[European Games Developer Federation] European Key Facts 2024 report

yurinka

Member
https://www.videogameseurope.eu/wp-content/uploads/2025/08/VGE-2024-KF-2024.pdf

Data from GameTrack, GSD and the European Games Developer Federation-Video Games Europe (which includes the gaming industry trade associations from 22 countries), yearly poll of 60000 players from France, UK, Spain, Italy and Germany (top 5 European countries in gaming):
  • 26.8B € revenue (up from 25.7B in 2023): 44% mobile, 38% consoles, 15% PC, 4% cloud
  • 128.3M players (up from 124.4M in 2023), 45% women
  • The average European gamer is 31 years old
  • 15-24 years old and 45-64 years old tied as the largest age range group (23% of the playerbase each)
  • Top selling games of the 2024 were EA FC 25 (consoles), Helldivers 2 (PC) and Coin Master (mobile)
  • Only 10% of the game revenue is physical revenue
  • >10000 games got the PEGI rating during 2024

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saw this the other day, 90% digital bros <3
Well, it's a somewhat misleading statistic, right? Take mobile, streaming and PC out and consoles are only 38%.

So 10% out of total revenue means 26% or so of console revenue. Now take MTX, only digital and mostly digital (physical for limited edition only) games out of equation and you will get a lot bigger numbers for physical.
 
I mean duh... this is because mobile (which accounts for 44%) and on-demand are also considered.
It counts the whole gaming market. So yes, it counts console digital + PC + mobile + cloud.

The problem here is that they include mobile. It skews all the stats.

Someone sitting 5 minutes a week playing bejeweled during commercials shouldn't be counted as gaming.
There isn't any problem. It's a report about the gaming industry, so obviously must include mobile gaming and casual games because they are also videogames.

It's nonsensical to say that a videogame type shouldn't be included in a gaming industry report just because you personally don't like it. You are just an arrogant and entitled nobody, and that game type is a very important part of the industry.

Yep, and even on console side, remove MTX and digital only games and the physical numbers are a lot more solid than you would think at first glance.
Physical is 10% of the 26.8B€, meaning 2.68B. Of which a good chunk of that goes away with taxes, just with VAT is over 20%.
 
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How many actually buy premium non-mobile games?
They didn't split it in this report.

But in other -worldwide- reports mentioned F2P have a big majority of the (including mobile) userbase and revenue of gaming. Meaning, paid PC and console games have a minority.

Other -worldwide- reports that don't include mobile mention that a majority of the console and PC revenue comes from addons or subs, meaning paying to buy games generate a minority of the PC and console revenue.

Some other -worldwide- report mention GaaS (including both paid and F2P) take a big majority of the playtime in PC and console.

But as I remember there isn't any report that specifically mentions the amount of players (or a percentage) who buy paid games on console and PC.

Regarding % of females in console and PC, decades ago it was smaller in PC and consoles but the reports I remember from recent years mention somewhere between 45% and 50%.

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Ok i'm stupid: help me understand the last 2 graphs.
First graph: when only counting players of these countries, which percentage falls under each age range. Useful for publishers and devs because tells them where they have more existing players.

Second graph: which percentage of the total population of these countries (including players and non players) plays videogames for each age range. Useful for publishers and devs because tells them where they should do a better job when trying to get new players.
 
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PC decline continues ArtHands ArtHands

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Which is funny, because a certain group of people claimed it would be different with Xbox dying, PS releasing games on PC and console price-increases.

Edit:

Surprised to see that consoles account for more than double the share in revenue as PC.
(38% vs 15%)

Please consider that the 2024 is a percentage of a bigger total userbase number than the 2023 one, meaning the loss is absolute numbers is even smaller, it's mostly flat:

PC 2024: 43% of 128.3M = 55.17M players
PC 2023: 46% of 124.4M = 57.22M players

But regarding revenue, PC grew a bit more instead:
PC 2024: 15% of 26.8B = 4.02B€
PC 2023: 14% of 25.7B = 3.60B€

Why count mobile gamers, they are not real gamers.
Because it's a profesional industry report instead of a shitpost. So obviously counts mobile gaming players as players because they are players.
 
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Extremely doubtful
It's what the professional research made following a proper methodology by the European industry federation, country specific publishers or devs associations, platform holders and top publishers say. Plus the same for US and the top market analysis firms say for worldwide numbers.

this data is a load of bollocks.

c&c generals, 3rd best selling PC game with 1321 max CCU, fuck off.
The data is real, comes directly from the platform holders, publishers and retailers.

But you have to remember this ranking is for 5 countries, and that CCU is for the whole world and aren't representative of sales (example: people can buy a game but never run it, or play it during a couple days and later leave it). You also have to remember that games like this are also available in the EA app, Epic Store, Mac, etc.
 
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It's what the professional research made following a proper methodology by the European industry federation, country specific publishers or devs associations, platform holders and top publishers say. Plus the same for US and the top market analysis firms say for worldwide numbers.
If you seriously think 50% of players buying AA/AAA games (for themselves) for PC and consoles are women, I have a bridge to sell you.
 
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I was about to say…there was an article on japan having the same thing and people said some context is missing.

Also: "38% consoles, 15% PC". So much for pc gaming increasing.
Considering 'the context', this EU report is saying:
  • PC userbase -3.58% YoY
  • PC revenue +11.67% YoY
  • Console userbase +7.97% YoY
  • Console revenue -3.42% YoY
It's important to check both the userbase and revenue, and to don't look only to the percentage, but also to consider the change in the total.

PC Active players
2024: 43% of 128.3M = 55.17M players (-3.58% YoY)
2023: 46% of 124.4M = 57.22M players

Console Active players
2024: 59% of 128.3M = 75.70M players (+7.97% YoY)
2023: 56% of 124.4M = 69.67M players


PC Revenue
2024: 15% of 26.8B = 4.02B€ (+11.67% YoY)
2023: 14% of 25.7B = 3.60B€

Console Revenue
2024: 38% of 26.8B = 10.18B€ (-3.42% YoY)
2023: 41% of 25.7B = 10.54B€

If you seriously think 50% of players buying AA/AAA games (for themselves) for PC and consoles are women, I have a bridge to sell you.
All the objective factual data from all the legit sources and professional estimates following good methodology made in recent years say women in gaming, or even specifically platforms like PC, PS or Nintendo are around the 45-50% of the playerbase (in a few cases a bit less in PC).

That includes games of all sizes, including indies too. And also games of all types, including both hardcore and casual, or both dark or cute. Because all of them are games, so all of them are counted.

You're free to baselessly believe all of them lie, or the earth is flat too. But the proper legit data says what it says.
 
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The most interesting piece of data is how only 25% of the European workforce are women.
That is... honestly really surprising, I would have honestly guessed around 40 or 50%
 
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If you seriously think 50% of players buying AA/AAA games (for themselves) for PC and consoles are women, I have a bridge to sell you.
It doesn't specify AA and AAA though. A and F2P are counted too.
The most interesting piece of data is how only 25% of the European workforce are women.
That is... honestly really surprising, I would have honestly guessed around 40 or 50%
It's the workforce in the video game industry, not the general workforce.
 
The most interesting piece of data is how only 25% of the European workforce are women.
That is... honestly really surprising, I would have honestly guessed around 40 or 50%
Depends on the department: in careers like HR, community management, office management, localization, PR there's a huge percent of women. But these areas are small portion of the workforce.

But in other ones that combined represent a huge chunk of the gamedev companies workforce (coding, testing, finances, top management...) there's mostly men, particularly in the largest area: coding.

Other areas that also have a very important part of the workforce like art or game design I'd say there's maybe a more balanced percent but still a considerable male majority.

The reason is that the career preferences are different per gender and that there's a way bigger percent of women who leave the work to raise kids when reaching certain age.

The overal percent of women has been increasing a bit in recent years (depending on the country was around 20-21 over a decade or two ago and around 24-27 now), and I think will grow more in the near future because in the university students I see a huge increase now vs a decade ago in the main areas (design, art, coding), but particularly in coding.
 
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