The European games industry generated €30 billion in 2025, with digital purchases accounting for 91% of total revenue, according to Video Games Europe (VGE).
This year, VGE expanded its All About Games report from five to 16 countries. The original markets were the UK, France, Germany, Spain, and Italy. The new countries are Austria, Belgium, Croatia, Denmark, Finland, Ireland, the Netherlands, Poland, Romania, Sweden, and Switzerland.
VGE commissioned Ipsos to extract data from GameTrack, GSD, and the recently published EGDF-VGE Video Games Industry Insight Report. The survey included 39,371 respondents.
Revenue for the original five markets (EU5) declined 4% year-on-year to €25.7 billion, down from €26.8 billion in 2024. Germany led all countries with €6.5 billion in revenue.
In 2025, 123,000 people were employed across 8,700 studios in the EU and UK, with women comprising 24% of the workforce.
The UK employed the most people, with 28,520, followed by Poland with 14,930 and Germany with 12,410.
Mobile and tablets were the leading platforms, with an 82% usage rate, followed by consoles at 47% and PC at 34%. Mobile and tablets also generated nearly half of total revenue.
Electronic Arts led the console market in 2025, with EA Sports FC26 and FC25 taking the top two spots, followed by Battlefield 6.
Battlefield 6 also topped the PC charts, followed by Rockstar’s enduring titles Red Dead Redemption 2 and Grand Theft Auto 5.
On mobile, Coin Master ranked first, followed by Royal Match and Candy Crush Saga.
In 2025, 199 million Europeans played games, with women accounting for 46% (91.5 million). The UK was the largest individual market, with 25 million players.
Average weekly playtime was 8.39 hours, down from 9.4 hours in 2024. Children aged 6 to 11 averaged 11.35 hours, while those aged 12 to 17 averaged 14.30 hours.
75% of parents in Europe prefer to be involved in setting video game restrictions for their children. 79% use one or more family setting tools to monitor or limit gameplay, while 74% have agreements, monitor, or use family settings to manage online interactions.
In the EU5 market, 72% of parents reported their children did not purchase in-game content. Of those who did, 93% said they monitor these purchases.
Average spending among children allowed to purchase in-game content has decreased by 13% since 2024.