In 2025 the European video‑game market amassed a total of €30 billion in revenue, with digital sales representing an overwhelming 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, downloadable content, and subscription‑based services that dominate the continent’s gaming economy. A notable development this year is the broadening of VGE’s flagship research publication, the All About Games report.
Historically focused on the five largest European territories—commonly referred to as the EU5 (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 reach to sixteen markets, VGE aims to provide a more comprehensive picture of consumer behaviour, revenue streams and employment trends across the whole region. To compile the expanded dataset, VGE commissioned market‑research firm Ipsos, which drew on information from several established sources, including GameTrack, the Global Software Development (GSD) database and the newly published EGDF‑VGE Video Games Industry Insight Report. The combined survey captured the responses of 39,371 participants, ranging from casual players to industry professionals, offering a robust statistical foundation for the findings.
When the numbers are broken down, the traditional EU5 segment recorded a modest decline of 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, followed by the United Kingdom, France, Italy and Spain. The contraction can be attributed to a mix of macro‑economic pressures, tighter consumer spending, and a gradual saturation of the market for certain console titles. Employment data paints an encouraging picture despite the revenue dip.
Across the United Kingdom and the European Union, a total of 123,000 individuals were employed by 8,700 development studios in 2025. Women accounted for roughly a quarter (24 percent) of the workforce, highlighting gradual progress toward gender balance in an industry traditionally dominated by men. The United Kingdom led in headcount with 28,520 employees, Poland came in second with 14,930, and Germany rounded out the top three with 12,410 staff members. Platform preferences continued to evolve.
Mobile phones and tablets dominated usage, with 82 percent of gamers reporting that they primarily played on these devices. Consoles held a solid 47 percent share, while personal computers attracted 34 percent of respondents. In monetary terms, mobile and tablet gaming contributed nearly half of the total €30 billion revenue pool, reinforcing the importance of touch‑based experiences and the freemium model. The console arena saw Electronic Arts retain its leading position in 2025.
EA’s flagship sports titles, EA Sports FC26 and FC25, occupied the top two slots on the console charts, with the tactical shooter Battlefield 6 securing the third place. On the PC side, Battlefield 6 also emerged as the most popular title, followed closely by Rockstar Games’ enduring classics Red Dead Redemption 2 and Grand Theft Auto V, both of which continue to generate strong sales through ongoing updates and online services.
Mobile gaming remained fiercely competitive. The casual‑strategy title Coin Master claimed the number‑one spot, while Royal Match and the long‑standing puzzle phenomenon Candy Crush Saga completed the top three.
These games illustrate the power of simple, highly accessible mechanics combined with regular content updates and in‑app purchase options. Player demographics revealed that 199 million Europeans engaged in video‑games during the year, with women representing 46 percent (approximately 91.5 million) of the audience. The United Kingdom stood out as the single largest market, boasting 25 million active players.
Average weekly playtime across the region was 8.39 hours, a slight decline from 9.4 hours recorded in 2024. Younger gamers displayed higher engagement: children aged 6‑11 logged an average of 11.35 hours per week, while teenagers aged 12‑17 averaged 14.30 hours. 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 gaming activities. 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, and 74 percent said they had established agreements, supervision practices, or technical controls to manage online interactions.
In the EU5 segment, 72 percent of parents indicated that their children did not make in‑game purchases. Among the minority who did, a striking 93 percent of parents claimed they actively supervised those transactions. Notably, the average amount spent by children who were permitted to buy in‑game content fell by 13 percent compared with 2024, suggesting either more cautious spending habits or the impact of tighter parental controls.
Overall, the 2025 data highlights a maturing European gaming ecosystem: revenue is increasingly digital, mobile platforms dominate user engagement, and the industry continues to provide substantial employment opportunities across a growing number of countries. While revenue growth slowed in the traditional core markets, the expansion of the All About Games report to include eleven additional nations offers fresh insight into emerging trends and potential growth corridors for developers, publishers, and policymakers alike.