In 2025 the European video‑game industry posted a total turnover of €30 billion, with digital sales representing a dominant 91 percent of that figure, according to the latest data released by Video Games Europe (VGE). This milestone underscores the continuing shift toward online and downloadable content across the continent, as physical copies become a smaller slice of the overall market. A major development in VGE’s annual research was the broadening of its flagship "All About Games" report. Previously the analysis was confined to the five largest European gaming economies – the United Kingdom, France, Germany, Spain and Italy – but this year the scope was widened to include eleven additional territories: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland.

By incorporating these markets, the study now reflects the gaming activity of a much larger portion of Europe’s population and provides a more nuanced picture of regional trends. To compile the figures, VGE commissioned the market‑research firm Ipsos, which pulled data from several established sources, notably GameTrack, the German Software Developers Association (GSD), and the newly released EGDF‑VGE Video Games Industry Insight Report. The combined survey reached a total of 39,371 respondents, offering a robust statistical foundation for the conclusions drawn.

When the numbers for the original "EU5" group are examined in isolation, revenue fell by 4 percent compared with the previous year, slipping from €26.8 billion in 2024 to €25.7 billion in 2025. Germany remained the top‑earning nation within this core, generating €6.5 billion, followed by the United Kingdom, France, Italy and Spain.

The modest decline suggests a short‑term market correction rather than a structural downturn, especially given the overall growth when the newly added countries are taken into account. Employment data paints a similarly encouraging picture. Across the United Kingdom and the European Union, 123,000 individuals were employed by 8,700 game development studios in 2025.

Women accounted for roughly one‑quarter of the workforce (24 percent), highlighting gradual progress toward gender balance in an industry traditionally dominated by men. The United Kingdom employed the largest number of staff, with 28,520 workers, while Poland (14,930) and Germany (12,410) followed as the next biggest employers. Platform preferences among European gamers continue to evolve.

Mobile phones and tablets dominate usage, with 82 percent of players reporting that they primarily game on these devices. Consoles retain a solid share at 47 percent, and personal computers account for 34 percent of usage. In terms of revenue generation, mobile and tablet gaming contributed almost half of the total €30 billion, confirming the lucrative nature of the freemium and in‑app‑purchase models that thrive on handheld devices.

The console segment was led by Electronic Arts, whose flagship titles EA Sports FC26 and FC25 occupied the top two slots on the console charts, with the third position taken by the long‑awaited Battlefield 6. On the PC side, 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, which continue to attract strong sales years after their initial releases.

Mobile gaming rankings were dominated by casual and social titles. 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 updates, and strong community features that keep players engaged over long periods. Overall participation in gaming across Europe reached 199 million individuals in 2025. Women represented a substantial share of this audience—46 percent, or roughly 91.5 million female gamers—demonstrating the increasingly gender‑balanced nature of the hobby. The United Kingdom stood out as the single largest market, with an estimated 25 million active players.

When it comes to time spent playing, the average European gamer logged 8.39 hours per week, a slight dip from the 9.4 hours recorded in 2024. Younger players, however, still devote considerable time to gaming: children aged 6‑11 averaged 11.35 hours per week, while teenagers aged 12‑17 logged an average of 14.30 hours. Parental involvement remains a key factor in shaping gaming habits for younger audiences.

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 at least one family‑setting tool—such as screen‑time controls or purchase restrictions—to monitor or curb gameplay, and 74 percent said they have explicit agreements or monitoring practices in place to manage online interactions.

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, a striking 93 percent of parents said they kept a close eye on those transactions, suggesting a high level of vigilance regarding micro‑transactions.

Notably, the average amount spent by children who were permitted to buy in‑game content fell by 13 percent compared with 2024, reflecting either more cautious spending habits or the impact of parental controls. In summary, the 2025 figures illustrate a robust and diversifying European gaming ecosystem. While revenue in the traditional five‑country core saw a modest decline, the inclusion of additional markets reveals overall growth, especially in mobile gaming and emerging economies. Employment remains strong, gender diversity is gradually improving, and parental engagement continues to shape the consumption patterns of younger gamers.

These trends provide a solid foundation for industry stakeholders as they plan for the future, balancing innovation with responsible gaming practices.