In 2025 the European video‑game sector produced roughly €30 billion in total sales, with digital transactions representing an overwhelming 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 landscape.
A notable development this year was the broadening of VGE’s flagship "All About Games" report. Previously limited to the five largest European markets – 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 covering sixteen economies in total, the report offers a more comprehensive picture of regional trends, consumer habits and industry health. To compile the figures, VGE engaged the market‑research firm Ipsos, which pulled together information from several established sources, including GameTrack, the Game Software Developers (GSD) database, and the newly published EGDF‑VGE Video Games Industry Insight Report. The combined survey reached 39,371 respondents, providing a robust sample size for statistical confidence.
When the expanded data set is examined, the traditional "EU5" bloc (the original five markets) recorded a modest contraction in revenue, slipping 4 percent year‑on‑year to €25.7 billion, down from €26.8 billion in 2024. Germany remained the top‑earning nation within this group, generating €6.5 billion, followed by the United Kingdom, France, Italy and Spain in descending order. Employment figures also painted a vivid portrait of the sector’s scale. Across the European Union and the United Kingdom, an estimated 123,000 individuals were employed by roughly 8,700 development studios, publishing houses and ancillary service providers.
Women represented about 24 percent of the total workforce, highlighting ongoing gender‑diversity challenges within the industry. The United Kingdom stood out as the largest employer, with 28,520 staff members, while Poland accounted for 14,930 jobs and Germany for 12,410.
These numbers reflect both the concentration of large‑scale studios in these countries and the growing presence of mid‑size and indie developers throughout the region. Platform preferences continued to evolve. Mobile phones and tablets dominated usage statistics, with 82 percent of gamers reporting they primarily played on handheld devices.
Console usage remained strong at 47 percent, and PC gaming held a 34 percent share. In terms of revenue generation, mobile and tablet platforms contributed nearly half of the total €30 billion, reinforcing the importance of the mobile market for publishers and advertisers alike. When it came to top‑grossing titles, the console segment was led by Electronic Arts. EA’s flagship sports franchise, EA Sports FC26, claimed the number‑one spot, with its predecessor FC25 in second place, and the long‑running first‑person shooter Battlefield 6 rounding out the top three.
Battlefield 6 also dominated the PC charts, followed closely by Rockstar Games’ evergreen classics Red Dead Redemption 2 and Grand Theft Auto 5, which continue to attract substantial player bases years after their initial releases. Mobile gaming saw a different set of leaders. The casual‑strategy game Coin Master secured the top position, with Royal Match and the iconic match‑three puzzle title Candy Crush Saga occupying the second and third slots respectively. These results illustrate the sustained appetite for both free‑to‑play experiences and games that blend social interaction with light monetisation.
Player demographics revealed that 199 million Europeans engaged in video‑games during 2025. Women accounted for 46 percent of this audience, translating to roughly 91.5 million female gamers. The United Kingdom emerged as the single largest national market, boasting 25 million active players.
Average weekly playtime across the continent measured 8.39 hours per player, a slight decline from the 9.4 hours recorded in 2024. Younger cohorts displayed higher engagement: children aged 6‑11 logged an average of 11.35 hours per week, while teenagers aged 12‑17 averaged 14.30 hours.
These figures suggest that, despite a modest overall dip, younger gamers remain highly active. 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 gaming activities.
Moreover, 79 percent reported using one or more family‑setting tools—such as screen‑time controls, content filters or purchase restrictions—to monitor or curb gameplay. A further 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 inappropriate content. 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 claimed they actively oversaw those transactions. Notably, the average amount spent by children who were permitted to buy in‑game items fell by 13 percent compared with 2024, hinting at either tighter parental control, more cautious spending behaviour, or shifts in pricing strategies by publishers. Overall, the 2025 data paints a picture of a mature, digitally‑centric European gaming ecosystem that is expanding its geographic coverage, maintaining strong mobile revenue streams, and grappling with evolving consumer habits and parental oversight. The industry’s ability to generate €30 billion despite a slight dip in traditional markets underscores its resilience and the growing importance of cross‑platform experiences, live‑service models, and inclusive content that appeals to a broad, gender‑balanced audience.