The European video games business generated €30 billion in 2025, with digital purchases accounting for 91% of whole income, based on Video Video games Europe (VGE).
This 12 months, VGE expanded its All About Games report from 5 to 16 international locations. The unique markets had 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 information from GameTrack, GSD, and the not too long ago printed EGDF-VGE Video Games Industry Insight Report. The survey included 39,371 respondents.
Income 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 income.
In 2025, 123,000 folks had been employed throughout 8,700 studios within 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.
Cell and tablets had been the main platforms, with an 82% utilization charge, adopted by consoles at 47% and PC at 34%. Cell and tablets additionally generated practically half of whole income.
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 Pink Useless Redemption 2 and Grand Theft Auto 5.
On cellular, Coin Grasp ranked first, adopted by Royal Match and Sweet Crush Saga.
In 2025, 199 million Europeans performed video games, with ladies accounting for 46% (91.5 million). The UK was the most important 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 choose 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.
