In 2025 the European video‑game sector produced a total turnover of €30 billion, with digital sales representing a striking 91 percent of that figure, according to the latest figures released by Video Games Europe (VGE). This milestone underscores the continued shift toward online distribution channels and the dominance of downloadable content, micro‑transactions and subscription services across the continent. A notable development this year was the expansion of VGE’s flagship market analysis, the All About Games report.
Previously limited to the five largest European gaming economies – the United Kingdom, France, Germany, Spain and Italy – the study now incorporates data from an additional eleven territories: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland. By broadening the geographic scope, VGE aims to provide a more comprehensive picture of consumer behaviour, revenue streams and employment trends throughout the European Union and the UK. To compile the new dataset, VGE commissioned the market‑research firm Ipsos, which pulled figures from several established sources, including the GameTrack database, the Global Software Distribution (GSD) platform and the recently published EGDF‑VGE Video Games Industry Insight Report.
The combined survey reached 39,371 respondents, offering a robust sample that captures both hardcore gamers and casual players across the expanded region. When the numbers for the original five‑country bloc (often referred to as the EU5) are examined in isolation, revenue actually slipped by 4 percent year‑on‑year, falling to €25.7 billion from €26.8 billion in 2024. Germany remained the largest single‑country market, delivering €6.5 billion in sales, followed closely by the United Kingdom and France. The modest decline in the EU5 was offset by strong growth in the newly added markets, which together contributed roughly €4.3 billion to the overall European total.
Employment data paints an encouraging picture of industry health. In 2025 there were 123,000 people working across 8,700 development studios spread throughout the EU and the UK. Women accounted for 24 percent of the workforce, a gradual increase that reflects ongoing diversity initiatives within the sector.
The United Kingdom employed the greatest number of individuals – 28,520 – while Poland and Germany followed with 14,930 and 12,410 employees respectively. These figures highlight the importance of the gaming industry as a source of high‑skill jobs in both established and emerging tech hubs. Platform preferences among European gamers continue to evolve. Mobile phones and tablets dominated usage, with 82 percent of respondents indicating they primarily played on these devices.
Console gaming held a solid second place at 47 percent, and PC usage accounted for 34 percent. Notably, mobile and tablet platforms generated almost half of the total revenue, confirming the lucrative nature of the freemium and in‑app purchase models that thrive on handheld devices.
The console segment was led by Electronic Arts, whose flagship sports titles EA Sports FC 26 and FC 25 claimed the top two spots on the sales charts, with the tactical shooter Battlefield 6 rounding out the top three. On the PC front, Battlefield 6 also secured the number‑one position, followed by Rockstar Games’ enduring classics Red Dead Redemption 2 and Grand Theft Auto V, which continue to attract large audiences through regular updates and online services. Mobile gaming saw a different set of leaders.
The casual‑strategy title Coin Master topped the rankings, with Royal Match and the long‑standing puzzle phenomenon Candy Crush Saga occupying the second and third places respectively. These results illustrate the sustained appeal of low‑cost, high‑engagement titles that can be played in short bursts throughout the day.
Overall player penetration reached 199 million Europeans in 2025, meaning roughly one in three adults engaged with video games on a regular basis. Women represented 46 percent of that audience, amounting to 91.5 million female gamers, a figure that signals a narrowing gender gap in gaming participation. The United Kingdom emerged as the single largest market in terms of player count, with 25 million individuals actively playing.
When it comes to time spent, the average European gamer logged 8.39 hours per week, a slight dip from the 9.4 hours recorded in 2024. Younger demographics, however, continue to devote substantial time to play. Children aged 6‑11 averaged 11.35 hours weekly, while teenagers aged 12‑17 logged an even higher 14.30 hours per week. These statistics underscore the importance of age‑appropriate content and parental oversight.
Parental involvement remains high across Europe. Seventy‑five percent of parents indicated a preference for being actively involved in setting gaming limits for their children. Moreover, 79 percent reported using at least one family‑setting tool—such as screen‑time controls, content filters or purchase restrictions—to monitor or curb gameplay. A further 74 percent said they have explicit agreements with their children, employ monitoring software, or utilise built‑in platform settings to manage online interactions and ensure safe digital environments.
In the EU5 markets specifically, 72 percent of parents stated that their children did not make in‑game purchases. Of the minority who did, a striking 93 percent said they closely supervised those transactions, reflecting heightened awareness of micro‑transaction spending among families. Correspondingly, average spending by children who were permitted to buy in‑game content fell by 13 percent compared with 2024, suggesting that parental vigilance and possibly tighter platform safeguards are having a measurable impact.
The expanded All About Games report, with its broader geographic coverage and deeper insight into consumer habits, provides valuable guidance for developers, publishers, policymakers and investors. By tracking revenue flows, platform shifts, employment trends and demographic changes, the study equips stakeholders with the data needed to make informed decisions about product development, marketing strategies and regulatory frameworks. As the European gaming ecosystem continues to grow and diversify, such comprehensive analysis will be essential for sustaining the sector’s momentum and ensuring that it remains a vibrant, inclusive and economically significant part of the continent’s digital economy.