The state of the European gaming market in numbers: revenue, platforms, number of developers, top countries, and other metrics

You voted — we delivered. Introducing a comprehensive report on the state of the European gaming market, complete with numerous graphs and data both for the region as a whole and for individual countries. We conducted an in-depth study of consumer spending along with other statistical metrics such as the number of gamers, developers, and gaming companies.

Methodology

Before diving into the numbers, graphs, and conclusions, here are a few important notes and explanations. This will help you understand what to expect from this article and what you definitely won’t find here.

  • We examined the European gaming market as a whole, as well as the situation in key countries: the United Kingdom, Germany, France, Spain, Italy, Poland, Sweden, and so on.
  • Russia was deliberately excluded from the list because it is a topic for a separate (and complex) study. We also did not account for the broader classifications of Europe, which include regions like Turkey and countries such as Armenia, Azerbaijan, and Georgia.
  • The main metric is market revenue/turnover. By this term, we mean the total volume of consumer spending on video games for PCs, consoles, and mobile devices, as well as gaming hardware and related segments. This is important since some sources use different criteria, which can significantly distort the perception of information.
  • We also analyzed the state of the European gaming market in terms of the number of players, companies, employed developers, and other metrics.
  • Due to a lack of data for the incomplete year of 2025, most information is current as of the end of 2024. For older figures and forecasts, separate explanations are provided.
  • All monetary values are stated in euros for consistency. Average exchange rates were used for currency conversions, such as for zlotys and kronor, relevant at the time of the original data publication.

The primary sources used include:

  • reports and studies from local associations: Ukie, SELL, IIDEA, AEVI, etc.;
  • data from research firms like Newzoo, PwC, GSD, and others (excluding Statista, as its analytical estimates differ too greatly from others).

Such an extensive introduction was unavoidable this time. Now, let's finally move on to the most interesting part.

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