In 2025 the European video‑game sector amassed a total turnover of €30 billion, with digital sales representing a dominant 91 percent of that figure, according to the latest figures released by Video Games Europe (VGE). This milestone underscores the continued shift toward online purchases and the growing importance of digital distribution channels across the continent. A notable development this year was the broadening of VGE’s flagship market analysis, the All About Games report. Previously limited to the five largest economies – the United Kingdom, France, Germany, Spain and Italy – the study now incorporates data from an additional eleven territories: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland.
By widening its geographic scope, VGE aims to capture a more nuanced picture of gaming activity throughout the European Union and the United Kingdom. The expanded dataset was compiled with the assistance of market‑research firm Ipsos, which pulled information from several reputable sources, including GameTrack, GSD and the newly released EGDF‑VGE Video Games Industry Insight Report. The survey reached a total of 39,371 respondents, providing a robust sample for assessing consumer behaviour, spending patterns and demographic trends.
When the numbers for the original five‑country block (often referred to as the EU5) are examined in isolation, revenue showed a modest contraction of 4 percent year‑on‑year, falling to €25.7 billion from €26.8 billion the previous year. Germany remained the powerhouse within this group, generating €6.5 billion in sales and retaining its position as the top‑earning market.
Employment figures also paint an encouraging picture of the industry’s health. In 2025, a total of 123,000 individuals were employed across 8,700 development studios operating in the EU and the UK.
Women accounted for roughly a quarter of the workforce (24 percent), indicating gradual progress toward greater gender balance in a field traditionally dominated by men. The United Kingdom emerged as the biggest employer, with 28,520 staff members, followed by Poland (14,930) and Germany (12,410). These numbers reflect both the size of the domestic markets and the concentration of development talent in these countries.
Platform preferences among European gamers continued to evolve. Mobile phones and tablets dominated usage, with 82 percent of respondents indicating they primarily played on these devices. Consoles were the second‑most popular platform at 47 percent, while PC usage stood at 34 percent. In terms of revenue contribution, mobile and tablet gaming accounted for nearly half of the total €30 billion, highlighting the lucrative nature of the mobile ecosystem.
When it comes to top‑selling 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 taking second place, and the long‑running Battlefield 6 rounding out the top three. The PC arena saw Battlefield 6 repeat its success, followed closely by Rockstar Games’ enduring classics Red Dead Redemption 2 and Grand Theft Auto 5, which continue to generate strong sales years after their initial launch.
Mobile gaming charts were topped by the casual hit Coin Master, with Royal Match and the evergreen Candy Crush Saga occupying the second and third positions respectively. These results illustrate the broad appeal of quick‑play, freemium‑style experiences on handheld devices. Overall player penetration remained high, with 199 million Europeans reporting that they played video games in 2025.
Women represented 46 percent of this audience, amounting to 91.5 million female gamers. The United Kingdom again stood out as the largest single market, boasting 25 million active players. Average weekly playtime across the region was measured at 8.39 hours, a slight decline from the 9.4 hours recorded in 2024. Age‑specific data revealed that younger children (6‑11 years) logged an average of 11.35 hours per week, while teenagers (12‑17 years) spent even more time gaming, 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 take an active role in setting limits on their children’s video‑game usage. Correspondingly, 79 percent reported using one or more family‑setting tools—such as time limits, content filters or purchase restrictions—to monitor or curb gameplay. Moreover, 74 percent said they have established agreements, conduct regular monitoring, or employ family‑setting features 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. Of the minority who did buy virtual items, a striking 93 percent of parents said they closely supervised those transactions.
Notably, the average amount spent by children who were permitted to purchase in‑game content fell by 13 percent compared with 2024, suggesting either more cautious spending habits or the impact of parental controls. In summary, the 2025 data paints a picture of a vibrant, digitally‑focused European gaming industry that is expanding both geographically and demographically. While revenue growth in the core EU5 markets showed a slight dip, the overall €30 billion figure—driven largely by mobile and tablet sales—demonstrates the sector’s resilience.
Employment remains strong, gender diversity is slowly improving, and parental engagement continues to shape the gaming experience for younger audiences. The inclusion of eleven additional countries in VGE’s All About Games report promises richer insights for future analyses, helping stakeholders understand emerging trends and opportunities across the broader European landscape.