In 2025 the European video‑game market generated a total of €30 billion in revenue, with digital transactions 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, subscriptions and micro‑transactions across the continent’s diverse gaming ecosystem.
A notable development this year was the enlargement of VGE’s flagship research publication, the All About Games report. Previously confined to the five largest European gaming territories – 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 its geographic scope, VGE aims to provide a more comprehensive picture of how games are created, sold and played throughout Europe.
To compile the expanded dataset, VGE engaged the market‑research firm Ipsos, which extracted and harmonised information from several established sources, including GameTrack, the Global Software Distribution (GSD) platform, and the newly released EGDF‑VGE Video Games Industry Insight Report. The resulting survey captured responses from 39,371 individuals, ranging from industry executives and studio employees to everyday gamers, giving the report a robust statistical foundation. When the numbers for the original five‑country bloc (often referred to as the EU5) are examined in isolation, a modest contraction is evident.
Revenue in these core markets 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 the EU5, delivering €6.5 billion in sales, followed by the United Kingdom, France, Italy and Spain.
Employment figures paint a slightly more optimistic picture. Across the United Kingdom and the European Union, 123,000 people were employed by 8,700 game‑development studios in 2025. Women accounted for roughly one‑quarter of the workforce (24 percent), indicating gradual progress toward gender balance in an industry traditionally dominated by men.
The United Kingdom hosted the largest number of gaming professionals, with 28,520 employees, while Poland and Germany followed with 14,930 and 12,410 staff respectively. Platform usage data reveal that mobile devices and tablets continue to dominate the European gaming landscape. An impressive 82 percent of gamers reported playing on handheld devices, making them the most popular avenue for both casual and core experiences. Consoles were the second‑most common platform at 47 percent, and personal computers accounted for 34 percent of usage.
In monetary terms, mobile and tablet gaming contributed nearly half of the total €30 billion revenue pool, underscoring the commercial importance of app‑based titles and in‑app purchases. The console segment was led by Electronic Arts, whose flagship sports franchise, EA Sports FC26, claimed the top spot, with its predecessor FC25 occupying the runner‑up position. Battlefield 6 rounded out the top three console titles, reflecting strong demand for both competitive sports simulations and large‑scale first‑person shooters on console hardware.
On the PC front, Battlefield 6 also emerged as the leading title, demonstrating its cross‑platform appeal. It was closely followed by Rockstar Games’ enduring classics Red Dead Redemption 2 and Grand Theft Auto 5, both of which continue to generate substantial sales and player engagement years after their initial releases.
Mobile gaming leaders were equally clear. The casual‑strategy title Coin Master secured the number‑one ranking, while Royal Match and the ever‑popular Candy Crush Saga held the second and third positions respectively. These results highlight the sustained popularity of free‑to‑play models that combine easy‑to‑learn mechanics with frequent micro‑transactions.
Overall participation in gaming remains high across Europe. In 2025, an estimated 199 million individuals reported playing video games, with women representing 46 percent of that audience (approximately 91.5 million female gamers). The United Kingdom stood out as the single largest national market, boasting 25 million active players.
When it comes to time spent gaming, the average European player logged 8.39 hours per week in 2025, a slight decline from the 9.4 hours recorded the previous year. Younger demographics, however, continue to devote substantial time to interactive entertainment: children aged 6‑11 averaged 11.35 hours weekly, while teenagers aged 12‑17 logged an even higher 14.30 hours per week.
Parental involvement in gaming habits remains a significant factor. Seventy‑five percent of European parents expressed a preference for being actively involved in setting limits on their children’s video‑game usage. Moreover, 79 percent reported using at least one family‑setting tool—such as screen‑time controls, content filters or purchase restrictions—to monitor or curtail gameplay.
A further 74 percent indicated that they have established agreements, actively supervise, or employ family‑setting features to manage online interactions and ensure a safe digital environment for their children. In the EU5 region specifically, 72 percent of parents said their children did not make in‑game purchases. Among the minority who did, a striking 93 percent of parents reported that they closely monitored those transactions, reflecting heightened awareness of the financial implications of micro‑transactions. Spending patterns among younger gamers who are permitted to buy in‑game content have shifted downward.
Average expenditure by this group fell by 13 percent compared with 2024, suggesting either more cautious parental oversight, increased use of spending limits, or a possible move toward free‑to‑play experiences that rely less on direct purchases. Collectively, these data points illustrate a European gaming market that is both financially robust and increasingly nuanced. While digital sales dominate revenue streams and mobile platforms capture the largest share of player attention, traditional consoles and PC gaming retain strong followings.
Employment remains solid, gender diversity is gradually improving, and parental engagement is high, all of which contribute to a vibrant, evolving ecosystem poised for continued growth beyond 2025.