Video Games in the United Kingdom

August 2026
USD 1,195
Request More Information

Delivery:

Files are delivered directly into your account soon after payment is received and any tax is certification is verified (where applicable).

This report comes in PDF with additional info in Excel included.

Overview:

Understand the latest market trends and future growth opportunities for the Video Games industry in United Kingdom with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.

Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.

If you're in the Video Games industry in United Kingdom, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Video Games in United Kingdom report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in United Kingdom?
  • Which are the leading brands in Video Games in United Kingdom?
  • How are products distributed in Video Games in United Kingdom?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in United Kingdom?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in the United Kingdom - Category analysis

Key Data Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Digital Ecosystems Support Renewed Growth in Video Games
Nintendo Switch 2 Boosts Hardware Demand While Software Retains Leadership
Chart 2 Nintendo's Switch 2 Launch Triggered a Sharp Spike in UK Console Sales and Attach Rates
Tencent Strengthens Mobile Growth through Engagement and Monetisation
Chart 3 Value Sales 2020-2030
Chart 4 Value Sales by Category 2025
Digital Formats and Platform Ecosystems Are Set to Drive Long-Term Growth
Chart 5 Analyst Insight for Video Games
Hardware Refresh Cycles Are Anticipated to Concentrate Value around Major Launches
Cross-Media Intellectual Property Is Forecast to Unlock New Sources of Value
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Tencent Strengthens Its Lead as Mobile Gaming Drives Market Concentration
Platform Ecosystems and Major Launches Intensify Competition
Chart 8 Company Shares 2025
Chart 9 Brand Shares 2025
E-Commerce Platforms Consolidate Leadership as Digital Distribution Accelerates
Platform Ecosystems and Subscriptions Increasingly Shape Purchasing Behaviour
Chart 10 Retail Channels 2020-2025
Digital Access and Recurring Engagement Reshape Product Development
Playstation Store, Switch 2 and Pubg Mobile Showcase Evolving Product Strategies
Chart 11 Tencent Optimises Titles Like Pubg Mobile with Hybrid Monetisation in the Uk
Recurring Engagement and Ecosystem Participation Become Key Sources of Value
Chart 12 Economic Context for Video Games
Chart 13 Real Gdp Growth 2020-2030
Chart 14 Inflation 2020-2030
Chart 15 Consumer Context for Video Games
Chart 16 Population 2020-2030
Chart 17 Consumer Expenditure 2020-2030
Chart 18 Population by Generation 2025

Toys and Games in the United Kingdom - Industry Overview

2025 Developments

Key Data Insights

Chart 19 Key Industry Trends for Toys and Games
Adult Collectors Drive Premium Growth across Toys and Games
Collectibles and Trading Cards Reinforce Repeat Purchasing and Scarcity-Driven Demand
Chart 20 Prismatic Evolutions Sell-Outs Show How Collectible Card Demand Drove Uk Value Growth
Digital Ecosystems Strengthen Recurring Spending and Consumer Engagement
Chart 21 Value Sales 2020-2030
Chart 22 Value Sales by Category 2025
Kidult Demand and Premium Products Are Set to Drive Value Growth
Chart 23 Analyst Insight for Toys and Games
Video Games Are Anticipated to Reinforce Their Value Leadership
Omnichannel Retail and Licensing Strategies Are Forecast to Strengthen Competitive Advantage
Chart 24 Forecast Value Sales 2020-2030
Chart 25 Forecast Value Sales by Category 2025-2030
Lego Leverages Adult Demand While Tencent Expands Digital Leadership
Pokémon and Lego Launches Strengthen Collector Engagement and Premium Value
Chart 26 Company Shares 2025
Chart 27 Brand Shares 2025
Amazon and E-Commerce Platforms Extend Their Lead across Toys and Games
Social Discovery and Omnichannel Retail Increasingly Shape Purchasing Behaviour
Chart 28 Retail Channels 2020-2025
Collectability, Licensing and Digital Ecosystems Broaden Consumer Engagement
Lego, Pokémon and Platform Ecosystems Expand Engagement Opportunities
Chart 29 Lego's 2025 Formula 1 Partnership Fuses Global Ip with Adult-Oriented Collectible Sets
Collectability and Recurring Engagement Strengthen Long-Term Value Creation
Chart 30 Economic Context for Toys and Games
Chart 31 Real Gdp Growth 2020-2030
Chart 32 Inflation 2020-2030
Chart 33 Consumer Context for Toys and Games
Chart 34 Population 2020-2030
Chart 35 Consumer Expenditure 2020-2030
Chart 36 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

Video Games

This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.

See all of our definitions
Share:

Why buy this report?

  • Gain competitive intelligence about market leaders
  • Track key industry trends, opportunities and threats
  • Inform your marketing, brand, strategy and market development, sales and supply functions

This report originates from Passport, our Video Games research and analysis database.

NEW REPORT GUARANTEE

If you purchase a report that is updated in the next 60 days, we will send you the new edition and data extraction Free!