In 2025 the European video‑game market reached 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 in‑game purchases across the continent.

A noteworthy development this year was 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 analysis now incorporates data from an additional eleven countries: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland. By extending its geographic scope, VGE aims to provide a more comprehensive picture of the industry’s health and trends throughout the European Union and the United Kingdom. To compile the expanded dataset, VGE commissioned market‑research firm Ipsos, which pulled together information from several reputable sources, including the GameTrack platform, the Game Software Developers (GSD) association, and the newly published EGDF‑VGE Video Games Industry Insight Report.

The combined survey reached 39,371 respondents, offering a robust sample size for statistical confidence. When the figures for the original five‑country block (often referred to as the EU5) are examined in isolation, revenue showed a modest contraction of 4 percent year‑on‑year, falling to €25.7 billion from €26.8 billion in 2024.

Germany remained the powerhouse of the region, posting the highest individual market turnover at €6.5 billion, followed closely by the United Kingdom and France. Employment data revealed that the sector continued to be a significant job creator. In 2025, a total of 123,000 people were employed across 8,700 development studios operating in the EU and the UK. Women accounted for roughly one‑quarter of the workforce (24 percent), highlighting ongoing gender‑balance challenges but also indicating gradual progress toward greater inclusivity.

By country, the United Kingdom led in headcount with 28,520 gaming‑industry employees, Poland ranked second with 14,930 staff members, and Germany held third place with 12,410 workers. These numbers reflect both the concentration of large publishers and the thriving ecosystem of independent studios in these regions. Platform usage patterns continued to evolve. Mobile phones and tablets dominated player engagement, with 82 percent of gamers reporting they primarily used these devices.

Console usage was reported by 47 percent of respondents, while 34 percent identified personal computers as their main platform. Notably, mobile and tablet gaming contributed almost half of the total industry revenue, reinforcing the importance of the handheld market for publishers and advertisers alike.

When it comes to top‑grossing titles, the console segment was led by Electronic Arts. EA’s sports franchise, EA Sports FC26, claimed the number‑one spot, with its predecessor FC25 holding the runner‑up position, and the long‑running Battlefield 6 series rounding out the top three. On the PC side, Battlefield 6 also secured the leading position, followed by Rockstar Games’ evergreen classics Red Dead Redemption 2 and Grand Theft Auto 5, which continue to generate substantial sales years after their initial releases. Mobile gaming charts were topped by the casual hit Coin Master, with Royal Match and the ever‑popular Candy Crush Saga occupying the second and third slots respectively.

These titles illustrate the sustained appetite for free‑to‑play experiences that rely on microtransactions and social sharing mechanisms. Player demographics showed that 199 million Europeans engaged in video‑games during 2025. Women represented a sizable share of the audience, accounting for 46 percent (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 indicated that children aged 6‑11 spent an average of 11.35 hours per week gaming, while teenagers aged 12‑17 logged even higher engagement at 14.30 hours per week. Parental involvement remained high. Seventy‑five percent of European parents expressed a desire to participate in setting video‑game limits for their children.

Moreover, 79 percent reported using one or more family‑setting tools—such as time‑limits, content filters, or purchase restrictions—to supervise or curb gameplay, and 74 percent said they had formal agreements or monitoring practices in place to manage online interactions. Within the EU5 markets, 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 actively monitored those transactions. Interestingly, the average amount spent by children who were permitted to buy in‑game content fell by 13 percent compared with the previous year, suggesting either tighter parental controls or a shift in spending habits among younger gamers.

Overall, the 2025 data paint a picture of a mature, digitally‑focused European gaming ecosystem that continues to expand its geographic coverage, diversify its platforms, and grapple with evolving consumer behaviors and parental oversight. The industry’s resilience, reflected in robust revenue and employment figures despite a modest dip in the traditional EU5 markets, points to a bright outlook as new technologies and market entrants further reshape the landscape.