In 2025 the European video‑game sector amassed 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 purchases, subscriptions and micro‑transactions across the continent’s diverse gaming ecosystem. A notable development this year was VGE’s decision to broaden the scope of its flagship "All About Games" report. Previously the analysis concentrated on the five largest European markets—commonly referred to as the EU5—namely the United Kingdom, France, Germany, Spain and Italy.
The 2025 edition now incorporates data from an additional eleven countries: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland. By adding these economies, the report offers a more comprehensive picture of gaming activity across the whole of Europe and the United Kingdom, capturing trends in regions that were previously under‑represented. To compile the study, VGE engaged the market‑research firm Ipsos, which extracted and harmonised information from several reputable sources, including GameTrack, the German Software Distribution (GSD) data set, and the freshly published EGDF‑VGE Video Games Industry Insight Report. The combined survey reached a total of 39,371 respondents, providing a robust statistical foundation for the findings.
When the numbers for the original five markets are examined in isolation, revenue in the EU5 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, followed by the United Kingdom, France, Italy and Spain.
The modest decline reflects broader macro‑economic pressures, yet the overall European market continued to grow thanks to strong performance in the newly added territories. Employment data paints an equally encouraging picture. Across the EU and the UK, roughly 123,000 individuals were employed by 8,700 development studios in 2025. Women accounted for about 24 percent of the total workforce, indicating gradual progress toward gender balance in an industry traditionally dominated by men.
The United Kingdom employed the largest share of staff—approximately 28,520 workers—while Poland and Germany followed with 14,930 and 12,410 employees respectively. These figures highlight the importance of the gaming sector as a source of skilled jobs and economic activity throughout the region.
Platform preferences among European gamers continued to evolve. Mobile phones and tablets dominated usage statistics, with 82 percent of players reporting that they primarily played on these devices.
Console usage stood at 47 percent and personal computers at 34 percent. In monetary terms, mobile and tablet platforms contributed nearly half of the total €30 billion revenue pool, confirming the lucrative nature of the mobile gaming market and the effectiveness of in‑app purchase models. The console segment was led by Electronic Arts, whose flagship titles EA Sports FC26 and FC25 occupied the top two positions on the sales charts.
The third‑place slot was taken by the long‑awaited Battlefield 6, which also claimed the number‑one spot on PC rankings. On the PC front, Battlefield 6 was followed by Rockstar Games’ evergreen hits Red Dead Redemption 2 and Grand Theft Auto 5, demonstrating the staying power of high‑quality, narrative‑driven experiences. Mobile gaming leaders were equally clear.
The casual‑puzzle title Coin Master topped the chart, with Royal Match and the ever‑popular Candy Crush Saga trailing behind. These results illustrate the continued appetite for quick‑play, socially integrated games that can be enjoyed in short sessions on the go.
In terms of audience size, 199 million Europeans reported playing video games in 2025. Women represented 46 percent of that audience, amounting to roughly 91.5 million female gamers. The United Kingdom emerged as the single largest national market, with 25 million active players, reinforcing its status as a key hub for both consumption and production of video‑game content.
Average weekly playtime across the continent measured 8.39 hours per player, a slight decline from the 9.4 hours recorded in 2024. Age‑group analysis revealed that younger children (6‑11 years) logged an average of 11.35 hours per week, while teenagers (12‑17 years) spent about 14.30 hours gaming each week. These figures suggest that, despite a modest overall reduction, younger demographics remain highly engaged. 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 gameplay. Moreover, 79 percent reported using at least one family‑setting tool—such as time‑limits, content filters or purchase restrictions—to supervise or curb gaming sessions. A further 74 percent indicated that they have established agreements, monitor activity, or employ family‑setting features to manage online interactions and protect their children from inappropriate content.
When focusing on the EU5 markets, 72 percent of parents said their children did not make in‑game purchases. Among the minority who did buy digital items, an overwhelming 93 percent of parents claimed they actively monitored those transactions. Notably, the average amount spent by children who were permitted to purchase in‑game content fell by 13 percent compared with 2024, hinting at either tighter parental control, higher price awareness, or a shift in spending patterns toward free‑to‑play models.
Overall, the 2025 VGE report paints a picture of a resilient and expanding European gaming landscape. Revenue growth, broadened geographic coverage, steady employment figures, and evolving platform preferences all point to a sector that continues to adapt to technological advances and consumer behaviour. At the same time, the data underscores the importance of responsible gaming practices, especially among younger audiences, and highlights the role of parents and industry stakeholders in fostering a safe, inclusive environment for all players.