3 datasets found
  1. UK gaming reach 2013-2024, by age group and gender

    • statista.com
    Updated Jan 15, 2025
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    Statista (2025). UK gaming reach 2013-2024, by age group and gender [Dataset]. https://www.statista.com/statistics/300513/gaming-by-demographic-group-uk/
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    Dataset updated
    Jan 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    A September to November 2024 survey of UK adults aged 16 years and older found that 85 percent of respondents aged between 16 and 24 years played video games, down from a 92 percent gaming penetration among the same age group in 2020. Overall, gaming uptake increased in 2020 due to the global COVID-19 pandemic. Video games industry in the UK In 2023, consumers in the United Kingdom spent over 3.16 billion British pounds on digital and online games. In regard to the annual contribution of the video games industry to the UK Gross Domestic Product, it amounted to 3.68 billion British pounds in 2023. Mobile games The popularity of mobile gaming increased over the last decade and overtook games consoles and TV for the first time in 2014. As of 2024, approximately 34 percent of UK adults reported playing games on their mobile phone, the highest rate ever reported. The most downloaded gaming apps in the UK include puzzle and casual titles such as Supermarket Simulator and Block Blast.

  2. Gaming Accessories Market Analysis, Size, and Forecast 2025-2029: North...

    • technavio.com
    Updated Jun 2, 2024
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    Gaming Accessories Market Analysis, Size, and Forecast 2025-2029: North America (US and Canada), Europe (France, Germany, Italy, The Netherlands, UK), APAC (China, India, Japan), South America , and Middle East and Africa [Dataset]. https://www.technavio.com/report/gaming-accessories-market-industry-analysis
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    Dataset updated
    Jun 2, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Netherlands, Italy, Japan, France, Canada, Germany, United States, Europe, United Kingdom, Global
    Description

    Snapshot img

    Gaming Accessories Market Size 2025-2029

    The gaming accessories market size is forecast to increase by USD 3.11 billion at a CAGR of 7.2% between 2024 and 2029.

    The market is experiencing significant growth, driven by the expansion of online gaming communities and advancements in technology. Online games and video game systems have gained immense popularity in the entertainment industry, leading to an increased demand for high-quality peripherals such as webcams, headphones, controllers, and headsets. These accessories enhance the gaming experience by providing superior comfort, functionality, and immersion. However, the market also faces challenges, including the proliferation of counterfeit gaming accessories. The availability of cheap imitations poses a threat to market players, as they can negatively impact brand reputation and consumer trust. To capitalize on market opportunities and navigate these challenges effectively, companies must focus on innovation, quality, and customer experience.
    By offering unique features, exceptional build quality, and reliable customer support, they can differentiate themselves from competitors and build a loyal customer base. Additionally, partnerships with gaming influencers and collaborations with game developers can help increase brand visibility and reach new audiences. Overall, the market presents significant growth potential for companies that can effectively address the needs and preferences of their target demographic.
    

    What will be the Size of the Gaming Accessories Market during the forecast period?

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    The market encompasses a diverse range of specialized gear designed to enhance the user experience in the burgeoning world of gaming. This market caters to digital athletes seeking to optimize their performance in competitive gaming scenarios, as well as those seeking to elevate their console gaming experience with high-definition graphics and sound. Gaming peripherals, including mice, keyboards, and headsets, are key components of this market, catering to the unique needs of gamers. Furthermore, the rise of online gaming events and the integration of gaming content into the entertainment industries have fueled demand for webcams and other equipment.
    With the increasing popularity of 4 K gaming and the ongoing advancements in graphics needs, the global gaming business continues to expand, offering significant opportunities for growth in the market.
    

    How is the Gaming Accessories Industry segmented?

    The industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Type
    
      PC
      Gaming console
    
    
    Component
    
      Controller
      Keyboards
      Headsets
      Mice
      Others
    
    
    Connectivity
    
      Wired
      Wireless
    
    
    Distribution Channel
    
      Online
      Offline
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        The Netherlands
        UK
    
    
      APAC
    
        China
        India
        Japan
    
    
      South America
    
    
    
      Middle East and Africa
    

    By Type Insights

    The PC segment is estimated to witness significant growth during the forecast period. The PC gaming market encompasses the use of personal computers for video gaming, incorporating various accessories such as keyboards, mice, headsets, controllers, monitors, and more. PC gaming offers customization and personalization options, enabling gamers to select accessories that cater to their gaming style, genre preferences, and budget. The escalating demand for customizable gaming setups propels the market's growth. PCs provide high-performance hardware components, which can be upgraded to meet evolving gaming requirements. Esports adoption and the rise of competitive gaming have fueled the need for specialized gear, including ultraprecise optical sensors, keyboard switches, programmable rear paddles, antisweat coating, and virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) integration.

    Additionally, gaming console manufacturers, mobile phones, video game consoles, tech-dependent vehicles, and esports contribute to the market's expansion. The integration of wireless technologies, online gaming events, streaming devices, and customizable settings further enhances the gaming experience. The entertainment industries, PC gaming hardware, and VR/AR gadgets continue to shape the market landscape.

    Get a glance at the market report of share of various segments Request Free Sample

    The PC segment was valued at USD 4.18 billion in 2019 and showed a gradual increase during the forecast period.

    Regional Analysis

    North America is estimated to contribute 46% to the growth of the global market during the forecast period. Technavio's analysts have elaborately explained the regional trends and drivers that shape t

  3. Roblox user distribution worldwide 2024, by age group

    • statista.com
    Updated Mar 25, 2025
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    Statista (2025). Roblox user distribution worldwide 2024, by age group [Dataset]. https://www.statista.com/statistics/1190869/roblox-games-users-global-distribution-age/
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    Dataset updated
    Mar 25, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Dec 31, 2024
    Area covered
    Worldwide
    Description

    As of December 2024, gaming company Roblox Corporation reported that 20 percent of Roblox games users worldwide were aged from nine to 12 years. Additionally, 20 percent of Roblox games users were under the age of nine. Only 19 percent of Roblox audiences were aged 25 years and older. Roblox gamer demographics With more than four in ten Roblox gamers being 12 years old or younger, Roblox has managed to target a specific user demographic. In contrast, three-quarters of adult U.S. gamers aged 18 to 34 did not play Roblox games, and this share of non-usage only increased with age. Additionally, over half of Roblox users were male, and eight in ten of Roblox users signed up for the platform via mobile. Roblox engagement across the entire family In the fourth quarter of 2024, gamers aged 13 years and older generated 12 billion hours worth of engagement with Roblox games, compared to 6.6 billion hours by younger players. Among children in the United States, 21 percent of Roblox users spent more than ten hours per week on the gaming platform. Roblox games are also utilized as a family experience - among U.S. gamers who play Roblox and have kids who play Roblox, an October 2022 survey found that 27 percent of respondents spent six to ten hours per week playing with or watching their child play Roblox game experiences.

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Statista (2025). UK gaming reach 2013-2024, by age group and gender [Dataset]. https://www.statista.com/statistics/300513/gaming-by-demographic-group-uk/
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UK gaming reach 2013-2024, by age group and gender

Explore at:
10 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Jan 15, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
United Kingdom
Description

A September to November 2024 survey of UK adults aged 16 years and older found that 85 percent of respondents aged between 16 and 24 years played video games, down from a 92 percent gaming penetration among the same age group in 2020. Overall, gaming uptake increased in 2020 due to the global COVID-19 pandemic. Video games industry in the UK In 2023, consumers in the United Kingdom spent over 3.16 billion British pounds on digital and online games. In regard to the annual contribution of the video games industry to the UK Gross Domestic Product, it amounted to 3.68 billion British pounds in 2023. Mobile games The popularity of mobile gaming increased over the last decade and overtook games consoles and TV for the first time in 2014. As of 2024, approximately 34 percent of UK adults reported playing games on their mobile phone, the highest rate ever reported. The most downloaded gaming apps in the UK include puzzle and casual titles such as Supermarket Simulator and Block Blast.

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