illustration: bing.com/createIn 2022, the market was valued at €24.5 billion, highlighting the industry’s steady growth and its increasing importance in the digital economy. One of the key insights from the report by Video Games Europe is the continuously growing number of players.
Growth in Player Numbers
In 2023, 53% of the European population aged 6 to 64 played video games. This represents nearly half of Europe`s population, showing the significant impact of gaming on the daily lives of many people.
Among them, 75% are adult players, with an average player age of 31.4 years. Interestingly, 43.5% of all players are women, a figure that continues to rise.
The Role of Women in the Gaming Industry
Amid demographic changes, the growing number of women among both players and industry employees is notable. In 2023, the number of women playing games reached 55 million, accounting for over 43.5% of all players.
Women also represent an increasing share of the workforce – in 2022, 44% of new recruits in Sweden were women.
Time Spent Gaming
The "All About Video Games" report also presents data on time spent gaming. Europeans spend an average of 8.9 hours per week playing video games, making gaming one of the primary leisure activities. By comparison, Europeans devote 24 hours per week to watching TV and 16.3 hours on social media. Among women, the average gaming time is 6.7 hours per week, showing the growing appeal of games among this group.
Employment in the Gaming Industry
The video game industry also has a significant impact on employment. In 2023, this sector employed 114,000 people across Europe, of whom 90,000 were in EU countries. Interestingly, the sector saw a 6.7% growth in workforce compared to the previous year. This increase reflects a demand for highly skilled professionals in technology and creativity, emphasizing the need for further investment in education and talent development.
Game Sales in Europe
Game sales in Europe are divided into several key categories. Mobile and tablet games account for 41% of the market, making them the most popular gaming platform. Consoles also represent 41% of the market, while PC games hold a 14% share.
A significant trend is the dominance of digital sales, which account for 85% of the total sales value. Physical game copies now hold only a 15% share, reflecting a shift in consumer preferences over recent years.
Examples of Popular Games
The "All About Video Games" report also features a list of the most-purchased games in 2023. Notable titles include Diablo IV by Activision Blizzard, Hogwarts Legacy by Warner Bros. Games, and FIFA 23 by Electronic Arts. Such games are highly popular not only among younger audiences but also among adult players, underscoring the growing importance of this entertainment form in Europe.
The video game industry in Europe is expanding rapidly, and the 2023 report shows continuous growth in both player numbers and employment within the industry. This growth reflects the increasing significance of video games as both an entertainment and educational medium, as well as their positive impact on European economies.
The complete report All About Video Games – European Key Facts 2023 can be downloaded from:
https://www.videogameseurope.eu/publication/2023-video-games-european-key-facts/
COMMERCIAL BREAK
New articles in section Media industry
Health disinformation on the internet. Diagnosis from an algorithm
Katarzyna Czechowicz
Health disinformation can cause a cancer patient to see a doctor when it is too late for effective treatment. It can also undermine trust in doctors and public institutions. As a result, people may refuse to cooperate even during a real external threat, experts warn.
Feminatives are not a given. How Polish women talk about their professions
SWPS
Polish women still rarely use female job titles. This comes from the latest report by the Center for Research on Social Relations at SWPS University. Women's professional activity proved to be a significant factor in using feminatives.
Who trusts articles written by artificial intelligence? Results of a study from China
Krzysztof Fiedorek
Young readers trust machines more than human writers. When they consume news, they prefer the cool objectivity of algorithms over human emotions. They believe that articles created by AI are objective. As they interact with these texts more frequently, they rarely notice any harmful biases in them.
See articles on a similar topic:
Influencers 2024. Data, Facts, and Stories from the UNESCO Report
Krzysztof Fiedorek
As many as 68% of digital creators are nano-influencers. One in three has experienced hate speech, and over 60% do not thoroughly verify information before publishing. Moreover, only half disclose their content sponsors. The findings from the "Behind The Screens" report are both inspiring and alarming.
Influencers Earn Too Much. No Fluff Jobs Report
KrzysztoF
According to nearly 70% of Poles, influencers earn too much, and 54% feel the least affection for them out of all professions. Only politicians receive equally low regard among respondents surveyed by No Fluff Jobs. On the other hand, nurses and… farmers are considered underpaid.
Streaming Services. Rapid Growth of Subscribers in Poland
RINF
Compared to 2020, 20% more Poles declared having a subscription to video streaming services in 2021, according to the *Digital Consumer Trends 2021* report published by Deloitte.
"No One Should Know the Truth" [DOCUMENTARY FILM]
BARD
According to the Belarusian Association of Journalists, around 554 journalist detentions occurred in Belarus between August 2020 and July 2023. Criminal charges were brought against 73 media workers, and 33 of them remain in prison to this day.




























