The European games industry generated €30 billion in 2025, with digital purchases accounting for 91% of complete revenue, in accordance with Video Games Europe (VGE).
This 12 months, VGE expanded its All About Games report from 5 to 16 international locations. The unique markets have been the UK, France, Germany, Spain, and Italy. The brand new international locations are Austria, Belgium, Croatia, Denmark, Finland, Eire, the Netherlands, Poland, Romania, Sweden, and Switzerland.
VGE commissioned Ipsos to extract knowledge from GameTrack, GSD, and the not too long ago printed EGDF-VGE Video Games Industry Perception Report. The survey included 39,371 respondents.
Revenue for the unique 5 markets (EU5) declined 4% year-on-year to €25.7 billion, down from €26.8 billion in 2024. Germany led all international locations with €6.5 billion in revenue.
In 2025, 123,000 folks have been employed throughout 8,700 studios in the EU and UK, with ladies comprising 24% of the workforce.
The UK employed the most individuals, with 28,520, adopted by Poland with 14,930 and Germany with 12,410.
Cellular and tablets have been the main platforms, with an 82% utilization price, adopted by consoles at 47% and PC at 34%. Cellular and tablets additionally generated practically half of complete revenue.
Digital Arts led the console market in 2025, with EA Sports activities FC26 and FC25 taking the highest two spots, adopted by Battlefield 6.
Battlefield 6 additionally topped the PC charts, adopted by Rockstar’s enduring titles Purple Lifeless Redemption 2 and Grand Theft Auto 5.
On cell, Coin Grasp ranked first, adopted by Royal Match and Sweet Crush Saga.
In 2025, 199 million Europeans performed games, with ladies accounting for 46% (91.5 million). The UK was the biggest particular person market, with 25 million gamers.
Common weekly playtime was 8.39 hours, down from 9.4 hours in 2024. Kids aged 6 to 11 averaged 11.35 hours, whereas these aged 12 to 17 averaged 14.30 hours.
75% of oldsters in Europe want to be concerned in setting online game restrictions for his or her kids. 79% use a number of household setting instruments to observe or restrict gameplay, whereas 74% have agreements, monitor, or use household settings to handle on-line interactions.
Within the EU5 market, 72% of oldsters reported their kids didn’t buy in-game content material. Of those that did, 93% stated they monitor these purchases.
Common spending amongst kids allowed to buy in-game content material has decreased by 13% since 2024.
