Mobile Games - United Kingdom

  • United Kingdom
  • Revenue in the Mobile Games market is projected to reach US$1.37bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.96%, resulting in a projected market volume of US$1.83bn by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 32.0m users by 2029.
  • User penetration will be 40.1% in 2024 and is expected to hit 46.5% by 2029.
  • In global comparison, most revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to US$50.11 in 2024.

Key regions: United Kingdom, India, China, South Korea, Asia

 
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Analyst Opinion

The Mobile Games market in United Kingdom has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of smartphones and high-speed internet connections. Customer preferences in the Mobile Games market have shifted towards more immersive and interactive gaming experiences.

Players are increasingly looking for games that offer high-quality graphics, engaging storylines, and multiplayer functionality. This has led to a rise in the popularity of mobile games that incorporate augmented reality (AR) and virtual reality (VR) technologies, allowing players to interact with virtual objects and environments in real-world settings. Additionally, there is a growing demand for mobile games that offer social features, such as the ability to connect with friends and compete against them in real-time.

One of the key trends in the Mobile Games market in United Kingdom is the rise of casual gaming. Casual games, which are easy to learn and play, have become increasingly popular among a wide range of demographics, including both male and female players of all ages. This trend can be attributed to the convenience and accessibility of mobile gaming, as well as the growing acceptance of gaming as a mainstream form of entertainment.

As a result, mobile games that offer quick and simple gameplay, such as puzzle games and arcade-style games, have seen significant growth in the market. Another trend in the Mobile Games market is the increasing monetization of games through in-app purchases and advertising. Many mobile games are available to download for free, but offer additional content or features that can be unlocked through in-app purchases.

This freemium model has proven to be highly profitable, as players are willing to spend money on virtual currency, power-ups, and cosmetic items to enhance their gaming experience. Additionally, mobile games are increasingly incorporating advertising into their gameplay, allowing developers to generate revenue through sponsored content and in-game ads. In addition to these global trends, the Mobile Games market in United Kingdom is also influenced by local special circumstances.

The United Kingdom has a strong gaming culture, with a large number of game developers and a passionate community of gamers. This has led to the development of a vibrant and competitive mobile games market, with a wide variety of games catering to different tastes and preferences. Furthermore, the United Kingdom has a high smartphone penetration rate and a well-developed mobile infrastructure, which has contributed to the widespread adoption of mobile gaming in the country.

Underlying macroeconomic factors, such as the increasing disposable income and leisure spending of consumers, have also played a role in the growth of the Mobile Games market in United Kingdom. As the economy has improved and consumer confidence has increased, more people have been able to afford smartphones and allocate a portion of their budget to entertainment and leisure activities, including mobile gaming. Additionally, the availability of high-speed internet connections and the expansion of 4G and 5G networks have made it easier for people to download and play mobile games on their devices.

Overall, the Mobile Games market in United Kingdom is experiencing growth due to changing customer preferences, the rise of casual gaming, the monetization of games through in-app purchases and advertising, local special circumstances, and underlying macroeconomic factors. As technology continues to advance and the gaming industry evolves, it is expected that the market will continue to expand and offer new opportunities for developers and players alike.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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