In 2025 the European video‑game industry recorded a total turnover of €30 billion, with digital sales representing a dominant 91 percent of that figure, according to the latest figures released by Video Games Europe (VGE). This milestone underscores the continuing shift toward online distribution and in‑app purchases across the continent, as physical copies become increasingly marginal. A notable development this year is the enlargement of VGE’s flagship market study, the All About Games report.
Previously confined to the five largest European gaming economies—namely the United Kingdom, France, Germany, Spain and Italy—the scope has now been broadened to encompass sixteen countries. The additional territories include Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland. By widening the geographical coverage, VGE aims to capture a more nuanced picture of regional trends, consumer habits and emerging opportunities.
To compile the data, VGE engaged the market‑research firm Ipsos, which drew on three major sources: GameTrack, the Global Software Development (GSD) database, and the newly released EGDF‑VGE Video Games Industry Insight Report. The combined survey reached a total of 39 371 respondents, providing a robust sample size for statistical reliability. When the numbers for the original five‑country bloc (EU5) are examined in isolation, revenue actually fell by 4 percent year‑on‑year, slipping from €26.8 billion in 2024 to €25.7 billion in 2025. Germany remained the top‑earning nation within this group, generating €6.5 billion in sales, followed closely by the United Kingdom and France.
Employment figures also paint an encouraging portrait of the sector’s health. Across the EU and the UK, 123 000 individuals were employed by 8 700 development studios in 2025. Women accounted for roughly one‑quarter of the workforce, representing 24 percent of all gaming‑industry employees. The United Kingdom employed the largest number of staff (28 520), with Poland (14 930) and Germany (12 410) rounding out the top three.
Platform preferences continued to evolve, with mobile phones and tablets maintaining their position as the most popular devices for playing games. An impressive 82 percent of gamers reported using handheld devices, while consoles were used by 47 percent and personal computers by 34 percent of respondents. Revenue generation mirrored this usage pattern: mobile and tablet gaming alone contributed close to half of the total €30 billion market value.
In the console segment, Electronic Arts retained its leadership role. EA’s flagship sports titles, EA Sports FC26 and FC25, occupied the first two spots on the console sales chart, with the military‑shooter Battlefield 6 taking the third position. Battlefield 6 also dominated the PC leaderboard, followed by Rockstar Games’ enduring classics Red Dead Redemption 2 and Grand Theft Auto 5, which continue to attract substantial player bases years after their initial releases. Mobile gaming leaders were similarly clear‑cut.
The casual‑strategy title Coin Master claimed the top spot on the mobile charts, with Royal Match and the long‑standing puzzle phenomenon Candy Crush Saga following in second and third place respectively. These titles illustrate the power of freemium models and social‑sharing mechanics in driving high download volumes and in‑app spend. Overall participation in gaming across Europe reached 199 million individuals in 2025. Women made up 46 percent of this audience, equating to 91.5 million female gamers, highlighting the increasingly gender‑balanced nature of the hobby.
The United Kingdom emerged as the single largest market, boasting roughly 25 million active players. When it comes to time spent playing, the average European gamer logged 8.39 hours per week in 2025, a slight decline from the 9.4 hours recorded the previous year. Younger players, however, still devoted substantial time to gaming: children aged 6‑11 averaged 11.35 hours per week, while teenagers aged 12‑17 logged an even higher 14.30 hours weekly.
Parental involvement remains a significant factor in the European gaming landscape. Seventy‑five percent of parents indicated they prefer to be actively engaged 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 restrictions—to supervise or curb gameplay, and 74 percent have established explicit agreements or monitoring practices to manage online interactions.
Within the EU5 markets specifically, 72 percent of parents said their children did not make in‑game purchases at all. Of the minority who did, an overwhelming 93 percent of parents stated they kept a close eye on 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, more cautious spending habits, or a shift toward free‑to‑play experiences that rely less on micro‑transactions. These findings collectively illustrate a vibrant, yet maturing European gaming ecosystem.
Revenue growth is now driven largely by digital channels, mobile platforms continue to dominate user engagement, and the industry is increasingly inclusive in terms of gender representation. At the same time, the sector faces challenges related to parental oversight, responsible monetisation, and the need to sustain growth across a broader set of markets beyond the traditional powerhouses. As VGE’s expanded report will show, the next few years are likely to bring further diversification, technological innovation—such as cloud gaming and augmented reality—and a continued push toward responsible, player‑centric development across the continent.