Mobile Games - United Kingdom

  • United Kingdom
  • In the United Kingdom, revenue in the Mobile Games market is projected to reach €2.54bn in 2025.
  • Revenue is expected to show an annual growth rate (CAGR 2025-2029) of 11.17%, resulting in a projected market volume of €3.88bn by 2029.
  • In the Mobile Games market withUnited_Kingdom, the number of users is expected to amount to 32.0m users by 2029.
  • User penetration will be 41.4% in 2025 and is expected to hit 46.5% by 2029.
  • In global comparison, most revenue will be generated United States (€33,380.00m in 2025).
  • The average revenue per user (ARPU) in the Mobile Games market in the United Kingdom is projected to amount to €89.83 in 2025.
  • In the United Kingdom, the mobile games market is increasingly prioritizing immersive storytelling and community engagement, reflecting a shift in player expectations and preferences.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games Market in the United Kingdom has been witnessing considerable growth, fueled by factors like the surge in smartphone usage, enhanced internet connectivity, and a growing appetite for engaging gaming experiences among consumers.

Customer preferences:
Consumers in the United Kingdom's Mobile Games Market are increasingly gravitating towards immersive, narrative-driven experiences that reflect diverse cultural backgrounds and lifestyles. As gamers seek more meaningful engagements, there is a noticeable rise in the popularity of storytelling and character-driven gameplay. Additionally, the demand for social gaming experiences is growing, with multiplayer and community-focused features becoming essential. This shift is partly influenced by younger demographics valuing connectivity and shared experiences in their gaming habits, further driving innovation within the sector.

Trends in the market:
In the United Kingdom, the Mobile Games Market is experiencing a notable surge in demand for immersive, narrative-driven experiences that resonate with diverse cultural backgrounds. Gamers are increasingly seeking titles that offer rich storytelling and character development, reflecting their desire for deeper engagement. Concurrently, the popularity of social gaming is on the rise, with multiplayer features becoming crucial as players value connectivity and shared experiences. This trend signifies a shift towards community-oriented gameplay, prompting industry stakeholders to innovate and cater to evolving consumer preferences for meaningful interactions.

Local special circumstances:
In the United Kingdom, the Mobile Games Market is shaped by a blend of cultural diversity and a strong gaming community, fostering a unique environment for developers. The country's rich history of storytelling and literature influences game narratives, appealing to a wide audience. Additionally, stringent data protection regulations, like GDPR, ensure user privacy, impacting how games collect and utilize player data. The robust esports scene further enhances market dynamics, encouraging social interactions and competitive play, aligning with the growing demand for community-centric gaming experiences.

Underlying macroeconomic factors:
The Mobile Games Market in the United Kingdom is significantly influenced by macroeconomic factors such as consumer spending trends, technological advancements, and government policies. A resilient national economy, characterized by stable GDP growth and low unemployment rates, enhances disposable income, allowing consumers to invest in mobile gaming. Additionally, the rise of mobile technology and internet penetration supports the development and accessibility of games. Fiscal policies promoting innovation and investment in the tech sector further stimulate growth. As global trends shift towards immersive and community-driven experiences, the UK market adapts, reflecting changing consumer preferences and the growing importance of social connectivity in gaming.

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.

Vue d’ensemble

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