In 2025 the European video‑game industry 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 and downloadable content across the continent, as physical copies become increasingly marginal. A notable development this year is the expansion of VGE’s flagship “All About Games” report. Previously limited to the five biggest European markets – the United Kingdom, France, Germany, Spain and Italy – the analysis 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 gaming trends, consumer behaviour and economic impact throughout the wider European region. To compile the new edition, VGE commissioned market‑research firm Ipsos, which drew on information from GameTrack, the Game Software Developers (GSD) association, and the freshly published EGDF‑VGE Video Games Industry Insight Report. The combined survey reached 39,371 respondents, offering a robust sample size that enhances the reliability of the findings.
When the numbers for the original five‑country bloc (often referred to as the EU5) are examined in isolation, revenue fell by 4 percent year‑on‑year, slipping from €26.8 billion in 2024 to €25.7 billion in 2025. Despite the dip, Germany remained the top‑earning nation within the group, generating €6.5 billion in sales, a testament to its strong developer ecosystem and large player base.
Employment figures paint an encouraging picture of the sector’s health. Across the United Kingdom and the European Union, a total of 123,000 individuals 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 historically dominated by men. The United Kingdom led the employment rankings with 28,520 staff members, followed by Poland with 14,930 and Germany with 12,410.
These numbers reflect both the presence of established studios and a growing number of indie developers who are contributing to job creation across the continent. Platform preferences among European gamers continued to evolve. Mobile phones and tablets dominated usage statistics, with 82 percent of respondents indicating they played on these devices. Console gaming held a solid second place at 47 percent, while PC usage accounted for 34 percent.
In terms of revenue contribution, mobile and tablet platforms alone generated almost half of the total €30 billion, underscoring the monetisation power of app stores and in‑app purchases. When it comes to top‑grossing titles, the console segment was led by Electronic Arts. EA’s flagship sports franchise, EA Sports FC26, claimed the number‑one spot, with its predecessor FC25 occupying the second position, and the long‑running shooter Battlefield 6 rounding out the top three. On the PC front, Battlefield 6 also emerged as the best‑selling game, followed closely by Rockstar’s evergreen classics Red Dead Redemption 2 and Grand Theft Auto 5, both of which continue to generate substantial revenue through regular updates and microtransactions.
Mobile gaming saw a different set of leaders. The casual‑strategy title Coin Master topped the charts, with Royal Match and the ever‑popular Candy Crush Saga completing the leading trio. These games benefit from a blend of free‑to‑play mechanics and frequent in‑game purchase opportunities, which align well with the high proportion of digital spending in the market. Player demographics revealed that 199 million Europeans engaged in gaming activities during 2025.
Women represented a significant share, accounting for 46 percent (approximately 91.5 million) of the total player base. The United Kingdom emerged as the single largest market, boasting 25 million gamers, a figure that reflects both high smartphone penetration and a strong console culture. Average weekly playtime across the region was recorded at 8.39 hours, a slight decline from the 9.4 hours logged in 2024.
Age‑specific 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 dedicate more time to gaming than the younger cohort. Parental involvement remains a key 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 video‑game consumption. Correspondingly, 79 percent reported using one or more family‑setting tools—such as screen‑time controls or content filters—to monitor or restrict gameplay. Moreover, 74 percent said they have formal agreements, monitoring practices, or family‑setting configurations in place to manage online interactions and ensure a safe digital environment. Within the EU5 markets, 72 percent of parents indicated that their children did not make in‑game purchases at all.
Among the minority who did spend money inside games, a substantial 93 percent said they closely supervised those transactions. Notably, the average amount spent by children who were permitted to buy in‑game content fell by 13 percent compared with the previous year, suggesting either tighter parental control or a shift in spending patterns toward free‑to‑play models.
Overall, the 2025 data illustrate a vibrant and maturing European gaming ecosystem. While revenue growth has plateaued in the traditional EU5 economies, the inclusion of additional markets highlights emerging opportunities in Central and Northern Europe.
Mobile dominance, sustained interest in blockbuster console and PC titles, and an increasingly diverse player demographic all point toward a sector that is both resilient and adaptable to changing consumer preferences. As the industry continues to expand its geographic footprint and refine its monetisation strategies, stakeholders can expect further integration of innovative technologies—such as cloud gaming, augmented reality and AI‑driven personalization—driving the next wave of growth across Europe.