In 2025 the European video‑game sector recorded 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 continuing shift toward online and downloadable content across the continent, as physical copies become a marginal share of overall earnings. A notable development this year was the broadening of VGE’s flagship market analysis, the All About Games report. Previously confined to the five largest European gaming economies—namely 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 its geographic coverage to sixteen countries, VGE aims to provide a more comprehensive picture of consumer behaviour, revenue streams and employment trends throughout the broader European region. To compile the expanded dataset, VGE engaged the market‑research firm Ipsos, which pulled figures from several established sources, including GameTrack, the Global Software Distribution (GSD) platform, and the newly published EGDF‑VGE Video Games Industry Insight Report. The combined survey reached a total of 39,371 respondents, offering a robust statistical foundation for the conclusions drawn.
When the numbers for the original five‑country bloc (often referred to as the EU5) are examined in isolation, a modest contraction becomes apparent. Revenue in these core markets fell by 4 percent year‑on‑year, slipping from €26.8 billion in 2024 to €25.7 billion in 2025. Despite the overall dip, Germany continued to lead the pack, generating €6.5 billion in sales, the highest national total among the EU5. Employment figures paint an encouraging picture of industry vitality.
Across the United Kingdom and the European Union, 123,000 individuals were employed by 8,700 distinct development studios in 2025. Women made up roughly one‑quarter of the workforce, accounting for 24 percent of all employees.
The United Kingdom alone provided jobs for 28,520 gamers and developers, making it the largest single‑country employer. Poland followed with 14,930 positions, while Germany contributed 12,410 jobs. Platform preferences among European gamers continued to evolve. Mobile phones and tablets dominated usage statistics, with 82 percent of respondents indicating they primarily played on these devices.
Console gaming held the second‑largest share at 47 percent, and personal computers accounted for 34 percent of playtime. In monetary terms, mobile and tablet platforms were responsible for nearly half of the total industry revenue, reinforcing the importance of the handheld market for publishers and advertisers alike. The console segment was led by Electronic Arts, whose flagship sports titles EA Sports FC26 and FC25 occupied the top two slots on the leaderboard, followed closely by the release of Battlefield 6.
On the PC front, Battlefield 6 also claimed the number‑one position, with Rockstar Games’ enduring classics Red Dead Redemption 2 and Grand Theft Auto V maintaining strong follow‑up placements. Mobile gaming saw a different set of champions. The casual‑strategy title Coin Master emerged as the most‑played game on smartphones, with Royal Match and the long‑standing Candy Crush Saga rounding out the top three. These results highlight the continued appetite for quick‑session, free‑to‑play experiences that monetize through in‑app purchases and advertising.
Overall participation rates remained high: 199 million Europeans reported playing video games in 2025. Women represented 46 percent of this audience, translating to roughly 91.5 million female gamers. The United Kingdom again stood out as the single largest market, boasting 25 million active players.
When it comes to time spent gaming, the average European logged 8.39 hours per week, a slight decline from the 9.4 hours recorded in 2024. Younger cohorts devoted more time to play: children aged 6‑11 averaged 11.35 hours per week, while teenagers aged 12‑17 spent an average of 14.30 hours. 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.
Correspondingly, 79 percent reported using one or more family‑setting tools—such as screen‑time controls or content filters—to monitor or restrict gameplay. Additionally, 74 percent indicated that they have established agreements, conduct regular monitoring, or employ family‑setting features to manage online interactions and protect their children from unsuitable content. Within the EU5, a sizable majority—72 percent—of parents said their children did not make in‑game purchases at all. Of the minority who did buy virtual items, an overwhelming 93 percent of parents claimed they kept a close eye on those transactions.
Notably, the average amount spent by children who were permitted to purchase in‑game content fell by 13 percent compared with the previous year, suggesting a combination of tighter parental oversight and perhaps a shift toward more cost‑conscious spending habits among younger gamers. In summary, the 2025 figures illustrate a robust and increasingly digital European gaming ecosystem. While revenue in the traditional EU5 markets saw a modest dip, the overall continental turnover reached a record €30 billion, driven largely by mobile and tablet consumption.
Employment remains strong, gender diversity is slowly improving, and parental engagement continues to shape how younger audiences interact with games. The expanded All About Games report, now covering sixteen countries, offers a richer data set for stakeholders seeking to understand trends, allocate resources, and forecast the future trajectory of Europe’s vibrant gaming industry.