In 2025 the European video‑game sector produced a total turnover of €30 billion, with digital sales 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 and downloadable content across the continent, as physical copies become an increasingly marginal part of the market. A noteworthy development this year was the broadening of VGE’s flagship publication, the All About Games report. Previously confined to the five largest economies – the United Kingdom, France, Germany, Spain and Italy – the analysis now incorporates data from an additional eleven countries: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland.
By extending its geographical coverage, VGE aims to provide a more comprehensive picture of gaming activity throughout the European Union and its neighbouring markets. To compile the expanded dataset, VGE engaged the market‑research firm Ipsos, which drew on several established sources, including GameTrack, the German Software Distribution (GSD) statistics, and the newly released EGDF‑VGE Video Games Industry Insight Report.
The combined survey reached a total of 39,371 respondents, offering a robust sample size for assessing consumer behaviour, spending patterns and demographic trends. When the numbers are broken down, the original five‑country bloc (often referred to as the EU5) showed a modest contraction, with revenue falling 4 percent year‑on‑year to €25.7 billion, down from €26.8 billion recorded in 2024.
Despite the dip, Germany remained the strongest performer within the group, generating €6.5 billion in sales and retaining its position as the continent’s largest single‑country market. Employment figures also painted a vivid picture of the industry’s scale. In 2025, roughly 123,000 individuals were employed across 8,700 development studios operating in the EU and the UK.
Women accounted for just under a quarter of the workforce – 24 percent – highlighting ongoing gender‑balance challenges that the sector continues to address. The United Kingdom led the employment rankings with 28,520 staff members, followed by Poland with 14,930 and Germany with 12,410.
These numbers reflect not only the concentration of large‑scale publishers in these nations but also the growing ecosystem of indie developers and support services that together sustain the industry’s vitality. Platform usage data revealed that mobile phones and tablets remain the dominant entry points for gamers, with 82 percent of respondents indicating they primarily play on these devices. Console usage stood at 47 percent, while PC gaming attracted 34 percent of the audience.
In terms of revenue generation, mobile and tablet platforms contributed almost half of the total €30 billion, confirming the lucrative nature of the freemium and in‑app‑purchase models that dominate the handheld space. When it comes to top‑selling titles, the console segment was led by Electronic Arts, whose sports franchise EA Sports FC26 claimed the number‑one spot, followed closely by its predecessor FC25.
Battlefield 6 secured the third position, reinforcing EA’s strong foothold on consoles. The PC arena mirrored a similar hierarchy: Battlefield 6 topped the charts, while Rockstar Games maintained a solid presence with its evergreen classics Red Dead Redemption 2 and Grand Theft Auto V, both of which continue to attract substantial player bases and generate consistent revenue streams.
Mobile gaming, however, displayed a distinct set of leaders. The casual‑puzzle title Coin Master emerged as the most popular mobile game, with Royal Match and Candy Crush Saga occupying the second and third slots respectively.
These results illustrate the enduring appeal of quick‑play, socially‑connected experiences that can be enjoyed in short sessions throughout the day. Overall participation numbers were impressive: 199 million Europeans reported playing video games in 2025.
Women made up 46 percent of that audience, equating to roughly 91.5 million female gamers. The United Kingdom again stood out as the single largest market, boasting 25 million active players.
Average weekly playtime across the continent measured 8.39 hours, a slight decline from the 9.4 hours recorded in 2024. Younger players exhibited higher engagement levels: children aged 6‑11 logged an average of 11.35 hours per week, while teenagers aged 12‑17 averaged 14.30 hours. Parental involvement remained a significant factor in shaping gaming habits. Seventy‑five percent of European parents expressed a desire to take an active role in setting limits on their children’s gaming activities.
Moreover, 79 percent reported using one or more family‑setting tools—such as time‑limits, content filters or purchase controls—to monitor or restrict play, and 74 percent indicated they have explicit agreements or monitoring practices in place for online interactions. Within the EU5 markets, 72 percent of parents said their children did not make in‑game purchases at all. Of the minority who did, a substantial 93 percent stated that they closely supervise those transactions.
Notably, the average amount spent by children who are permitted to buy in‑game content fell by 13 percent compared with the previous year, suggesting either tighter parental oversight, more cautious spending behaviour, or a shift toward free‑to‑play models that rely less on direct purchases. These findings collectively highlight a maturing European gaming landscape: robust revenue driven by digital channels, expanding geographic coverage, a diverse platform ecosystem, and increasingly sophisticated parental controls. As the industry continues to evolve, stakeholders can expect further growth in mobile engagement, sustained interest in flagship console and PC titles, and ongoing efforts to improve gender diversity and responsible spending among younger gamers.