In 2025 the European video‑game market generated a total of €30 billion in revenue, with digital sales accounting for an overwhelming 91 percent of that figure, according to the latest data released by Video Games Europe (VGE). This milestone reflects the continued shift toward online purchases, downloadable content, and subscription‑based services that dominate the continent’s gaming economy. One of the most notable developments this year was the expansion of VGE’s flagship research publication, the All About Games report.

Previously confined to the five largest European territories – the United Kingdom, France, Germany, Spain and Italy – the study now covers sixteen countries. The additional markets include 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 consumer behaviour, market size, and industry trends across the whole of Europe.

To compile the new dataset, VGE commissioned the market‑research firm Ipsos, which pulled figures from several established sources such as GameTrack, the Global Software Distribution (GSD) database, and the recently published EGDF‑VGE Video Games Industry Insight Report. The combined survey reached 39,371 respondents, offering a robust sample that captures the habits of gamers, purchasers, and industry professionals alike. When the numbers are broken down by region, the original “EU5” group – the five core markets – experienced a modest contraction of 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 this cohort, delivering €6.5 billion in revenue, followed closely by the United Kingdom, France, Italy and Spain. The decline was attributed to a slight slowdown in console sales and a modest dip in high‑value in‑game transactions, although the overall market remained healthy thanks to strong mobile performance. Employment figures paint an equally encouraging picture.

Across the EU and the United Kingdom, roughly 123,000 individuals were employed by an estimated 8,700 development studios in 2025. Women represented 24 percent of the total workforce, indicating gradual progress toward gender balance in an industry traditionally dominated by men.

The United Kingdom led the continent in terms of job numbers, with 28,520 employees, while Poland (14,930) and Germany (12,410) followed as the next largest employment hubs. Platform usage data shows that mobile phones and tablets continue to dominate the European gaming landscape. About 82 percent of gamers reported using a handheld device as their primary platform, generating nearly half of the total €30 billion revenue. Console usage stood at 47 percent, while PC gaming accounted for 34 percent of the audience.

This distribution underscores the importance of cross‑platform development strategies for publishers seeking to maximise reach. In the console arena, Electronic Arts retained its leadership position in 2025. EA’s flagship sports titles, EA Sports FC26 and its predecessor FC25, occupied the top two slots on the console charts, with the tactical shooter Battlefield 6 securing the third place.

Battlefield 6 also claimed the number‑one position on PC, followed by Rockstar Games’ long‑standing hits Red Dead Redemption 2 and Grand Theft Auto V, which continue to attract large player bases through regular updates and online content. Mobile gaming saw a different set of leaders.

The casual‑puzzle title Coin Master topped the rankings, with Royal Match and the evergreen Candy Crush Saga rounding out the top three. These games benefit from low barriers to entry, frequent updates, and strong monetisation models that keep players engaged over long periods. Overall player participation reached 199 million Europeans in 2025, with women accounting for 46 percent (approximately 91.5 million) of the total gamer population. The United Kingdom emerged as the single largest market, boasting 25 million active players.

On average, Europeans spent 8.39 hours per week playing video games, a slight decline from the 9.4 hours recorded in 2024. Age‑specific data revealed that younger children (6‑11 years) logged an average of 11.35 hours per week, while teenagers (12‑17 years) spent about 14.30 hours weekly, reflecting the strong appeal of both educational and entertainment titles among younger audiences.

Parental involvement remains a significant factor in shaping gaming habits. Seventy‑five percent of European parents expressed a desire to be actively involved 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 monitor or curb gameplay. Additionally, 74 percent said they have explicit agreements with their children, employ monitoring software, or utilise platform‑based family controls to manage online interactions and protect against inappropriate content.

In the EU5 markets specifically, 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 of parents claimed they kept a close eye on those transactions. Notably, the average amount spent by children who were permitted to purchase in‑game content fell by 13 percent compared with 2024, suggesting a combination of tighter parental oversight and perhaps a shift toward more cost‑conscious gaming experiences.

Taken together, these figures illustrate a vibrant, increasingly diversified European gaming ecosystem. While mobile devices continue to drive the bulk of revenue and player engagement, consoles and PCs retain strong niche audiences, especially for high‑budget, narrative‑driven titles. The expansion of the All About Games report to sixteen nations provides richer insight for developers, publishers, and policymakers alike, helping them to understand regional nuances, tailor content, and foster sustainable growth across the continent’s dynamic market.