In 2025 the European video‑game market posted 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 micro‑transactions across the continent’s diverse gaming ecosystem. One of the most notable developments this year was the broadening of VGE’s flagship "All About Games" analysis.

Previously confined to the five largest European territories – the United Kingdom, France, Germany, Spain and Italy – the report 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 reach, VGE provides a more comprehensive picture of consumer behaviour, market size and industry employment across the whole of Europe and the UK.

The expanded study was compiled in partnership with market‑research firm Ipsos, which drew on a suite of sources including GameTrack, the German Software Distribution (GSD) database, and the newly published EGDF‑VGE Video Games Industry Insight Report. In total, 39,371 respondents across the 16 covered nations took part in the survey, offering insights into purchasing habits, platform preferences and demographic trends. When the figures for the original "EU5" group are examined in isolation, revenue fell slightly, dropping 4 percent year‑on‑year to €25.7 billion, down from €26.8 billion recorded in 2024. Germany remained the top‑earning market within this core set, generating €6.5 billion in sales, followed by the United Kingdom, France, Italy and Spain.

Employment data paints an equally encouraging portrait of the sector’s health. In 2025, roughly 123,000 individuals were employed by 8,700 development studios spread throughout the EU and the UK.

Women accounted for 24 percent of the workforce, indicating gradual progress toward gender balance in an industry traditionally dominated by men. The United Kingdom employed the largest number of staff – 28,520 – with Poland (14,930) and Germany (12,410) rounding out the top three. Platform usage patterns continued to evolve. Mobile phones and tablets were the most popular devices, with 82 percent of gamers reporting they primarily played on these handheld platforms.

Console usage was reported by 47 percent of respondents, while 34 percent indicated a preference for PC gaming. Notably, mobile and tablet platforms also generated almost half of the total market revenue, highlighting the lucrative nature of the mobile gaming segment. In the console arena, Electronic Arts retained its leadership position throughout 2025. EA Sports’ flagship titles, FC26 and FC25, occupied the two highest spots on the console sales chart, with the long‑running Battlefield 6 series taking third place.

Battlefield 6 also led the PC market, followed closely by Rockstar Games’ evergreen classics Red Dead Redemption 2 and Grand Theft Auto 5, both of which continue to attract substantial player bases and generate steady income through ongoing updates and downloadable content. Mobile gaming saw a different set of leaders. The casual‑strategy title Coin Master claimed the top position, while Royal Match and the iconic Candy Crush Saga secured the second and third slots respectively. These games exemplify the strong demand for free‑to‑play experiences that rely on in‑app purchases and ad‑supported revenue models.

Overall player numbers reached 199 million Europeans 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 region was measured at 8.39 hours, a modest decline from the 9.4 hours recorded the previous year.

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. Parental involvement in gaming habits remains high. Seventy‑five percent of European parents expressed a desire to participate in setting limits on their children’s video‑game activity.

Correspondingly, 79 percent reported using one or more family‑setting tools—such as screen‑time controls or purchase restrictions—to monitor or curb gameplay. Additionally, 74 percent said they have established agreements, actively monitor, or employ family settings to manage online interactions and protect their children from inappropriate content. In the EU5 markets, 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 watch on those transactions, ensuring spending stayed within acceptable bounds. Notably, the average amount spent by children who were permitted to buy in‑game items fell by 13 percent compared with 2024, suggesting either increased parental oversight or a shift in purchasing behaviour toward more cautious spending. Taken together, these figures illustrate a vibrant, increasingly digital European gaming landscape. Revenue growth, expanding geographic coverage, and steady employment numbers signal a robust industry that continues to adapt to changing consumer preferences.

At the same time, the data underscores the importance of responsible gaming practices, particularly for younger audiences, and highlights the role of parents and platform providers in fostering a safe and sustainable environment for gamers of all ages.