In 2025 the European video‑game sector amassed a total of €30 billion in revenue, with digital sales representing a dominant 91 percent of that figure, according to the latest data released by Video Games Europe (VGE). This robust performance underscores the continuing shift toward online purchases, downloadable content and subscription‑based models across the continent’s diverse gaming ecosystem. A major development this year was the broadening of VGE’s flagship "All About Games" report.

Previously limited to the five largest European markets—often referred to as the EU5 (the United Kingdom, France, Germany, Spain and Italy)—the study now incorporates data from an additional eleven nations: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland. By extending the geographic scope, VGE aims to provide a more comprehensive picture of the region’s gaming landscape, capture emerging trends in smaller markets, and give stakeholders a clearer view of cross‑border opportunities. To compile the expanded dataset, VGE commissioned market‑research firm Ipsos, which aggregated information from several reputable sources, including GameTrack, the German Software Distribution (GSD) database, and the newly released EGDF‑VGE Video Games Industry Insight Report.

The combined survey reached a total of 39,371 respondents, ranging from casual players to industry professionals, ensuring a statistically significant sample that reflects the habits and preferences of European gamers. When the numbers are broken down, the original EU5 segment experienced a modest contraction of 4 percent year‑on‑year, falling from €26.8 billion in 2024 to €25.7 billion in 2025. Germany remained the top‑earning country within this core group, generating €6.5 billion, followed by the United Kingdom, France, Italy and Spain.

Despite the dip, the overall market still grew to €30 billion once the additional eleven countries were factored in, highlighting the importance of the newly included territories in offsetting the slight slowdown among the traditional powerhouses. Employment figures paint an equally encouraging picture.

In 2025, the European Union and the United Kingdom together employed roughly 123,000 individuals across an estimated 8,700 development studios, ranging from indie teams to large multinational publishers. Women accounted for 24 percent of the total workforce, a figure that, while still reflecting a gender gap, marks a gradual improvement over previous years and signals ongoing efforts to diversify the industry’s talent pool. The United Kingdom led the region in terms of sheer headcount, with 28,520 people working in game‑related roles. Poland came in second with 14,930 employees, and Germany rounded out the top three with 12,410 workers.

These numbers illustrate the concentration of development activity in a few key hubs while also emphasizing the growing importance of Central and Eastern European countries as talent reservoirs. Platform usage data revealed that mobile devices and tablets continue to dominate the European gaming scene, accounting for 82 percent of total playtime. Consoles captured 47 percent of usage, while PCs were responsible for 34 percent. In revenue terms, mobile and tablet gaming contributed almost half of the overall €30 billion, confirming the sustained monetisation power of on‑the‑go experiences and the effectiveness of micro‑transactions and in‑app purchases.

When it comes to top‑selling titles, the console segment was led by Electronic Arts, whose flagship sports franchise EA Sports FC26 claimed the number‑one spot, with its predecessor FC25 taking second place. Battlefield 6 rounded out the console leaderboard, demonstrating the enduring appeal of first‑person shooters in the console market. On the PC front, Battlefield 6 also emerged as the leading title, followed closely by Rockstar Games’ evergreen classics Red Dead Redemption 2 and Grand Theft Auto 5. These results underscore the staying power of high‑budget, narrative‑driven experiences and the continued relevance of legacy franchises in attracting large audiences.

Mobile gaming saw a different set of champions. The casual‑oriented title Coin Master secured the top position, while Royal Match and the long‑standing Candy Crush Saga occupied the second and third spots respectively. The popularity of these games highlights the European market’s appetite for quick‑play, socially integrated experiences that can be enjoyed in short bursts throughout the day. In terms of reach, 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 player base, translating to roughly 91.5 million female gamers—a clear indication that gaming is increasingly gender‑balanced. The United Kingdom remained the single largest national market, with an estimated 25 million active players.

Average weekly playtime across the region stood at 8.39 hours, a slight decline from the 9.4 hours recorded in 2024. Younger demographics, however, continued to log higher engagement: children aged 6‑11 averaged 11.35 hours per week, while teenagers aged 12‑17 spent an average of 14.30 hours gaming each week.

These figures suggest that while overall consumption may be tapering slightly, younger users remain highly engaged. Parental involvement in gaming habits also featured prominently in the survey. Seventy‑five percent of European parents expressed a desire to be actively involved in setting limits on their children’s gaming activities.

Correspondingly, 79 percent reported using one or more family‑setting tools—such as time‑limits, content filters or purchase restrictions—to monitor or curb gameplay. Additionally, 74 percent said they have established agreements, conduct regular monitoring, or employ built‑in family controls to manage online interactions and ensure safe digital environments. Within the EU5 markets specifically, 72 percent of parents indicated that their children did not make in‑game purchases.

Of the minority who did, a striking 93 percent said they closely supervised these transactions. Notably, the average amount spent by children who were permitted to purchase in‑game content fell by 13 percent compared with 2024, suggesting that parental oversight and perhaps tighter platform controls are having a measurable impact on youth spending. Overall, the 2025 data paints a picture of a mature yet still expanding European gaming industry.

While revenue growth in the traditional core markets slowed marginally, the inclusion of eleven additional countries helped push total earnings to a record €30 billion. Mobile dominance, sustained popularity of major franchises, and a growing, increasingly diverse player base all point to a vibrant ecosystem that continues to adapt to new technologies, consumer preferences, and regulatory environments. The industry’s employment figures, gender representation, and heightened parental involvement further illustrate a sector that is not only economically significant but also socially integrated across the continent.