Online Games - United Kingdom

  • United Kingdom
  • The United Kingdom is projected to see a revenue of £1.19bn in the Online Games market by 2024.
  • This market is expected to grow at an annual rate of 3.25% between 2024 and 2027, resulting in a projected market volume of £1.31bn by 2027.
  • Additionally, the number of users in the Online Games market is expected to reach 11.6m users by 2027.
  • The user penetration rate, which is the percentage of the population using online games, is projected to increase from 16.1% in 2024 to 16.6% by 2027.
  • When compared globally, in China is expected to generate the highest revenue in the Online Games market, reaching £5,023.00m in 2024.
  • Finally, the average revenue per user (ARPU) in the Online Games market is projected to be £106.80 in 2024.
  • The United Kingdom has seen a surge in the popularity of online games, with a growing number of British gamers embracing virtual reality technology.

Key regions: United Kingdom, South Korea, Asia, China, United States

 
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Region
 
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Analyst Opinion

Thanks to high smartphone penetration across the globe, gaming is increasingly happening on the go. Mobile games of all kinds are becoming more and more popular and attract players with additional premium contents or functionalities. Thus, traditional online games slowly lose attractiveness to its usual audience. Only recent phenomena like the Battle Royale hits Fortnite and PUBG are still driving the market’s growth and shape online gaming in general.

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., the Statista Global Consumer Survey), 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). GCS data is reweighted for representativeness.

Overview

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