In 2025 the European video‑game sector amassed a total turnover of €30 billion, with digital sales representing a dominant 91 percent of that figure, according to the latest figures released by Video Games Europe (VGE). This milestone underscores the continuing shift toward online and downloadable content across the continent, as physical copies become a shrinking slice of the overall market. A notable development this year was the broadening of VGE’s flagship analysis, the All About Games report. Previously confined to the five biggest economies – 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 widening the geographic scope, VGE aims to provide a more nuanced picture of gaming trends, consumer behaviour and industry health throughout the European Union and its neighbouring markets. To compile the expanded dataset, VGE engaged the market‑research firm Ipsos, which drew on three major sources: GameTrack, the Game Software Developers (GSD) database, and the newly published EGDF‑VGE Video Games Industry Insight Report. The combined effort yielded responses from 39,371 participants, offering a robust statistical foundation for the year’s conclusions.

When the numbers are broken down by region, the traditional five‑country core (often referred to as the EU5) experienced a modest contraction, with revenue falling 4 percent year‑on‑year to €25.7 billion, down from €26.8 billion recorded in 2024. Germany remained the powerhouse within this group, generating €6.5 billion in sales and retaining its position as the continent’s top‑earning market. Employment figures paint an encouraging portrait of the sector’s labour market.

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 this workforce, reflecting gradual progress toward gender diversity in an industry historically dominated by men.

The United Kingdom led the continent in headcount, with 28,520 employees, followed by Poland (14,930) and Germany (12,410). Platform preferences continue to evolve, with mobile phones and tablets solidifying their status as the primary entry point for gamers. An impressive 82 percent of respondents reported using a handheld device to play, while consoles were cited by 47 percent and personal computers by 34 percent.

In monetary terms, mobile and tablet gaming contributed nearly half of the total €30 billion revenue pool, highlighting the profitability of app‑based titles and in‑app purchases. The console arena was dominated by Electronic Arts, whose flagship sports franchise, EA Sports FC26, claimed the top spot, closely followed by its predecessor FC25.

The third‑place title was Battlefield 6, a testament to the enduring appeal of first‑person shooters on console hardware. On the PC front, Battlefield 6 also led the charts, demonstrating the game’s cross‑platform strength. It was trailed by two evergreen Rockstar titles – Red Dead Redemption 2 and Grand Theft Auto 5 – both of which continue to generate substantial revenue through ongoing updates, microtransactions and a loyal player base.

Mobile gaming leaders were equally clear. The casual‑strategy title Coin Master secured the number‑one position, with Royal Match and the long‑standing Candy Crush Saga rounding out the top three. These games benefit from low barriers to entry, frequent content updates, and highly effective monetisation models that keep players engaged and spending.

Overall participation in gaming across Europe reached 199 million individuals in 2025. Women made up 46 percent of that audience, translating to roughly 91.5 million female gamers. The United Kingdom emerged as the single largest national market, boasting 25 million active players. When it comes to time spent playing, the average European gamer logged 8.39 hours per week, a slight decline from the 9.4 hours recorded the previous year.

Younger demographics still devote considerable time to interactive entertainment: children aged 6‑11 averaged 11.35 hours weekly, while teenagers aged 12‑17 logged an even higher 14.30 hours. Parental involvement remains a critical factor in shaping the gaming experience for younger users.

Seventy‑five percent of European parents expressed a desire to participate in setting limits on their children’s gameplay. Correspondingly, 79 percent reported using one or more family‑setting tools—such as screen‑time controls, content filters or purchase restrictions—to monitor or curb gaming activity. Moreover, 74 percent indicated that they have formal agreements, monitoring practices, or family‑setting configurations in place to manage online interactions and protect their children from inappropriate content.

In the EU5 markets specifically, 72 percent of parents said their children did not make in‑game purchases at all. Among the minority who did buy digital items, a striking 93 percent of parents claimed they closely supervised those transactions, suggesting heightened awareness of the financial implications of micro‑transactions.

Spending behaviour among children who are permitted to purchase in‑game content has shifted downward, with average outlays dropping 13 percent compared with 2024. This reduction may be linked to increased parental oversight, more transparent pricing structures, or a broader awareness of the value proposition offered by free‑to‑play models.

The expanded All About Games report not only delivers a snapshot of the current state of the European gaming ecosystem but also provides valuable context for future trends. The continued rise of mobile and tablet platforms, the sustained popularity of established franchises across console and PC, and the growing emphasis on responsible gaming practices among families all point toward a dynamic, diversified market that is poised for further growth and innovation in the years ahead.