In 2025 the European video‑game market produced roughly €30 billion in revenue, with digital sales making up an overwhelming 91 percent of that total, according to the latest figures released by Video Games Europe (VGE). This milestone underscores the continuing shift toward online distribution channels and the growing importance of in‑app purchases, downloadable content and subscription services across the continent. A notable development this year was the broadening of VGE’s flagship research publication, the All About Games report. Historically the analysis focused on the five largest European economies – the United Kingdom, France, Germany, Spain and Italy – collectively known as the EU5.
For 2025 the scope was widened to incorporate eleven additional territories: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland. By covering 16 countries, the study now captures a more representative picture of the diverse gaming ecosystems that exist throughout Europe, from the highly‑connected Nordic markets to the emerging Eastern‑European scene. To compile the data, VGE commissioned the market‑research firm Ipsos, which drew on three major industry sources: GameTrack, the Global Software Development (GSD) database, and the freshly released EGDF‑VGE Video Games Industry Insight Report. The combined effort resulted in a survey of 39,371 respondents, providing a robust statistical foundation for the findings.
When the numbers are broken down by region, the traditional EU5 markets experienced a modest contraction, with total revenue falling 4 percent year‑on‑year to €25.7 billion, down from €26.8 billion in 2024. Germany remained the powerhouse of the group, generating €6.5 billion, followed by the United Kingdom, France, Spain and Italy. The decline was largely attributed to a slight slowdown in console sales and a modest dip in premium mobile spending, although the overall market remained healthy thanks to continued growth in subscription‑based services. Employment figures painted an equally encouraging picture.
Across the EU and the UK, the gaming sector employed approximately 123,000 individuals working in about 8,700 development studios, ranging from indie houses to large multinational publishers. Women accounted for roughly a quarter of the workforce (24 percent), a modest increase that signals gradual progress toward gender parity in an industry traditionally dominated by men.
In terms of sheer headcount, the United Kingdom led the pack with 28,520 employees, a reflection of its strong legacy of both console and mobile development. Poland came in second with 14,930 staff members, while Germany rounded out the top three with 12,410 workers. The remaining studios were spread across the newly added markets, many of which are witnessing rapid growth in both talent pipelines and studio formation.
Platform preferences among European gamers continued to evolve. Mobile phones and tablets dominated usage, with 82 percent of respondents indicating they primarily played on these devices. Consoles were the second‑most popular platform at 47 percent, and personal computers followed at 34 percent. Not only did mobile dominate in terms of playtime, it also contributed nearly half of the total revenue, underscoring the lucrative nature of free‑to‑play titles, micro‑transactions and ad‑supported models.
When examining the top‑performing titles by platform, the console leaderboard was headed by Electronic Arts, whose sports franchise EA Sports FC 26 claimed the number‑one spot, with its predecessor FC 25 taking second place. Battlefield 6 secured the third position, highlighting the continued appetite for large‑scale multiplayer shooters. On PC, Battlefield 6 also reigned supreme, followed closely by Rockstar Games’ evergreen classics Red Dead Redemption 2 and Grand Theft Auto 5. These titles demonstrate the staying power of high‑budget, narrative‑driven experiences that attract long‑term engagement and repeat purchases.
The mobile arena was led by the casual hit Coin Master, which topped the chart, with Royal Match and the long‑standing Candy Crush Saga completing the top three. These games exemplify the effectiveness of simple, highly accessible mechanics combined with frequent content updates and in‑app purchase incentives.
Player demographics revealed that 199 million Europeans engaged in gaming during 2025, with women representing 46 percent of that audience (approximately 91.5 million female gamers). The United Kingdom again stood out as the largest single market, boasting 25 million active players. Average weekly playtime across the region was measured at 8.39 hours, a slight decline from the 9.4 hours recorded in 2024. Younger gamers, however, still logged substantial hours: children aged 6‑11 averaged 11.35 hours per week, while teenagers aged 12‑17 averaged 14.30 hours, reflecting the strong appeal of both educational and entertainment‑focused titles among youth.
Parental involvement remained high. Seventy‑five percent of European parents expressed a desire to take an active role in setting gaming limits for their children.
Moreover, 79 percent reported using one or more family‑setting tools—such as screen‑time controls, content filters or purchase restrictions—to monitor or curb gameplay. A further 74 percent indicated they have explicit agreements, monitoring practices, or family‑setting configurations in place to manage online interactions and safeguard their children’s digital experiences.
In the EU5 markets, 72 percent of parents said their children did not make in‑game purchases at all. Among the minority who did, a striking 93 percent of parents reported that they kept a close eye on those transactions, ensuring that spending stayed within agreed limits. Finally, average spending by children who were permitted to buy in‑game content fell by 13 percent compared with the previous year, suggesting a combination of more cautious parental oversight and perhaps a shift toward free‑to‑play models that rely less on direct purchases and more on ad revenue or optional cosmetic items.
Overall, the 2025 data paints a picture of a mature, diversified European gaming ecosystem that continues to expand its economic footprint, deepen its talent pool, and adapt to evolving consumer preferences while maintaining a strong focus on responsible play and parental involvement.