In 2025 the European video‑game sector generated a total of €30 billion in revenue, 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 continued shift toward online purchases, downloadable content and subscription‑based models across the continent.
A notable development this year is the enlargement of VGE’s flagship research publication, the All About Games report. Previously the study focused on the five largest European markets – the United Kingdom, France, Germany, Spain and Italy – but the 2025 edition broadened its scope to encompass sixteen countries. The newly added territories are Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland. By incorporating these additional economies, VGE aims to provide a more comprehensive picture of gaming activity throughout the European Union and its neighbouring states.
To compile the figures, VGE commissioned market‑research firm Ipsos, which drew on data from several established sources, including GameTrack, the Global Software Development (GSD) database, and the freshly 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 region. When the expanded dataset is broken down, the original five‑country bloc (often referred to as the EU5) showed a modest contraction, with revenue falling 4 percent year‑on‑year to €25.7 billion, down from €26.8 billion in 2024. Despite the dip, Germany remained the top‑earning nation within the group, delivering €6.5 billion in sales and reinforcing its status as a central hub for both development talent and consumer spend.
Employment figures also painted an encouraging picture. In 2025 a total of 123,000 individuals were employed across 8,700 game‑development studios operating in the EU and the United Kingdom. Women accounted for roughly a quarter of the workforce, representing 24 percent of all employees. The United Kingdom employed the highest number of staff, with 28,520 workers, followed by Poland with 14,930 and Germany with 12,410.
Platform usage trends continued to be dominated by mobile devices. Smartphones and tablets were the primary way Europeans accessed games, with an 82 percent adoption rate among respondents. Console usage stood at 47 percent, while PC gaming attracted 34 percent of the audience. In monetary terms, mobile and tablet platforms alone generated close to half of the total industry revenue, highlighting the profitability of the mobile market and the importance of app‑store ecosystems.
Looking at specific titles, Electronic Arts retained its lead position in the console segment throughout 2025. EA’s sports franchise, EA Sports FC 26, claimed the top spot on console charts, with its predecessor FC 25 holding the second place, and the tactical shooter Battlefield 6 rounding out the top three.
Battlefield 6 also dominated the PC leaderboard, followed by Rockstar Games’ long‑standing hits Red Dead Redemption 2 and Grand Theft Auto 5, which continue to attract substantial player bases despite their age. The mobile arena was led by the casual game Coin Master, which secured the number‑one ranking.
It was followed by Royal Match and the evergreen Candy Crush Saga, both of which maintain strong engagement through frequent updates and in‑app events. Overall participation in gaming remained high, with 199 million Europeans reporting that they played video games during the year.
Women represented a sizable proportion of this audience, accounting for 46 percent (approximately 91.5 million female gamers). The United Kingdom emerged as the single largest market in terms of player count, with 25 million individuals actively gaming. Average weekly playtime across the region measured 8.39 hours per player, a slight decline from the 9.4 hours recorded in 2024. Age‑specific data revealed that younger children (ages 6‑11) logged an average of 11.35 hours per week, while teenagers (ages 12‑17) spent even more time, averaging 14.30 hours weekly.
Parental involvement in gaming habits also featured prominently in the survey. Seventy‑five percent of European parents expressed a desire to participate in setting limits on their children’s video‑game usage. Correspondingly, 79 percent reported using at least one family‑setting tool—such as time‑limit controls, content filters or purchase restrictions—to monitor or curb gameplay.
Additionally, 74 percent indicated that they have established agreements, actively supervise, or employ family‑setting features to manage online interactions and ensure a safe digital environment. Within the EU5 markets specifically, 72 percent of parents said their children did not make in‑game purchases. Among the minority who did, a substantial 93 percent of parents reported that they kept a close watch on those transactions, reflecting heightened awareness of micro‑transaction spending.
Notably, the average amount spent by children who were permitted to purchase in‑game items fell by 13 percent compared with the previous year, suggesting either more cautious spending habits or the impact of parental oversight. These findings collectively illustrate a vibrant yet evolving European gaming landscape.
While revenue growth remains robust, especially in digital channels, the industry is also navigating shifts in consumer preferences, platform dominance, and the increasing importance of responsible gaming practices among younger audiences. The expanded geographic coverage of the All About Games report promises richer insights for stakeholders seeking to understand trends across both established and emerging markets throughout Europe.