led by Electronic Arts (EA). EA’s sports franchise, EA Sports FC26, claimed the top spot, with its predecessor FC25 occupying the second position.
The third‑place console title was Battlefield 6, reflecting the enduring appeal of first‑person shooters on home entertainment systems. On the PC front, Battlefield 6 also emerged as the leading game, followed closely by Rockstar Games’ long‑standing hits Red Dead Redemption 2 and Grand Theft Auto V. These results illustrate the staying power of established franchises, even as newer releases vie for attention.
Mobile gaming charts were topped by the casual phenomenon Coin Master, with Royal Match and the ever‑popular Candy Crush Saga rounding out the top three. The success of these titles underscores the lucrative nature of the free‑to‑play, micro‑transaction model that dominates the smartphone arena.
In total, 199 million Europeans reported playing video games in 2025. Women comprised 46 percent of this audience, equating to 91.5 million female gamers. The United Kingdom stood out as the single largest market, boasting 25 million active players.
Average weekly playtime across the region fell slightly to 8.39 hours per player, down from 9.4 hours the previous year. Age‑specific data revealed that younger children (6‑11 years) spent an average of 11.35 hours per week, while teenagers (12‑17 years) logged the highest average at 14.30 hours.
Parental involvement in gaming habits remained high. Seventy‑five percent of European parents expressed a desire to take part in setting limits on their children’s video‑game usage. Moreover, 79 percent reported using one or more family‑setting tools—such as time‑limits, content filters or purchase restrictions—to monitor or curb gameplay. Seventy‑four percent indicated that they have explicit agreements with their children, employ monitoring software, or rely on built‑in family settings to manage online interactions.
Within the EU5, 72 percent of parents said their children did not make in‑game purchases. Of the minority who did, an overwhelming 93 percent reported that they actively supervised those transactions. Notably, the average amount spent by children who were permitted to buy in‑game content fell by 13 percent compared with 2024, suggesting either more cautious spending habits or the impact of increased parental oversight.
Overall, the 2025 data paints a picture of a mature, digitally‑driven market that continues to expand in revenue while navigating modest fluctuations in regional sales. The broadened scope of VGE’s All About Games report offers stakeholders—developers, publishers, policymakers and investors—a richer, more nuanced understanding of the European gaming landscape, its consumer preferences, employment trends and the evolving role of families in shaping gaming experiences.