Market (Overall)·Updated Mar 17, 2026 by Interactive Software Federation of Europe
The European video game market reached €21.6 billion in 2019, marking a 3% year-on-year increase and a 55% total growth since 2014.
Digital ecosystems dominate the market, accounting for 76% of total revenue, with 66% of that online income derived specifically from in-game extras and downloadable content.
Hardware revenue is split primarily between consoles at 43% and mobile/tablet devices at 40%.
The European player base is 51% of the population aged 6 to 64, with an average age of 31 and a gender split of 55% male and 45% female.
Engagement remains consistent across age groups, with 31% of individuals aged 45 to 64 identifying as active gamers.
Industry-led responsible gaming initiatives are widespread, with 85% of parents establishing spending agreements with children and 67% utilizing PEGI age-rating labels.
The sector is actively expanding into education, having trained over 4,000 teachers across 73 countries through the Games in Schools project to integrate gaming into pedagogical frameworks.
The European video game market reached €21.6 billion in 2019, marking a 3% year-on-year increase and a 55% total growth since 2014.
Digital ecosystems dominate the market, accounting for 76% of total revenue, with 66% of that online income derived specifically from in-game extras and downloadable content.
Hardware revenue is split primarily between consoles at 43% and mobile/tablet devices at 40%.
The European player base is 51% of the population aged 6 to 64, with an average age of 31 and a gender split of 55% male and 45% female.
Engagement remains consistent across age groups, with 31% of individuals aged 45 to 64 identifying as active gamers.
Industry-led responsible gaming initiatives are widespread, with 85% of parents establishing spending agreements with children and 67% utilizing PEGI age-rating labels.
The sector is actively expanding into education, having trained over 4,000 teachers across 73 countries through the Games in Schools project to integrate gaming into pedagogical frameworks.