Games - United Kingdom

  • United Kingdom
  • Revenue in the Games market is projected to reach US$15.01bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.37%, resulting in a projected market volume of US$21.42bn by 2029.
  • In global comparison, most revenue will be generated in China (US$128.90bn in 2024).
  • In the Games market, the number of users is expected to amount to 43.0m users by 2029.
  • User penetration will be 55.4% in 2024 and is expected to hit 62.3% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$957.30.

Key regions: Europe, China, India, Japan, United States

 
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Analyst Opinion

The Games market in United Kingdom has experienced significant growth and development in recent years.

Customer preferences:
One of the key customer preferences in the United Kingdom's Games market is the increasing demand for mobile gaming. With the widespread availability of smartphones and tablets, more consumers are turning to mobile devices as their primary gaming platform. This shift in preference is driven by the convenience and portability that mobile gaming offers, allowing users to play games anytime and anywhere. Additionally, the rise of social gaming has also gained popularity, as it allows players to connect and compete with friends and other players online.

Trends in the market:
The United Kingdom's Games market has seen a rise in the popularity of online gaming. This trend can be attributed to the increasing availability of high-speed internet connections and the growing number of online gaming platforms. Online gaming offers a wide range of options for players, including multiplayer games, virtual reality experiences, and live streaming of gameplay. This trend has also led to the emergence of esports, with competitive gaming events and tournaments attracting a large audience both online and offline. Another trend in the market is the growing interest in indie games. Independent game developers are gaining recognition for their unique and innovative game concepts, often offering a refreshing alternative to mainstream titles. The rise of digital distribution platforms, such as Steam, has made it easier for indie developers to reach a wider audience, leading to a surge in the number of indie games being released and enjoyed by players in the United Kingdom.

Local special circumstances:
The United Kingdom's Games market benefits from a strong gaming culture and a vibrant community of gamers. The country has a long history of game development, with renowned studios and developers producing globally successful titles. This has created a supportive ecosystem for the industry, with events like gaming conventions and expos attracting enthusiasts from all over the country. Furthermore, the United Kingdom has a well-established esports scene, hosting major tournaments and leagues that draw both local and international players and fans.

Underlying macroeconomic factors:
The growth and development of the Games market in the United Kingdom can be attributed to several underlying macroeconomic factors. The country has a strong economy and high disposable income levels, allowing consumers to spend on entertainment and leisure activities like gaming. Additionally, the United Kingdom has a large and tech-savvy population, with a high percentage of internet users and smartphone owners. This provides a fertile ground for the growth of the Games market, as more people have access to gaming platforms and are willing to spend on games and related products. In conclusion, the Games market in the United Kingdom is experiencing significant growth and development, driven by customer preferences for mobile gaming, online gaming, and indie games. The country's strong gaming culture, supportive ecosystem, and underlying macroeconomic factors contribute to the thriving market. As technology continues to advance and new gaming trends emerge, the United Kingdom's Games market is expected to continue its upward trajectory.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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