In 2025 the European video‑game market generated an impressive €30 billion in total revenue, 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 continuing shift toward online purchases, downloadable content and subscription services across the continent’s diverse gaming ecosystem.

One of the most notable developments this year was the enlargement of VGE’s flagship analysis, the “All About Games” report. Previously confined to the five largest European territories—commonly referred to as the EU5 (the United Kingdom, France, Germany, Spain and Italy)—the study now incorporates data from an additional eleven nations: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland. By broadening its geographic coverage, VGE aims to provide a more comprehensive picture of gaming trends, consumer behaviour and industry health throughout the wider European region.

The expanded report was produced in partnership with market‑research firm Ipsos, which pulled together information from several established sources, including GameTrack, the German Software Developers Association (GSD) and the newly released EGDF‑VGE Video Games Industry Insight Report. In total, the survey captured responses from 39,371 participants, offering a robust sample that reflects both casual players and dedicated enthusiasts.

When the numbers for the traditional EU5 markets are examined in isolation, a modest contraction becomes apparent. Revenue across these five economies fell by 4 percent year‑on‑year, slipping from €26.8 billion in 2024 to €25.7 billion in 2025.

Germany remained the powerhouse of the region, posting €6.5 billion in sales, the highest national total among the group. Employment figures also paint an encouraging portrait of the sector’s scale.

Across the United Kingdom and the European Union, 123,000 individuals were employed by roughly 8,700 development studios in 2025. Women accounted for 24 percent of the workforce, a figure that, while still reflecting a gender gap, signals gradual progress toward greater diversity in game creation and production. The United Kingdom led the continent in terms of headcount, with 28,520 people working in gaming‑related roles.

Poland followed with 14,930 employees, and Germany contributed another 12,410 professionals. These numbers illustrate not only the concentration of talent in traditional hubs but also the rising importance of emerging markets such as Central and Eastern Europe.

Platform preferences among European gamers continued to evolve. Mobile phones and tablets dominated usage, with 82 percent of respondents indicating they primarily played on these devices. Console play remained strong at 47 percent, while PC gaming accounted for 34 percent of usage.

In line with the platform distribution, mobile and tablet formats generated almost half of the total industry revenue, reinforcing the critical role of on‑the‑go gaming experiences. When it comes to top‑selling titles, the console segment was led by Electronic Arts. EA’s sports franchise secured the two leading spots on the console charts, with EA Sports FC26 and its predecessor FC25 taking first and second place respectively, followed closely by the launch of Battlefield 6.

The PC arena mirrored this competitive landscape: Battlefield 6 also claimed the number‑one position, while Rockstar Games’ enduring classics Red Dead Redemption 2 and Grand Theft Auto 5 held the second and third slots, demonstrating the lasting appeal of well‑crafted open‑world experiences. Mobile gaming was dominated by casual, hyper‑casual and social titles. Coin Master topped the list, followed by Royal Match and the ever‑popular Candy Crush Saga.

These games benefit from low barriers to entry, frequent updates and strong monetisation models that keep players engaged over long periods. Overall, 199 million Europeans reported playing video games in 2025, with women representing 46 percent of that audience—approximately 91.5 million female gamers. The United Kingdom emerged as the single largest national market, boasting 25 million active players.

Average weekly playtime across the continent measured 8.39 hours per person, a slight decline from the 9.4 hours recorded in 2024. Age‑specific data revealed that children aged 6‑11 logged an average of 11.35 hours per week, while teenagers aged 12‑17 spent about 14.30 hours gaming each week, indicating that younger cohorts remain the most engaged.

Parental involvement in gaming habits also featured prominently in the findings. Seventy‑five percent of European parents expressed a desire to participate in setting limits on their children’s video‑game usage. Moreover, 79 percent reported using one or more family‑setting tools—such as screen‑time controls, content filters or purchase restrictions—to monitor or curb gameplay. Seventy‑four percent said they had established agreements, actively monitored, or employed family settings to manage online interactions, highlighting a proactive approach to digital safety.

In the EU5 markets specifically, 72 percent of parents indicated that their children did not make in‑game purchases. Among the minority who did, a striking 93 percent said they kept a close eye on those transactions, suggesting heightened awareness of micro‑transaction spending. Finally, the report noted a downward trend in spending among children who are permitted to buy in‑game items. Average expenditure fell by 13 percent compared with 2024, a shift that may reflect increased parental oversight, changes in pricing strategies, or evolving attitudes toward virtual goods among younger players.

Taken together, these data points illustrate a vibrant, increasingly digital‑first gaming landscape in Europe. While revenue growth has slowed in the traditional core markets, the expansion into new territories, the sustained dominance of mobile platforms, and the steady rise in employment underscore a sector that remains resilient and poised for further evolution in the years ahead.