In 2025 the European video‑game market produced a total of €30 billion in revenue, with digital transactions accounting for an overwhelming 91 percent of that figure, according to the latest figures released by Video Games Europe (VGE). This milestone underscores the continued shift toward online purchases and the growing importance of digital distribution channels across the continent.

A notable development this year was VGE’s decision to broaden the scope of its flagship "All About Games" report. Previously the analysis focused on five core economies – the United Kingdom, France, Germany, Spain and Italy – collectively known as the EU5.

The 2025 edition now incorporates data from an additional eleven nations: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland. By covering sixteen countries, the report offers a far more comprehensive picture of the European gaming landscape, reflecting both mature markets and emerging hubs.

To compile the data, VGE commissioned market‑research firm Ipsos, which drew on several industry sources, including GameTrack, the Global Software Distribution (GSD) platform and the newly released EGDF‑VGE Video Games Industry Insight Report. The survey reached a total of 39,371 respondents, providing a robust sample size that lends credibility to the findings. When the numbers for the original EU5 are examined in isolation, revenue fell by 4 percent year‑on‑year, slipping from €26.8 billion in 2024 to €25.7 billion in 2025.

Germany remained the largest single market within the EU5, generating €6.5 billion, followed by the United Kingdom, France, Spain and Italy. The modest contraction suggests that while the core markets are still strong, they are beginning to feel the impact of market saturation and heightened competition from mobile and streaming platforms. Employment figures paint an encouraging picture of the sector’s contribution to the European economy. In 2025 there were roughly 123 000 people working across 8 700 game‑development studios spread throughout the EU and the United Kingdom.

Women represented 24 percent of this workforce, indicating gradual progress toward gender diversity, though there remains ample room for improvement. The United Kingdom employed the highest number of industry professionals, with 28 520 staff members, followed by Poland (14 930) and Germany (12 410).

These figures highlight the UK’s continued status as a regional hub for game development, while Poland’s rapid growth underscores its emergence as a significant player in the European ecosystem. Platform usage data revealed that mobile phones and tablets dominate the gaming scene, with 82 percent of gamers reporting they primarily play on these devices. Console usage stood at 47 percent and PC at 34 percent.

In terms of revenue generation, mobile and tablet platforms alone accounted for almost half of the total €30 billion, confirming the lucrative nature of the mobile market and the effectiveness of freemium and in‑app purchase models. When it comes to top‑grossing titles, the console arena was led by Electronic Arts.

EA’s sports franchise, EA Sports FC26, claimed the number‑one spot, with its predecessor FC25 holding the second position, and the first‑person shooter Battlefield 6 rounding out the top three. On the PC side, Battlefield 6 also emerged as the leading title, followed by Rockstar Games’ enduring classics Red Dead Redemption 2 and Grand Theft Auto 5, which continue to generate strong sales years after their initial release. Mobile gaming leaders were equally clear. The casual‑strategy game Coin Master topped the charts, with Royal Match and the long‑standing puzzle phenomenon Candy Crush Saga occupying the second and third positions respectively.

These results illustrate the sustained popularity of both chance‑based and match‑3 mechanics among European players. Overall, 199 million Europeans reported playing video games in 2025, with women representing 46 percent of that audience (approximately 91.5 million female gamers). The United Kingdom remained the single largest market, boasting 25 million active players. Average weekly playtime across the region was 8.39 hours per person, a slight decline from 9.4 hours recorded in 2024.

Younger gamers, however, still devoted considerable time to gaming: children aged 6‑11 averaged 11.35 hours per week, while teenagers aged 12‑17 logged an average of 14.30 hours. Parental involvement continues to be a significant factor in the European gaming environment. Seventy‑five percent of parents expressed a desire to participate in setting limits on their children’s gaming activities. Moreover, 79 percent reported using at least one family‑setting tool—such as time‑limit features, content filters, or purchase controls—to supervise or restrict gameplay.

A further 74 percent said they have explicit agreements with their children, monitor usage, or employ family settings to regulate online interactions. In the EU5 markets specifically, 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 reported that they actively monitored those transactions. Notably, the average amount spent by children who are permitted to buy in‑game content fell by 13 percent compared with 2024, suggesting either more cautious spending habits or the impact of parental oversight.

These findings collectively demonstrate that while the European gaming sector remains financially robust and continues to expand its reach across new territories, it also faces evolving challenges related to market maturity, platform diversification, and responsible consumption. The expanded All About Games report provides stakeholders with valuable insights to navigate these dynamics and to capitalize on growth opportunities in an increasingly digital and mobile‑centric market.