Games - United Kingdom
- United Kingdom
- In the United Kingdom, revenue in the Games market is projected to reach €16.13bn in 2025.
- Revenue is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 7.72%, leading to a projected market volume of €21.72bn by 2029.
- In a global context, the majority of revenue will be generated United States, which is expected to reach €129,200.00m in 2025.
- Within the Games market in the United Kingdom, the number of users is anticipated to reach 43.0m users by 2029.
- User penetration in the UK will be 57.1% in 2025 and is projected to increase to 62.3% by 2029.
- The average revenue per user (ARPU) in the United Kingdom is expected to be €892.80.
- The United Kingdom's Games in the Media market is increasingly embracing immersive experiences, reflecting a growing consumer demand for interactive storytelling.
Key regions: United Kingdom, Germany, India, United States, South Korea
Analyst Opinion
The Games Market within the Media Market in the United Kingdom is witnessing considerable growth, fueled by factors like the surge in mobile gaming, the popularity of esports, and an increasing demand for interactive entertainment among diverse age groups.
Customer preferences: Consumers in the United Kingdom are increasingly gravitating towards immersive gaming experiences, influenced by the rise of virtual reality (VR) and augmented reality (AR) technologies. This trend is particularly evident among younger demographics who value social interaction and community building through gaming platforms. Additionally, there is a growing interest in narrative-driven games that reflect cultural diversity and contemporary social issues, appealing to a broader audience. As lifestyle factors shift towards more interactive entertainment, gaming is becoming a central aspect of leisure activities for various age groups.
Trends in the market: In the United Kingdom, the Games Market within the Media Market is experiencing a significant shift towards mobile and cloud gaming, with an increasing number of consumers preferring accessible gaming experiences on multiple devices. This trend is amplified by the rise of subscription services that offer vast libraries of games, appealing to diverse audiences. Furthermore, there is a marked emphasis on esports and competitive gaming, fostering community engagement and driving brand partnerships. As these trends evolve, industry stakeholders must adapt their strategies to prioritize inclusivity, innovation, and cross-platform accessibility to capture the expanding market.
Local special circumstances: In the United Kingdom, the Games Market within the Media Market is uniquely influenced by its rich cultural heritage and diverse population, which fosters a strong gaming community that values both local and international content. The country's robust infrastructure supports high-speed internet access, essential for cloud gaming and streaming services. Additionally, regulatory frameworks encourage innovation while ensuring consumer protection, creating a safe environment for gamers. These factors combine to cultivate a vibrant ecosystem, prompting developers to prioritize localized content and inclusive gaming experiences that resonate with a wide audience.
Underlying macroeconomic factors: The Games Market within the Media Market in the United Kingdom is significantly shaped by macroeconomic factors such as consumer spending trends, technological advancements, and industry investment. The UK's stable economic environment and relatively high disposable income levels enable consumers to invest in gaming, driving demand for both hardware and software. Furthermore, global trends like the rise of mobile gaming and esports have increased market opportunities, while favorable taxation policies for game developers encourage innovation. Additionally, currency fluctuations can impact international sales and revenue for UK-based developers, influencing overall market performance.
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.Vue d’ensemble
- Revenue
- Analyst Opinion
- Users
- Demographics
- Global Comparison
- Methodology
- Key Market Indicators