In 2025 the European video‑game market produced a total of €30 billion in revenue, 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, downloadable content and subscription‑based services across the continent. One of the most notable developments this year was the broadening of VGE’s flagship analysis, the All About Games report.

Previously confined to the five largest European gaming economies – 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 markets in total, the report offers a far more comprehensive picture of the region’s gaming landscape, capturing trends in both mature and emerging markets. To compile the expanded dataset, VGE engaged the research firm Ipsos, which drew on three major sources: GameTrack, the Game Software Developers (GSD) association, and the newly published EGDF‑VGE Video Games Industry Insight Report.

The combined effort resulted in a survey of 39,371 respondents, ranging from casual players to industry professionals, providing a robust statistical foundation for the findings. When the new data are compared with the previous year, the traditional "EU5" core – the original five markets – showed a modest contraction. Revenue across these five economies fell by 4 percent year‑on‑year, slipping from €26.8 billion in 2024 to €25.7 billion in 2025.

Germany remained the powerhouse of the region, generating €6.5 billion, the highest national total among all surveyed countries. Employment figures also painted an encouraging picture. In 2025, the gaming sector across the EU and the UK employed roughly 123,000 individuals, spread across an estimated 8,700 development studios, publishers and ancillary service providers.

Women represented 24 percent of the workforce, indicating gradual progress toward gender balance in an industry that has traditionally been male‑dominated. The United Kingdom stood out as the biggest employer, with 28,520 people working in gaming‑related roles.

Poland followed with 14,930 employees, and Germany contributed 12,410 workers. These numbers reflect both the size of the domestic markets and the presence of a vibrant ecosystem of indie developers, mid‑size studios and multinational subsidiaries. From a platform perspective, mobile devices and tablets continued to dominate player behaviour.

An impressive 82 percent of gamers reported using a smartphone or tablet as their primary gaming device, and this segment accounted for nearly half of total industry revenue. Console usage was reported by 47 percent of respondents, while 34 percent said they primarily played on personal computers. The data highlight the importance of cross‑platform strategies for publishers seeking to maximise reach and monetisation. In the console arena, Electronic Arts retained the top spot in 2025.

The company’s flagship sports titles, EA Sports FC 26 and FC 25, occupied the two leading positions on the charts, with the tactical shooter Battlefield 6 coming in third. Battlefield 6 also led the PC segment, followed closely by Rockstar Games’ evergreen hits Red Dead Redemption 2 and Grand Theft Auto 5, which continue to generate strong sales long after their initial releases.

Mobile gaming leaders were similarly clear‑cut. The casual‑strategy game Coin Master claimed the number‑one position, with Royal Match and the long‑standing Candy Crush Saga rounding out the top three. These titles benefit from highly effective in‑app purchase models and broad demographic appeal. Overall player penetration reached 199 million Europeans in 2025, indicating that roughly one‑third of the continent’s population engages with video games on a regular basis.

Women accounted for 46 percent of this audience – about 91.5 million female gamers – underscoring the increasingly gender‑balanced nature of the market. The United Kingdom remained the single largest national 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, however, still devoted considerable time to play: children aged 6‑11 averaged 11.35 hours weekly, while teenagers aged 12‑17 logged an average of 14.30 hours per week.

Parental involvement in gaming habits also featured prominently in the survey. Seventy‑five percent of European parents expressed a desire to take an active role in setting limits on their children’s gaming activities.

Correspondingly, 79 percent reported using at least one family‑setting tool – such as screen‑time controls or content filters – to monitor or restrict gameplay. Moreover, 74 percent said they have established agreements, actively supervise, or employ family‑setting features to manage online interactions and ensure a safe digital environment.

Within the EU5 markets, 72 percent of parents indicated that their children did not make in‑game purchases at all. Among the minority who did, a substantial 93 percent said they kept a close eye on those transactions, reflecting heightened awareness of micro‑transaction spending.

Notably, the average amount spent by children who are permitted to buy in‑game content fell by 13 percent compared with 2024, suggesting either more prudent spending habits or the impact of parental controls. In summary, the 2025 All About Games report paints a picture of a robust, digitally‑focused European gaming industry that is expanding both geographically and demographically. While revenue growth in the traditional core markets showed a slight dip, the overall sector continued to thrive, driven by mobile dominance, strong console and PC titles, and an increasingly diverse player base. The data also highlight the growing importance of responsible gaming practices, with parents playing a proactive role in guiding younger gamers’ experiences.

The expanded coverage of sixteen nations provides valuable insight for developers, publishers, policymakers and investors seeking to navigate the evolving European gaming ecosystem.