In 2025 the European video‑game industry 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 continued shift toward online purchases, subscriptions and micro‑transactions that have reshaped the continent’s gaming economy over the past decade. A notable development this year was the broadening of VGE’s flagship market study, the All About Games report.
Previously confined to the five largest European territories – the United Kingdom, France, Germany, Spain and Italy – the survey now incorporates data from an additional eleven nations: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland. By extending its geographic coverage to sixteen countries, VGE aims to provide a more comprehensive picture of regional trends, consumer habits and industry health across the European Union and its close neighbours. To compile the findings, VGE commissioned the research firm Ipsos, which drew on three major data sources: GameTrack, the Global Software Development (GSD) database, and the freshly published EGDF‑VGE Video Games Industry Insight Report. The combined effort yielded responses from 39,371 participants, ranging from casual players to industry professionals, thereby ensuring a robust statistical foundation for the conclusions presented.
When the numbers for the original “EU5” bloc are examined in isolation, revenue actually fell 4 percent year‑on‑year, slipping from €26.8 billion in 2024 to €25.7 billion in 2025. Germany remained the top‑earning market within this core group, generating €6.5 billion, followed by the United Kingdom, France, Italy and Spain. The modest decline reflects a modest market correction after several years of rapid growth, as well as increased competition from mobile platforms and emerging markets outside the traditional five.
Employment figures paint an encouraging picture despite the revenue dip. In 2025, a total of 123,000 individuals were employed across 8,700 development studios located throughout the EU and the United Kingdom. Women accounted for roughly one‑quarter (24 percent) of the workforce, highlighting gradual progress toward gender diversity in a sector historically dominated by male employees.
The United Kingdom led the continent in head‑count, with 28,520 staff members, while Poland (14,930) and Germany (12,410) followed closely behind. Platform usage data reveal that mobile devices and tablets continue to dominate the European gaming landscape. An impressive 82 percent of surveyed gamers reported playing on smartphones or tablets, making these handheld devices the most popular avenue for entertainment. Consoles were the second‑most common platform at 47 percent, and personal computers accounted for 34 percent of usage.
In monetary terms, mobile and tablet gaming contributed nearly half of the total industry revenue, underscoring the lucrative nature of free‑to‑play titles and in‑app purchases. When it comes to specific titles, the console segment was led by Electronic Arts, whose sports franchise EA Sports FC26 claimed the top spot, with its predecessor FC25 holding the second position. Battlefield 6 rounded out the top three console releases, reflecting the enduring appeal of first‑person shooters on home entertainment systems.
On the PC front, Battlefield 6 also secured the number‑one ranking, followed closely by Rockstar Games’ evergreen classics Red Dead Redemption 2 and Grand Theft Auto V. These results demonstrate that while new releases generate excitement, legacy titles with strong online ecosystems continue to attract substantial player bases.
Mobile gaming rankings were headed by the casual phenomenon Coin Master, which retained its position as the most played title on smartphones. It was succeeded by Royal Match and the long‑standing Candy Crush Saga, both of which benefit from highly engaging match‑three mechanics and frequent content updates that keep users returning day after day. Overall participation in gaming across Europe remained robust, with 199 million individuals reporting that they played video games in 2025. Women represented 46 percent of this audience, amounting to 91.5 million female gamers—a clear indication of the medium’s broad appeal across gender lines.
The United Kingdom emerged as the single largest national market, boasting 25 million active players. Average weekly playtime saw a slight decline, dropping to 8.39 hours per player compared with 9.4 hours in 2024. Age‑specific analysis showed that children aged 6‑11 spent an average of 11.35 hours per week, while teenagers aged 12‑17 logged 14.30 hours, suggesting that younger cohorts continue to devote considerable time to interactive entertainment.
Parental involvement in gaming habits also featured prominently in the survey. 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 at least one family‑setting tool—such as screen‑time controls or content filters—to monitor or restrict gameplay, and 74 percent indicated that they have formal agreements, monitoring practices, or family‑setting configurations in place to manage online interactions and protect their children’s digital wellbeing. In the EU5 markets specifically, 72 percent of parents said their children did not make in‑game purchases.
Among the minority who did, a striking 93 percent of parents claimed they kept a close eye on those transactions, reflecting heightened awareness of micro‑transaction spending. Notably, the average amount spent by children who were permitted to purchase in‑game content fell by 13 percent compared with 2024, suggesting either more cautious parental oversight or a shift in pricing strategies by developers.
Taken together, these data points illustrate a mature, diversifying European gaming ecosystem. While revenue growth has modestly slowed, the sector continues to expand its player base, diversify platform usage, and increase employment opportunities across a wider geographic footprint.
The inclusion of eleven additional countries in VGE’s All About Games report promises richer insights for stakeholders and underscores the importance of monitoring regional nuances as the industry evolves.