In 2025 the European video‑game market generated a total of €30 billion in revenue, with digital sales representing a dominant 91 percent of that figure, according to the latest figures released by Video Games Europe (VGE). This marks a substantial milestone for the continent’s interactive‑entertainment industry and underscores the continuing shift toward online and downloadable content. One of the most notable developments this year was the enlargement of VGE’s flagship research publication, the All About Games report. Previously the analysis was confined to five major territories – the United Kingdom, France, Germany, Spain and Italy – collectively known as the EU5.

For the 2025 edition VGE broadened the scope to incorporate eleven additional economies: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland. The inclusion of these markets provides a more comprehensive picture of gaming activity across the whole of Europe and the United Kingdom. The data collection effort was carried out in partnership with the market‑research firm Ipsos, which pulled information from several industry‑specific sources, including GameTrack, the Game Software Developers (GSD) database, and the freshly released EGDF‑VGE Video Games Industry Insight Report. In total, the survey captured responses from 39,371 participants, offering a robust sample size for statistical reliability.

When the numbers for the original five markets 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. Despite the overall dip, Germany remained the top‑earning country within the EU5, delivering €6.5 billion in sales.

The contraction in these core markets was partially offset by growth in the newly added regions, helping to push the continental total to the €30 billion mark. Employment figures also paint an encouraging portrait of the sector’s health. Across the EU and the UK, 123,000 individuals were employed by 8,700 development studios in 2025.

Women accounted for roughly a quarter of the workforce, representing 24 percent of all employees. The United Kingdom stood out as the largest employer, with 28,520 people working in game‑related roles, followed by Poland (14,930) and Germany (12,410). Platform preferences among European gamers continued to be dominated by mobile devices. Smartphones and tablets were used by 82 percent of respondents, making them the most popular way to access games.

Console usage was reported by 47 percent of players, while PC remained the choice for 34 percent. In monetary terms, mobile and tablet gaming contributed almost half of the total €30 billion revenue pool, confirming the importance of the handheld market for publishers and developers alike. In the console segment, Electronic Arts retained its leadership position throughout 2025.

EA’s flagship sports titles, EA Sports FC26 and FC25, occupied the two highest spots on the console sales chart, with the military‑shooter Battlefield 6 taking the third place. Battlefield 6 also topped the PC leaderboard, where it was followed closely by Rockstar Games’ enduring classics Red Dead Redemption 2 and Grand Theft Auto 5, both of which continue to generate strong sales years after their initial release. Mobile gaming leaders were equally clear.

The casual‑strategy title Coin Master claimed the number‑one position on the mobile charts, while Royal Match and the long‑standing Candy Crush Saga secured the second and third places respectively. These results highlight the continued appeal of free‑to‑play titles that rely on in‑app purchases and frequent content updates. Player demographics revealed 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 emerged as the single largest national market, boasting 25 million active players. On average, Europeans spent 8.39 hours per week playing games, a slight decline from the 9.4 hours recorded in 2024.

Age‑specific data showed that children aged 6‑11 logged an average of 11.35 hours per week, while teenagers aged 12‑17 averaged 14.30 hours. Parental involvement in gaming habits remained high.

Seventy‑five percent of European parents expressed a desire to participate in setting limits on their children’s gaming time. Moreover, 79 percent reported using one or more family‑setting tools to monitor or restrict gameplay, and 74 percent said they had agreements, monitoring practices, or technical controls in place to manage online interactions. Within the EU5 region, 72 percent of parents indicated that their children did not purchase any in‑game content.

Among the minority who did make purchases, a striking 93 percent said they actively supervised those transactions. Interestingly, the average amount spent by children who were permitted to buy in‑game items fell by 13 percent compared with 2024, suggesting a possible shift toward more cautious spending or the impact of parental controls. Overall, the 2025 All About Games report paints a picture of a vibrant, increasingly digital‑first European gaming ecosystem. While traditional console and PC markets remain important, mobile devices now dominate both usage and revenue generation.

The expansion of the study to cover sixteen countries provides a richer, more nuanced understanding of regional differences and growth opportunities. As the industry continues to evolve, stakeholders can expect further integration of cross‑platform experiences, heightened emphasis on responsible gaming practices, and ongoing efforts to diversify the workforce, especially regarding gender representation. The data underscores that Europe remains a key global hub for game development, distribution, and consumption, with a solid foundation for future expansion and innovation.