The European video games industry generated €25.7 billion in revenue in 2023, representing a 5% year-on-year growth.
The sector employs 115,000 people across Europe, with 90,000 of those roles based within the EU.
Video games reach 53% of the European population aged 6–64, with an average player age of 31.4 years, 75% adult representation, and 43.5% female participation.
The PEGI age-rating system has issued nearly 40,000 licenses over 20 years, with 79% of parents recognizing the labels.
Industry advocacy focuses on securing a policy framework that classifies video games as unique creative works distinct from the audiovisual sector.
Strategic priorities for the industry include addressing the digital skills gap through STEAM education and supporting small and medium-sized enterprises.
The European video games industry is a significant cultural and economic driver, characterized by steady growth and a commitment to responsible gameplay. In 2023, the European market reached €25.7 billion in revenue, a 5% year-on-year increase. The sector employs approximately 115,000 people across Europe, with 90,000 based in the EU. This growth is supported by a diverse player base; 53% of the European population aged 6-64 plays video games, with an average player age of 31.4 years. Notably, 75% of players are adults, and women make up 43.5% of the total gaming population.
The industry emphasizes a robust framework for minor protection and consumer transparency through the Pan European Game Information (PEGI) system. Celebrating its 20th anniversary, PEGI has issued nearly 40,000 age rating licenses across 40 countries. Awareness of these labels is high, with 79% of parents whose children play games recognizing the system. Furthermore, the industry actively promotes diversity and inclusion through various regional initiatives and addresses environmental sustainability via the Games Consoles Voluntary Agreement and the Playing for the Planet Alliance.
To maintain global competitiveness, the industry advocates for a strategic EU policy framework. Key priorities include recognizing video games as unique creative works distinct from the audiovisual sector, addressing the digital skills gap through education and STEAM programs, and maintaining a fair regulatory environment that supports small and medium-sized enterprises. The data for these findings is derived from GameTrack and Games Sales Data (GSD) surveys conducted by Ipsos, involving a sample of 60,000 individuals across major European markets to ensure national representation.