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PUBLISHER: Inkwood Research | PRODUCT CODE: 1688882

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PUBLISHER: Inkwood Research | PRODUCT CODE: 1688882

Europe Gaming Market Forecast 2025-2032

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PAGES: 156 Pages
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KEY FINDINGS

The Europe gaming market was valued at $42.22 billion in 2024 and is expected to rise with a CAGR of 5.32% over the forecast years of 2025 to 2032. The base year regarded for the studied market is 2024, and the forecasting years are from 2025 to 2032.

MARKET INSIGHTS

The European gaming market is undergoing a significant transformation, driven by innovations in gaming technology and the growing influence of virtual reality games and augmented reality games.

The region's growth is fueled by the rise of niche gaming communities that cater to specific genres or themes, fostering deeper engagement and player loyalty. These communities are shaping the development of personalized gaming experiences while influencing game design and marketing strategies.

Another key factor is the emergence of hybrid gaming systems, blending traditional console experiences with cloud gaming services. This approach appeals to gamers seeking flexibility and seamless access across multiple platforms, enabling a more dynamic gaming lifestyle.

Additionally, the adoption of sustainable gaming practices is gaining momentum in Europe. Developers are prioritizing environmentally friendly game development processes, from energy-efficient gaming infrastructure to incorporating eco-conscious themes in game narratives.

REGIONAL ANALYSIS

The Europe gaming market growth assessment comprises the evaluation of the United Kingdom, Germany, France, Italy, Spain, the Netherlands, Nordic Countries, and Rest of Europe.

Germany's gaming industry is set for steady growth, fueled by the adoption of advanced gaming technologies and a strong gaming community. A key trend is the rise of competitive gaming (eSports), supported by local tournaments and increased investment in professional gaming leagues.

However, market players must navigate challenges such as stricter regulatory frameworks for data privacy and player protection. Additionally, Germany places a strong emphasis on sustainability, pushing developers to adopt eco-friendly practices, including energy-efficient game production and sustainable packaging.

The French gaming market thrives on a blend of local talent and international influence, fostering a diverse and innovative ecosystem. A key trend is the rise of indie game development, driven by government support and incentives for small studios.

Increasing regulations on content moderation and cultural preservation are shaping game design and distribution. However, market players must address challenges related to cybersecurity and intellectual property protection, ensuring compliance with strict data protection laws.

Consumer demand continues to grow for unique, culturally immersive experiences, with a strong interest in games that reflect French heritage and history.

The Netherlands gaming market is experiencing vital growth, fueled by advancements in cloud gaming services and the widespread adoption of digital gaming platforms. Market players must navigate strict regulations on digital content distribution and age-appropriate gaming to ensure safe and accessible environments.

Dutch consumers show a strong preference for interactive multiplayer experiences and games with robust community integration. The incorporation of AI-driven personalization enhances user experiences by catering to individual preferences and fostering deeper engagement.

SEGMENTATION ANALYSIS

The Europe gaming market segmentation includes the market by type, component, platform, genre, monetization model, age demographic, and distribution channel. The monetization model segment is further differentiated into in-app advertising, subscriptions, in-game purchases, and free-to-play (F2P).

The in-app advertising segment drives gaming sector growth in Europe by integrating interactive and immersive ad formats. Platforms are utilizing augmented reality (AR) and virtual reality (VR) technologies to enhance advertising experiences.

This is particularly evident in mobile gaming, where these elements boost user engagement and create new monetization opportunities. The rise of programmatic buying is transforming in-app advertising by enabling targeted and efficient ad placements.

This approach further allows advertisers to deliver personalized content, enhancing user experience and maximizing ad effectiveness. As the gaming community diversifies, these advancements provide significant opportunities for advertisers to engage a broader audience while driving sustained gaming sector growth.

COMPETITIVE INSIGHTS

Some of the top players operating in the Europe gaming market include Ubisoft Entertainment SA, Rockstar Games Inc, SEGA Corporation, Microsoft Corporation, etc.

Ubisoft Entertainment SA, based in Montreuil, France, is a leading global video game company. It specializes in the development, publishing, and distribution of interactive entertainment content.

Ubisoft operates across various segments, including video games, mobile gaming, and interactive content for virtual reality (VR) and augmented reality (AR). The company has a strong presence in Europe, North America, and Asia.

Its product portfolio includes popular franchises like Assassin's Creed, Far Cry, Tom Clancy's series, and Just Dance. These games offer immersive and innovative experiences across platforms such as consoles, PCs, and mobile devices.

Product Code: 103189

TABLE OF CONTENTS

1. RESEARCH SCOPE & METHODOLOGY

  • 1.1. STUDY OBJECTIVES
  • 1.2. METHODOLOGY
  • 1.3. ASSUMPTIONS & LIMITATIONS

2. EXECUTIVE SUMMARY

  • 2.1. MARKET SIZE & ESTIMATES
  • 2.2. MARKET OVERVIEW
  • 2.3. SCOPE OF STUDY
  • 2.4. MAJOR MARKET FINDINGS
    • 2.4.1. PC AND CONSOLE GAMING WITNESS STEADY GROWTH AMIDST MOBILE GAMING SURGE
    • 2.4.2. SUBSCRIPTION-BASED GAMING MODELS ARE GAINING TRACTION AMONG PUBLISHERS AND PLAYERS
    • 2.4.3. SUSTAINABLE AND INCLUSIVE GAMING PRACTICES ARE EMERGING AS INDUSTRY PRIORITIES
    • 2.4.4. SURGING INTEREST IN CLOUD GAMING DRIVEN BY ADVANCED INTERNET INFRASTRUCTURE AND DEVICE-AGNOSTIC EXPERIENCES

3. MARKET DYNAMICS

  • 3.1. KEY DRIVERS
    • 3.1.1. SURGE IN MOBILE GAMING FUELED BY SMARTPHONE PENETRATION AND AFFORDABLE INTERNET
    • 3.1.2. ADVANCEMENTS IN CLOUD GAMING TECHNOLOGIES ARE ENABLING SEAMLESS ACCESS
    • 3.1.3. RISING POPULARITY OF ESPORTS AND COMPETITIVE GAMING ACROSS THE REGION
  • 3.2. KEY RESTRAINTS
    • 3.2.1. HIGH DEVELOPMENT COSTS FOR AAA GAMES AND ADVANCED GAMING HARDWARE
    • 3.2.2. LIMITED INFRASTRUCTURE AND CONNECTIVITY IN EMERGING ECONOMIES
    • 3.2.3. CONCERNS OVER GAMING ADDICTION AND ASSOCIATED HEALTH ISSUES

4. KEY ANALYTICS

  • 4.1. TIMELINE OF THE GAMING INDUSTRY
  • 4.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
  • 4.3. KEY MARKET TRENDS
    • 4.3.1. INTEGRATION OF AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) FOR IMMERSIVE GAMING EXPERIENCES
    • 4.3.2. INCREASING FOCUS ON CROSS-PLATFORM GAMING TO ENHANCE USER ENGAGEMENT
    • 4.3.3. GROWTH IN INDIE GAME DEVELOPMENT SUPPORTED BY CROWDFUNDING PLATFORMS
    • 4.3.4. EXPANDING ROLE OF ARTIFICIAL INTELLIGENCE IN GAME DESIGN AND PLAYER INTERACTION
  • 4.4. PORTER'S FIVE FORCES ANALYSIS
    • 4.4.1. BUYERS POWER
    • 4.4.2. SUPPLIERS POWER
    • 4.4.3. SUBSTITUTION
    • 4.4.4. NEW ENTRANTS
    • 4.4.5. INDUSTRY RIVALRY
  • 4.5. GROWTH PROSPECT MAPPING
  • 4.6. MARKET MATURITY ANALYSIS
  • 4.7. MARKET CONCENTRATION ANALYSIS
  • 4.8. VALUE CHAIN ANALYSIS
    • 4.8.1. GAME DEVELOPMENT
    • 4.8.2. PLATFORM INTEGRATION AND PUBLISHING
    • 4.8.3. DISTRIBUTION CHANNELS
    • 4.8.4. MARKETING AND PROMOTION
    • 4.8.5. END-USER ENGAGEMENT AND FEEDBACK
  • 4.9. REGULATORY FRAMEWORK AND COMPLIANCE BODIES
  • 4.10. EXCLUSIVE INSIGHTS
    • 4.10.1. AVERAGE PRICE OF SINGLE PLAYER GAME & LIVE SERVICES GAMES
    • 4.10.2. GENRE PREFERENCE VARY BY AGE - DRIVEN BY LIFESTYLE AND GENERATIONAL DIFFERENCES
    • 4.10.3. NEXT GENERATION OF RETIREES EXPECTED TO PLAY GAMES MORE THAN CURRENT RETIREES
    • 4.10.4. PLAYERS IN EMERGING ECONOMIES PLAY MORE AND PLAN TO PLAY MORE IN THE FUTURE
    • 4.10.5. INSIGHTS ON METAVERSE AND ITS IMPACT ON THE FUTURE OF GAMING INDUSTRY

5. MARKET BY TYPE

  • 5.1. ONLINE
    • 5.1.1. MARKET FORECAST FIGURE
    • 5.1.2. SEGMENT ANALYSIS
  • 5.2. OFFLINE
    • 5.2.1. MARKET FORECAST FIGURE
    • 5.2.2. SEGMENT ANALYSIS

6. MARKET BY COMPONENT

  • 6.1. SOFTWARE
    • 6.1.1. MARKET FORECAST FIGURE
    • 6.1.2. SEGMENT ANALYSIS
  • 6.2. HARDWARE
    • 6.2.1. MARKET FORECAST FIGURE
    • 6.2.2. SEGMENT ANALYSIS

7. MARKET BY PLATFORM

  • 7.1. CONSOLE GAMING
    • 7.1.1. MARKET FORECAST FIGURE
    • 7.1.2. SEGMENT ANALYSIS
  • 7.2. MOBILE GAMING
    • 7.2.1. MARKET FORECAST FIGURE
    • 7.2.2. SEGMENT ANALYSIS
  • 7.3. PC GAMING
    • 7.3.1. MARKET FORECAST FIGURE
    • 7.3.2. SEGMENT ANALYSIS
  • 7.4. CLOUD GAMING
    • 7.4.1. MARKET FORECAST FIGURE
    • 7.4.2. SEGMENT ANALYSIS

8. MARKET BY GENRE

  • 8.1. ADVENTURE/ROLE PLAYING GAMES
    • 8.1.1. MARKET FORECAST FIGURE
    • 8.1.2. SEGMENT ANALYSIS
  • 8.2. PUZZLE GAMES
    • 8.2.1. MARKET FORECAST FIGURE
    • 8.2.2. SEGMENT ANALYSIS
  • 8.3. SOCIAL GAMES
    • 8.3.1. MARKET FORECAST FIGURE
    • 8.3.2. SEGMENT ANALYSIS
  • 8.4. STRATEGY GAMES
    • 8.4.1. MARKET FORECAST FIGURE
    • 8.4.2. SEGMENT ANALYSIS
  • 8.5. SIMULATION GAMES
    • 8.5.1. MARKET FORECAST FIGURE
    • 8.5.2. SEGMENT ANALYSIS
  • 8.6. OTHER GENRES
    • 8.6.1. MARKET FORECAST FIGURE
    • 8.6.2. SEGMENT ANALYSIS

9. MARKET BY MONETIZATION MODEL

  • 9.1. IN-APP ADVERTISING
    • 9.1.1. MARKET FORECAST FIGURE
    • 9.1.2. SEGMENT ANALYSIS
  • 9.2. SUBSCRIPTIONS
    • 9.2.1. MARKET FORECAST FIGURE
    • 9.2.2. SEGMENT ANALYSIS
  • 9.3. IN-GAME PURCHASES
    • 9.3.1. MARKET FORECAST FIGURE
    • 9.3.2. SEGMENT ANALYSIS
  • 9.4. FREE-TO-PLAY (F2P)
    • 9.4.1. MARKET FORECAST FIGURE
    • 9.4.2. SEGMENT ANALYSIS

10. MARKET BY AGE DEMOGRAPHIC

  • 10.1. CHILDREN (UNDER 18)
    • 10.1.1. MARKET FORECAST FIGURE
    • 10.1.2. SEGMENT ANALYSIS
  • 10.2. ADULTS (18 - 44)
    • 10.2.1. MARKET FORECAST FIGURE
    • 10.2.2. SEGMENT ANALYSIS
  • 10.3. SENIORS (45+)
    • 10.3.1. MARKET FORECAST FIGURE
    • 10.3.2. SEGMENT ANALYSIS

11. MARKET BY DISTRIBUTION CHANNEL

  • 11.1. PHYSICAL RETAIL
    • 11.1.1. MARKET FORECAST FIGURE
    • 11.1.2. SEGMENT ANALYSIS
  • 11.2. DIGITAL DISTRIBUTION
    • 11.2.1. MARKET FORECAST FIGURE
    • 11.2.2. SEGMENT ANALYSIS

12. GEOGRAPHICAL ANALYSIS

  • 12.1. EUROPE
    • 12.1.1. MARKET SIZE & ESTIMATES
    • 12.1.2. COUNTRY ANALYSIS
      • 12.1.2.1. UNITED KINGDOM
      • 12.1.2.1.1. UNITED KINGDOM GAMING MARKET SIZE & OPPORTUNITIES
      • 12.1.2.2. GERMANY
      • 12.1.2.2.1. GERMANY GAMING MARKET SIZE & OPPORTUNITIES
      • 12.1.2.3. FRANCE
      • 12.1.2.3.1. FRANCE GAMING MARKET SIZE & OPPORTUNITIES
      • 12.1.2.4. ITALY
      • 12.1.2.4.1. ITALY GAMING MARKET SIZE & OPPORTUNITIES
      • 12.1.2.5. SPAIN
      • 12.1.2.5.1. SPAIN GAMING MARKET SIZE & OPPORTUNITIES
      • 12.1.2.6. NETHERLANDS
      • 12.1.2.6.1. NETHERLANDS GAMING MARKET SIZE & OPPORTUNITIES
      • 12.1.2.7. NORDIC COUNTRIES
      • 12.1.2.7.1. NORDIC COUNTRIES GAMING MARKET SIZE & OPPORTUNITIES
      • 12.1.2.8. REST OF EUROPE
      • 12.1.2.8.1. REST OF EUROPE GAMING MARKET SIZE & OPPORTUNITIES

13. COMPETITIVE LANDSCAPE

  • 13.1. KEY STRATEGIC DEVELOPMENTS
    • 13.1.1. MERGERS & ACQUISITIONS
    • 13.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
    • 13.1.3. PARTNERSHIPS & AGREEMENTS
    • 13.1.4. BUSINESS EXPANSIONS & DIVESTITURES
  • 13.2. COMPANY PROFILES
    • 13.2.1. BETHESDA SOFTWORKS LLC
      • 13.2.1.1. COMPANY OVERVIEW
      • 13.2.1.2. PRODUCTS
      • 13.2.1.3. STRENGTHS & CHALLENGES
    • 13.2.2. ELECTRONIC ARTS INC
      • 13.2.2.1. COMPANY OVERVIEW
      • 13.2.2.2. PRODUCTS
      • 13.2.2.3. STRENGTHS & CHALLENGES
    • 13.2.3. GAMELOFT SE (ACQUIRED BY VIVENDI)
      • 13.2.3.1. COMPANY OVERVIEW
      • 13.2.3.2. PRODUCTS
      • 13.2.3.3. STRENGTHS & CHALLENGES
    • 13.2.4. MICROSOFT CORPORATION
      • 13.2.4.1. COMPANY OVERVIEW
      • 13.2.4.2. PRODUCTS
      • 13.2.4.3. STRENGTHS & CHALLENGES
    • 13.2.5. NEXON CO LTD
      • 13.2.5.1. COMPANY OVERVIEW
      • 13.2.5.2. PRODUCTS
      • 13.2.5.3. STRENGTHS & CHALLENGES
    • 13.2.6. NINTENDO CO LTD
      • 13.2.6.1. COMPANY OVERVIEW
      • 13.2.6.2. PRODUCTS
      • 13.2.6.3. STRENGTHS & CHALLENGES
    • 13.2.7. NVIDIA
      • 13.2.7.1. COMPANY OVERVIEW
      • 13.2.7.2. PRODUCTS
      • 13.2.7.3. STRENGTHS & CHALLENGES
    • 13.2.8. ROCKSTAR GAMES INC
      • 13.2.8.1. COMPANY OVERVIEW
      • 13.2.8.2. PRODUCTS
      • 13.2.8.3. STRENGTHS & CHALLENGES
    • 13.2.9. SEGA CORPORATION
      • 13.2.9.1. COMPANY OVERVIEW
      • 13.2.9.2. PRODUCTS
      • 13.2.9.3. STRENGTHS & CHALLENGES
    • 13.2.10. SONY INTERACTIVE ENTERTAINMENT
      • 13.2.10.1. COMPANY OVERVIEW
      • 13.2.10.2. PRODUCTS
      • 13.2.10.3. STRENGTHS & CHALLENGES
    • 13.2.11. SQUARE ENIX HOLDINGS CO LTD
      • 13.2.11.1. COMPANY OVERVIEW
      • 13.2.11.2. PRODUCTS
      • 13.2.11.3. STRENGTHS & CHALLENGES
    • 13.2.12. UBISOFT ENTERTAINMENT SA
      • 13.2.12.1. COMPANY OVERVIEW
      • 13.2.12.2. PRODUCTS
      • 13.2.12.3. STRENGTHS & CHALLENGES
    • 13.2.13. ZYNGA
      • 13.2.13.1. COMPANY OVERVIEW
      • 13.2.13.2. PRODUCTS
      • 13.2.13.3. STRENGTHS & CHALLENGES
Product Code: 103189

LIST OF TABLES

  • TABLE 1: MARKET SNAPSHOT - GAMING
  • TABLE 2: TIMELINE OF THE GAMING INDUSTRY
  • TABLE 3: REGULATORY FRAMEWORK AND COMPLIANCE BODIES
  • TABLE 4: EUROPE GAMING MARKET, BY TYPE, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 5: EUROPE GAMING MARKET, BY TYPE, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 6: EUROPE GAMING MARKET, BY COMPONENT, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 7: EUROPE GAMING MARKET, BY COMPONENT, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 8: EUROPE GAMING MARKET, BY PLATFORM, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 9: EUROPE GAMING MARKET, BY PLATFORM, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 10: EUROPE GAMING MARKET, BY GENRE, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 11: EUROPE GAMING MARKET, BY GENRE, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 12: EUROPE GAMING MARKET, BY MONETIZATION MODEL, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 13: EUROPE GAMING MARKET, BY MONETIZATION MODEL, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 14: EUROPE GAMING MARKET, BY AGE DEMOGRAPHIC, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 15: EUROPE GAMING MARKET, BY AGE DEMOGRAPHIC, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 16: EUROPE GAMING MARKET, BY DISTRIBUTION CHANNEL, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 17: EUROPE GAMING MARKET, BY DISTRIBUTION CHANNEL, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 18: EUROPE GAMING MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 19: EUROPE GAMING MARKET, BY COUNTRY, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 20: LIST OF MERGERS & ACQUISITIONS
  • TABLE 21: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS
  • TABLE 22: LIST OF PARTNERSHIPS & AGREEMENTS
  • TABLE 23: LIST OF BUSINESS EXPANSIONS & DIVESTITURES

LIST OF FIGURES

  • FIGURE 1: MAJOR MARKET FINDINGS
  • FIGURE 2: MARKET DYNAMICS
  • FIGURE 3: KEY MARKET TRENDS
  • FIGURE 4: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 5: GROWTH PROSPECT MAPPING
  • FIGURE 6: MARKET MATURITY ANALYSIS
  • FIGURE 7: MARKET CONCENTRATION ANALYSIS
  • FIGURE 8: VALUE CHAIN ANALYSIS
  • FIGURE 9: EUROPE GAMING MARKET, GROWTH POTENTIAL, BY TYPE, IN 2024
  • FIGURE 10: EUROPE GAMING MARKET, BY ONLINE, 2025-2032 (IN $ BILLION)
  • FIGURE 11: EUROPE GAMING MARKET, BY OFFLINE, 2025-2032 (IN $ BILLION)
  • FIGURE 12: EUROPE GAMING MARKET, GROWTH POTENTIAL, BY COMPONENT, IN 2024
  • FIGURE 13: EUROPE GAMING MARKET, BY SOFTWARE, 2025-2032 (IN $ BILLION)
  • FIGURE 14: EUROPE GAMING MARKET, BY HARDWARE, 2025-2032 (IN $ BILLION)
  • FIGURE 15: EUROPE GAMING MARKET, GROWTH POTENTIAL, BY PLATFORM, IN 2024
  • FIGURE 16: EUROPE GAMING MARKET, BY CONSOLE GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 17: EUROPE GAMING MARKET, BY MOBILE GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 18: EUROPE GAMING MARKET, BY PC GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 19: EUROPE GAMING MARKET, BY CLOUD GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 20: EUROPE GAMING MARKET, GROWTH POTENTIAL, BY GENRE, IN 2024
  • FIGURE 21: EUROPE GAMING MARKET, BY ADVENTURE/ROLE PLAYING GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 22: EUROPE GAMING MARKET, BY PUZZLE GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 23: EUROPE GAMING MARKET, BY SOCIAL GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 24: EUROPE GAMING MARKET, BY STRATEGY GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 25: EUROPE GAMING MARKET, BY SIMULATION GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 26: EUROPE GAMING MARKET, BY OTHER GENRES, 2025-2032 (IN $ BILLION)
  • FIGURE 27: EUROPE GAMING MARKET, GROWTH POTENTIAL, BY MONETIZATION MODEL, IN 2024
  • FIGURE 28: EUROPE GAMING MARKET, BY IN-APP ADVERTISING, 2025-2032 (IN $ BILLION)
  • FIGURE 29: EUROPE GAMING MARKET, BY SUBSCRIPTIONS, 2025-2032 (IN $ BILLION)
  • FIGURE 30: EUROPE GAMING MARKET, BY IN-GAME PURCHASES, 2025-2032 (IN $ BILLION)
  • FIGURE 31: EUROPE GAMING MARKET, BY FREE-TO-PLAY (F2P), 2025-2032 (IN $ BILLION)
  • FIGURE 32: EUROPE GAMING MARKET, GROWTH POTENTIAL, BY AGE DEMOGRAPHIC, IN 2024
  • FIGURE 33: EUROPE GAMING MARKET, BY CHILDREN (UNDER 18), 2025-2032 (IN $ BILLION)
  • FIGURE 34: EUROPE GAMING MARKET, BY ADULTS (18 - 44), 2025-2032 (IN $ BILLION)
  • FIGURE 35: EUROPE GAMING MARKET, BY SENIORS (45+), 2025-2032 (IN $ BILLION)
  • FIGURE 36: EUROPE GAMING MARKET, GROWTH POTENTIAL, BY DISTRIBUTION CHANNEL, IN 2024
  • FIGURE 37: EUROPE GAMING MARKET, BY PHYSICAL RETAIL, 2025-2032 (IN $ BILLION)
  • FIGURE 38: EUROPE GAMING MARKET, BY DIGITAL DISTRIBUTION, 2025-2032 (IN $ BILLION)
  • FIGURE 39: EUROPE GAMING MARKET, COUNTRY OUTLOOK, 2024 & 2032 (IN %)
  • FIGURE 40: UNITED KINGDOM GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 41: GERMANY GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 42: FRANCE GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 43: ITALY GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 44: SPAIN GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 45: NETHERLANDS GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 46: NORDIC COUNTRIES GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 47: REST OF EUROPE GAMING MARKET, 2025-2032 (IN $ BILLION)
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