In 2025 the European video‑game sector produced roughly €30 billion in revenue, with digital sales making up an overwhelming 91 percent of that total, according to the latest figures released by Video Games Europe (VGE). This milestone reflects both the maturity of the market and the growing importance of online distribution channels, which have largely supplanted physical copies across the continent.

One of the most notable developments in VGE’s 2025 edition of its flagship research, the All About Games report, is the dramatic expansion of its geographic coverage. Whereas the previous editions focused on the five biggest economies – the United Kingdom, France, Germany, Spain and Italy – the new edition adds eleven additional territories: Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden and Switzerland. By widening the scope to sixteen countries, VGE aims to provide a more representative picture of the European gaming ecosystem, capturing trends in both established and emerging markets. The data behind the report were gathered by Ipsos, which was tasked with extracting and harmonising information from several industry‑specific sources, including GameTrack, the German Software Distribution (GSD) database, and the freshly published EGDF‑VGE Video Games Industry Insight Report.

In total, 39,371 respondents participated in the survey, offering insights on everything from spending habits to platform preferences and demographic breakdowns. When the numbers are broken down by region, the traditional “EU5” group – the original five markets – actually saw a modest contraction in revenue, falling 4 percent year‑on‑year to €25.7 billion, down from €26.8 billion in 2024. Germany remained the powerhouse of the group, generating €6.5 billion, the highest national total among the EU5. The decline can be partly attributed to market saturation and a slight slowdown in console sales, but the overall health of the sector remains robust thanks to the surge in mobile and tablet consumption.

Employment figures paint an equally encouraging picture. Across the United Kingdom and the European Union, the gaming industry employed roughly 123,000 individuals in 2025, spread across 8,700 development studios, publishing houses, and ancillary service providers. Women represented 24 percent of this workforce, a figure that, while still below parity, marks a gradual improvement over previous years and reflects ongoing diversity initiatives within the sector. The United Kingdom stood out as the biggest employer, with 28,520 people working in game‑related roles, followed by Poland (14,930) and Germany (12,410).

These numbers underscore the importance of both large‑scale studios and a vibrant indie scene that together sustain a complex supply chain of creative, technical, and support functions. Platform usage data reveal that mobile phones and tablets dominate the European gaming landscape, accounting for 82 percent of all play sessions.

Consoles were the second most popular platform at 47 percent, while PCs captured 34 percent of the market. In terms of revenue generation, mobile and tablet devices contributed nearly half of the total €30 billion, highlighting the monetisation power of in‑app purchases, ads, and subscription models.

On the console front, Electronic Arts retained its leadership position in 2025. Its flagship sports titles, EA Sports FC26 and FC25, occupied the top two slots on the console charts, with the highly anticipated Battlefield 6 taking the third place.

The same Battlefield 6 also led the PC segment, where it was followed by Rockstar Games’ enduring classics Red Dead Redemption 2 and Grand Theft Auto 5, both of which continue to generate strong sales long after their initial releases. Mobile gaming saw a different set of leaders.

The casual‑puzzle title Coin Master topped the charts, with Royal Match and the ever‑popular Candy Crush Saga rounding out the top three. These games illustrate the appeal of low‑commitment, highly social experiences that can be played in short bursts throughout the day. Player demographics indicate that 199 million Europeans engaged in gaming during 2025.

Women made up a substantial 46 percent of the player base, translating to roughly 91.5 million female gamers. The United Kingdom again emerged as the largest single market, boasting 25 million active players. Average weekly playtime across the continent fell slightly to 8.39 hours, down from 9.4 hours in the previous year. Younger gamers, however, continue to spend more time in front of screens: children aged 6‑11 logged an average of 11.35 hours per week, while teenagers aged 12‑17 averaged 14.30 hours.

Parental involvement remains a key factor in shaping gaming habits. Seventy‑five percent of European parents expressed a desire to be actively involved in setting limits on their children’s gaming activities. Moreover, 79 percent reported using one or more family‑setting tools—such as time‑limits, content filters, or purchase approvals—to monitor or restrict gameplay.

Seventy‑four percent said they have explicit agreements with their children, employ monitoring software, or utilise built‑in family controls to manage online interactions. When it comes to in‑game spending, the EU5 markets show a relatively responsible pattern. Seventy‑two percent of parents indicated that their children did not make any purchases inside games. Among the minority who did, a striking 93 percent of parents said they kept a close eye on those transactions.

Overall, average spending among children who are permitted to buy in‑game content dropped by 13 percent compared with 2024, suggesting that heightened parental oversight and perhaps more transparent pricing structures are having an effect. In summary, the 2025 data from Video Games Europe paint a picture of a mature yet still expanding industry. While revenue growth in the traditional core markets has plateaued, the surge in mobile usage, the inclusion of new countries in the analysis, and the steady rise in employment and diversity signal a healthy trajectory for European gaming in the years ahead.