In 2025 the European video‑game market produced roughly €30 billion in revenue, with digital transactions representing an overwhelming 91 % of that total, according to the latest figures released by Video Games Europe (VGE). This milestone underscores the continuing shift toward online purchases, downloadable content and in‑app spending across the continent’s diverse gaming ecosystem.
A notable development this year was the enlargement of VGE’s flagship research effort, the All About Games report. Previously confined to the five largest European markets – the United Kingdom, France, Germany, Spain and Italy – the study now encompasses sixteen countries. The additional participants include Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland, providing a far richer picture of regional trends and consumer behaviour. To compile the data, VGE engaged the market‑research firm Ipsos, which drew on three major sources: GameTrack, the German Software Distribution (GSD) database, and the freshly published EGDF‑VGE Video Games Industry Insight Report.
The combined survey reached 39,371 respondents, offering a statistically robust snapshot of gaming activity across the expanded geography. When the numbers for the original “EU5” bloc are examined in isolation, revenue fell by 4 % compared with the previous year, slipping from €26.8 billion in 2024 to €25.7 billion in 2025.
Germany remained the top‑earning nation within this group, generating €6.5 billion, followed by the United Kingdom and France. Employment figures paint an equally encouraging picture.
In 2025 a total of 123,000 individuals were employed by 8,700 development studios spread across the EU and the UK. Women accounted for roughly a quarter of the workforce (24 %). 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 usage data reveal that mobile phones and tablets dominate the European gaming landscape. An estimated 82 % of gamers reported playing on handheld devices, making them the most popular avenue for both playtime and revenue. Consoles were the second‑most common platform at 47 % of users, while PCs accounted for 34 %.
In monetary terms, mobile and tablet gaming contributed close to 50 % of total industry earnings, highlighting the importance of the mobile market for publishers and developers alike. In the console arena, Electronic Arts retained its leadership position throughout 2025. EA’s flagship sports titles, EA Sports FC 26 and its predecessor FC 25, occupied the top two spots on the console sales chart, with the long‑running first‑person shooter Battlefield 6 taking third place.
Battlefield 6 also led the PC segment, followed by Rockstar Games’ evergreen hits Red Dead Redemption 2 and Grand Theft Auto V, both of which continue to generate substantial sales years after their initial release. Mobile gaming charts were topped by the casual phenomenon Coin Master, which claimed the number‑one slot, while Royal Match and the ever‑popular Candy Crush Saga held the second and third positions respectively. These titles illustrate the strength of the free‑to‑play model, where in‑app purchases and ad revenue drive profitability.
Overall participation in gaming remained high, with 199 million Europeans reporting that they played video games during the year. Women represented 46 % of this audience, amounting to 91.5 million female gamers. The United Kingdom emerged as the single largest national market, boasting 25 million active players. Average weekly playtime across the continent measured 8.39 hours per player, a slight decline from the 9.4 hours recorded in 2024.
Age‑specific data show that younger children (6‑11 years) spent an average of 11.35 hours per week, whereas teenagers (12‑17 years) logged 14.30 hours, indicating that older youths still dedicate a considerable amount of leisure time to gaming. Parental involvement continues to shape the gaming environment. Seventy‑five percent of European parents expressed a desire to be actively involved in setting limits on their children’s gaming activities.
Moreover, 79 % reported using one or more family‑setting tools—such as time‑limit features, content filters or purchase restrictions—to monitor or curtail gameplay. A further 74 % said they have established agreements, conduct regular oversight, or employ family‑setting mechanisms to manage online interactions and protect their children from inappropriate content. Within the EU5 markets, 72 % of parents indicated that their children did not make in‑game purchases.
Of the minority who did, a striking 93 % of parents claimed they kept a close watch on those transactions. Notably, the average amount spent by children who were permitted to buy in‑game content fell by 13 % compared with 2024, suggesting a combination of tighter parental controls and perhaps a shift in spending habits among younger gamers. The expanded scope of the All About Games report, together with the detailed breakdown of revenue streams, platform preferences, employment statistics and demographic insights, offers a comprehensive view of a sector that remains robust despite modest revenue dips in the traditional core markets. The data underline the growing importance of mobile gaming, the continued relevance of established blockbuster titles, and the pivotal role of parental oversight in shaping the future consumption patterns of the next generation of players.