Mobile games, which accounts for almost a third of total video games sales, helped by the fact that the majority of the people in the UK own a smartphone, continued to record positive current value growth in 2022. However, two major challenges are becoming obvious for mobile games.
In general, digital video games software was the only area of video games that recorded a positive performance in 2022. This growth was due the launch of updated versions of well-known games and the good performance of all its categories (digital computer games, digital console games, online games and subscriptions, and mobile games), with online games and subscriptions particularly dynamic in 2022.
Over the forecast period, it is expected that the existing video games categories will continue to exist and that video games as a whole will be recording year-on-year growth. However, there are new gaming models that are emerging, and the three that are currently grabbing most of the attention are blockchain games, artificial intelligence in gaming, and cloud gaming.
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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.
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
This report originates from Passport, our Video Games research and analysis database.
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