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
How artificial intelligence misrepresents the news. PBC analysis
Sylwia Markowska
In news summaries generated by the most popular models in Polish, as many as 46% of responses contained at least one significant error, 27% had serious issues with sources (missing, misleading, or incorrect), and 19% contained hallucinations and outdated information.
Children and communication with machines. Experiment by SWPS researchers
SWPS
How do primary school students treat humanoid robots? Researchers from SWPS University have shown that in most cases, children relate to robots politely, and younger children and girls more often perceive them as possessing human characteristics.
Streaming platforms in Poland. What criteria determine the choice
Paweł Sobczak
Price, indicated by 54.2% of respondents, and subject matter (54% of indications) are the most important factors influencing users' choice of content on streaming services. The service brand is mentioned by 18.1% of those surveyed.
See articles on a similar topic:
Cyberviolence and hate disguised as a joke. The RAYUELA report on youth
Krzysztof Fiedorek
The study conducted in five countries reveals a harsh truth. Online violence is not evenly distributed. It is a digital map of prejudice that hurts the most those who stand out the most. "It’s just a joke." That’s how violence often begins. Young people go through it in silence.
Fake News and Disinformation in Poland. Scale, Impact and Future
Bartłomiej Dwornik
Where do the sources of disinformation lie, and how large is the scale of this wave? Why are we so susceptible to false information, and what role do traditional media play in this puzzle? Let’s shed some light on these issues and face the question: can the battle against the flood of disinformation still be won?
Fake News in Poland. Challenges in Assessing Information Credibility
RINF
One in four information consumers relies on sources where verifying credibility is a significant challenge. Fake news remains a major issue, as indicated by 77% of respondents, with 51% admitting they struggle to discern truth from falsehood, according to Deloitte's *Digital Consumer Trends 2021* report.
Deepfake Blurs Truth and Falsehood. Human Perception Research
KFi
Studies indicate that only 60% of deepfake images can be correctly identified by humans. As AI begins to dominate content production, the problem of differentiation fatigue grows – users lose confidence in assessing the authenticity of information and fall into cynicism.




























