You voted— we delivered. Presenting a comprehensive report on the current state of the European gaming market with numerous charts and data, both for the region as a whole and for individual countries. We have thoroughly examined consumer spending and other statistical metrics such as the number of gamers, developers, and gaming companies.
Methodology
Before diving into the numbers, charts, and conclusions, here are a few important notes and clarifications. This will help you understand what to expect from this article and what you definitely won't find in it.
- 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, etc.
- Russia was consciously not included in the list, as it requires a separate (and complex) study. We also did not consider broader classifications of Europe that include the region as Turkey and countries like Armenia, Azerbaijan, and Georgia.
- The primary metric is market revenue. By this term, we mean the total volume of consumer spending on PC, console, and mobile video games, as well as on gaming hardware and related segments. This is important because some sources use different criteria that 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 the lack of data for an incomplete 2025, most of the information is current as of the end of 2024. Separate explanations are provided for older figures and forecasts.
- All monetary values are indicated in euros for consistency. When converting currencies such as zlotys and kronas, average exchange rates at the time of publication of the original data were used.
The primary sources used were:
- reports and studies from local associations: Ukie, SELL, IIDEA, AEVI, etc.;
- data from research firms like Newzoo, PwC, GSD, and others (except for Statista, as this company's analytical estimates deviate too much from others).
Such an extensive introduction was unavoidable this time. Now, let's finally move on to the most interesting part.
