In 2025 the European video‑game market amassed 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 rapid shift toward online purchases and the growing importance of downloadable content, micro‑transactions and subscription services across the continent. A notable development this year was the broadening of VGE’s flagship research effort, 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 incorporates data from an additional eleven countries: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland.
By extending its geographic coverage to sixteen markets, VGE aims to provide a more comprehensive picture of regional trends, consumer behaviour and industry health. To compile the new dataset, VGE commissioned the market‑research firm Ipsos, which aggregated information from several reputable sources, including GameTrack, the German Software Distribution (GSD) database, and the freshly published EGDF‑VGE Video Games Industry Insight Report. The combined survey reached a total of 39,371 respondents, offering a robust statistical foundation for the findings. When the numbers for the original five‑country bloc (commonly referred to as the EU5) are examined in isolation, revenue 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 group, generating €6.5 billion, the highest national turnover among the EU5. Employment figures also painted an encouraging portrait of the sector’s vitality.
Across the United Kingdom and the European Union, 123,000 individuals were employed by 8,700 development studios in 2025. Women accounted for roughly one‑quarter of the workforce (24 percent), reflecting a gradual but steady move toward greater gender diversity within the industry. The United Kingdom led the continent in terms of headcount, providing jobs for 28,520 people. Poland followed with 14,930 employees, and Germany contributed another 12,410 positions.
These numbers illustrate the concentration of talent hubs in both Western and Central Europe, while also highlighting emerging opportunities in Eastern markets. 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 handheld devices. Console usage stood at 47 percent and personal computers at 34 percent.
In monetary terms, mobile and tablet gaming accounted for almost half of the total industry revenue, confirming the lucrative nature of the mobile ecosystem. When it comes to top‑grossing titles, the console segment was led by Electronic Arts. EA’s flagship football series, EA Sports FC26, claimed the number‑one spot, while its predecessor FC25 held the second position. The third‑place title was Battlefield 6, demonstrating the enduring appeal of first‑person shooters on console platforms.
The PC arena mirrored some of these trends. Battlefield 6 also topped the PC sales chart, followed closely by Rockstar Games’ long‑standing favourites Red Dead Redemption 2 and Grand Theft Auto 5. These results underline the staying power of high‑budget, narrative‑driven experiences on the personal computer. Mobile gaming, however, presented a distinct leaderboard.
The casual‑puzzle title Coin Master emerged as the most popular app, with Royal Match and the evergreen Candy Crush Saga rounding out the top three. The success of these titles highlights the importance of easy‑to‑play, socially integrated games in driving revenue on smartphones. Overall, 199 million Europeans identified themselves as gamers in 2025.
Women represented a substantial 46 percent of this audience, translating to roughly 91.5 million female players. The United Kingdom again stood out as the single largest national market, boasting 25 million active gamers. Average weekly playtime across the continent measured 8.39 hours, a slight decline from the 9.4 hours recorded in 2024.
Age‑specific data revealed that children aged 6‑11 spent an average of 11.35 hours per week gaming, while teenagers aged 12‑17 logged 14.30 hours, indicating that younger cohorts continue to devote significant time to interactive entertainment. Parental involvement in gaming habits remained high. 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 time‑limits, content filters or purchase restrictions—to monitor or curb gameplay.
A further 74 percent indicated that they have established agreements, actively supervise, or employ family‑setting features to manage online interactions and ensure a safe digital environment. Within the EU5, 72 percent of parents said their children did not make any in‑game purchases. Of the minority who did, a striking 93 percent of parents reported that they closely supervised those transactions.
Notably, 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 control or a shift in spending habits among younger gamers. Taken together, these statistics paint a picture of a mature, diversified, and increasingly inclusive European gaming ecosystem.
While revenue growth in the core EU5 markets showed modest contraction, the expansion of the report to include additional nations, the rise of mobile gaming, and the steady increase in female participation all point to a sector that is adapting to new consumer preferences and technological trends. As the industry continues to evolve, stakeholders—from developers and publishers to policymakers and families—will need to balance commercial ambitions with responsible practices, ensuring that the European gaming landscape remains both profitable and socially sustainable.