In 2025 the European video‑game market amassed a total turnover of €30 billion, with digital sales representing a dominant 91 percent of that figure, according to the latest figures released by Video Games Europe (VGE). This milestone underscores the continued shift toward online purchases and the growing importance of downloadable content, micro‑transactions and subscription services across the continent. A notable development this year is the broadening of VGE’s flagship research publication, the All About Games report. Where the study previously focused on the five largest European gaming economies – 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 widening its geographic scope, VGE aims to provide a more comprehensive picture of the industry’s health, trends and employment patterns throughout the broader European region. To compile the new dataset, VGE commissioned the market‑research firm Ipsos, which drew on three established sources – GameTrack, the German Software Distribution (GSD) database, and the freshly released EGDF‑VGE Video Games Industry Insight Report. The combined survey reached 39,371 respondents, offering a robust statistical base for the analysis of consumer behaviour, spending habits and platform preferences. When the numbers for the original “EU5” bloc are examined in isolation, revenue 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 core group, delivering €6.5 billion in sales, followed by the United Kingdom, France, Italy and Spain. Employment data paints an optimistic picture despite the modest revenue dip. Across the European Union and the United Kingdom, 123,000 individuals were employed by 8,700 game‑development studios in 2025.
Women accounted for roughly a quarter of the workforce (24 percent), indicating gradual progress toward gender balance in a traditionally male‑dominated sector. The United Kingdom led the region in headcount with 28,520 employees, while Poland (14,930) and Germany (12,410) rounded out the top three. Platform usage continues to be driven by mobile devices. Smartphones and tablets were the preferred hardware for 82 percent of gamers, making them the most popular entry point for playing games.
Console usage stood at 47 percent and PC at 34 percent. In terms of revenue generation, mobile and tablet platforms contributed almost half of the total €30 billion, reaffirming the lucrative nature of the mobile‑first market and the effectiveness of in‑app purchase models.
The console segment was dominated by Electronic Arts, whose flagship sports titles EA Sports FC26 and FC25 secured the first two spots on the console sales chart. The third position was claimed by the long‑awaited Battlefield 6, reflecting the enduring appeal of first‑person shooters on console hardware. On the PC front, Battlefield 6 also emerged as the top‑selling title, followed closely by Rockstar Games’ evergreen classics Red Dead Redemption 2 and Grand Theft Auto V. These results illustrate the staying power of high‑budget, narrative‑driven experiences on the personal computer platform.
Mobile gaming leaders were slightly different. The casual‑puzzle title Coin Master captured the number‑one slot, with Royal Match and the iconic Candy Crush Saga completing the top three. Their success highlights the continued demand for easily accessible, short‑session games that can be played on the go.
Overall participation in gaming remains high. In 2025, 199 million Europeans reported playing video games, and women represented 46 percent of that audience – roughly 91.5 million female gamers. The United Kingdom was the single largest national market, boasting 25 million active players. Average weekly playtime across the region was measured at 8.39 hours per player, a slight decline from the 9.4 hours recorded in 2024.
Age‑specific data shows 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 weekly engaged with games. Parental involvement in gaming habits is strong.
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 time‑limits, content filters or purchase controls – to monitor or restrict gameplay. A further 74 percent said they have formal agreements, monitoring practices, or family‑setting configurations in place to manage online interactions and protect their children.
In the EU5 markets specifically, 72 percent of parents indicated that their children did not make in‑game purchases. Among the minority who did, a striking 93 percent of parents said they actively supervised those transactions. Notably, the average amount spent by children who are permitted to buy in‑game content fell by 13 percent compared with 2024, suggesting either tighter parental control, more cautious spending behaviour, or a shift toward free‑to‑play models that rely less on direct purchases. These findings collectively illustrate a vibrant, diversifying European gaming ecosystem that is increasingly digital, mobile‑centric, and inclusive, while also highlighting the important role of families and regulators in shaping responsible play.