
THE INDUSTRY
Video games represent one of Europe’s most compelling economic success stories and a rapidly growing segment of its creative industries.

POLICY
Policies that promote growth, skills, and innovation are key to strengthening the video games ecosystem’s contribution to Europe’s digital future.

THE SOCIETY
Video games deliver experiences that enrich the everyday cultural lives of more than half of all Europeans and inspire new ways of understanding and interacting with the world around us.

Responsible Gameplay
Building off the video game industry’s demonstrated track record in protecting minors, we are at the forefront of raising the bar in harmonised self-regulation and responsible gameplaying.
European Video Game Scale
Diving into the Numbers
BILLIONS EUR
WORTH OF EUROPE’S VIDEOGAME INDUSTRY
THOUSANDS
EUROPEAN SKILLED WORKERS EMPLOYED IN THE VIDEOGAME SECTOR
%
ECONOMIC GROWTH
OF THE VIDEOGAME SECTOR IN EUROPE IN 2019 – 2024
LEARN MORE ABOUT
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Statement on Stop Killing Games
We appreciate the passion of our community; however, the decision to discontinue online services is multi-faceted, never taken lightly and must be an option for companies when an online experience i...
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UNICEF and Video Games Industry Highlight Benefits of Using Video Games as Educational Tool, in the EU and Around the World
Brussels event showcases two educational initiatives aimed at closing the digital gap and equipping young people with next generation STEAM skills BRUSSELS, 9 April 2025 – Skills learned by...
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Joint statement from European Game Developers Federation and Video Games Europe on the Consumer Protection Cooperation Network’s principles on in-game virtual currencies
The video games industry is committed to positive and age-appropriate experiences for all players, and we offer a range of purchase protections, including easy cancellations and tools for parents to a...
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Video Games in European Schools: 2023-2024 Research Results
This Games in Schools research report, Video Games in European Schools, provides a comprehensive analysis of the use of video games as educational resources in classrooms, surveying 1,474 teachers acr...
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