Video games industry market value in the United Kingdom (UK) 2011-2019, by sector

This statistic displays a timeline of the value of the games industry in the United Kingdom from 2011 to 2019, broken down by product sector. In 2019, consumers spent 603 million British pounds on boxed software, a figure down 21.7 percent from the previous year, in which consumers spent 770 million British pounds on boxed software. Market value of mobile gaming increased in the period of consideration, from 158 million British pounds in 2011 to 1.2 billion British pounds in 2019.

Value of the games industry market in the United Kingdom (UK) from 2011 to 2019, by sector

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Sources

Release date

April 2020

Region

United Kingdom

Survey time period

2011 to 2019

Supplementary notes

Events spending is defined as "the price paid for tickets to games consumer shows."
Movies and soundtracks spending is defined as "soundtracks, adaptations and movie/ anime spin-offs."
Toys are defined as "spin-off kids toys based on video games brands."
Mobile gaming spending is defined as spending on "download-to-own apps and in-game purchases."
Accessories and points cards spending consists of spending on "hardware plus Skylanders and pre-paid cards."
Consoles spending consists of "spending on pure games machines."
Boxed software spending consists of "physical video games sales."
Pre-owned is defined as "used software."
Books and magazines is defined as "game guides, Minecraft books and consumer magazines."

Data for years prevous to 2014 were published earlier by MCV/UKIE. In some years, different categorizations were used than in later years. In 2016, the category "Specialist PC gaming hardware" was added.

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Statistics on "Video game industry in the United Kingdom (UK)"

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