In 2025 the European video‑game sector 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 models, micro‑transactions and downloadable content, which now dominate the revenue mix across the continent. A notable development this year was the broadening of VGE’s flagship market analysis, the All About Games report. Historically the study focused on the five largest economies – the United Kingdom, France, Germany, Spain and Italy – often referred to as the EU5.
In 2025 the scope was enlarged to incorporate eleven additional territories: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland. By adding these markets, VGE aims to provide a more comprehensive picture of gaming activity throughout the wider European region, capturing emerging trends in smaller yet rapidly growing economies. To compile the expanded dataset, VGE commissioned the market‑research firm Ipsos, which drew on three established sources – GameTrack, the Global Software Development (GSD) database, and the freshly published EGDF‑VGE Video Games Industry Insight Report.
The combined effort yielded responses from 39,371 participants, ranging from casual players to industry professionals, thereby ensuring a robust statistical foundation for the findings. When the numbers are broken down by region, the traditional EU5 still accounts for the bulk of income, but it experienced a modest contraction of 4 percent compared with the previous year, falling from €26.8 billion in 2024 to €25.7 billion in 2025.
Germany remained the top‑earning nation within the group, generating €6.5 billion in sales, followed by the United Kingdom, France, Italy and Spain in descending order. The decline was largely attributed to a slight softening in console purchases and a modest dip in premium PC titles, while mobile revenues continued to grow. Employment figures paint an equally encouraging picture.
Across the United Kingdom and the European Union, 123,000 individuals were recorded as working in the gaming ecosystem, spread across roughly 8,700 development studios, publishing houses and ancillary service providers. Women represented 24 percent of the total workforce, a gradual increase that reflects ongoing diversity initiatives within the sector. The United Kingdom employed the greatest number of professionals – 28,520 – with Poland (14,930) and Germany (12,410) rounding out the top three. Platform preferences among European gamers continued to evolve.
Mobile phones and tablets dominated usage statistics, with 82 percent of respondents indicating they primarily played on these devices. Consoles were the second‑most common platform at 47 percent, while traditional PC gaming accounted for 34 percent of usage. In monetary terms, mobile and tablet gaming contributed nearly half of the total €30 billion revenue, highlighting the commercial power of the free‑to‑play and in‑app purchase models.
The competitive landscape for top‑selling titles also shifted. On consoles, Electronic Arts retained its leading position, with EA Sports FC 26 and its predecessor FC 25 occupying the first two slots on the sales chart, followed closely by the much‑anticipated Battlefield 6. The same Battlefield 6 also claimed the number‑one spot on PC, with Rockstar Games’ long‑standing blockbusters Red Dead Redemption 2 and Grand Theft Auto 5 holding the second and third positions respectively. Mobile gaming saw the casual‑puzzle title Coin Master at the summit, trailed by Royal Match and the evergreen Candy Crush Saga.
Player demographics revealed that 199 million Europeans engaged in video‑game play 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.
Average weekly playtime across the region was calculated at 8.39 hours, a slight decline from 9.4 hours recorded in 2024. Age‑segmented data showed that younger children (6‑11 years) spent an average of 11.35 hours per week, while teenagers (12‑17 years) logged 14.30 hours, indicating that older youths still devote the most time to gaming. Parental involvement remained high. 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 one or more family‑setting tools – such as time‑limits, content filters or purchase restrictions – to supervise or curb gameplay. Additionally, 74 percent indicated that they have established agreements, monitor activity, or employ family‑setting features to manage online interactions and safeguard their children’s digital experiences. In the EU5 segment, 72 percent of parents said their children did not make in‑game purchases at all. Among the minority who did, a strong 93 percent confirmed that they kept a close eye on those transactions, often requiring password confirmation or pre‑approval.
Notably, the average amount spent by children who were permitted to buy 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 paints a picture of a mature, digitally‑focused gaming market in Europe, characterized by robust revenues, expanding geographic coverage, and a growing emphasis on responsible play and diversity within the industry workforce.
The trends observed this year are likely to shape strategic decisions for developers, publishers, and policymakers as they navigate the evolving landscape of interactive entertainment across the continent.