Games - Europe
- Europe
- In Europe, revenue in the Games market is projected to reach €77.36bn in 2025.
- This revenue is anticipated to exhibit an annual growth rate (CAGR 2025-2029) of 7.34%, culminating in a projected market volume of €102.70bn by 2029.
- In a global context, the majority of revenue will be generated United States, which is expected to reach €129,200.00m in 2025.
- Within the Games market in Europe, the number of users is expected to total 309.3m users by 2029.
- User penetration in Europe will be 33.1% in 2025 and is projected to increase to 36.7% by 2029.
- Furthermore, the average revenue per user (ARPU) in Europe is expected to amount to [arpu_firstmarket_yeartoday].
- As the European gaming market continues to evolve, France is witnessing a surge in mobile game popularity, reflecting shifting consumer preferences.
Key regions: United Kingdom, Germany, India, United States, South Korea
Analyst Opinion
The Games Market within the Media Market in Europe is witnessing moderate growth, influenced by factors like evolving consumer preferences, the rise of mobile gaming, and increasing investments in game development, which are shaping the industry's landscape.
Customer preferences: Consumers in Europe are gravitating towards immersive gaming experiences that blend entertainment with social interaction, reflecting a growing preference for multiplayer and community-driven games. There is also a notable rise in demand for narrative-driven content that resonates with diverse cultural backgrounds, appealing to younger, more globalized audiences. Additionally, the increasing popularity of esports and streaming platforms is reshaping how gamers engage with content, fostering a culture of shared experiences and competitive play that transcends traditional gaming boundaries.
Trends in the market: In Europe, the Games Market is experiencing a surge in demand for immersive gaming experiences that prioritize social interaction, leading to a rise in multiplayer and community-driven games. The trend towards narrative-rich content is gaining momentum, appealing to a more diverse audience and reflecting cultural nuances. Furthermore, the growth of esports and streaming platforms is transforming engagement, encouraging shared experiences and competitive play. These shifts hold significant implications for developers and marketers, who must adapt to evolving consumer preferences while fostering inclusive and dynamic gaming environments.
Local special circumstances: In the United Kingdom, the Games Market thrives on a rich gaming heritage and a robust esports scene, propelled by a youthful demographic eager for competitive and social experiences. Germany's market is distinguished by its strong emphasis on regulation, particularly regarding data privacy, which shapes game development and marketing strategies. France showcases a vibrant indie game culture, reflecting its artistic values and fostering innovation, while Italy’s gaming market is growing through a focus on mobile gaming, driven by a passionate community that blends local culture with global trends.
Underlying macroeconomic factors: The Games Market in Europe is significantly shaped by macroeconomic factors such as consumer spending trends, technological advancements, and regulatory frameworks. In the United Kingdom, a strong economy and high disposable income boost demand for both mainstream and indie games, while a culturally engaged youth demographic drives esports participation. Germany's rigorous data privacy regulations influence game development, often requiring companies to adapt their strategies, which can increase operational costs. France benefits from government support for creative industries, fostering innovation in gaming, while Italy's growing mobile gaming sector is buoyed by increasing smartphone penetration and a blend of local cultural narratives with global gaming trends, enhancing market engagement.
Methodology
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.Modeling approach / market size:
The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.Forecasts:
We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.Additional notes:
The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.Vue d’ensemble
- Revenue
- Analyst Opinion
- Users
- Global Comparison
- Methodology
- Key Market Indicators