In 2025 the European video‑game market delivered 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 continuing shift toward online distribution channels, micro‑transactions and downloadable content that dominate the continent’s gaming economy. A major development this year was the broadening of VGE’s flagship "All About Games" study. Previously the report focused on the five largest European markets – the United Kingdom, France, Germany, Spain and Italy – but the 2025 edition now incorporates data from an additional eleven countries: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland.

By extending the geographic scope, VGE aims to capture a more nuanced picture of consumer behaviour, revenue streams and employment trends across the whole of Europe and the United Kingdom. The research was carried out in partnership with the market‑research firm Ipsos, which drew on three major data sources – GameTrack, the Global Software Distribution (GSD) platform and the newly published EGDF‑VGE Video Games Industry Insight Report – to compile a comprehensive survey of 39,371 respondents.

This large sample size provides a solid statistical foundation for the insights presented. When the figures for the original five‑country bloc (often referred to as the EU5) are examined in isolation, revenue showed a modest contraction of 4 percent year‑on‑year, falling from €26.8 billion in 2024 to €25.7 billion in 2025. Germany remained the powerhouse of the group, generating €6.5 billion, followed by the United Kingdom, France, Italy and Spain in descending order. The dip in the EU5 is offset by growth in the newly added markets, which together contributed roughly €4.3 billion, pushing the continent‑wide total to the €30 billion mark.

Employment data paint an equally encouraging picture. Across the EU and the UK, 123,000 individuals were employed by 8,700 distinct game‑development studios in 2025. Women accounted for 24 percent of the workforce, indicating gradual progress toward gender parity in an industry traditionally dominated by men. The United Kingdom employed the largest number of staff – 28,520 – reflecting its status as a hub for both large publishers and a vibrant indie scene.

Poland came in second with 14,930 employees, while Germany provided jobs for 12,410 workers. Platform usage continues to be led by mobile devices and tablets, which were reported as the primary gaming hardware for 82 percent of respondents.

These handheld platforms also generated close to half of the total industry revenue, highlighting the lucrative nature of mobile‑first titles and the effectiveness of in‑app purchase models. Console gaming held a solid second place with a 47 percent usage rate, and PC gaming accounted for 34 percent of playtime, demonstrating that traditional hardware remains relevant despite the mobile surge. In the console segment, Electronic Arts (EA) emerged as the dominant publisher in 2025.

EA Sports’ flagship football titles – FC 26 and FC 25 – occupied the top two slots on the charts, with the long‑running shooter franchise Battlefield 6 taking the third position. Battlefield 6 also led the PC market, where it was followed closely by Rockstar Games’ enduring classics Red Dead Redemption 2 and Grand Theft Auto V, both of which continue to attract sizable player bases through regular updates and online modes.

Mobile gaming saw a different set of leaders. The casual‑strategy title Coin Master claimed the number‑one spot, while Royal Match and the ever‑popular Candy Crush Saga rounded out the top three.

These games benefit from low barriers to entry, frequent content updates, and a monetisation strategy that blends advertisements with optional purchases. Player demographics reveal 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 again stood out 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.

Age‑specific data show that younger children (6‑11 years) logged an average of 11.35 hours per week, while teenagers (12‑17 years) averaged 14.30 hours, indicating that the adolescent cohort remains the most engaged. Parental involvement in gaming habits remains high. Seventy‑five percent of European parents expressed a desire to participate in setting limits on their children’s video‑game usage.

Moreover, 79 percent reported using at least one family‑setting tool – such as time‑limits, content filters or purchase restrictions – to monitor or curb gameplay. Seventy‑four percent said they have established agreements, actively supervise, or employ family‑setting features to manage online interactions and protect their children from inappropriate content. In the EU5 region, 72 percent of parents indicated that their children did not make in‑game purchases.

Among the minority who did, a striking 93 percent said they kept a close watch over those transactions, reflecting heightened awareness of micro‑transaction spending. Notably, the average amount spent by children who were permitted to buy in‑game items fell by 13 percent compared with 2024, suggesting either more cautious parental oversight or a shift in pricing strategies by developers. Overall, the 2025 data illustrate a robust and diversifying European gaming ecosystem. While revenue in the traditional core markets experienced a slight dip, the expansion into additional countries and the continued dominance of mobile platforms offset the decline, delivering a record €30 billion in total sales.

Employment figures remain strong, gender representation is slowly improving, and parental engagement with gaming habits is increasingly proactive. These trends provide a solid foundation for stakeholders – from publishers and developers to policymakers – to plan for sustainable growth and innovation in the years ahead.