In 2025 the European video‑game market produced roughly €30 billion in revenue, with digital sales representing an overwhelming 91 percent of that total, according to the latest figures released by Video Games Europe (VGE). This milestone underscores the continent’s continued shift toward online purchases, subscriptions and micro‑transactions, while physical copies play a diminishing role.

A notable development this year was the broadening of VGE’s flagship publication, the All About Games report. Previously confined to the five largest economies—often referred to as the EU5 (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 extending its geographic scope, VGE aims to provide a more comprehensive picture of gaming trends across the whole of Europe, capturing the nuances of smaller but rapidly growing markets.

To compile the expanded dataset, VGE commissioned market‑research specialist Ipsos, which drew on information from several established sources, including GameTrack, the Global Software Development (GSD) database, and the newly released EGDF‑VGE Video Games Industry Insight Report. The combined survey reached 39,371 respondents, offering a robust sample that reflects both consumer behaviour and industry performance across the continent. When the numbers for the original 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.

Germany remained the top‑earning nation within this core group, generating €6.5 billion, followed by the United Kingdom, France, Italy and Spain. The modest decline can be attributed to a mix of market saturation, tighter regulatory scrutiny on loot boxes and a slight slowdown in console hardware cycles. Employment figures paint a brighter picture.

In 2025, the gaming sector across the EU and the UK employed roughly 123 000 individuals, spread across about 8 700 development studios, ranging from indie outfits to multinational publishers. Women accounted for 24 percent of the workforce, a modest but steady improvement over previous years, highlighting ongoing efforts to diversify a traditionally male‑dominated field.

The United Kingdom led the continent in headcount, with 28 520 people working in game‑related roles, followed by Poland (14 930) and Germany (12 410). These numbers reflect the strong pipeline of talent in the UK, bolstered by supportive government policies and a vibrant university ecosystem, while Poland’s growth is driven by a surge in outsourcing and a flourishing domestic indie scene. Platform preferences continued to evolve.

Mobile phones and tablets dominated usage, with 82 percent of gamers reporting they primarily play on handheld devices. Consoles were the second most popular platform at 47 percent, and personal computers accounted for 34 percent of playtime.

In terms of revenue generation, mobile and tablet gaming contributed nearly half of the total €30 billion, underscoring the importance of the free‑to‑play model and in‑app purchases. On the console front, Electronic Arts retained its leadership position in 2025. EA Sports’ titles FC26 and FC25 occupied the top two slots on the console charts, with the long‑running Battlefield 6 taking third place.

The PC market mirrored this trend, as Battlefield 6 also claimed the number‑one spot, while Rockstar Games’ evergreen classics Red Dead Redemption 2 and Grand Theft Auto 5 remained strong performers, benefiting from continued updates and a loyal fan base. Mobile gaming saw a different set of champions. The casual‑puzzle title Coin Master topped the charts, followed closely by Royal Match and the ever‑popular Candy Crush Saga. These games illustrate the power of simple, repeatable mechanics combined with aggressive monetisation strategies that keep players engaged for long periods.

Overall participation in gaming across Europe reached 199 million people in 2025, with women representing 46 percent (approximately 91.5 million) of the player base. The United Kingdom emerged as the single largest market, boasting 25 million active gamers. Average weekly playtime across the continent measured 8.39 hours, a slight dip from 9.4 hours recorded in 2024, suggesting a modest shift toward more balanced consumption habits.

Age‑specific data reveal that younger gamers still spend considerable time on screens. Children aged 6‑11 logged an average of 11.35 hours per week, while teenagers aged 12‑17 averaged 14.30 hours, indicating that the adolescent cohort remains the most avid segment.

Parental involvement remains high. Seventy‑five percent of European parents expressed a desire to participate in setting video‑game limits for their children. Moreover, 79 percent reported using one or more family‑setting tools—such as screen‑time controls, purchase restrictions or content filters—to supervise or curb gameplay. Seventy‑four percent said they have explicit agreements, monitoring practices, or family‑setting configurations in place to manage online interactions and protect minors.

Within the EU5, 72 percent of parents indicated that their children did not make in‑game purchases. Of the minority who did, a striking 93 percent of parents claimed they actively monitored those transactions, reflecting heightened awareness of micro‑transaction spending. Spending trends among children who are permitted to buy in‑game content showed a 13 percent decline compared with 2024, suggesting either increased parental oversight, more cautious spending habits, or the impact of recent regulatory measures aimed at protecting younger consumers. In summary, while total revenue in the core EU5 markets experienced a modest contraction, the broader European gaming landscape demonstrated resilience through diversification of platforms, expansion into new territories, and sustained employment growth.

Mobile devices continue to dominate both usage and income, while console and PC titles maintain strong followings among dedicated gamers. Parental engagement and regulatory scrutiny are shaping purchasing behaviours, especially among younger audiences, pointing toward a more responsible and inclusive future for the European games industry.