In 2025, the European gaming sector generated €30 billion in revenue
The European gaming sector reached a revenue of €30 billion in 2025, with digital sales comprising 91% of this total, according to Video Games Europe (VGE).
This year, VGE increased the scope of its All About Games report, expanding from five to 16 countries. Initially, the focus was on the UK, France, Germany, Spain, and Italy. Newly included are Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden, and Switzerland.
Ipsos, commissioned by VGE, gathered insights from sources including GameTrack, GSD, and the newly released EGDF-VGE Video Games Industry Insight Report, involving 39,371 participants.
The original group of five markets (EU5) experienced a 4% decline in revenue year-over-year, reaching €25.7 billion, down from €26.8 billion in 2024. Germany topped the list with €6.5 billion in earnings.
By 2025, 123,000 individuals worked in 8,700 studios across the EU and UK, with 24% of these being women. The UK led employment figures with 28,520 people, followed by Poland with 14,930 and Germany with 12,410.
Mobile and tablets were the dominant platforms, with an 82% usage rate. Consoles and PCs followed at 47% and 34% respectively, with mobile devices contributing almost half of the total revenue.
In the console segment, Electronic Arts was the leader in 2025, with EA Sports FC26 and FC25 ranking first and second, followed by Battlefield 6.
Battlefield 6 also dominated the PC market, with Rockstar's Red Dead Redemption 2 and Grand Theft Auto 5 following closely.
On mobile, Coin Master was the top game, with Royal Match and Candy Crush Saga as the next most popular.
In 2025, gaming engaged 199 million Europeans, with women making up 46% of the player base (91.5 million). The UK emerged as the largest market individually, with 25 million gamers.
Average gaming time per week was 8.39 hours, a drop from 9.4 hours in 2024. Children aged 6-11 spent on average 11.35 hours, and those aged 12-17 averaged 14.30 hours weekly.
In Europe, 75% of parents favor involvement in setting video game limitations for their children. Furthermore, 79% employ one or more family setting tools to oversee or curb gameplay, while 74% apply these tools, agreements, or monitoring to manage online interactions.
In the EU5 region, 72% of parents indicated that their children did not make in-game purchases. Of those who did, 93% monitored these transactions.
Spending among children permitted to buy in-game content saw a 13% decline since 2024.