In 2025 the European video‑game industry posted a total turnover of €30 billion, 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 distribution channels and the growing importance of microtransactions, downloadable content, and subscription services across the continent.
A major development this year was the enlargement of VGE’s flagship research publication, 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 countries: 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 market dynamics, consumer behaviour, and industry employment across the whole of Europe and the United Kingdom. To assemble the new dataset, VGE commissioned the market‑research firm Ipsos, which drew on several established sources, including GameTrack, the Global Software Development (GSD) platform and the recently published EGDF‑VGE Video Games Industry Insight Report. The combined survey reached a total of 39,371 respondents, offering a robust statistical foundation for the findings.
When the numbers for the original five‑country bloc (often referred to as the EU5) are examined in isolation, a modest contraction becomes apparent. Revenue in these core markets slipped by 4 percent year‑on‑year, falling from €26.8 billion in 2024 to €25.7 billion in 2025. Germany remained the biggest revenue generator within the EU5, delivering €6.5 billion, followed by the United Kingdom, France, Italy and Spain. Employment figures also paint an encouraging portrait of the sector’s health.
Across the EU and the UK, 123,000 individuals were employed by roughly 8,700 development studios in 2025. Women accounted for 24 percent of this workforce, reflecting gradual progress toward gender balance in a traditionally male‑dominated field. The United Kingdom employed the largest number of professionals – 28,520 – with Poland (14,930) and Germany (12,410) rounding out the top three. Platform preferences continued to evolve, with mobile devices and tablets cementing their status as the primary entry points for gamers.
An impressive 82 percent of players reported using a smartphone or tablet to access games, making these platforms the single biggest driver of both usage and revenue. Consoles held the second‑largest share of the market at 47 percent, while personal computers accounted for 34 percent of playtime.
Notably, mobile and tablet gaming alone contributed nearly half of the total €30 billion revenue pool, highlighting the lucrative nature of the freemium and in‑app purchase models that dominate those ecosystems. In terms of headline titles, the console segment was led by Electronic Arts, whose EA Sports FC 26 and FC 25 occupied the top two slots on the sales charts, with Battlefield 6 taking third place. The same Battlefield 6 also topped the PC leaderboard, followed closely by Rockstar Games’ enduring classics Red Dead Redemption 2 and Grand Theft Auto V, which continue to generate strong sales long after their initial releases. Mobile gaming saw a different set of leaders.
The casual‑strategy game Coin Master claimed the number‑one position, while Royal Match and the ever‑popular Candy Crush Saga held the second and third spots respectively. These titles illustrate the broad appeal of quick‑play, socially‑connected experiences that can be enjoyed in short bursts throughout the day.
Player demographics revealed that 199 million Europeans engaged in video‑games during 2025, with women representing 46 percent of that audience – roughly 91.5 million female gamers. The United Kingdom emerged as the single largest national market, boasting 25 million active players. On average, Europeans spent 8.39 hours per week gaming, a slight decline from the 9.4 hours recorded in 2024. Younger age groups still logged higher figures: children aged 6‑11 averaged 11.35 hours per week, while teenagers aged 12‑17 averaged 14.30 hours.
Parental involvement remains a significant factor in the European gaming landscape. Seventy‑five percent of parents expressed a desire to participate in setting limits on their children’s gaming activities.
Correspondingly, 79 percent reported using one or more family‑setting tools – such as time limits, content filters, or purchase controls – to supervise or restrict gameplay. Additionally, 74 percent said they have formal agreements, monitoring practices, or family‑setting configurations in place to manage online interactions and protect their children from inappropriate content.
When focusing on the EU5 markets, 72 percent of parents indicated that their children did not make in‑game purchases at all. Among the minority who did buy digital items, a striking 93 percent said they kept a close eye on those transactions.
Interestingly, the average amount spent by children who were permitted to purchase in‑game content fell by 13 percent compared with 2024, suggesting either more cautious spending habits or the impact of increased parental oversight. Overall, the 2025 data paint a picture of a mature, digitally‑centric European gaming ecosystem that continues to expand in terms of revenue, player base, and geographic coverage. The shift toward mobile platforms, the steady presence of blockbuster console and PC titles, and the growing emphasis on responsible gaming practices among families all point to a market that is both robust and evolving.
As VGE prepares its next edition of All About Games, stakeholders can expect even richer insights that reflect the diverse realities of 16 European nations and the United Kingdom, providing valuable guidance for developers, publishers, policymakers, and investors alike.