2025 All About Video Games – European Key Facts
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Video Games
CULTURE – CREATIVITY – TECHNOLOGY
EUROPEAN KEY FACTS 2025
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02
Table of Contents
11 Workforce &
Employment
12 Industry Revenue
13 Top selling
games in 2025
09 Women and
Video Games
10 How do we play
08 Video Games
Aren’t Just For Kids
07 Who we are 23 Data in the report 25 What is PEGI?
29 How PEGI is structured
26 PEGI is keeping up with
the evolving digital
environment
28 PEGI Code of Conduct
30 How games are rated
32 Awareness of
PEGI labels
32 Players and Family
setting tools
40
04
11 Country Initiatives
46 Climate Commitment
46 The 2025 achievements
of the Alliance
47 Enhancing the
sustainability of
video game consoles
43 UNICEF Game
Changers Coalition
44 Our Diversity
Initiatives
42 Using Video
Games in School
41 Pixels to Policy
OUR ACTIONS AND
PARTNERSHIPS
KEY FACTS REPORT 2025
04
03
24
RESPONSIBLE
GAMEPLAY
FOREWORD
38 MANIFESTO
48 MEMBERS
01
06
THE VIDEO GAME
INDUSTRY
02
14 KEY DATA BY
COUNTRY
03
0404
Europe’s video game sector
has been a positive outlier
and one of the few beacons of
artistic and tech success for
the continent. Games created
in Europe are played by
hundreds of millions of people
worldwide, driving innovation,
supporting highly skilled jobs,
and contributing to Europe’s
global competitiveness.
In recognition of the sector’s
important role in Europe’s
creative and digital economy,
Video Games Europe has
extended this year’s annual
Key Facts market data report
from the five main markets
(France, Germany, Italy, Spain
and the UK) to 16 countries,
adding Austria, Belgium,
Croatia, Denmark, Finland,
Ireland, Netherlands, Poland,
Romania, Sweden, and
Switzerland. Furthermore,
EGDF and VGE aggregated
industry data from 28
European countries for a
separate European Industry
Insights Report.
This is a significant contribution
from Video Games Europe to
ensure that trusted market data
tracking the evolution of video
game play across Europe is
publicly available. We hope this
data will be a useful resource
for policymakers and anyone
interested in our sector .
The numbers speak for
themselves: €30 billion in
market revenue in 2025, and
123,000 employed in the sector
(UK & EU). While the major
video game platforms are not
developed in Europe, we punch
above our weight in cultural
content creation and making
great games. SME game
development studios in Europe
create globally recognised hits
accessible through consoles,
PC, and mobile devices,
including award-winners such
as Baldur’s Gate III and Clair
Obscur: Expedition 33. European
studios and publishers
also produce international
collaborations for good, such
as Angry Birds for sustainability;
in fact, Red Bird has been a
UN Honorary Ambassador for
Green since 2016. There are
also The Witcher and Minecraft,
just two great examples of the
transmedia power of IP.
Among the standout findings
in this report: nearly half of
the total market revenue in
Europe is driven by gameplay
on mobile devices, with more
than 70% of players enjoying
games in this format. This
success is largely due to the
easy accessibility that mobile
games offer. Mobile games can
often be played for free, without
the upfront cost of a console or
a downloadable game, and this
has democratised access to
play, including for older players.
The economic model that
underpins the thriving European
mobile game development
scene is the option to purchase
additional in-game content,
such as a new outfit or item,
additional to core gameplay.
Compared to other creative
industries that may rely only
on advertising or subscriptions,
the video game industry has
made a huge success of the
user-friendly microtransactions
model.
However, across Europe, the
industry faces legal uncertainty
surrounding its ability to keep
offering optional purchases of
in-game content, a significant
business model that sustains
not just mobile games but
also PC and console games.
Recent Key Principles issued by
the CPC Network have turned
the whole industry on its head,
reinterpreting the consumer
protection law the industry has
complied with in good faith
since the Consumer Rights
Directive 2011. Through an
unprecedented procedure, and
without any prior consultation
with our industry, the CPC
Europe’s sector punching
above its weight
Foreword
KEY FACTS REPORT 2025KEY FACTS REPORT 2025
0505
Network has advanced a novel
view of how the video games
industry should comply with
the law, opposing also the
view of the Court of Justice
of the European Union (CJEU)
that considers that in-game
content, such as tokens, gold
and diamonds, are indeed
neither vouchers nor virtual
currencies – a view that is
shared by the sector. The new
interpretation by the CPC
Network introduces significant
legal consequences and
undermines the predictability
we need to run our operations.
The industry has put forward
significant proposals to ensure
further consumer transparency
where players can purchase
in-game currency to use in
the game, and we sincerely
hope that reason will prevail in
the upcoming Digital Fairness
Act: after all, the protection of
consumers, especially minors, is
in the DNA of the video games
industry.
The industry has long set
the bar for safeguards
and minor protection tools,
including those in place to
protect children from making
unauthorised purchases
without the verified consent
of the parent. In fact, the data
we have been collecting via
Ipsos since 2018 shows that
95% of parents supervise
their children’s purchasing
when it comes to in-game
content – something the
industry actively encourages.
This brings us to a major
development this year. PEGI,
the self- and co-regulatory
body that has, for more than
twenty years, spearheaded the
ever-evolving minor protection
standards for our industry
in Europe, has added a new
criterion of ‘interactive risks’ to
its classification. Through its
five age categories and eight
content descriptors (violence,
bad language, fear, sex, drugs,
discrimination, gambling, online
gameplay), PEGI ensures that
reliable information about
video game content is provided
in an easy-to-understand
manner to players and parents.
The new ‘interactive risks’
classification provides more
information to parents, greater
transparency, and bolsters
online safety. Mandatory since
June 2026, newly submitted
games are now classified with
a broader set of criteria that
include purchases of in-game
content, loot boxes, incentives
to play, and communications
features. Games containing
loot boxes will be rated PEGI 16
by default. Existing games will
need to comply by October
this year. These changes have
been welcomed across Europe
by policymakers – an important
development that clearly
demonstrates our industry’s
commitment to the protection
of minors. We are now calling
on the EU to make the PEGI
and USK rules the standard for
all games made available in
Europe.
Finally, as a leading creative
and entertainment sector, we
are proud of the many benefits
playing video games can bring
to education, health, society,
and more. But most importantly,
it is great fun. The latest data
tells us that an estimated 199
million Europeans play video
games, 46% of whom are
women . We invite policymakers
to engage with us, to celebrate
our successes and understand
our challenges, and to help
us advance Europe’s digital
and creative economy still
further – inspiring, as we go,
the storytellers and digital
innovators of tomorrow.
CLEMENS
MAYER-WEGELIN
Chair, Video Games
Europe , Managing
Director General
Counsel Europe,
Nintendo of Europe
President of the Board,
European Games
Developer Federation ,
Chief Executive Officer,
Remote Control
Productions GmbH
HENDRIK LESSER
The Video
Game Industry
Image from Mario Kart World published by Nintendo
01
KEY FACTS REPORT 2025
07
Playing video games is an activity over half Europeans enjoy.
DATA FROM 16 EUROPEAN MARKETS
Who we are
199
million
PLAYERS IN 2025
51%
of the population
aged 6-75 plays
video games
EU16
34
is the average age of
a video game player
in Europe
77%
of video game
players are 18
years or older
(up to 75 y/o)
08
Video Games
Aren’t Just For Kids EU16
PERCENTAGE OF PLAYERS BY AGE GROUP
11%
13% 13% 13%
17% 16%
6% 10%
12-17 18-24 25-34 35-44 65-75 55-64 45-54 6 -11
82%
MOBILE AND
TABLETS
47%
CONSOLES
34%
PC
PLAYERS BY DEVICE
KEY FACTS REPORT 2025
09
Women and
Video Games
Close to 91.5 million women
play video games in Europe
46%
of European
game players
are women
91.5
million
of game
players are
women
35
years is the
average age
of women who
play video
games
7
hours a week
is the average
playtime for
women
WOMEN REPRESENT
86% 26% 38%
of all console players of all smartphone
and tablet players
of all PC players
EU16
10
How do we play
8:59
Average
playtime
per week
Playing video games is
an activity most people
integrate into their leisure
time in one form or another.
On average, people in Europe spend
Average playtime in hours per week (2012-2025)
16:20* hours/week on social media**
23:22 hours/week watching TV***
8:59 hours/week playing video games
EU16
8.8 8.8 8.6 9.3 8.7 9.0 9.3 8.8 9.1 8.9 9.3 9.4 8.4 8.59
2012 2013 2016 2022 2014 2020 2018 2024 2017 2023 2015 2021 2019 2025
EU5 EU16
**GlobalWebIndex GWI Report on the time spent on social media platforms by a “typical” user.
*In a recent Eurobarometer survey from June 2026, “Impact of excessive screen time and social media on
young people’s mental health” the number is 10:45 hours/week.
***Thinkbox TV Viewing Report 2025 from May 2026. Time spent watching TV broadcast plus SVOD & AVOD.
KEY FACTS REPORT 2025
11
Workforce &
Employment*
PORTUGAL
930
SPAIN
10,510
FRANCE
12,000
BELGIUM
670
CROATIA
520
SLOVAKIA
830
AUSTRIA
1,080
CZECHIA
2,900
ITALY
2,800
CYPRUS
4,320
BULGARIA
1,800
ROMANIA
6,100
LITHUANIA
1,870
POLAND
14,930
FINLAND
3,800
ESTONIA
260
LATVIA
280
SWEDEN
9,130
DENMARK
2,180
GERMANY
12,410
UNITED KINGDOM
28,520
123,000
people are
employed
throughout
Europe
8,700
studios in
Europe
24%
of the
workforce
are women
*Data displayed is collected from the “ 2024 EUROPEAN VIDEO GAMES INDUSTRY INSIGHT REPORT ” from EGDF,
published August 2026, with additional data from Cyprus, France, and Bulgaria.
12
Industry Revenue
Key European Markets Revenue (2018-2025)
Revenue split by device
Revenue split by source
EU5 EU5 EU5 EU16 EU16 EU16
31% 30%
CONSOLES
48% 49%
SMARTPHONE
TABLET
11% 12%
PC
9%
PHYSICAL
91%
DIGITAL
EU16
2022 2020 2018 2024 2023 2021 2019
21
billion
23.3
billion 21.6
billion
23.2
billion
24.5
billion
25.7
billion
26.8
billion
2025
25 .7
bil lion
29 .7
bill ion
EU16 EU5
2025
When it comes to 2025 industry revenue in the EU5 market, Ipsos data shows
a downward trend compared to 2024 figures of -4%.
KEY FACTS REPORT 2025
13
10
Top selling games in 2025
CONSOLES PC APPS
1
2
3
4
5
6
7
8
9
Key Data
by Country
Image from Assassin’s Creed Shadows published by Ubisoft
04
KEY FACTS REPORT 2025
15
FOR MORE INFORMATION VISIT: WWW. VGFB.BE
FOR MORE INFORMATION VISIT: WWW.OVUS.AT
€ 707.5 million
6.3
MILL ION
PLAYERS
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
63%
BELGIUM
GENDER %
53%
47%
AUSTRIA
GENDER %
51%
49%
6.1
MILL ION
PLAYERS
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
78%
646 million
16
FOR MORE INFORMATION VISIT: WWW.GAMESDENMARK.DK
€ 126 million
GENDER %
56%
44% € 411 million
3.1
MILL ION
PLAYERS
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
61%
GENDER %
54%
46%
1.7
MILL ION
PLAYERS
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
52%
DENMARK
CROATIA
KEY FACTS REPORT 2025
17
FOR MORE INFORMATION VISIT: WWW.SELL.FR
FOR MORE INFORMATION VISIT: WWW.NEOGAMES.FI
€ 3.8 billion
€ 305 million
57%
2.4
MILL ION
PLAYERS
GENDER %
56%
44%
GENDER %
54%
46%
31.5
MILL ION
PLAYERS
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
50%
FINLAND
FRANCE
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
18
FOR MORE INFORMATION VISIT: WWW.VIDEOGAMESEUROPE.EU
FOR MORE INFORMATION VISIT: WWW.GAME.DE
GENDER %
€ 6.5 billion
GENDER %
52%
48% € 379 million
2.6
MILL ION
PLAYERS 59%
1%
45%
54%
37.7
MILL ION
PLAYERS 54%
IRELAND
GERMANY
KEY FACTS REPORT 2025
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
19
FOR MORE INFORMATION VISIT: WWW.VGFN.NL
FOR MORE INFORMATION VISIT: WWW.IIDEASSOCIATION.COM
GENDER %
GENDER %
1%
46%
53%
€ 1.1 billion
9.9
MILL ION
PLAYERS 64%
NETHERLANDS
ITALY
1%
39%
60%
€ 1.8 billion
14.2
MILL ION
PLAYERS 29%
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
20
FOR MORE INFORMATION VISIT: WWW.RGDA.RO
FOR MORE INFORMATION VISIT: WWW.VIDEOGAMESPOLAND.PL
GENDER %
GENDER %
47%
53%
€ 449 million
8.6
MILL ION
PLAYERS 52%
ROMANIA
POLAND
52%
48% € 1.2 billion
15.9
MILL ION
PLAYERS 50%
KEY FACTS REPORT 2025
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
21
FOR MORE INFORMATION VISIT: WWW.DATASPELSBRANSCHEN.SE
FOR MORE INFORMATION VISIT: WWW.AEVI.ORG.ES
GENDER %
GENDER %
5.4
MILL ION
PLAYERS
€ 726 million
61%
SWEDEN
€ 2.29 billion
22.8
MILL ION
PLAYERS 54%
SPAIN
51%
55%
48%
44%
1%
1%
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
22
FOR MORE INFORMATION VISIT: WWW.UKIE.ORG.UK
FOR MORE INFORMATION VISIT: WWW.SIEA.CH
€ 5.5 billion
25
MILL ION
PLAYERS 44%
UK
GENDER %
51%
49%
GENDER %
57%
43%
€ 752 million
5.6
MILL ION
PLAYERS 74%
SWITZERLAND
KEY FACTS REPORT 2025
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
6-75 YEARS OLD
POPULATION PLAY
VIDEO GAMES
23
Data in the report
Data used in this publication is provided by Ipsos and commissioned by Video
Games Europe. It is extracted from GameTrack, GSD and the EGDF-VGE video
games industry insight report.
Ga meTrack
Gam eTrack is run by Ipsos on behalf of Video
Games Europe. Results provide an analysis of
the demographics of European video game
players and their purchasing behaviour
across all platforms and formats, offering a
comprehensive view of their habits. Historically,
GameTrack has focused on five key European
markets: the UK , France , Germany , Spain , and
Italy . From 2025 GameTrack has expanded to
include Austria , Belgium , Croatia , Denmark ,
Finland , Ireland , the Netherlands , Poland ,
Romania , Sweden , and Switzerland .
The research employs a two-stage, bi-modal
survey approach supplemented by external
sales data to comprehensively analyse video
game behavior and spending.
Games Sales Data (GSD) is the
first video games industry chart
to include data on both retail
and digital sales, Data outlined
in this report is gathered from
Austria, Belgium Croatia, Cyprus, Greece, Czech
Republic, Denmark, Finland, France, Germany,
Greece, Hungary, Ireland, Italy, Luxemburg, Malta,
Netherlands, Poland, Portugal, Romania, Slovakia,
Spain, and Sweden.
who plays games and
how do people play
them
3 DEMOGRAPHIC
YEARLY FIELDWORK
HOW DO WE DO IT?
FACE TO-FACE SAMPLE USED TO WEIGHT THE ONLINE
SAMPLE TO BE NATIONALLY REPRESENTATIVE FOR AGES 6-75
1,000 NAT REP
FACE-TO-FACE
(cut-down weighting
survey – Aged 18+) Aged 6-75 years
2,000/3,000 ONLINE
NAT REP/YEARLY
(FULL INTERVIEW)*
1 VOLUME
the number of games
being acquired (both
paid and free)
the amount of money
being spent on games
2 VALUE
*total respondent number: 39,371
Responsible
Gameplay
.RFLJKWTR)ZSJ&\FPJSNSLUZGQNXMJIG^1J[JQ.S*SNYJ
03
KEY FACTS REPORT 2025
25
PEGI is the European age rating
system for video games. It was
founded by the video games
industry in 2003, at the request of
the EU institutions.
PEGI is a co-regulatory minor
protection system for video games.
40
European countries
2 ,900+
member companies
45,0 00+
games an d millions
of apps classified
What is PEGI?
PEGI’s goal is to educate, advise and empower players, parents
and guardians on age appropriate content in video games.
PEGI also ensures that games are sold and advertised
responsibly, that consumer redress is available, and that
companies have tools and safeguards in place to ensure
that online gameplay environments are free from illegal and
harmful content.
PEGI age ratings are examined and issued by two
independent administrators, NICAM and the Games Rating
Authority. The classification criteria are established under the
supervision of independent experts. PEGI is recognised by the
European institutions and EU Member States as a model of
European harmonisation in the field of minor protection and
consumer transparency.
26
PEGI is keeping up with
the evolving digital environment
PEGI
launched in
Europe at the request of
the European Institutions
Creation of the
paid random
items feature
notice
PEGI starts rating apps
on mobile and tablets
2003
PEGI co-founded
the International
Age Rating
Coalition (IARC )
2013
Addition of the
In-Game Purchases
content descriptor
2018
2020
Introduction of PEGI
Online Safety Code
2007
2015
PEGI updated its Code
of Conduct to include
more rules on in-game
monetisation and
online safety
2024
PEGI launched
the PEGI App (in 15
European languages)
2019
PEGI UPDATED ITS RATING CRITERIA TO
INCLUDE INTERACTIVE RISK CATEGORIES
2026
KEY FACTS REPORT 2025
27
Time-limited
offers:
Games with time-limited or
quantity-limited offers will be
classified with a PEGI 12; games
with NFTs or blockchain-related
mechanisms will be PEGI 18.
Paid random
items:
The default rating will be PEGI 16 if
the game contains paid random
items (and in some cases
games can be rated PEGI 18).
Pressure to play:
Mechanisms that penalise players
for not returning to the game (e.g. by
losing content or reducing progress)
will be PEGI 12, while mechanisms
that simply reward engagement
with the game (e.g. daily quests) will
get a PEGI 7.
Unrestricted
communication:
If games contain unrestricted
communication features (e.g. no
blocking or muting features), they
will be rated PEGI 18.
This is the biggest reform of the PEGI system since it was created
in 2003,
and it has been some time in the making. In addition to working with its int ernal
committees of experts, PEGI cooperated closely with the German age rating authority
USK, which implemented similar changes in 2023 following an update
of the German Youth Protection Act. This timely update of the PEGI system
demonstrates the flexible nature of the age-rating system to adapt to the evolving
digital environment.
So what does this look like?
PEGI has updated its rating criteria to
include interaction risk categories
Starting in June 2026, PEGI is classifying video games with
a broader set of criteria, which now includes both content and
functionality, such as optional purchases of in-game content,
paid random items, unrestricted communication, and features
that incentivise players to continue playing.
28
PEGI has a robust and enforceable Code of Conduct. Signatories
must adhere to strict standards related to the age classification
process, the display of age rating information, as well as new
rules on in-game monetisation (Article 8) and online safety
(Article 9). The Code was updated in 2024.
IN-GAME MONETISATION
ONLINE SAFETY
In-Game Purchase offers must
be made in a fair and transparent
manner and in compliance with
applicable laws and regulations.
The game’s terms of service must
prohibit players from introducing
content or indulging in online
behaviour which is illegal and/or
harmful.
Notifications must be reviewed
in a timely, diligent and objective
manner and any content must be
removed as quickly as possible.
Violation of the PEGI Code of Conduct (e.g. inaccurate disclosure of video game
content or inaccurate display of age rating information) can be sanctioned by an
independent Committee. Sanctions may include relabelling of packaging, removal
of logos or descriptors, product recalls, and fines which can range from €5,000 to
€500,000, depending on the severity of the violation.
The In-Game Purchases descriptor
as well as the Paid Random items
notice for loot boxes must be
displayed at the point of purchase.
Precautions must be in place to
protect children from access to
age-inappropriate content if text,
voice, video chat, or image sharing
is allowed.
Players should be advised to take
regular breaks .
If a game has paid random items,
it must inform players about
the probabilities to obtain those item.
User-friendly reporting
mechanisms must be in place
allowing players to notify about
illegal and/or harmful content or
behaviour.
Staff should receive regular training
on the rhetoric and the tactics used
to promote prohibited content.
Any privacy-related information,
in particular related to the notification
mechanisms, should be conveyed in
clear language or in a medium that
children can easily understand.
Games must have a policy that
explicitly prohibits items acquired
in-game being transferred into
monetary value or being used in
unlawful trading, gambling and
betting activities.
Signatories must ensure that
the value of purchased content
is clear to consumers, for example
by easy access to information on
how much of the in-game currency
the player currently holds and/or the
storefront area where this in-game
currency can be purchased.
PEGI Code of Conduct
KEY FACTS REPORT 2025
29
How PEGI is structured
The PEGI Council is responsible
for making recommendations so
that national as well as European
developments are communicated and
reflected in the PEGI system and its
Code of Conduct. The Council gives the
countries that use PEGI a voice. Of equal
importance is that the authorities in
the PEGI countries are involved. Council
members are primarily recruited from
the authorities in the PEGI countries,
working as civil servants, media
specialists, psychologists, and legal
advisers versed in the protection of
minors in Europe.
PEGI COUNCIL
The PEGI Experts Group involves
specialists and academics in the fields
of media, psychology, classification,
legal matters, technology, the
online world, etc. They advise PEGI
by considering technological and
content-related developments as
recommended by the Administrators,
the PEGI Council, the PEGI Management
Board or through circumstances
brought to light by the complaints
procedure.
EXPERTS GROUP
The PEGI Management Board sits at the
core of the PEGI organisation. The Board
is made up of representatives of the
users of PEGI (games publishers and
developers), the gatekeepers of PEGI
(the game console manufacturers)
and the promoters of PEGI
(national trade associations), plus
representatives from the PEGI Council
and the PEGI Experts Group. This board
structure ensures there is proper
oversight while maintaining PEGI’s self-
regulatory strength.
MANAGEMENT BOARD
The Enforcement Committee is charged
with the enforcement of the provisions
of the PEGI Code of Conduct, including
any conclusions of the Complaints
Board. The Enforcement Committee
is made up of twelve members: half
are chosen from the PEGI Committees
and the other half are publishers.
ENFORCEMENT COMMITTEE
30
PEGI uses a single set of criteria to determine the age rating
of a video game, but it has two different rating procedures that
are adapted to the needs of different business models – physical
or purely digital release.
How games are rated
PEGI ensures that physical console and PC games display
accurate age ratings by requiring publishers to complete a
content questionnaire before release. Based on their responses,
a provisional rating is generated and the game is examined by
PEGI Administrators (NICAM or GRA). Once approved, publishers
receive a license to display the appropriate age rating and
content descriptors on packaging or digital storefronts.
PHYSICAL RELEASE
Purely digital releases can be classified via a procedure
developed by the International Age Rating Coalition, or IARC,
which is a global solution that was co-founded by PEGI to
streamline age classifications for high volumes of games
and apps across multiple regions. Developers complete a
similar questionnaire to receive a PEGI age rating and those
of all participatng rating authorities. The system benefits
from the international cooperation to ensure consistency and
compliance, with ongoing oversight to quickly correct any
misclassifications.
DIGITAL RELEASE
KEY FACTS REPORT 2025
31
IN-GAME PURCHASES
PEGI’S CONTENT DESCRIPTORS
PEGI AGE LABELS
Suitable for all age groups, no unsuitable content.
May contain some non-realistic or implied violence,
and scenes that might be frightening to younger
children.
May depict realistic violence towards fantasy
characters or non-realistic violence towards human-
like characters, bad language, or sexual innuendo.
May depict realistic violence against humanlike
characters, bad language, use of drugs,
or erotic nudity.
Games can contain gross violence or violence against
defenceless characters, glamorisation of drugs, or
explicit sexual activity.
PAID RANDOM ITEMS
TIME-LIMITED OFFERS
PRESSURE TO PLAY
UNRESTRICTED COMMUNICATION
32
Players and family setting tools
Awareness of PEGI labels
Parents with children
who play video games:
75%
of parents use PEGI age rating labels when
purchasing video games for their children.
are aware of PEGI
age rating labels.
79%
agree it’s important to have a standardised age
rating system available across digital platforms
and storefronts.
71%
of parents agree that PEGI rating icons are useful.
79%
AGE RATING
Which games
they can play
based on PEGI
age ratings.
TIME LIMIT
Playtime limits,
allowing for
better playtime
management.
ONLINE SPENDING
How much can
be spent when
purchasing
games and other
downloadable
content.
ONLINE
INTERACTION
Communications in
games: friends only,
friends of friends,
anyone, or no one.
Family settings help parents and guardians decide with their children what works
best for them, from time spent playing video games to communication with other
players and much more. On every device, it is possible to discuss:
KEY FACTS REPORT 2025
LIST OF DEVICES OFFERING
PARENTAL CONTROLS
In addition to parental control tools on devices, publisher
own platforms increasingly offer parental control tools and
additional verification mechanisms, such as young player
accounts and verified parental consent. Some examples
are: Blizzard Battle.net , EA , Epic Games including Epic
Cabined Accounts for young players, Roblox , Ubisoft’s
young player account, Bandai , Niantic , and Sega .
Further, Riot Games has brought in state-of-the-art voice
moderation to their chats. Visit Video Games Europe’s
website to access information on player and parental
control tools for various devices and platforms
videogameseurope.eu/responsible-gameplay/parental-controls
Nintendo 3DS PS Vita
Windows Mac OS
iPhone/iPad Android/Google Play Windows 11 Meta Quest PlayStation VR2
Xbox PlayStation Nintendo
33
79%
74%
75%
of parents apply one or
more family setting tools
to monitor or limit their
children’s gameplay.
of parents have an
agreement, monitor,
and/or use family
setting tools to manage
their children’s online
interactions.
of parents prefer to
have a say in their
children’s video game
restrictions.
34
Video Games Europe, EGDF, and our members are
committed to fair and transparent player and
consumer experiences when playing games.
Information obligation: game
purchases icon
Transparency in transactions
Transparency on in-game
currency and how it is
offered
Transparent and fair paid
random items
No skin gambling
PEGI Code of Conduct
enforcement
Tools to manage, limit,
or block purchases
Transactions are kept
separate from gameplay
Fair refund policies
Inform players about
the discontinuation of
in-game currency
No unauthorised trading
Trade associations run
information campaigns
in collaboration with
stakeholders
Commitment to provide
trusted data
PEGI CODE
OF CONDUCT
ARTICLE ON
IN-GAME
MONETISATION
EDUCATION
CAMPAIGNS &
DATA
ADDITIONAL
COMMITMENTS
Our commitment
to players and consumers
DOWNLOAD
POSITION PAPER
KEY FACTS REPORT 2025
35
72% 93% 78%
of parents of children who play video games state their children do not purchase in-game additional content.
of parents of children that are allowed to purchase in-game content monitor their purchases.
of parents of children who play games have an agreement with them on the amount and frequency of their purchases.
Children’s Spending
Parental supervision of children’s
purchase of in-game content
Trusted data gathered by Ipsos has found that in EU5 :
Average hours of gameplay per week (aged 6-17)
Trusted data gathered by Ipsos has found that in EU16 children play
video games and engage with social media for on average:
VIDEO GAMES SOCIAL MEDIA*
Under 18 6-11 year olds 12-17 year olds
11:35
hours
14:30
hours
35:10
hours
Average spend has decreased by 13% since 2024
amongst children allowed to purchase in-game content
Video Games Europe, in partnership with video game trade associations in
Australia, Canada, South Korea and the U.S., has published the 2025 Power
of Play report providing fresh insights from European players on the social
and mental benefits of video gameplay.
13%
*Eurobarometer research “Impact of excessive screen time and social media on young people’s mental health”
from March – April 2026
36
The video game industry wants people to enjoy this popular
pastime. To that end, the industry empowers parents so that
they can engage with their children and agree on appropriate
rules around video gameplay, and encourages parents to learn
about the games their children love. Find information in your
local language below:
AUSTRIA
Gemeinsamspie len
www.gemeinsam spielen.at
BELGIUM
Speel h et slim
www.speelhetslim.be
Jouez Malin
www.jouezmalin.b e
FINLAND
Peliviik ko
www.pe liviikko.fi
FRANCE
PédaGo Jeux
www.pe dagojeux.fr
GERMANY
USK
www.usk.de
ITALY
Tutto sui vide ogiochi
www.tuttosuiv ideogiochi.i t
NETHERLANDS
RuleTheGame
www.rulethegame.nl
NORWAY
Snakk om s pill
www.medie tilsynet.no
POLAND
Zapytaj o Gry
www.zapy tajogry.pl
PORTUGAL
#SaberJo gar
www.aepd v.pt
ROMANIA
Despre jocuri vid eo
www.desprejocu rivideo.ro
SPAIN
The Good Gam er
www.thegoodg amer.es
SWEDEN
Fraga, Prata , Spela!
www.fragap rataspela.se
SWITZERLAND
PlaySmart
www. play-smart.ch
UNITED KINGDOM
Ask About Games
www.askaboutgames.com
#PRESSPLAYTOGETHER
Portugal
Spain
KEY FACTS REPORT 2025
37
Norway
Romania
Poland
Austria
Finland
Italy
France
United Kingdom
Belgium
Netherlands
Germany
Sweden
Switzerland
3838
Make Europe
the best
place to
create and
invest in
games
01
Protect the status
of video games as a
unique combination of
technology and creative
works. Do not make the EU
a global outlier by trying
to force video games into
the audiovisu al sector.
02
Maintain an open and
competitiv e market:
any form of additional
or EU levy, tax or fee
on the distribution of
video games would
disincentivise investment,
chill innovation, and
distort the Single Market.
03
Adapt the Creative
Europe p rogramme and
extend the General Block
Exemption Regulation
(GBER) to video games.
Make them both fit for the
video games sector and
its unique ne eds.
Continue the
successful
story of self-
and
co-regulation
04
Recognise th e value of
the PEGI system and of
self- and co-regulation
to address consumer
and business concerns
in a fast and efficient
manner, keeping in step
with the ever-evolving
digital landscape. Self-
and co-regulation are an
important complement to
existing regulati ons.
05
Ad opt our proposals
on fair and transparent
purchases of in-game
content. Equip parents
with the necessary tools
to manage children’s
gameplay, playtime
and spending. We
are concerned that
the effectiveness of
the existing EU legal
framework is being
undermined by
insuffi cient enforcement.
06
Give companies the
breath ing space to assess
how they should comply
with the recent new raft
of regulations. Assess if
those regulations are fit
for purpuse or if they have
produced unintended
conseq uences.
Our 2024-2029 Manifesto
Our Asks from the EU
KEY FACTS REPORT 2025KEY FACTS REPORT 2025
3939
Create,
attract and
invest in
skills and
talent
07
Invest in educat ion at the
EU and Member State
levels to tackle the digital
skills gap. Build networks
of excellence, promote
life-long learning,
encourage girls to join
STEAM programmes,
and upskill teac hers.
08
Adopt strategies at the EU
and Member State levels
to attract and retain the
best global and diverse
talent.
09
Use Horizon pro gramme
funding for a project
mapping the video game
workforce, the availability
of relevant education
programmes, and the
skills gaps that still exist,
to help the sector’s
success and gr owth.
Support
IP and
Innovation
10
Uphold a strong
framework for
enforcement of
intellectual property law
to supp ort innovation.
11
Adap t NACE codes
to give the EU the tools to
have a full picture of the
economic value of our IP
intensive industry.
12
Protect th e EU acquis
through careful
coordination of ICT
standardisation activities
in internati onal fora.
Download
Our Actions and
Partnerships
Image from Split Fiction published by EA
04
KEY FACTS REPORT 2025
41
Pixels to Policy is the information campaign from Video Games Europe,
in collaboration with the European Game Developers Federation, dedicated
to policymakers wishing to explore how the video game industry contributes to
the European economy, provides thousands of skilled jobs, and has a robust co-
regulatory minor protection system. The Pixels to Policy interactive journey will
guide you through four different knowledge levels!
LEVEL 1 LEVEL 2
LEVEL 3 LEVEL 4
THE ECONOMY,
THE PLAYERS,
THE JOBS!
BEST-IN-CLASS
MINOR PROTECTION
AND PARENTAL
GUIDANCE
EUROPE’S
VIDEO GAME
LANDSCAPE
PLAYER CHOICES
AND IN-GAME
ACTIVITIES
42
Since 2008, European Schoolnet, the network
of Ministries of Education in Europe, and Video
Games Europe have collaborated with
the ‘Games in Schools’ project to train teachers
and educators on how to use commercial video
games to enhance the teaching environment.
The project also supports the development
of digital competences, boosts digital literacy
and helps fill the digital skills gap in Europe.
In April 2025, European
Schoolnet and Video Games
Europe published the new
‘Video Games in European
Schools’ research report
providing up-to-date
insights and evidence on
the topic of game-based
learning for researchers,
policymakers and
education professionals
and practitioners
with an interest
in bringing video
games to the
classroom.
The Games in Schools Handbook launched in 2003 is a resource for school teachers
who would like to use video games in their classrooms. It provides the background
knowledge to get started with using video games for educational purposes
by offering plenty of examples in the form of pedagogical approaches to use,
interesting games to explore and resources to guide you.
SCAN HERE
Using Video Games in School
THE H ANDBOOK IS ALSO AVAILABLE IN:
CROATIAN
DUTCH
FRENCH
POLISH
PORTUGUESE
SPANISH
KEY FACTS REPORT 2025
43
UNICEF Game Changers Coalition
In 2024, UNICEF and the Global Video Game
Coalition (GVGC) , of which Video Games Europe
is a key member, announced their partnership to
help adolescent girls expand career pathways in
the video game and tech industries worldwide.
Together with partners, the Coalition is set to
reach 1.1 million adolescent and young girls
in 12 countries by 2027.
Since its launch in 2023, the UNICEF Game Changers Coalition pilot programme
has engaged over 640,000 girls, parents, and teachers in eight countries
(Armenia, Brazil, Cambodia, Malaysia, Morocco, South Africa, India and Kazakhstan),
building STEAM skills through practical training and in-person game jams.
Worldwide, only 35% of STEAM students in tertiary education are female .
At 15 years old, twice as many boys as girls expect to become engineers, scientists
and architects. Closing the gender gaps in digital literacy, access, and experiences
is crucial for the inclusion of girls and women in the global digital economy.
The UNICEF Game Changers Coalition curriculum attracts and retains young
talent by combining video games with the STEAM skills needed to create them.
44
Our Diversity Initiatives
2021
Video Games Europe
KEY FACTS REPORT 2023
Since 2008, European Schoolnet, the network of 34 Ministries of
Education across Europe, and Video Games Europe have been
collaborating to deliver the Games in Schools project designed to train
teachers and educators across Europe on how to use video games as
pedagogical support in the classroom.
The project’s output include a six-weeks long Massive Open Online
Course (MOOC), a selection of teacher-created lesson plans, a
handbook for teachers on using video games for educational purposes,
and a research study to understand the enablers, obstacles and
opportunities for game-based learning.
How we contribute to
education, upskilling of
teachers and STEAM
For the seventh year in a row, European
Schoolnet, the network of 34 Ministries
of Education across Europe, and Video
Games Europe are continuing their
Games in Schools project designed to
train teachers and educators across
Europe on how to use video games as
pedagogical support in the classroom.
The project’s outputs include a 6-week
long Massive Open Online Course (MOOC)
(see below) about Games in Schools, a
selection of teacher-created lesson plans,
and a handbook for teachers on using
video games for educational purposes.
participants
said they will
use learnings in
everyday work
191196%
countries
77
Empower Up is a not-for-
profit initiative supported
by Ukie’s #RaiseTheGame
and Amiqus. It provides
resources, knowledge,
and frameworks to help
video game organisations
enhance their Equality,
Diversity, and Inclusion
(ED&I) policies and
practices. The goal
is to create a diverse
and inclusive industry
where individuals from
all backgrounds feel
welcome and valued, and
can thrive in their careers.
Empower Up aims to
enable organisations and
individuals to advance
their ED&I efforts through
measurable and actionable
steps.
empower-up.com
Over 400 companies
and more than 1,000
individuals have
already signed game’s
(German video games
association) declaration
to actively support
diversity and inclusion
in the video games
industry and became
part of #TeamDiversity
in Germany.
hier-spielt-vielfalt.de/en
#RaiseTheGame is a
collaborative, high-impact
and industry-wide pledge
initiative, managed
and facilitated by Ukie,
representing the UK’s
games and interactive
entertainment industry.
With more than 200
organisations involved,
#RaiseTheGame strives
to inspire meaningful,
cultural and behavioural
change in all games
businesses, companies
and organisations,
regardless of size or stage
of their equality, diversity
and inclusion (EDI) journey.
raisethegame.com
AEVI, representing the
Spanish video games
industry launched their
#PlayEquall initiative,
created to materialise
the video game
industry’s commitment
to the values of equality,
diversity and inclusion.
More than 120 video
games companies
(including AEVI’s
members) and more than
40 industry professionals
have signed on to the
effort.
playequall.es
Dataspelsbranschen,
representing the Swedish
games industry, engages
in a number of initiatives
aimed at improving
diversity in the local
video games industry.
Dataspelsbranchen hosts
networking events at Nordic
Games, scholarships for
female game students
to attend the Game
Developers Conference,
job fairs, the Kvarvaro
study, and much more with
the goal of encouraging
more women to study
game development and of
creating an industry where
women want to stay and
make a care
er.
diversi.nu
21 32 33
20 21
Video Games Europe
KEY FACTS REPORT 2023
Since 2008, European Schoolnet, the network of 34 Ministries of
Education across Europe, and Video Games Europe have been
collaborating to deliver the Games in Schools project designed to train
teachers and educators across Europe on how to use video games as
pedagogical support in the classroom.
The project’s output include a six-weeks long Massive Open Online
Course (MOOC), a selection of teacher-created lesson plans, a
handbook for teachers on using video games for educational purposes,
and a research study to understand the enablers, obstacles and
opportunities for game-based learning.
How we contribute to
education, upskilling of
teachers and STEAM
For the seventh year in a row, European
Schoolnet, the network of 34 Ministries
of Education across Europe, and Video
Games Europe are continuing their
Games in Schools project designed to
train teachers and educators across
Europe on how to use video games as
pedagogical support in the classroom.
The project’s outputs include a 6-week
long Massive Open Online Course (MOOC)
(see below) about Games in Schools, a
selection of teacher-created lesson plans,
and a handbook for teachers on using
video games for educational purposes.
participants
said they will
use learnings in
everyday work
191196%
countries
77
Empower Up is a not-for-
profit initiative supported
by Ukie’s #RaiseTheGame
and Amiqus. It provides
resources, knowledge,
and frameworks to help
video game organisations
enhance their Equality,
Diversity, and Inclusion
(ED&I) policies and
practices. The goal
is to create a diverse
and inclusive industry
where individuals from
all backgrounds feel
welcome and valued, and
can thrive in their careers.
Empower Up aims to
enable organisations and
individuals to advance
their ED&I efforts through
measurable and actionable
steps.
empower-up.com
Over 400 companies
and more than 1,000
individuals have
already signed game’s
(German video games
association) declaration
to actively support
diversity and inclusion
in the video games
industry and became
part of #TeamDiversity
in Germany.
hier-spielt-vielfalt.de/en
#RaiseTheGame is a
collaborative, high-impact
and industry-wide pledge
initiative, managed
and facilitated by Ukie,
representing the UK’s
games and interactive
entertainment industry.
With more than 200
organisations involved,
#RaiseTheGame strives
to inspire meaningful,
cultural and behavioural
change in all games
businesses, companies
and organisations,
regardless of size or stage
of their equality, diversity
and inclusion (EDI) journey.
raisethegame.com
AEVI, representing the
Spanish video games
industry launched their
#PlayEquall initiative,
created to materialise
the video game
industry’s commitment
to the values of equality,
diversity and inclusion.
More than 120 video
games companies
(including AEVI’s
members) and more than
40 industry professionals
have signed on to the
effort.
playequall.es
Dataspelsbranschen,
representing the Swedish
games industry, engages
in a number of initiatives
aimed at improving
diversity in the local
video games industry.
Dataspelsbranchen hosts
networking events at Nordic
Games, scholarships for
female game students
to attend the Game
Developers Conference,
job fairs, the Kvarvaro
study, and much more with
the goal of encouraging
more women to study
game development and of
creating an industry where
women want to stay and
make a care
er.
diversi.nu
21 32 33
Women In Games guide ‘Building a Fair Playing Field’
is available in Italian, Polish, and Spanish.
Video Games Europe is a corporate ambassador of Women
in Games , a not-for-profit seeking equity and parity for all
women and girls in the video games industry and esports.
Launched in 2018, Women in Games Italia is a non-profit
organisation working for diversity in the video game
industry in Italy .
SELL and SNJV , representing the French video games
sector have signed a Diversity Charter alongside Women
in Games France to promote diversity within the French
games industry .
AEVI , representing the Spanish video games industry
launched the #PlayEquall initiative to materialise the
video game industry’s commitment to the values of
equality, diversity and inclusion. More than 120 video games
companies (including AEVI’S members) and more than 40
industry professionals have signed on to the effort.
#RaiseTheGame is a collaborative, high-impact, and
industry-pledge initiative, managed and facilitated by Ukie,
representing the UK’s games and interactive entertainment
industry. With more than 200 organisations involved,
#RaiseTheGame strives to inspire meaningful, cultural, and
behavioural change in all game businesses, companies, and
organisations, regardless of size or stage of their equality,
diversity, and inclusion ( EDI ) journey.
Over 400 companies and more than 1,000 individuals have
already signed game’s (The German Games Industry
Association ) declaration to actively support diversity and
inclusion in the video game industry and became part of
#TeamDiversity in Germany .
WWW. WOMENINGAMESITALIA.ORG
WWW. WOMENINGAMESFRANCE.ORG
WWW.PLAYEQUALL.ES
WWW.RAISETHEGAME.COM
20 21
Video Games Europe
KEY FACTS REPORT 2023
Since 2008, European Schoolnet, the network of 34 Ministries of
Education across Europe, and Video Games Europe have been
collaborating to deliver the Games in Schools project designed to train
teachers and educators across Europe on how to use video games as
pedagogical support in the classroom.
The project’s output include a six-weeks long Massive Open Online
Course (MOOC), a selection of teacher-created lesson plans, a
handbook for teachers on using video games for educational purposes,
and a research study to understand the enablers, obstacles and
opportunities for game-based learning.
How we contribute to
education, upskilling of
teachers and STEAM
For the seventh year in a row, European
Schoolnet, the network of 34 Ministries
of Education across Europe, and Video
Games Europe are continuing their
Games in Schools project designed to
train teachers and educators across
Europe on how to use video games as
pedagogical support in the classroom.
The project’s outputs include a 6-week
long Massive Open Online Course (MOOC)
(see below) about Games in Schools, a
selection of teacher-created lesson plans,
and a handbook for teachers on using
video games for educational purposes.
participants
said they will
use learnings in
everyday work
191196%
countries
77
Empower Up is a not-for-
profit initiative supported
by Ukie’s #RaiseTheGame
and Amiqus. It provides
resources, knowledge,
and frameworks to help
video game organisations
enhance their Equality,
Diversity, and Inclusion
(ED&I) policies and
practices. The goal
is to create a diverse
and inclusive industry
where individuals from
all backgrounds feel
welcome and valued, and
can thrive in their careers.
Empower Up aims to
enable organisations and
individuals to advance
their ED&I efforts through
measurable and actionable
steps.
empower-up.com
Over 400 companies
and more than 1,000
individuals have
already signed game’s
(German video games
association) declaration
to actively support
diversity and inclusion
in the video games
industry and became
part of #TeamDiversity
in Germany.
hier-spielt-vielfalt.de/en
#RaiseTheGame is a
collaborative, high-impact
and industry-wide pledge
initiative, managed
and facilitated by Ukie,
representing the UK’s
games and interactive
entertainment industry.
With more than 200
organisations involved,
#RaiseTheGame strives
to inspire meaningful,
cultural and behavioural
change in all games
businesses, companies
and organisations,
regardless of size or stage
of their equality, diversity
and inclusion (EDI) journey.
raisethegame.com
AEVI, representing the
Spanish video games
industry launched their
#PlayEquall initiative,
created to materialise
the video game
industry’s commitment
to the values of equality,
diversity and inclusion.
More than 120 video
games companies
(including AEVI’s
members) and more than
40 industry professionals
have signed on to the
effort.
playequall.es
Dataspelsbranschen,
representing the Swedish
games industry, engages
in a number of initiatives
aimed at improving
diversity in the local
video games industry.
Dataspelsbranchen hosts
networking events at Nordic
Games, scholarships for
fem