In 2025 the European video‑game sector amassed a total of €30 billion in revenue, with digital transactions representing a dominant 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 growing importance of digital distribution channels across the continent. A notable development this year is the substantial broadening of VGE’s flagship research effort, the All About Games report. Previously confined to the five largest markets—often referred to as the EU5—the study now incorporates data from a total of 16 countries.
The original group comprised the United Kingdom, France, Germany, Spain and Italy. The newly added territories are Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland.
By widening its geographic scope, VGE aims to provide a more comprehensive picture of gaming trends, consumer behaviour and economic impact throughout Europe. To compile the expanded dataset, VGE commissioned market‑research firm Ipsos, which drew on information from 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 robust sample that reflects diverse demographics, spending habits and platform preferences.
When the numbers for the traditional EU5 are examined in isolation, a modest contraction becomes evident. Revenue across these five core markets fell by 4 percent year‑on‑year, slipping from €26.8 billion in 2024 to €25.7 billion in 2025.
Germany remained the heavyweight leader, generating €6.5 billion, followed by the United Kingdom, France, Italy and Spain in descending order. Employment figures paint an encouraging portrait of the industry’s labour market. In 2025, a total of 123,000 individuals were employed across 8,700 development studios operating in the EU and the United Kingdom.
Women accounted for roughly one‑quarter of the workforce (24 percent), indicating gradual progress toward gender balance in a historically male‑dominated sector. The United Kingdom employed the largest number of gamers‑industry staff, with 28,520 workers, while Poland and Germany followed with 14,930 and 12,410 employees respectively. Platform usage data reveal that mobile devices and tablets continue to dominate the European gaming landscape. An impressive 82 percent of gamers reported using a handheld device as their primary gaming platform, making it the most popular choice by a wide margin.
Consoles were the second‑most common platform at 47 percent, and personal computers accounted for 34 percent of usage. In monetary terms, mobile and tablet gaming contributed nearly half of the total €30 billion revenue, underscoring the profitability of the freemium and in‑app purchase models that thrive on these devices.
Turning to the top‑selling titles, the console segment was led by Electronic Arts, whose flagship sports franchise EA Sports FC26 secured the number‑one spot, with its predecessor FC25 taking second place. Battlefield 6 rounded out the top three console titles, reflecting the sustained appetite for high‑octane shooter experiences. On the PC front, Battlefield 6 also claimed the leading position, demonstrating its cross‑platform appeal.
It was followed closely by Rockstar Games’ enduring classics Red Dead Redemption 2 and Grand Theft Auto 5, both of which continue to generate strong sales long after their initial releases thanks to regular updates and a loyal fan base. The mobile arena was dominated by casual and social games. Coin Master held the top rank, with Royal Match and the ever‑popular Candy Crush Saga occupying the second and third slots respectively.
These titles illustrate the power of simple, highly accessible gameplay combined with sophisticated monetisation strategies. In terms of audience size, 199 million Europeans reported playing video games in 2025, representing a substantial portion of the continent’s population. Women made up 46 percent of this gamer base, translating to roughly 91.5 million female players. The United Kingdom emerged as the single largest national market, boasting 25 million active gamers.
Average weekly playtime across the region was measured at 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 old) spent an average of 11.35 hours per week, while teenagers (12‑17 years old) logged 14.30 hours, indicating that younger cohorts remain highly engaged. Parental involvement in gaming habits also featured prominently in the survey. Seventy‑five percent of European parents expressed a desire to participate in setting limits on their children’s video‑game usage.
Moreover, 79 percent reported using one or more family‑setting tools to monitor or restrict gameplay, and 74 percent indicated that they have established agreements, supervision practices, or technical controls to manage online interactions. Within the EU5, 72 percent of parents said their children did not make in‑game purchases. Among the minority who did, a striking 93 percent of parents claimed they actively oversaw 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 tighter parental controls or a shift in spending patterns among younger gamers.
Overall, the 2025 figures illustrate a robust, diversified European gaming ecosystem that continues to grow in revenue, expand its geographic coverage, and evolve in terms of platform preferences and consumer behaviour. The data also highlight ongoing challenges, such as ensuring gender parity in the workforce and balancing parental oversight with the enjoyment of younger players.
As the industry moves forward, these insights will be vital for developers, publishers, policymakers and investors seeking to navigate the dynamic European market.