In 2025 the European video‑game market generated a total of €30 billion in revenue, with digital sales accounting for a striking 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 and the dominance of digital distribution channels across the continent.
One of the most notable developments this year was the enlargement of VGE’s flagship publication, 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 covers a broader spectrum of 16 countries. The additional territories include Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland, offering a more comprehensive picture of the market’s health and trends. To compile the expanded dataset, VGE engaged the market‑research firm Ipsos, which drew on information from GameTrack, GSD and the freshly released EGDF‑VGE Video Games Industry Insight Report.
The survey gathered responses from 39,371 participants, providing a robust statistical foundation for the findings. When the numbers are broken down, the original five‑country bloc (often referred to as the EU5) experienced a modest contraction, with revenue falling 4 percent year‑on‑year to €25.7 billion, down from €26.8 billion in 2024. Within that group, Germany remained the top‑earning nation, delivering €6.5 billion in sales, followed closely by France and the United Kingdom. Employment figures also paint an encouraging picture.
Across the EU and the UK, the gaming sector employed roughly 123,000 individuals in 2025, spread across about 8,700 development studios. Women represented 24 percent of the workforce, a gradual improvement over previous years and a sign of slowly increasing gender diversity in the industry. The United Kingdom stood out as the largest employer, with 28,520 people working in game‑related roles.
Poland came in second with 14,930 employees, and Germany ranked third with 12,410. These numbers reflect both the concentration of large studios in these markets and the growing ecosystem of indie developers and support services. Platform preferences among European gamers continued to evolve.
Mobile phones and tablets dominated usage, accounting for 82 percent of the total playtime, while consoles were used by 47 percent of players and PCs by 34 percent. Not only did mobile devices lead in engagement, they also generated nearly half of the total industry revenue, highlighting the profitability of the mobile gaming segment. In the console arena, Electronic Arts retained its leadership position in 2025.
EA Sports’ titles FC26 and FC25 occupied the two top spots on the console sales charts, with the long‑running Battlefield 6 series taking the third position. On the PC side, Battlefield 6 also claimed the number‑one slot, followed by Rockstar Games’ evergreen classics Red Dead Redemption 2 and Grand Theft Auto 5, which continue to attract substantial player bases and generate steady income through ongoing updates and microtransactions. Mobile gaming leaders were equally clear. The casual‑strategy game Coin Master topped the European mobile charts, with Royal Match and the ever‑popular Candy Crush Saga rounding out the top three.
These titles benefit from a combination of free‑to‑play models, frequent content updates, and strong social‑sharing features that keep users returning. Overall participation in gaming remained high, with 199 million Europeans reporting that they played video games during the year.
Women made up 46 percent of that audience, translating to roughly 91.5 million female gamers. The United Kingdom again led in sheer player numbers, boasting an estimated 25 million active gamers.
When it comes to time spent playing, the average European logged 8.39 hours per week in 2025, a slight decline from the 9.4 hours recorded in 2024. Younger players, however, still devoted considerable time to their devices: children aged 6‑11 averaged 11.35 hours per week, while teenagers aged 12‑17 logged an average of 14.30 hours weekly.
Parental involvement in gaming habits also featured prominently in the report. Seventy‑five percent of European parents indicated they prefer to take an active role in setting limits on their children’s video‑game usage. Moreover, 79 percent reported using one or more family‑setting tools—such as screen‑time controls or purchase restrictions—to monitor or curb gameplay, and 74 percent said they have explicit agreements, monitoring practices, or family‑setting configurations to manage online interactions. In the EU5 markets specifically, 72 percent of parents said their children did not make in‑game purchases.
Of the minority who did, a substantial 93 percent of parents reported that they kept a close eye on those transactions. Interestingly, 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. The expanded geographic coverage, combined with detailed insights into revenue streams, platform usage, employment trends, and consumer behavior, provides a richer understanding of the European gaming landscape. As digital distribution continues to dominate and mobile platforms capture an ever‑larger slice of the market, stakeholders can expect ongoing growth, albeit with nuanced shifts in regional performance and demographic engagement.
The data also highlights the importance of responsible gaming practices and parental oversight, especially as younger audiences remain highly active across multiple devices.