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United Kingdom Video Game Market & Forecast, by Category (Mobile, Download, Online, Gaming Networks, Consoles, PC Games), Users, Age Group, Gender, Income, Company Analysis

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    Report

  • 150 Pages
  • September 2020
  • Region: United Kingdom
  • Renub Research
  • ID: 5148281

In the year 2020, video games are going to account for more than half of the entire U.K. entertainment market. Almost every sector (Online Games, Mobile Games, Consoles Download Games, Gaming Network, and PC Games) of the U.K. gaming industry market is growing. According to this research, the video gaming market in the United Kingdom is one of the largest in Europe. According to this research, by the year 2026, United Kingdom Video Game Market will be US$ 3.7 billion in revenue.

U.K Video Gaming Industry in COVID Era

Video gaming is highly popular in the UK and this coronavirus quarantine has further fueled the consumer interest in the gaming industry. The publisher found in this research that the numbers of users for Mobile & Download games have increased in the COVID lockdown. Primarily because of growing internet and smartphone penetration, technology up-gradation, etc. Sales of gaming consoles have shown significant improvement in the year 2020 compared to the last year 2019. Health experts are also giving the go-ahead sign for video games as a helpful tension buster during COVID times.

Video games are most popular in the Middle and High-Income populations. By age group 25-34 and 35-44 age groups are more popular compared to 18-24, 45-54, 55-64 age groups of the population. The key players of this industry have played a vital role in developing the sector by launching new generations’ software and hardware such as consoles.

This report titled “The United Kingdom Video Game Market & Forecast, by Category (Mobile Games, Download Games, Online Games, Gaming Networks, Consoles, PC Games), Users (Mobile Games, Download Games, Online Games, Gaming Networks, Consoles, PC Games), Age Group (18-24, 25-34, 35-44, 45-54, 55-64), Gender (Male, Female), Income (Low Income, Medium Income, High Income), Company (Keywords Studios, Codemasters, Frontier Developments, Sumo Group, Team17)” studies the United Kingdom video game market. This report provides an all-encompassing analysis of the key growth drivers and restraining factors, demand, and their projections for the upcoming years.

By Category & Users - United Kingdom Video Game Market has been broadly Studied from 6 Segments

1. Mobile Games
2. Download Games
3. Online Games
4. Gaming Network
5. Consoles
6. PC Games

By Gender - Both the genders Male and Female have been studied in this group


  • Male
  • Female

By Age Group - In this report, the publisher has covered the UK video game market from 5 age groups


  • 18-24
  • 25-34
  • 35-44
  • 45-54
  • 55-64

By Income - All the 3 types of Income Group has been studied in the report


  • Low Income
  • Medium Income
  • High Income

All the 5 companies have been studied from three points


  • Business Overview
  • Recent Developments & Initiatives
  • Financial Overview

Company Profile


  • Keywords Studios
  • Codemasters
  • Frontier Developments
  • Sumo Group
  • Team17

Table of Contents


1. Introduction2. Research & Methodology3. Executive Summary
4. Market Dynamics
4.1 Growth Drivers
4.2 Challenges
5. United Kingdom Video Game Market
6. Market & Users Share - United Kingdom Video Game Market
6.1 By Category Market Share
6.2 By Users Share
6.3 By Age Group Share
6.4 By Gender Share
6.5 By Income Share
7. Category - United Kingdom Video Game Market
7.1 Mobile Games
7.2 Download Games
7.3 Online Games
7.4 Gaming Networks
7.5 Consoles
7.6 PC Games
8. Users - United Kingdom Video Games Market
8.1 Mobile Games
8.2 Download Games
8.3 Online Games
8.4 Gaming Networks
8.5 Consoles
8.6 PC Games
9. Age Group - United Kingdom Video Games Market10. Gender - United Kingdom Video Games Market11. Income - United Kingdom Video Games Market
12. Company Analysis
12.1 Keywords Studios
12.1.1 Overview
12.1.2 Initiatives & Recent Developments
12.1.3 Revenue
12.2 Codemasters
12.2.1 Overview
12.2.2 Initiatives & Recent Developments
12.2.3 Revenue
12.3 Frontier Developments
12.3.1 Overview
12.3.2 Initiatives & Recent Developments
12.3.3 Revenue
12.4 Sumo Group
12.4.1 Overview
12.4.2 Initiatives & Recent Developments
12.4.3 Revenue
12.5 Team17
12.5.1 Overview
12.5.2 Initiatives & Recent Developments
12.5.3 Revenue
List of Figures
Figure-01: Internet User Penetration Rate in the United Kingdom (UK) from 2015 to 2019 (Historical) and 2020 to 2022 (Forecasted)
Figure-02: United Kingdom - Video Game Market (Million US$), 2017 - 2019
Figure-03: United Kingdom - Forecast for Video Game Market (Million US$), 2020 - 2026
Figure-04: United Kingdom - Video Game Market Share by Category (%), 2017 - 2019
Figure-05: United Kingdom - Forecast for Video Game Market Share by Category (%), 2020 - 2026
Figure-06: United Kingdom - Video Game Market Share by Users (%), 2017 - 2019
Figure-07: United Kingdom - Forecast for Video Game Market Share by Users (%), 2020 - 2026
Figure-08: United Kingdom - Video Game Market Share by Age Group (%), 2017 - 2019
Figure-09: United Kingdom - Forecast for Video Game Market Share by Age Group (%), 2020 - 2026
Figure-10: United Kingdom - Video Game Market Share by Gender (%), 2017 - 2019
Figure-11: United Kingdom - Forecast for Video Game Market Share by Gender (%), 2020 - 2026
Figure-12: United Kingdom - Video Game Market Share by Income (%), 2017 - 2019
Figure-13: United Kingdom - Forecast for Video Game Market Share by Income (%), 2020 - 2026
Figure-14: United Kingdom - Video Game Market by Mobile Games (Million US$), 2017 - 2019
Figure-15: United Kingdom - Forecast for Video Game Market by Mobile Games (Million US$), 2020 - 2026
Figure-16: Gamers Prefer to Download Games in United Kingdom, 2019
Figure-17: Gamers are Frustrated by Slow Downloads in United Kingdom, 2019
Figure-18: United Kingdom - Video Game Market by Download Game (Million US$), 2017 - 2019
Figure-19: United Kingdom - Forecast for Video Game Market by Download Game (Million US$), 2020 - 2026
Figure-20: United Kingdom - Online Video Game Market by Online Game (Million US$), 2017 - 2019
Figure-21: United Kingdom - Forecast for Online Video Game Market by Online Game (Million US$), 2020 - 2026
Figure-22: United Kingdom - Video Game Market by Gaming Networks (Million US$), 2017 - 2019
Figure-23: United Kingdom - Forecast for Video Game Market by Gaming Network (Million US$), 2020 - 2026
Figure-24: United Kingdom - Video Game Market by Consoles (Million US$), 2017 - 2019
Figure-25: United Kingdom - Forecast for Video Game Market by Console Game (Million US$), 2020 - 2026
Figure-26: United Kingdom Video Game Player via PC, Laptop or Notebook, 2009 - 2018
Figure-27: United Kingdom - Video Game Market by PC Games (Million US$), 2017 - 2019
Figure-28: United Kingdom - Forecast for Video Game Market by PC Game (Million US$), 2020 - 2026
Figure-29: United Kingdom - Video Game Users by Mobile Game (Million), 2017 - 2019
Figure-30: United Kingdom - Forecast for Video Game Users by Mobile Game (Million), 2020 - 2026
Figure-31: Downloaded or accessed video games through the internet in United Kingdom in March 2019
Figure-32: United Kingdom - Video Game Users by Download Games (Million), 2017 - 2019
Figure-33: United Kingdom - Forecast for Video Game Users by Download Game (Million), 2020 - 2026
Figure-34: United Kingdom - Video Games Users by Online Games (Million), 2017 - 2019
Figure-35: United Kingdom - Forecast for Video Game Users by Online Games (Million), 2020 - 2026
Figure-36: United Kingdom - Video Game Users by Gaming Network (Million), 2017 - 2019
Figure-37: United Kingdom - Forecast for Video Game User by Gaming Network (Million), 2020 - 2026
Figure-38: United Kingdom - Video Game Users by Console (Million), 2017 - 2019
Figure-39: United Kingdom - Forecast for Video Game User by Consoles (Million), 2020 - 2026
Figure-40: United Kingdom - Video Game Users by PC Games (Million), 2017 - 2019
Figure-41: United Kingdom - Forecast for Video Game User by PC Games (Million), 2020 - 2026
Figure-42: Distribution of consumer spending on video games in the UK as of May 2018, by product category
Figure-43: Global - Keywords Studios Revenue (Million US$), 2017 - 2019
Figure-44: Global - Forecast for Keywords Studios Revenue (Million US$), 2020 - 2026
Figure-45: Global - Codemasters Revenue (Million US$), 2017 - 2019
Figure-46: Global - Forecast for Codemasters Revenue (Million US$), 2020 - 2026
Figure-47: Global - Frontier Developments Revenue (Million US$), 2017 - 2019
Figure-48: Global - Forecast for Frontier Developments Revenue (Million US$), 2020 - 2026
Figure-49: Global - Sumo Group Revenue (Million US$), 2017 - 2019
Figure-50: Global - Forecast for Sumo Group Revenue (Million US$), 2020 - 2026
Figure-51: Global - Team17 Revenue (Million US$), 2017 - 2019
Figure-52: Global - Forecast for Team17 Revenue (Million US$), 2020 - 2026
List of Tables:
Table-01: United Kingdom - Video Game Market by Age Group (Million), 2017 - 2019
Table-02: United Kingdom - Forecast for Video Game Market by Age Group (Million), 2020 - 2026
Table-03: United Kingdom - Video Game Market by Gender (Million), 2017 - 2019
Table-04: United Kingdom - Forecast for Video Game Market by Gender (Million), 2020 - 2026
Table-05: United Kingdom - Video Game Market by Income (Million), 2017 - 2019
Table-06: United Kingdom - Forecast for Video Game Market by Income (Million), 2020 - 2026

Companies Mentioned

  • Keywords Studios
  • Codemasters
  • Frontier Developments
  • Sumo Group
  • Team17

Methodology

In this report, for analyzing the future trends for the studied market during the forecast period, the publisher has incorporated rigorous statistical and econometric methods, further scrutinized by secondary, primary sources and by in-house experts, supported through their extensive data intelligence repository. The market is studied holistically from both demand and supply-side perspectives. This is carried out to analyze both end-user and producer behavior patterns, in the review period, which affects price, demand and consumption trends. As the study demands to analyze the long-term nature of the market, the identification of factors influencing the market is based on the fundamentality of the study market.

Through secondary and primary researches, which largely include interviews with industry participants, reliable statistics, and regional intelligence, are identified and are transformed to quantitative data through data extraction, and further applied for inferential purposes. The publisher's in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. These analytical tools and models sanitize the data & statistics and enhance the accuracy of their recommendations and advice.

Primary Research

The primary purpose of this phase is to extract qualitative information regarding the market from the key industry leaders. The primary research efforts include reaching out to participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions. The publisher also established professional corporate relations with various companies that allow us greater flexibility for reaching out to industry participants and commentators for interviews and discussions, fulfilling the following functions:

  • Validates and improves the data quality and strengthens research proceeds
  • Further develop the analyst team’s market understanding and expertise
  • Supplies authentic information about market size, share, growth, and forecast

The researcher's primary research interview and discussion panels are typically composed of the most experienced industry members. These participants include, however, are not limited to:

  • Chief executives and VPs of leading corporations specific to the industry
  • Product and sales managers or country heads; channel partners and top level distributors; banking, investment, and valuation experts
  • Key opinion leaders (KOLs)

Secondary Research

The publisher refers to a broad array of industry sources for their secondary research, which typically includes, however, is not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Patent and regulatory databases for understanding of technical & legal developments
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic new articles, webcasts, and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecasts
 

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