In 2025 the European video‑game industry recorded a total turnover of €30 billion, with digital sales representing an overwhelming 91 percent of that figure, according to the latest data released by Video Games Europe (VGE). This milestone underscores the continuing shift toward online purchases, subscriptions and micro‑transactions that dominate the continent’s gaming economy. A notable development this year is the broadening of VGE’s flagship market analysis, the All About Games report. Previously limited to the five largest European gaming territories – the United Kingdom, France, Germany, Spain and Italy – the study now incorporates data from an additional eleven countries: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland.

By widening its geographic scope, VGE aims to capture a more nuanced picture of regional trends, consumer habits and the health of the industry across the whole of Europe. To compile the figures, VGE engaged the market‑research firm Ipsos, which drew on a combination of sources including the GameTrack database, the Global Sales Database (GSD) and the newly published EGDF‑VGE Video Games Industry Insight Report.

The survey underlying the report gathered responses from 39,371 participants, providing a robust statistical foundation for the conclusions presented. When the expanded dataset is examined, the traditional “EU5” block – the original five markets – shows a modest contraction.

Revenue in those five economies fell by 4 percent year‑on‑year, slipping from €26.8 billion in 2024 to €25.7 billion in 2025. Despite the dip, Germany remained the powerhouse of the region, generating €6.5 billion, the highest national total among all surveyed countries. Employment figures paint an encouraging picture of the sector’s labor market.

In 2025, a total of 123,000 individuals were employed across roughly 8,700 development studios located in the EU and the United Kingdom. Women accounted for 24 percent of the workforce, indicating gradual progress toward greater gender balance in a traditionally male‑dominated field. By country, the United Kingdom led in headcount with 28,520 employees, followed by Poland (14,930) and Germany (12,410). These numbers reflect both the concentration of large, multinational publishers and the vibrant ecosystem of indie studios that together fuel Europe’s creative output.

Platform preferences among European gamers continued to evolve. Mobile phones and tablets dominated usage, with 82 percent of respondents indicating they primarily played on these devices. Console gaming held a solid second place at 47 percent, while PC usage was reported by 34 percent of the sample. In terms of revenue generation, mobile and tablet platforms were responsible for nearly half of the total €30 billion, confirming the commercial strength of the smartphone market and the effectiveness of free‑to‑play models.

The console segment was led by Electronic Arts, whose flagship titles EA Sports FC26 and FC25 occupied the top two slots on the console charts in 2025. The third‑most popular console title was Battlefield 6, a long‑standing franchise that also claimed the number‑one position on PC. On the PC side, Battlefield 6 was followed closely by Rockstar Games’ enduring classics Red Dead Redemption 2 and Grand Theft Auto 5, demonstrating the lasting appeal of high‑quality, narrative‑driven experiences.

Mobile gaming rankings were headed by the casual hit Coin Master, with Royal Match and the ever‑popular Candy Crush Saga taking second and third place respectively. These titles illustrate the continued success of simple, highly engaging games that leverage frequent updates and social features to retain large audiences. Overall player penetration in Europe reached 199 million individuals in 2025, with women representing 46 percent (approximately 91.5 million) of that total.

The United Kingdom emerged as the single largest national market, boasting 25 million active gamers. Average weekly playtime across the continent measured 8.39 hours per player, a slight decline from the 9.4 hours recorded in 2024.

Younger demographics spent considerably more time 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 in gaming habits remains high.

Seventy‑five percent of European parents expressed a preference for taking an active role in setting limits on their children’s video‑game activity. Correspondingly, 79 percent reported using one or more family‑setting tools to monitor or restrict gameplay, and 74 percent indicated they have formal agreements, monitoring practices, or family‑setting configurations in place to manage online interactions. In the EU5 markets specifically, 72 percent of parents said their children did not make in‑game purchases.

Among the minority who did, a striking 93 percent of parents reported that they kept a close eye on those transactions. Notably, the average amount spent by children who were permitted to buy in‑game content fell by 13 percent compared with 2024, suggesting either more cautious spending habits or the impact of parental controls.

These findings collectively highlight a robust, diversified European gaming landscape that is increasingly digital, mobile‑centric, and attentive to consumer protection. The expansion of VGE’s All About Games report to include a broader set of countries provides valuable insight for developers, publishers, policymakers and investors seeking to navigate the evolving market dynamics across the continent.