In 2025 the European video‑game market posted a total turnover of €30 billion, with digital sales 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 distribution and in‑app purchases across the continent, reflecting consumer preferences that favour instant access and downloadable content over traditional boxed copies.

A notable development in VGE’s annual publication is the enlargement of its flagship "All About Games" report. Previously limited to the five biggest economies—namely 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 the European gaming ecosystem, capturing trends in smaller but rapidly growing markets alongside the established powerhouses. To compile the figures, VGE commissioned market‑research firm Ipsos, which drew on three major data sources: GameTrack, the German Software Developers Association (GSD) and the newly released EGDF‑VGE Video Games Industry Insight Report.

The combined survey reached 39,371 respondents, offering a robust statistical foundation for the conclusions presented. When the results are broken down by region, the traditional “EU5” bloc (the original five countries) showed a modest contraction of 4 percent compared with the previous 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 in sales, followed by the United Kingdom and France.

The dip in revenue is attributed in part to a slight slowdown in console spending and a more competitive landscape for mobile titles. Employment figures paint a positive picture despite the revenue dip.

Across the United Kingdom and the European Union, the sector employed roughly 123,000 individuals working in about 8,700 development studios, of which women accounted for 24 percent of the workforce. The United Kingdom led in headcount with 28,520 employees, Poland came in second with 14,930, and Germany rounded out the top three with 12,410 staff members. These numbers highlight the sector’s role as a significant employer and its contribution to the broader digital economy. Platform usage continues to be dominated by mobile devices.

Smartphones and tablets together were used by 82 percent of gamers, making them the most popular entry point for playing. Consoles were the second most common platform at 47 percent, while personal computers attracted 34 percent of users. In monetary terms, mobile and tablet gaming generated almost half of the total €30 billion revenue, confirming the lucrative nature of the mobile market and the importance of optimizing games for smaller screens.

In the console arena, Electronic Arts retained its leadership position in 2025. The company’s flagship sports titles, EA Sports FC26 and its predecessor FC25, occupied the top two slots on console sales charts, with the tactical shooter Battlefield 6 securing the third place. Battlefield 6 also claimed the number‑one spot on PC, where it was followed by Rockstar Games’ enduring classics Red Dead Redemption 2 and Grand Theft Auto 5, both of which continue to generate strong sales years after their initial release.

Mobile gaming leaders were equally clear. The casual‑strategy title Coin Master topped the list, with Royal Match and the long‑standing Candy Crush Saga completing the top three.

These games benefit from a combination of low entry barriers, frequent updates, and strong social features that keep players engaged and spending over time. Overall player penetration in Europe reached 199 million individuals, with women representing 46 percent (approximately 91.5 million) of the audience.

The United Kingdom emerged as the single largest market, boasting 25 million active gamers. On average, Europeans logged 8.39 hours of gameplay per week, a slight decline from the 9.4 hours recorded in 2024. Age‑specific data reveal that younger children (6‑11 years) spent an average of 11.35 hours weekly, while teenagers (12‑17 years) logged the highest engagement at 14.30 hours per week.

Parental involvement remains a key factor in shaping gaming habits. Seventy‑five percent of European parents expressed a desire to participate in setting limits on their children’s gaming time. 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, and 74 percent indicated they have explicit agreements or monitoring practices in place to manage online interactions.

In the EU5 region, 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 kept a close watch on those transactions. Notably, the average amount spent by children who are permitted to buy in‑game items fell by 13 percent compared with 2024, suggesting either heightened parental oversight or a shift in spending patterns toward free‑to‑play models.

These findings collectively illustrate a mature, yet still evolving, European gaming landscape. While revenue growth has plateaued, the sector continues to expand its workforce, diversify its geographic reach, and deepen its engagement with a broad demographic that includes a substantial proportion of female gamers. Mobile platforms dominate both usage and revenue, but consoles and PCs retain strong niches, especially for high‑budget titles and legacy franchises.

Parental control mechanisms are increasingly sophisticated, reflecting broader societal concerns about screen time and micro‑transactions. Looking ahead, industry stakeholders will likely focus on sustaining growth through innovative monetisation strategies, cross‑platform experiences, and continued investment in talent across the newly added markets, ensuring that Europe remains a pivotal hub in the global video‑game ecosystem.