19 datasets found
  1. UK mobile gaming consumer spending 2011-2024

    • statista.com
    • ai-chatbox.pro
    Updated May 14, 2025
    + more versions
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    Statista (2025). UK mobile gaming consumer spending 2011-2024 [Dataset]. https://www.statista.com/statistics/324352/consumer-spending-on-mobile-gaming-united-kingdom-uk/
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    Dataset updated
    May 14, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    In 2024, it was found that consumers in the United Kingdom (UK) spent approximately 1.7 billion British pounds on mobile gaming, up from 1.52 billion British pounds in the previous year. Mobile is the second-largest gaming software segment behind digital console game sales.

  2. UK gaming console hardware consumer spending 2010-2024

    • statista.com
    Updated May 14, 2025
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    Statista (2025). UK gaming console hardware consumer spending 2010-2024 [Dataset]. https://www.statista.com/statistics/285711/video-game-console-hardware-revenue-in-the-united-kingdom-uk/
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    Dataset updated
    May 14, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    In 2024, video game console hardware revenue in the United Kingdom reached *** million British pounds, down significantly from *** million British pounds. This revenue was due to the lower consumer confidence during the cost of living crisis in the UK.

  3. UK digital console and online games consumer spending 2013-2024

    • statista.com
    • ai-chatbox.pro
    Updated May 14, 2025
    + more versions
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    Statista (2025). UK digital console and online games consumer spending 2013-2024 [Dataset]. https://www.statista.com/statistics/513273/consumer-spending-on-digital-console-and-pc-games-united-kingdom-uk/
    Explore at:
    Dataset updated
    May 14, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    In 2024, it was found that consumers in the United Kingdom spent over 3.09 billion British pounds on digital console and PC games, down from 3.1 billion GBP in the previous year. Digital is by far the most popular gaming format in the UK, beating out boxed and second-hand sales.

  4. UK pre-owned gaming software consumer spending 2013-2022

    • statista.com
    Updated Apr 16, 2024
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    Statista (2024). UK pre-owned gaming software consumer spending 2013-2022 [Dataset]. https://www.statista.com/statistics/513346/consumer-spending-on-pre-owned-software-united-kingdom-uk/
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    Dataset updated
    Apr 16, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    In 2022, consumers in the United Kingdom spent 21.3 million British pounds on pre-owned gaming software. This 27 percent year-over-year decline is in line with gamers increasingly switching over to digital gaming downloads, as well as coronavirus-related high street closures of game resellers.

  5. Casinos in the UK - Market Research Report (2015-2030)

    • ibisworld.com
    Updated May 31, 2025
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    IBISWorld (2025). Casinos in the UK - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-kingdom/market-research-reports/casinos-industry/
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    Dataset updated
    May 31, 2025
    Dataset authored and provided by
    IBISWorld
    License

    https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/

    Time period covered
    2015 - 2030
    Area covered
    United Kingdom
    Description

    Industry revenue is expected to balloon at a compound annual rate of 46.4% over the five years through 2025-26. This huge jump is attributed to the base year being 2020-21, a year in which UK residents spent most of their time in national lockdown during the COVID-19 pandemic. This resulted in casinos shutting their doors as consumers were confined to their households, meaning revenue plummeted, skewing the five-year figure. After COVID-19 pandemic restrictions were lifted in 2021-22, casinos continued to face low consumer demand as inflation remained high over the two years through 2022-23, lowering demand for discretionary spending on leisure activities like casinos. Stricter regulatory reforms introduced to protect player safety have also tarnished casinos' reputations in recent years, lowering footfall and demand for non-remote sites. In 2025-26, casinos are set to see demand edge upwards as inflation edges back to target and consumer confidence rises. The Bank of England’s interest rate cuts will encourage spending and lead to more consumers valuing leisure activities, including casinos. The rebound of UK tourism in recent years has also inched up demand for casinos, particularly amongst higher-spending VIP consumers. Consequently, revenue is expected to grow by 2.3% in 2025-26, to reach £1.1 billion. The casino industry is expected to expand at a compound annual growth rate of 3.9% over the five years to 2030-31 to £1.3 billion. Looking ahead, the threat of online casinos will continue to grow, impacting their profitability. However, by adapting their digital offerings through promoting online platforms to compete with the growing online competition and by enhancing player safety, non-remote casinos can reach a larger target audience, avoid fines and promote safe gambling, which may attract players and drive revenue. Casinos are expanding their hospitality offerings and by creating a more rounded leisure experience, they can drive footfall and lift revenue. Traditional casinos' ability to innovate digitally and adapt to new consumer demands will be crucial in capitalising on emerging opportunities while navigating the evolving landscape. Regulatory reforms will also place cost pressures on casinos. Increasing levies and licensing fees casinos will face higher compliance costs, weighing on profit for the industry.

  6. Gaming console hardware: consumer spending in the UK 2013-2021

    • statista.com
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    Ahmed Sherif, Gaming console hardware: consumer spending in the UK 2013-2021 [Dataset]. https://www.statista.com/study/39990/consumer-spending-on-ict-in-the-united-kingdom-uk/
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    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Ahmed Sherif
    Area covered
    United Kingdom
    Description

    In 2021, consumers in the United Kingdom (UK) spent 1.13 billion British pounds on gaming console hardware. This 32.9 percent growth compared to the previous year is in large part to due to increased gaming uptake among the population as COVID-19 forced people to stay at home, as well as next-generation console releases of the Sony PlayStation 5 and Microsoft's Xbox Series X/S.

  7. S

    Slot Machine Market Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Mar 15, 2025
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    Market Report Analytics (2025). Slot Machine Market Report [Dataset]. https://www.marketreportanalytics.com/reports/slot-machine-market-4613
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    pdf, doc, pptAvailable download formats
    Dataset updated
    Mar 15, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

    https://www.marketreportanalytics.com/privacy-policyhttps://www.marketreportanalytics.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global slot machine market, valued at $5,377.45 million in 2025, is projected to experience robust growth, driven by the increasing popularity of online casinos and the integration of advanced technologies like augmented reality (AR) and virtual reality (VR) into gaming experiences. The market's Compound Annual Growth Rate (CAGR) of 14.17% from 2025 to 2033 signifies significant expansion, fueled by rising disposable incomes, particularly in emerging economies, and the growing preference for leisure activities. The digital segment is expected to dominate due to its accessibility and convenience, offering players a wider range of games and bonus features compared to traditional mechanical slot machines. However, stringent regulations surrounding online gambling in certain regions and concerns over problem gambling could act as restraints on market growth. The casino application segment will continue to be a major revenue contributor due to its established presence and consistent demand, although the growth rate might be slightly slower than the digital segment. Key players are leveraging strategic partnerships, technological innovations, and aggressive marketing campaigns to gain a competitive edge. Regional analysis indicates strong growth potential in Asia-Pacific (APAC) regions like China and India driven by increasing tourism and growing middle class. North America and Europe, while mature markets, continue to contribute substantially, with the UK and the US being major revenue generators. The competitive landscape is marked by both established industry giants and emerging players. Competition is fierce, characterized by continuous product innovation, expansion into new markets, and mergers and acquisitions. Companies are investing heavily in research and development to enhance game design, improve user experience, and incorporate advanced security measures. Risk factors include economic downturns, changes in regulatory environments, and fluctuations in consumer spending patterns. However, the long-term outlook for the slot machine market remains positive, driven by technological advancements and the enduring popularity of gaming entertainment globally. The forecast period (2025-2033) is expected to witness sustained growth, driven by the aforementioned factors and the continuous evolution of the gaming industry.

  8. Instant Ticket Games Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Oct 5, 2024
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    Dataintelo (2024). Instant Ticket Games Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/instant-ticket-games-market
    Explore at:
    pptx, csv, pdfAvailable download formats
    Dataset updated
    Oct 5, 2024
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Instant Ticket Games Market Outlook




    The global instant ticket games market size was valued at approximately USD 25 billion in 2023 and is expected to reach around USD 40 billion by 2032, growing at a CAGR of 5.5% during the forecast period. This growth is primarily driven by increasing consumer demand for instant gratification, which instant ticket games provide. The simplicity and accessibility of these games, combined with advancements in technology, are helping propel the market forward.




    One of the major growth factors for the instant ticket games market is the widespread popularity of lotteries and the thrill associated with winning prizes instantly. Traditional lottery systems have always had a significant consumer base, but the instant ticket games add an element of immediacy that appeals to a broader audience. The ease of playing and the instant results make these games particularly attractive to younger demographics who seek quick amusement.




    Another key driver is the increasing penetration of smartphones and online platforms, which has made the distribution and accessibility of instant ticket games easier than ever. The convenience offered by online platforms allows users to purchase and play these games from the comfort of their homes. Additionally, the use of advanced technologies such as augmented reality and blockchain in instant ticket games has enhanced user engagement and trust, thereby boosting market growth.




    The regulatory landscape favoring legalized gambling and lotteries in multiple regions also supports market expansion. Governments around the world are increasingly recognizing the potential revenue from legalized gambling, including instant ticket games. This has led to more liberal gambling laws and policies, creating new opportunities for market players. Countries like the United States, Canada, and several European nations have seen significant contributions to their economies from the gambling sector, including instant ticket games.




    Regional analysis indicates that North America holds the largest market share due to well-established lottery systems and high consumer expenditure on gaming. Europe closely follows, with countries like the UK and Italy being major contributors to the market. The Asia Pacific region, however, is expected to witness the highest growth rate during the forecast period, driven by increasing disposable incomes and the popularity of lotteries. Latin America and the Middle East & Africa also present potential growth opportunities as governments in these regions continue to relax gambling regulations.



    Game Type Analysis




    Instant ticket games come in various forms, including scratch-off games, pull-tab games, break-open games, and others. Scratch-off games dominate the market due to their simplicity and immediate results. These games require players to scratch off a coating to reveal symbols or numbers that indicate whether they have won a prize. The ease of use and immediate gratification provided by scratch-off games make them highly popular among consumers. Additionally, the low cost of these tickets makes them accessible to a wide range of players, contributing to their widespread adoption.




    Pull-tab games are another significant segment within the instant ticket games market. These games involve pulling a tab to reveal symbols or numbers and determine if a prize has been won. Pull-tab games are often found in social settings such as bars and clubs, which adds a communal aspect to the playing experience. The tactile nature of these games and the excitement of pulling the tab contribute to their popularity.




    Break-open games are a variant where players open perforated windows to reveal symbols or numbers. These games are typically larger in size and offer higher prize amounts compared to scratch-off and pull-tab games. Break-open games are popular in regions where larger prize pools and more elaborate playing experiences are favored. The higher stakes involved in break-open games attract a different demographic of players who are willing to invest more for the chance of winning bigger prizes.




    Other types of instant ticket games include themed games and multi-state lottery games. Themed games often feature popular culture references, holidays, or special events, which can attract specific customer segments. Multi-state lottery games,

  9. Casino Gaming Equipment Market Analysis North America, APAC, Europe, South...

    • technavio.com
    Updated Mar 16, 2025
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    Technavio (2025). Casino Gaming Equipment Market Analysis North America, APAC, Europe, South America, Middle East and Africa - US, China, Canada, UK, Japan, Germany, France, Italy, India, South Korea - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/casino-gaming-equipment-market-industry-analysis
    Explore at:
    Dataset updated
    Mar 16, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global, United States
    Description

    Snapshot img

    Casino Gaming Equipment Market Size 2025-2029

    The casino gaming equipment market size is forecast to increase by USD 14.59 billion, at a CAGR of 5.2% between 2024 and 2029.

    The market is experiencing significant growth, driven by the increasing involvement of companies in the industry and the advent of innovative display solutions. However, the market is also faced with challenges, such as restrictions on gambling in various countries. The trend towards the integration of advanced technology in gaming equipment is a key growth factor, with manufacturers focusing on developing more interactive experiences for players. Additionally, the use of energy-efficient and sustainable materials in gaming machines is gaining popularity, as casinos seek to reduce their carbon footprint. High consumer spending on gaming accessories and digital payment alternatives, such as digital currencies, further bolsters market growth. Despite these opportunities, the market is subject to regulatory restrictions and ethical concerns, which may hinder its growth in certain regions.
    

    What will be the Size of the Casino Gaming Equipment Market During the Forecast Period?

    Request Free Sample

    The market encompasses the supply of high-quality gaming equipment, including state-of-the-art gaming machines and traditional tables, to casinos and other gaming establishments worldwide. This market is driven by the growing popularity of gambling activities, fueled by the legalization of casinos in various nations and the expansion of gambling into shopping malls and entertainment venues. 
    Regulations play a significant role in market dynamics, with nations implementing different policies regarding casino gambling. The market is continually evolving, with advancements in technology leading to innovative gaming machines and digital platforms, offering new opportunities for operators and consumers alike. Despite concerns regarding gambling addiction, the market is expected to maintain a strong growth trajectory.
    

    How is this Casino Gaming Equipment Industry segmented and which is the largest segment?

    The casino gaming equipment 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.

    End-user
    
      Casinos
      Malls
      Others
    
    
    Type
    
      Casino tables
      Slot machines
      Gaming chips
      Video poker machines
      Others
    
    
    Product Type
    
      Floor mounted
      Portable
    
    
    Geography
    
      North America
    
        Canada
        US
    
    
      APAC
    
        China
        India
        Japan
        South Korea
    
    
      Europe
    
        Germany
        UK
        France
        Italy
    
    
      South America
    
    
    
      Middle East and Africa
    

    By End-user Insights

    The casinos segment is estimated to witness significant growth during the forecast period. Casinos and gaming establishments worldwide offer a variety of gambling activities, with high-quality gaming equipment being a crucial element. Slot machines, a popular casino game, account for approximately 70% of the average US casino income. State-of-the-art gaming machines, tables, and advanced technologies, such as virtual reality (VR) and augmented reality (AR), provide an interactive gaming experience. The global gambling industry's legalization in emerging economies has led to increased consumer spending on gaming equipment. Strict regulations ensure the operation of casinos remains compliant. 
    High initial investment and the integration of advanced technologies necessitate collaboration and acquisitions among operators. Consumer behavior towards digital gaming, urbanization, and the middle-class population's growth are driving the market's technological evolution. Mobile gaming, cryptocurrencies, skill-based gaming, and poker are emerging trends. After-sales services, online casinos, and mobile gaming apps cater to consumers' evolving preferences. Casino interiors and operator costs are significant factors influencing money generation and cost reduction.
    

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

    The casinos segment was valued at USD 24.28 billion in 2019 and showed a gradual increase during the forecast period.

    Regional Analysis

    North America is estimated to contribute 37% to the growth of the global market during the forecast period. Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.
    

    For more insights on the market size of various regions, Request Free Sample

    The market experienced substantial growth in North America in 2024, accounting for the largest market share. The US, with nearly 90% of the demand, is the primary driver due to the legalization of gambling in states like Nevada and Louisiana, and 28 out of 32 states in Mexico. High-quality gaming equipment, including s

  10. UK games industry events consumer spending 2013-2024

    • statista.com
    Updated May 14, 2025
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    Statista (2025). UK games industry events consumer spending 2013-2024 [Dataset]. https://www.statista.com/statistics/513311/consumer-spending-on-events-united-kingdom-uk/
    Explore at:
    Dataset updated
    May 14, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    In 2024, consumers in the United Kingdom spent 9.2 million British pounds on gaming events and venues. This figure represents a significant increase from 2022. Significant drivers of 2023 gaming event spending were the Pokémon Go Fest, the UK Games Expo, as well as various anime and gaming conventions around the country. The event industry took a hit in 2020 and was only slow to recover afterwards.

  11. Computer & Gaming Product Retailers in the UK - Market Research Report...

    • ibisworld.com
    Updated Sep 6, 2024
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    IBISWorld (2024). Computer & Gaming Product Retailers in the UK - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-kingdom/market-research-reports/computer-gaming-product-retailers-industry/
    Explore at:
    Dataset updated
    Sep 6, 2024
    Dataset authored and provided by
    IBISWorld
    License

    https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/

    Time period covered
    2014 - 2029
    Area covered
    United Kingdom
    Description

    The computer market has become increasingly saturated, with retailers’ sales now largely stemming from the replacement of older models. Manufacturers have come across other troubles, too; falling consumer confidence and weak growth in real household disposable income caused consumers to delay the purchase of new computer models over the two years through 2023-24. This was exacerbated by the cost-of-living crisis and intensifying competition from supermarkets and online-only retailers, contributing towards subdued industry sales. Revenue is expected to decline at a compound annual rate of 2.4% over the five years through 2024-25 to £2.7 billion. Public health restrictions during the COVID-19 outbreak presented a significant challenge to traditional retailers in 2020-21, narrowing industry profitability. An unseasonable boost in demand from businesses seeking to equip employees for working from home supported growth in sales while solid demand for consumer electronics drove robust sales through online channels. Following this, the cost-of-living crisis put a damper on spending in 2022-23, with many consumers holding back on non-essential purchases. But there's some good news – in 2024-25, easing inflation is breathing life back into consumers’ wallets. People are feeling more comfortable about upgrading to newer computer models or shelling out on expensive gaming consoles, happy of the chance to refresh their tech without breaking the bank. Still, revenue is slated to drop by 0.8% drop in 2024-25, as demand is still struggling slightly thanks to weak disposable income growth in recent years. Over the five years through 2029-30, revenue is forecast to edge upwards at a compound annual rate of 0.1% to £2.8 billion. Fierce competition from other internet-connected devices (think smartphones) is likely to make people think twice before purchasing computers or gaming products. Moreover, the traditional retail scene for these items will continue to face challenges as shoppers increasingly turn to the internet in search of better deals. Computer and gaming retailers are set to increasingly focus on expanding their online operations to capture a share of the growing e-commerce market and fight back against the continued rise of digital gaming platforms. This will lead to further consolidation within the industry.

  12. UK video game themed books & magazines consumer spending 2013-2024

    • statista.com
    Updated May 14, 2025
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    Statista (2025). UK video game themed books & magazines consumer spending 2013-2024 [Dataset]. https://www.statista.com/statistics/513334/consumer-spending-on-books-and-magazines-united-kingdom-uk/
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    Dataset updated
    May 14, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    In 2024, consumers in the United Kingdom spent **** million British pounds on gaming-related books and magazines. This increase represents a recovery from the COVID-19 impact on high street shopping, but is by no means a return to previous levels of engagement with physical media.

  13. Monthly consumer spending on digital video games in the UK 2022, by platform...

    • statista.com
    Updated Dec 10, 2024
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    Statista (2024). Monthly consumer spending on digital video games in the UK 2022, by platform [Dataset]. https://www.statista.com/statistics/291840/consumer-spending-on-video-games-by-category-uk/
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    Dataset updated
    Dec 10, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 7, 2022 - May 31, 2022
    Area covered
    United Kingdom
    Description

    A survey between March and April 2021 found that video game consumers in the United Kingdom spent an average of 22 British pounds per month on individual game downloads via app stores and digital gaming storefronts for PC and consoles. Respondents spend approximately 11 British pounds on video game streaming services such as a PlayStation Now subscription or the now defunct Google Stadia per month.

  14. United States and Europe Horse Racing Market Size By Product (Win Bet, Each...

    • verifiedmarketresearch.com
    Updated Aug 15, 2024
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    VERIFIED MARKET RESEARCH (2024). United States and Europe Horse Racing Market Size By Product (Win Bet, Each Way, Multiple Bets), By Application (Online, Racecourse, Lottery Store), By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/united-states-and-europe-horse-racing-market/
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    Dataset updated
    Aug 15, 2024
    Dataset provided by
    Verified Market Researchhttps://www.verifiedmarketresearch.com/
    Authors
    VERIFIED MARKET RESEARCH
    License

    https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

    Area covered
    United States
    Description

    United States and Europe Horse Racing Market size was valued at USD 292 Billion in 2024 and is projected to reach USD 538 Billion by 2031, growing at a CAGR of 8.73% from 2024 to 2031.

    Some of the growth market drivers are growing disposable income to drive market growth. Rising household incomes would certainly benefit the sector since consumers will have more money to spend on on-track services like food and beverages. As disposable income rises, consumers prefer to spend more on discretionary goods and services, such as horse racing betting and other sector services. In the future years, per capita disposable income is likely to rise, creating an opportunity for the industry.

  15. Video game market distribution in the United Kingdom (UK) 2019-2020, by...

    • statista.com
    Updated Mar 27, 2023
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    Statista (2023). Video game market distribution in the United Kingdom (UK) 2019-2020, by sector [Dataset]. https://www.statista.com/statistics/324091/spending-on-video-games-distribution-by-sector-uk/
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    Dataset updated
    Mar 27, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    In 2020, digital console games accounted for 24.3 percent of gaming expenditure of consumers in the United Kingdom, slightly down from 26 percent in the previous year. Digital gaming sales for console, PC, and mobile accounted for 55.7 percent of total gaming spend in the UK, with physical gaming software sales of boxed and pre-owned titles adding another 9.8 percent market share to the total. Overall, game software accounted for 65 percent of UK consumer spending on games. Game hardware increased its segment share from 26 to 32.3 percent due to several ninth generation console releases in November 2020.

  16. Video games industry market value in the United Kingdom (UK) 2011-2023, by...

    • statista.com
    Updated May 14, 2025
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    Statista (2025). Video games industry market value in the United Kingdom (UK) 2011-2023, by sector [Dataset]. https://www.statista.com/statistics/273511/consumer-spending-on-games-industry-products-in-the-uk-by-sector/
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    Dataset updated
    May 14, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    In 2024, consumers in the United Kingdom spent 322 million British pounds on boxed software, down 34 percent from the previous year, in which consumers spent 495 million British pounds on boxed software. Digital console games accounted for the biggest share of the UK gaming market, with 2.45 billion British pounds in annual consumer spending.

  17. Xbox 360 and XOne: annual unit sales in the United Kingdom (UK) 2011-2019

    • statista.com
    Updated Feb 8, 2022
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    Statista (2022). Xbox 360 and XOne: annual unit sales in the United Kingdom (UK) 2011-2019 [Dataset]. https://www.statista.com/statistics/281835/annual-unit-sales-of-the-xbox-360-in-the-uk/
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    Dataset updated
    Feb 8, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    The Microsoft owned brand Xbox was first introduced to consumers in 2001. Since its release in the United Kingdom (UK), the latest console released by the brand, XOne has sold more than 4.8 million units. The Xbox 360, on the other hand, sold fewer consoles over a longer period of time. In 2019, the XOne was the second most sold console in the UK, falling behind the PS4 by more than a million units.

    Playstation

    The Playstation brand was created by Sony in 1994 and consists of the Playstation, Playstation 2, 3 and 4. The Japanese brand has consistently held a majority market share for gaming consoles in the UK. The latest generation of Playstation console, the PS4, has sold almost 5.4 million consoles in the UK between 2013 and 2018.

    Mobile gaming

    With the advances in mobile technology, a lot of consumers have turned to playing games via their phones. In 2017, consumer spending in the UK for mobile gaming reached over one billion British pounds. According to a survey conducted, over one fifth of respondents in the UK had played a video game via a mobile or smartphone.

  18. Physical video game software revenue in the United Kingdom (UK) 2008-2024

    • statista.com
    Updated Feb 21, 2025
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    Statista (2025). Physical video game software revenue in the United Kingdom (UK) 2008-2024 [Dataset]. https://www.statista.com/statistics/281979/video-game-software-revenue-in-the-united-kingdom-uk/
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    Dataset updated
    Feb 21, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    In 2024, physical video gaming sales in the United Kingdom amounted to 324 million British pounds, representing a 34.5 percent decrease from 495 million British pounds in the previous year. Overall, physical gaming sales are declining as digital sales make up for the bulk of UK consumer spending on gaming.

  19. Hours spent on playing video games per week in the UK 2024

    • statista.com
    • ai-chatbox.pro
    Updated Jan 30, 2025
    + more versions
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    Statista (2025). Hours spent on playing video games per week in the UK 2024 [Dataset]. https://www.statista.com/forecasts/997802/hours-spent-on-playing-video-games-per-week-in-the-uk
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    Dataset updated
    Jan 30, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2024 - Dec 2024
    Area covered
    United Kingdom
    Description

    When asked about "Hours spent on playing video games per week", 28 percent of UK respondents answer "1 to 5 hours". This online survey was conducted in 2024, among 4,027 consumers. Looking to gain valuable insights about video gamers worldwide? Check out our

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Statista (2025). UK mobile gaming consumer spending 2011-2024 [Dataset]. https://www.statista.com/statistics/324352/consumer-spending-on-mobile-gaming-united-kingdom-uk/
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UK mobile gaming consumer spending 2011-2024

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Dataset updated
May 14, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
United Kingdom
Description

In 2024, it was found that consumers in the United Kingdom (UK) spent approximately 1.7 billion British pounds on mobile gaming, up from 1.52 billion British pounds in the previous year. Mobile is the second-largest gaming software segment behind digital console game sales.

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