Online Games - United Kingdom

  • United Kingdom
  • Revenue in the Online Games market is projected to reach US$1.54bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.68%, resulting in a projected market volume of US$2.03bn by 2029.
  • In the Online Games market, the number of users is expected to amount to 11.8m users by 2029.
  • User penetration will be 16.3% in 2024 and is expected to hit 17.2% by 2029.
  • In global comparison, most revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market is projected to amount to US$138.90 in 2024.

Key regions: United States, Europe, France, India, Asia

 
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Analyst Opinion

The Online Games market in United Kingdom has experienced significant growth in recent years, driven by changing customer preferences and the increasing popularity of online gaming worldwide.

Customer preferences:
In United Kingdom, customers have shown a strong preference for online games due to their convenience and accessibility. With the advancement of technology and the widespread use of smartphones and tablets, more people are turning to online games as a form of entertainment. The ability to play games anytime and anywhere has made online gaming a popular choice among consumers. Additionally, the social aspect of online gaming, such as multiplayer options and the ability to connect with friends, has further contributed to its popularity.

Trends in the market:
One of the key trends in the Online Games market in United Kingdom is the rise of mobile gaming. Mobile games have become increasingly popular, with a wide range of games available on app stores. The convenience of playing games on mobile devices has attracted a large number of users, including casual gamers who may not have previously been interested in gaming. This trend is expected to continue as mobile devices become more powerful and offer better gaming experiences. Another trend in the market is the increasing popularity of esports. Esports refers to competitive gaming, where professional gamers compete against each other in organized tournaments. Esports has gained a significant following in United Kingdom, with many people attending live events and watching matches online. This trend has led to the development of dedicated esports platforms and the emergence of professional esports teams and organizations.

Local special circumstances:
One of the unique aspects of the Online Games market in United Kingdom is the strong presence of traditional gaming companies. United Kingdom has a long history of video game development, with many well-known game studios based in the country. These companies have been able to leverage their expertise and reputation to enter the online gaming market and develop successful games. The presence of these established companies has helped to drive the growth of the Online Games market in United Kingdom.

Underlying macroeconomic factors:
The growth of the Online Games market in United Kingdom can also be attributed to underlying macroeconomic factors. The country has a strong economy and a high level of disposable income, which allows consumers to spend more on entertainment, including online games. Additionally, the widespread availability of high-speed internet and the increasing penetration of smartphones and tablets have created a favorable environment for the growth of the online gaming market. In conclusion, the Online Games market in United Kingdom has experienced significant growth in recent years, driven by changing customer preferences, the rise of mobile gaming, and the increasing popularity of esports. The strong presence of traditional gaming companies and underlying macroeconomic factors have also contributed to the growth of the market. With the continued advancement of technology and the increasing popularity of online gaming worldwide, the Online Games market in United Kingdom is expected to continue to grow in the coming years.

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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