Online Games - United Kingdom

  • United Kingdom
  • In the United Kingdom, revenue in the Online Games market is projected to reach €1.49bn in 2025.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 5.42%, leading to a projected market volume of €1.84bn by 2029.
  • In the Online Games market withUnited_Kingdom, the number of users is anticipated to amount to 11.8m users by 2029.
  • User penetration in the United Kingdom will be 16.5% in 2025 and is expected to increase to 17.2% by 2029.
  • In a global context, the highest revenue will be generated China, with a projection of €6,283.00m in 2025.
  • The average revenue per user (ARPU) in the Online Games market in the United Kingdom is projected to be €132.50 in 2025.
  • The United Kingdom's online gaming market is increasingly characterized by a growing demand for immersive experiences and social connectivity among players.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games Market within the Media Market in the United Kingdom is experiencing moderate growth, influenced by factors such as evolving consumer preferences, advancements in gaming technology, and the increasing popularity of competitive gaming and streaming platforms.

Customer preferences:
Consumers in the United Kingdom's Online Games Market are gravitating towards immersive, narrative-driven experiences that prioritize social interaction and community engagement. This shift is influenced by younger demographics who favor collaborative gameplay and the rise of streaming culture, where players share their gaming experiences online. Additionally, there is a growing emphasis on inclusivity, with more games catering to diverse audiences, reflecting cultural nuances and lifestyle changes. This trend is reshaping the gaming landscape, fostering a sense of belonging among players.

Trends in the market:
In the United Kingdom, the Online Games Market is experiencing a surge in popularity for immersive, narrative-driven titles that emphasize social interaction and community building. As younger gamers dominate the player base, there is a noticeable shift towards collaborative gameplay and the integration of streaming platforms, where players share their experiences in real-time. This trend highlights a growing demand for inclusivity, with developers creating games that resonate with diverse audiences and cultural backgrounds. For industry stakeholders, embracing these changes is crucial for fostering engagement and ensuring long-term success in an evolving market landscape.

Local special circumstances:
In the United Kingdom, the Online Games Market is significantly shaped by its diverse cultural landscape and strong regulatory framework. The presence of established gaming communities and events, such as EGX, fosters a vibrant atmosphere for game development and player engagement. Additionally, the UK's stringent regulations on loot boxes and online gambling ensure a focus on ethical gaming practices, appealing to a socially conscious audience. This regulatory environment, coupled with a rich history of storytelling in media, encourages developers to create innovative, narrative-rich games that resonate with local players.

Underlying macroeconomic factors:
The Online Games Market in the United Kingdom is influenced by several macroeconomic factors, including the overall health of the national economy, consumer spending trends, and global economic shifts. A robust economy typically correlates with increased disposable income, allowing consumers to invest more in gaming. Additionally, favorable fiscal policies, such as tax incentives for game developers, stimulate innovation and investment in the sector. The global rise in digital connectivity and advancements in technology further bolster market growth as more players engage online. Lastly, fluctuations in exchange rates can impact the profitability of UK developers in international markets, shaping competitive dynamics.

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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