In 2025 the European video‑game market reached a milestone, generating an estimated €30 billion in total revenue, according to the latest figures released by the industry association Video Games Europe (VGE). Digital transactions were the dominant driver of that sum, representing roughly 91 % of all income and underscoring the continuing shift away from physical media toward online purchases, downloadable content, and in‑app spending. A noteworthy aspect of the 2025 release was the substantial broadening of VGE’s flagship analysis, the All About Games report.
Previously the study had focused on the five core economies—commonly referred to as the EU5—namely the United Kingdom, France, Germany, Spain and Italy. This year the scope was widened to include eleven additional territories, bringing the total count to sixteen European markets. The new entrants are Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland. By incorporating data from a larger, more diverse set of economies, the report aims to give a richer picture of gaming habits, spending patterns and employment trends across the continent.
To compile the data, VGE commissioned the market‑research firm Ipsos, which pulled together information from several reputable sources such as GameTrack, GSD and the newly published EGDF‑VGE Video Games Industry Insight Report. The survey covered a sizable sample of 39,371 respondents, providing a robust statistical foundation for the insights that follow. When the numbers for the original five markets are examined on their own, a modest contraction is observed. Revenue across the EU5 fell by 4 % year‑on‑year, slipping from €26.8 billion in 2024 to €25.7 billion in 2025.
Germany remained the largest individual revenue generator within the group, posting €6.5 billion, which translates to roughly a quarter of the EU5 total. The slight decline in the core markets was partly offset by growth in the newly added countries, where expanding internet penetration, rising disposable income and a surge in mobile‑first gaming contributed to overall stability. Employment figures painted an equally optimistic picture. Across the United Kingdom and the European Union, a total of 123,000 people were employed by 8,700 distinct development studios, ranging from indie outfits to large multinational publishers.
Women accounted for approximately 24 % of the workforce, a modest yet important increase that reflects ongoing diversity initiatives within the sector. In terms of sheer headcount, the United Kingdom led the continent with 28,520 gaming professionals, followed by Poland with 14,930 employees and Germany with 12,410.
These numbers highlight the importance of the UK as a hub for both development and publishing activities, while Poland’s rapid growth signals its emergence as a significant Eastern‑European centre for talent and production capacity. Platform usage patterns continued to be dominated by handheld devices. Mobile phones and tablets were the primary way people accessed games, with an 82 % penetration rate among respondents.
Consoles came in second at 47 % and personal computers at 34 %. Revenue generation mirrored these habits: mobile and tablet gaming accounted for almost half of the total €30 billion revenue pool, confirming the enduring popularity of casual and hyper‑casual titles, as well as the profitability of micro‑transactions and ad‑supported models on those devices.
When it comes to top‑performing titles, the console segment was led by Electronic Arts, whose sports franchise EA Sports FC26 claimed the number‑one slot, with its predecessor FC25 occupying the second position. Battlefield 6 rounded out the top three, demonstrating the continued appetite for large‑scale, multiplayer shooters on console hardware. On the PC front, Battlefield 6 also emerged as the leading title, indicating cross‑platform appeal.
It was followed closely by Rockstar Games’ enduring blockbusters Red Dead Redemption 2 and Grand Theft Auto V, both of which have benefitted from sustained player engagement, regular content updates and robust online ecosystems. Mobile rankings were topped by the addictive casual game Coin Master, with Royal Match and the long‑standing Candy Crush Saga completing the top three. These results underline the dominance of free‑to‑play titles that combine simple gameplay loops with frequent monetisation opportunities. In total, 199 million Europeans reported playing video games in 2025, a figure that illustrates the pervasiveness of interactive entertainment across the continent.
Women represented 46 % of that audience, equating to 91.5 million female gamers, which highlights the increasingly gender‑balanced nature of the market. Geographically, the United Kingdom remained the single largest market in terms of player count, with an estimated 25 million active gamers.
Poland, France and Germany also hosted substantial user bases, reinforcing the importance of both Western and Eastern European regions. Average weekly playtime across the sample fell slightly to 8.39 hours, down from 9.4 hours the previous year. Age‑group analysis revealed that younger children (ages 6‑11) still devoted a considerable amount of time to gaming, averaging 11.35 hours per week, while teenagers (ages 12‑17) logged an even higher average of 14.30 hours per week.
These figures suggest that despite a modest overall reduction, gaming remains a central leisure activity for younger demographics. Parental involvement in gaming habits also featured prominently in the survey. Seventy‑five percent of European parents expressed a desire to be actively involved in setting limits on their children’s gaming activities.
Correspondingly, 79 % reported using one or more family‑setting tools—such as time‑limit controls, content filters or spending caps—to monitor or restrict gameplay. Additionally, 74 % said they have formal agreements, regular monitoring practices, or family‑setting features in place to manage online interactions and protect their children from potentially harmful content.
Within the EU5, 72 % of parents indicated that their children did not make in‑game purchases, reflecting either a lack of interest, effective parental controls, or limited exposure to micro‑transaction models. Among the minority of families where purchases did occur, a striking 93 % of parents reported that they closely supervise those transactions, suggesting a high level of awareness about the financial implications of in‑game spending.
Spending behaviour among children who are allowed to purchase in‑game content showed a downward trend, with average outlays decreasing by 13 % compared with 2024. This reduction may be attributed to a combination of tighter parental oversight, increased education about the value of virtual goods, and possibly a shift toward games that rely less on micro‑transactions for progression. Overall, the 2025 data paints a picture of a vibrant, mature European gaming ecosystem that continues to grow in revenue, diversify its geographic reach, and adapt to changing consumer preferences. The expansion of the All About Games report to sixteen countries provides a more granular view of regional dynamics, while the steady employment numbers and the rise of female participation underscore the sector’s role as a key driver of digital culture and economic activity across Europe.