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		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1514</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
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		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gross Value Added ==&lt;br /&gt;
&lt;br /&gt;
Gross value added (GVA) is the measure of the economic value of goods and services. This can be used to compare the economic impact of different sectors or compare the impact of the same sector in different geographic areas. All measures of GVA in this article relate to data originally from the BFI's [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-full-report-2018-10-08.pdf Screen Business Report (October 2018)]. The [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-appendices-4-and-5-2018-10-08.pdf methodology of this report] explains how direct and total GVA figures are calculated.&lt;br /&gt;
&lt;br /&gt;
=== Regions with the Highest GVA from Games Companies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Region&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
|-&lt;br /&gt;
|South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
|-&lt;br /&gt;
|North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
|-&lt;br /&gt;
|Scotland&lt;br /&gt;
|113&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
|-&lt;br /&gt;
|West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
|North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
|East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
|-&lt;br /&gt;
|East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
|Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
|-&lt;br /&gt;
|South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
|Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Travel to Work Areas with the Highest GVA from Games Companies ===&lt;br /&gt;
A travel to work area (TTWA) is a UK Government statistical tool used to indicate an area where a significant proportion of the population commute to a larger town or city for work. TTWAs where games companies provide high levels of economic value can be found throughout the UK, as shown in the below table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!TTWA&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|573&lt;br /&gt;
|4980&lt;br /&gt;
|715.4&lt;br /&gt;
|1362&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Crawley (incl. Horsham)&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Crewe (incl. Knutsford)&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|17&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Burton upon Trent (incl. Twycross)&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scotland ==&lt;br /&gt;
[[File:Scotland map.png|thumb|280px|Heap map of games companies in Scotland - highlights Dundee, Glasgow and Edinburgh as the game hubs in the nation.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/GameDevEd Game Dev Ed] (Edinburgh)&lt;br /&gt;
*[https://igdascotland.org/ IGDA Scotland] (Scotland)&lt;br /&gt;
*[https://scottishgames.net/ Scottish Games] (Scotland)&lt;br /&gt;
*[https://www.innovationforgames.com/ InGAME] (Dundee)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around three quarters of Scottish games companies are based in Edinburgh, Dundee or Glasgow. &lt;br /&gt;
*There are however, small games companies throughout the rest of Scotland&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
[[File:Wales map.png|thumb|250px|Heap map of games companies in Wales, where Cardiff is a significant hub for games development.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://gameswales.org/ Games Wales]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around half of games companies in Wales are based in Cardiff, with the remaining other half operating throughout the rest of the country. &lt;br /&gt;
*Games companies provide a higher proportion of overall GVA in Bridgend than in any other Welsh town or city.&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
[[File:NI map.png|thumb|250px|Heap map of games companies in Northern Ireland, where most developers operate in or around Belfast.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://www.gamesni.com/ Games NI]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*5 of Northern Ireland’s 6 counties have games companies operating in them. &lt;br /&gt;
*The majority of games companies in Northern Ireland are in Belfast&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/events/606802006423370/ Gamedev Liverpool] (Liverpool)&lt;br /&gt;
*[http://gameopolis.org.uk/ Gameopolis] (Greater Manchester)&lt;br /&gt;
*[https://twitter.com/gameclusterLPL Liverpool Games Cluster] (Liverpool)&lt;br /&gt;
*[https://www.meetup.com/WA-Games/ WA Games] (Warrington)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Crewe, Liverpool and Manchester are hubs for games development. &lt;br /&gt;
*With around 1,300 games industry jobs in the north west, the region comes 3rd for number of games jobs&lt;br /&gt;
*The region also comes 3rd for total GVA from the industry&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/Game_Bridge Game Bridge] (Middlesbrough)&lt;br /&gt;
*[https://www.womenmakinggames.com/ Women Making Games North East] (North East)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Major international games companies have offices in Newcastle and Sunderland. &lt;br /&gt;
*The region also has a higher proportion of games companies with 5-24 employees than any other. &lt;br /&gt;
*The north east ranks 2nd only to London for productivity&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://xixs.com/badonkadonk Badonkadonk] (Bradford)&lt;br /&gt;
*[https://twitter.com/Ga_Ma_Yo Ga-Ma-Yo] (Yorkshire)&lt;br /&gt;
*[http://gamerepublic.net/ Game Republic] (Yorkshire)&lt;br /&gt;
*[https://twitter.com/HumberBundle HumberBundle] (Hull)&lt;br /&gt;
*[https://twitter.com/LeedsGamesToast Leeds Games Toast] (Leeds)&lt;br /&gt;
*[http://shindigdev.com/ Shindig] (Sheffield)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies employing large numbers of people operate in Leeds, Sheffield and Wakefield.&lt;br /&gt;
*Companies in Wakefield and Sheffield in particular provide major economic value when compared with other sectors &lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/brumindies/ Brum Indies] (Birmingham)&lt;br /&gt;
*[http://archcreatives.com/ Leamingston Spa: Arch Creatives] (Leamington Spa)&lt;br /&gt;
*[https://www.meetup.com/Leamington-Unity-Developers/ Leamington Unity Developers] (Leamington Spa)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies in Leamington Spa in particular provide major economic value to the West Midlands.&lt;br /&gt;
*The town is ranked 1st for economic contribution provided by games companies in proportion to other industries &lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Burton Upon Trent&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Derby&lt;br /&gt;
|11&lt;br /&gt;
|46&lt;br /&gt;
|2.6&lt;br /&gt;
|4.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
!East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/groups/EastMidlandsIndies East Midlands Indies] (Nottingham)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Large, prestigious games companies are operating in Twycross, Lincoln and Nottingham&lt;br /&gt;
*Around 900 games workers in total are employed in the East Midlands&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Chelmsford&lt;br /&gt;
|10&lt;br /&gt;
|26&lt;br /&gt;
|1.4&lt;br /&gt;
|2.4&lt;br /&gt;
|-&lt;br /&gt;
!East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/Cambridge-Game-Creators/ Cambridge Game Creators] (Cambridge)&lt;br /&gt;
*[https://twitter.com/cambridgeindies Cambridge Indies] (Cambridge)&lt;br /&gt;
*[https://www.meetup.com/NorfolkIndieGameDevelopers/ Norfolk Indie Game Developers] (Norfolk)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are around 1,200 games jobs in the East of England. &lt;br /&gt;
*Cambridge ranks 1st by number of game jobs per capita.&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
!London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://weatherfactory.biz/coven-club/ Coven Club]&lt;br /&gt;
*[http://www.londonindies.com/ London Indies]&lt;br /&gt;
*[https://www.meetup.com/London-Unreal-Engine-Meetup/ London Unreal Engine Meetup]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 580 active games companies in London&lt;br /&gt;
*The games industry in London contributes over £1.3bn of value to the economy&lt;br /&gt;
*Over 5,000 people in the capital work in games&lt;br /&gt;
*Around 2% of all creative sector workers in London work in games&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Falmouth&lt;br /&gt;
|5&lt;br /&gt;
|27&lt;br /&gt;
|1.5&lt;br /&gt;
|2.6&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|46&lt;br /&gt;
|139&lt;br /&gt;
|5.5&lt;br /&gt;
|9.7&lt;br /&gt;
|-&lt;br /&gt;
!South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://bristolgameshub.com/ Bristol Games Hub] (Bristol)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Though there are no major multinational publishers or developers based in the South West, the region is still home to over 150 games companies&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Basingstoke&lt;br /&gt;
|12&lt;br /&gt;
|88&lt;br /&gt;
|1.3&lt;br /&gt;
|2.2&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Crawley and Horsham&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|5&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Reading&lt;br /&gt;
|14&lt;br /&gt;
|162&lt;br /&gt;
|4.8&lt;br /&gt;
|8.5&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
!South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://brightongamecollective.com/ Brighton Game Collective] (Brighton)&lt;br /&gt;
*[https://twitter.com/brightonindies Brighton Indies] (Brighton)&lt;br /&gt;
*[https://www.meetup.com/Brighton-Unity-Group/ Brighton Unity Group] (Brighton)&lt;br /&gt;
*[https://www.facebook.com/groups/584711874962051/ Guildford Game Developers] (Guildford)&lt;br /&gt;
*[http://oxfordindies.co.uk/ Oxford Indies] (Oxford)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 370 active games companies in the South East&lt;br /&gt;
*Over 3,200 people in the South East are employed in the games industry. &lt;br /&gt;
*Locations such as Guildford, Oxford and Brighton have some of the largest games companies in the UK&lt;br /&gt;
&lt;br /&gt;
== Previous Reports ==&lt;br /&gt;
&lt;br /&gt;
=== 2018 Stats ===&lt;br /&gt;
&lt;br /&gt;
*As of October 2018 there were 2,277 active games companies in the UK ([https://gamesmap.uk UK Games Map])&lt;br /&gt;
*The map also listed 151 games industry service companies and 231 games-related courses across 102 universities and academic institutions in 2018. ([https://gamesmap.uk UK Games Map])&lt;br /&gt;
&lt;br /&gt;
*The creative industries contributed a record £101.5bn in GVA to the UK economy in 2017, and in crease of 7.1% on the previous year. ([https://www.gov.uk/government/statistics/dcms-sectors-economic-estimates-2017-gva DCMS], Nov 2018)&lt;br /&gt;
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contibuted £2.87bn in GVA to the UK economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
*The UK games industry directly employs 20,430 FTEs in development, publishing and retail roles, which contibute £1.52bn in direct GVA to the economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Subsector'''&lt;br /&gt;
|'''Employment (FTEs)'''&lt;br /&gt;
|'''GVA (£m)'''&lt;br /&gt;
|-&lt;br /&gt;
|Publishing&lt;br /&gt;
|2,300&lt;br /&gt;
|526.6&lt;br /&gt;
|-&lt;br /&gt;
|Digital Retail&lt;br /&gt;
|310&lt;br /&gt;
|31.7&lt;br /&gt;
|-&lt;br /&gt;
|Physical Retail&lt;br /&gt;
|3,980&lt;br /&gt;
|132.0&lt;br /&gt;
|-&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''20,430'''&lt;br /&gt;
|'''1.52'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The economic impact of the growing UK Esports sector was also assessed for the first time and was shown to have supported 470 FTE jobs and contributed £18.4m in GVA in 2016. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2016, the UK games industry spent £1.25bn on game development. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In the period 2015-2017, there was at least £1.75bn of inward investment in the UK games industry. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*The VGTR supports 9,240 FTE jobs across the UK games industry, including 4,320 directly in development roles (31% of the total UK development workforce). ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*VGTR games represented £389.9m of UK development spend, 31% of the total development spend. Overall, projects supported by the VGTR contibuted£525m in GVA to the UK economy and £158m in tax revenue. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*Of all the screen sector tax reliefs, the games sector was shown to have the highest rate of productivity, where each employee generated an average of £83,800 in GVA for the economy, significantly above the national industrial average of £62,100. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In November 2018 there were 5.7m professional developers in Europe, up by 200,000 on 2017. This compares to the 4.4m in the US, which has that stayed flat year on year. The UK is home to 830,500 professional developers. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2018, The UK was the No.1 European destination for international movers in the tech ecosystem, accounting for 20.9% of all international movers. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*44% of founders and employees of private tech start-ups in the UK and Ireland are migrants, the highest percentage of any European region. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform's top 100 highest grossing games of 2017 list featured 15 games made or partly made in the UK, including two games in the top “platinum tier”, one in the gold tier and four in silver. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform's top 92 games by peak simultaneous players featured 14 games made or partly made in the UK (15.2%), including Rockstar’s ‘Grand Theft Auto V’ in the top &amp;quot;over 100k simultaneous players&amp;quot; tier and six games from the UK (or 40%) in the second &amp;quot;over 50k players&amp;quot; tier. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platforms top 10 highest grossing VR games featured 11 games made in the UK, including one game partly made in the UK in the top “platinum” tier, one UK-made game in the gold tier and four in silver. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
=== 2017 Stats ===&lt;br /&gt;
&lt;br /&gt;
*In 2017, the UK has been ranked as third best country in the world for the ability to attract, retain, train and educate skilled workers, according to the Global Talent Competitiveness Index ([http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking INSEAD], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*London, Birmingham and Cardiff act as talent magnets, helping the UK attract more highly-skilled workers. In 2017 Cardiff was the 11th best city worldwide at attracting, growing and retaining talent, with London listed 16th and Birmingham 17th. ([http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking INSEAD], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
=== 2016 Stats ===&lt;br /&gt;
&lt;br /&gt;
*As of 2016, only 41% of UK games companies were using the correct Standard Industrial Classification codes. ([https://gamesmap.uk UK Games Map] Oct 2016)&lt;br /&gt;
*As of 2016, 68% of UK games companies had been founded since the beginning of 2010. ([https://gamesmap.uk UK Games Map] Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2016, European games industry professionals rated the UK as the place in Europe where both the best games were made at the time and the best games will be made in five year’s time. ([http://registration.gdceurope.com/GDCEurope-StateOfGame?_mc=blog_x_gdceu_wp_aud_gdceu_x_x-sotieu GDC], Aug 2016)&lt;br /&gt;
*The UK’s creative industries were worth a record £84.1 billion to the UK economy in 2016. The figures show the sector growing at almost twice the rate of the wider UK economy - generating £9.6million per hour. ([https://www.gov.uk/government/news/creative-industries-worth-almost-10-million-an-hour-to-economy Gov.co.uk], Jan 2016)&lt;br /&gt;
&lt;br /&gt;
=== 2015 Stats ===&lt;br /&gt;
&lt;br /&gt;
*In 2013, the core UK video games sector (video games made wholly or partially in the UK) supported 12,100 FTEs of direct employment. This is split into 9,400 FTEs in development, 900 in publishing and 1,800 in retail. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2013, the core UK video games sector (video games made wholly or partially in the UK) contributed £755m in direct GVA. This is split into £639.1m in development, £63.3m in publishing and £53m in retail. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2013, taking into account the total economic contribution (including multiplier and spillover effects) the core UK video games sector (video games made wholly or partially in the UK) supported 23,900 FTEs of employment, generated £1.4bn in GVA and contributed £429m to the Exchequer. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*When looking at regional distribution of employment in 2013: for development most FTEs were in London (27%), the South East (21%), the East of England (10%) and West Midlands (10%). For publishing most FTEs were in the South East (32%), London (31%), the East of England (18%) and West Midlands (7%). ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Global_Video_Games_Market&amp;diff=1513</id>
		<title>Global Video Games Market</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Global_Video_Games_Market&amp;diff=1513"/>
		<updated>2019-11-28T17:29:50Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About This Page ==&lt;br /&gt;
&lt;br /&gt;
All facts and stats on this page are currently sorted in order of publication. Therefore some stats released earlier, such as industry value measurements may have been superceded by later data.&lt;br /&gt;
&lt;br /&gt;
== Other Global Industry Categories ==&lt;br /&gt;
&lt;br /&gt;
*[[Mobile market]]&lt;br /&gt;
*[[Acquisition and Investment]]&lt;br /&gt;
*[[Esports]]&lt;br /&gt;
*[[Gaming video content]]&lt;br /&gt;
*[[Virtual reality]]&lt;br /&gt;
&lt;br /&gt;
The data company Newzoo also collates and updates a number of useful infographics of [https://newzoo.com/key-numbers global industry headlines] and [https://newzoo.com/insights/infographics/ individual country metrics].&lt;br /&gt;
&lt;br /&gt;
== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
*Juniper Research predicts that in 2020 subscription models for games will flourish ([https://www.juniperresearch.com/document-library/white-papers/top-10-tech-trends-for-2019 Juniper Research], Nov 2019)&lt;br /&gt;
**The report also predicts that 'given the recent renaissance in single player games', titles such as The Last of Us: Part II and Cyberpunk 2077 will support the trend of further success for subscription models&lt;br /&gt;
&lt;br /&gt;
*Games and interactive media industry grew to $119.6bn in 2018, up 13% on the previous year. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
**Mobile games made up the largest share of global revenues at $61.3bn, followed by PC at $35.7bn and console at $12.7bn.&lt;br /&gt;
**The rest of the total was made up of $6.6bn from XR (VR/AR) revenues and $5.2bn on game video content (Youtube/Twitch etc).&lt;br /&gt;
&lt;br /&gt;
*Free-to-play titles earned  $87.7bn in 2018, representing 80% of digital games revenue with 62% of free-to-play revenues coming from Asian mobile games,([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
**Free-to-play titles earned $54.3billion in Asia, $14.8billion in North America, and $11billion in Europe in 2018. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
**Fortnite was the top free-to-play game by revenue in 2018, earning $2.4bn - nearly two times the amount generated by Dungeon Fighter Online, ranked second. Other titles in the F2P top ten include Candy Crush Saga at $1.1bn, Pokemon GO at $1.3bn and League of Legends at $1.4bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
**The rise of Fortnite greatly increased the visibility of free-to-play console games, causing their overall revenue to explode by +458% year on year. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Premium game revenues rose 10% to $17.8bn in 2018, with North America ($7.2bn) and Europe ($7.0bn) generated 80% of premium games revenue. &lt;br /&gt;
**PlayUnknown’s Battleground’s was the top premium PC and console game by revenue in 2018, earning $1.028million. This was followed by FIFA 18, which generated $790million and Grand Theft Auto V which five years after its release still earned $628million. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The size of the European video games market was €20 billion in 2018 ([https://www.isfe.eu/isfe-key-facts/ ISFE], May 2019)&lt;br /&gt;
**The games market experienced a combined 18% growth in 2017 across the main European territories of UK, France, Germany and Spain, with average spend per player increasing from €79 in 2012 to €102 in 2017.&lt;br /&gt;
&lt;br /&gt;
*In 2018, Netflix-like game subscriptions rose to prominence. The top three game subscription offerings - Xbox Game Pass, Playstation Now and the EA Origin Access - earned $273m worldwide in Q3 2018. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Games industry software/hardware combined revenue is predicted to drive well over $200 billion revenue by 2023. ([https://www.digi-capital.com/news/2019/03/despite-short-term-questions-games-software-hardware-to-top-200-billion-by-2023/ Digi-Capital], Mar 2019)&lt;br /&gt;
&lt;br /&gt;
*Investment in games companies reached a record $5.7 billion in 2018. ([https://venturebeat.com/2019/01/28/digi-capital-game-investment-doubles-previous-record-at-5-7-billion-in-2018/ Digi-Capital / Venturebeat], Mar 2019)&lt;br /&gt;
**Epic Games’ $1.25 billion raise was the biggest round for a game company in 2018, and it was also the largest non-IPO games investment of all time.&lt;br /&gt;
&lt;br /&gt;
[[File:Newzoo Top-10-Public-Game-Companies-by-Revenues.png|thumb|400px|[https://newzoo.com/insights/articles/top-25-public-game-companies-earned-more-than-100-billion-in-2018 Newzoo] Top-10 Public Game Companies by Revenues (2018)]]&lt;br /&gt;
&lt;br /&gt;
*In 2018, the top 25 public companies by game revenues generated a combined $107.3 billion, up +16% from 2017. Together, these companies accounted for almost 80% of the $134.9 billion global games market. ([https://newzoo.com/insights/articles/top-25-public-game-companies-earned-more-than-100-billion-in-2018 Newzoo], Apr 2019)&lt;br /&gt;
**Combined, the top 10 companies' revenue grew +19% year on year.&lt;br /&gt;
**Console revenues showed particularly strong growth in 2018, accounting for 38% of revenues earned by the top 25 companies, up from 34% in 2017. Notably, five out of the top 10 companies earned most of their revenues from console gaming.&lt;br /&gt;
***Tencent was the world’s #1 public company by game revenues for the sixth year running, earning $19.7 billion in revenues and accounting for almost 15% of the entire games market.&lt;br /&gt;
***Sony (#2) generated revenues of $14.2 billion, a year-on-year growth of +41% — the highest in the top 10. &lt;br /&gt;
***Microsoft generated revenues of $9.8 billion in 2018, growing +32% from 2017, overtaking Apple as the third-largest company by game revenues.&lt;br /&gt;
***Nintendo (#9) also had a strong year, with revenues reaching $4.3 billion, up +36% from 2017, driven by the popularity of the Nintendo Switch.&lt;br /&gt;
***Activision Blizzard (#5) earned revenues of $6.9 billion, growing +6% over last year, making it the fifth largest company.&lt;br /&gt;
***Electronic Arts (#8) generated revenues of $5.3 billion in 2018 with year-on-year growth of +4%. &lt;br /&gt;
***Ubisoft (#13) produced $2.2 billion in revenues, growing +3% year on year.&lt;br /&gt;
&lt;br /&gt;
*In the fiscal year to 31st March 2019, 118.55m units of software were sold for the Nintendo Switch, an 86.7% increase on the previous year ([https://www.gamesindustry.biz/articles/2019-04-25-nintendo-switch-had-23-million-selling-games-in-the-last-fiscal-year gamesindustry.biz], Apr 2019)&lt;br /&gt;
**23 games sold more than on million units, including Mario Kart 8 Deluxe which sold 7.47m units worldwide.&lt;br /&gt;
**Full-game downloads on the Nintendo store almost doubled year-on-year to reach ¥118.8 billion ($1.1 billion).&lt;br /&gt;
**In the same period, 16.95 million units of the Switch were sold, an increase of 12.7% year-on-year, to a total since launch of 34.74m.&lt;br /&gt;
**Nintendo earned ¥1.2 trillion ($10.7 billion) in revenue in the fiscal year, a 13.7% increase on the previous year. It earned ¥194 billion ($1.7 billion) in profit, up 39% year-on-year.&lt;br /&gt;
&lt;br /&gt;
*F2P titles amassed 80% of digital games revenue in 2018 but premium games still performed well in Western markets. Red Dead Redemption 2 earned $516m in Q4, helping grow premium games revenue 10% year on year ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Cloud-based game content and cloud-based games PC services markets were worth a combined $387 million in 2018. This is forecast to grow to $2.5 billion in 2023. ([https://technology.ihs.com/613450/next-generation-cloud-gaming-new-technologies-new-market-entrants-and-new-business-models IHS Markit], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*'''Major platforms install base:'''&lt;br /&gt;
**PlayStation 4 - 100m ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone The Verge], Jul 2019), previously 91.6m ([https://www.forbes.com/sites/erikkain/2019/01/11/putting-the-playstation-4s-91-6-million-sales-into-context/#29d15a786c50 Forbes], Jan 2019)&lt;br /&gt;
**XBox One - 39.1m ([https://www.gamasutra.com/view/news/319939/Analyst_report_Xbox_One_install_base_at_39M_as_of_March_2018.php Gamastura], Jun 2018)&lt;br /&gt;
**Switch - 32.27m ([https://uk.ign.com/articles/2019/01/31/nintendo-switch-sales-pass-32-million IGN], Jan 2019)&lt;br /&gt;
**Steam - 90m MAU, 47 DAU ([https://www.pcgamer.com/uk/steam-now-has-90-million-monthly-users/ PC Gamer], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*'''Total number of games available (globally):'''&lt;br /&gt;
*STEAM: ~35,000 games&lt;br /&gt;
**According to [https://steamspy.com/ SteamSpy], as of January 2019, there are were over 30,000 games available on Steam, with 9,300 released in 2018. ([https://www.pcgamer.com/steam-now-has-30000-games/ PC Gamer], Jan 2019)&lt;br /&gt;
**As of June 2019, a further 4,124 games have been released on Steam so far in 2019. ([https://steamspy.com/ SteamSpy], Jun 2019)&lt;br /&gt;
*PS4: ~2,089&lt;br /&gt;
**According to Wikipedia, as of June 2019, there were 2,089 games released for the PlayStation 4. ([https://en.wikipedia.org/wiki/List_of_PlayStation_4_games Wikipedia], Jun 2019)&lt;br /&gt;
*XBOX ONE: ~2,024&lt;br /&gt;
**According to Wikipedia, as of June 2019, there were 2,024 games released for the Xbox One. ([https://en.wikipedia.org/wiki/List_of_Xbox_One_games_(A-L) Wikipedia], Jun 2019)&lt;br /&gt;
*SWITCH: ~1,728&lt;br /&gt;
**According to Wikipedia, as of June 2019, there were 1,728 games listed as released or forthcoming for the Nintendo Switch. ([https://en.wikipedia.org/wiki/List_of_Nintendo_Switch_games Wikipedia], Jun 2019)&lt;br /&gt;
*App Store (iPhone / iPad): 900,718&lt;br /&gt;
**As of June 2019, there were 900,718 games listed as active on Apple's App Store, with 3,759 new games submitted in May 2019 alone. ([https://www.pocketgamer.biz/metrics/app-store/app-count/ PocketGamer.biz], Jun 2019)&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
*The global market for video games will reach $137.9bn in 2018, an increase of 13.3% on 2017. It is estimated to reach $180.1bn by 2021. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*There are more than 2.3 billion active game players in the world this year, of which 46%, or 1.1 billion, spend money on games. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Console games will generate $34.6billion and capture 25% of the market by the end of 2018. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The Asia-Pacific region leads the global market and the is fastest growing, increasing 16.8% year-on-year to $71.4bn, or 52% of the total global market. North America represents 23% of the global market, up 10% to $32.7bn. EMEA is 21% of the market, up 8.8% to $28.7bn and Latin America makes up the remaining 4%, up 13.5% to $5bn. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
[[File:Newzoo 2018 Global Market by Region.png|border|400px|Newzoo 2018 Global Market by Region]]&lt;br /&gt;
&lt;br /&gt;
*Mobile revenues will be the largest segment of the global games market, representing over half of total global revenues for the first time, generating $70.3bn overall from $56.4bn of smartphone and $13.9bn of tablet revenues. Smartphone games are also the fastest growing segment, increasing 29% year-on-year. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
[[File:Newzoo 2018 Global Market by Device.png|border|400px|Newzoo 2018 Global Market by Device]]&lt;br /&gt;
&lt;br /&gt;
*All segments of the games market are growing steadily. Console revenues will increase 4.1% to $34.6bn in 2018 and $39bn by 2021. PC games will reach $32.9bn in 2018, representing 24% of the global market. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The interactive entertainment sector generated a record $108.4bn in 2017, with the three major games revenues split between mobile ($59.2bn), PC ($33bn) and console ($8.3bn). Wider interactive sector made up the rest of the revenues, XR (Extended / Mixed Reality - £4bn), game video content ($3.2bn) and esports ($0.8bn). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*2017’s $8.3bn global console game market was dominated by North American and Euopean markets, at $4.2bn and $3.1bn respectively. The Asian console market reached $0.2bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018) &lt;br /&gt;
&lt;br /&gt;
*Consumers spent $14B more on mobile games in 2017 than in 2016. Games such as Arena of Valor and Fantasy Westward Journey from Asian publishers like Tencent and NetEase contributed to a 31% year-over-year growth for the worldwide mobile market. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*The global video games market is set to grow considerably in the period to 2022. The largest segment will be social / casual games, generating over $80bn by 2022. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
[[File:PwC Growth in All Major Video Game Subsegments.png|border|400px|PwC Growth Available in All Major Video Game Subsegments]]&lt;br /&gt;
&lt;br /&gt;
*Red Dead Redemption 2 generated $725 million in its first three days. It’s the second biggest opening for a product in entertainment history. ([https://www.gamesindustry.biz/articles/2018-10-30-red-dead-redemption-2-makes-usd725-million-in-three-days Gamesindustry.biz], 2018)&lt;br /&gt;
&lt;br /&gt;
*According to Activision Blizzard, the Call of Duty franchise has generated more revenue than the Marvel Cinematic Universe in the box office, and double that of the cumulative box office of Star Wars. ([https://www.mcvuk.com/business/activision-blizzard-q3-financials-blizzard-revenue-up-20-as-destiny-2-underperforms MCV], Nov 2018)&lt;br /&gt;
&lt;br /&gt;
*Global PC game revenue reached $33bn in 2017, of which free-to-play games contributed $15bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*The top grossing free-to-play PC games  in 2017 were League of Legends ($2.1bn), Dungeon Fighter Online ($1.6bn) and CrossFire ($1.4bn). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2017, 56% of the PC game market was comprised of RPGs (34%) and Shooters (22%). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Bluehole’s PlayerUnknown’s Battlegrounds was the largest grossing PC paid/premium game revenue, generating $714m or 12% of the sub-sector’s revenues. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*According to Steamspy, 7,672 games were released on Valve’s Steam platform in 2017, an increase of 53% on 2016’s 5,006 games. ([http://www.gamesindustry.biz/articles/2018-01-10-steam-saw-more-than-7-600-games-debut-in-2017-steamspy Steamspy / gamesindustry.biz], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
*Approximately 2.2bn people play games worldwide ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017), although some estimates put this as high as 2.6bn. ([http://dq756f9pzlyr3.cloudfront.net/file/Internet+Trends+2017+Report.pdf Unity], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*The global games market will be worth $116bn in 2017, growing by 10.7% on the previous year. With a projected CAGR of 8.2% over the coming years, it is expected to reach $143.5bn by 2020. ([https://newzoo.com/insights/articles/new-gaming-boom-newzoo-ups-its-2017-global-games-market-estimate-to-116-0bn-growing-to-143-5bn-in-2020/ Newzoo], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*The global mobile revenues will remain just short of half of the market (43%), worth $50.4bn in 2017. Current estimates see this growing to $72.3bn by 2020. ([https://newzoo.com/insights/articles/new-gaming-boom-newzoo-ups-its-2017-global-games-market-estimate-to-116-0bn-growing-to-143-5bn-in-2020/ Newzoo], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*The console market represents 29% of the current market, worth $33.3bn and the PC market a similar share at $32.3bn. ([https://newzoo.com/insights/articles/new-gaming-boom-newzoo-ups-its-2017-global-games-market-estimate-to-116-0bn-growing-to-143-5bn-in-2020/ Newzoo], Nov 2017)&lt;br /&gt;
&lt;br /&gt;
*Sony's PlayStation 4 console has shipped 82.2m units globally since launch in November 2013 and is projected to reach 90m units by March 2019. ([http://gamasutra.com/view/news/323326/Worldwide_PlayStation_4_shipments_have_topped_80_million.php gamasutra], Aug 2018)&lt;br /&gt;
&lt;br /&gt;
*Sony’s PlayStation 4 console has sold 67.5m units to date and is projected to sell 79m by the end of March 2018. ([http://www.gamesindustry.biz/articles/2017-10-31-playstation-drives-sonys-q2-2017-revenues-up-to-usd18-25bn GamesIndustry.biz], Oct 2017)&lt;br /&gt;
&lt;br /&gt;
*The global games market is now worth over $100bn annually, reaching a total of $101.1bn in 2016. With a projected CAGR of 6.2%, it is expected to reach $108.9bn by the end of 2017 and $128.5bn by the end of 2020. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*2017 is expected to be the year mobile revenues become the largest segment of the global market, growing by 19.3% YOY to reach $46.1bn or 32% of the global total. Digital game revenues will account for $94.4bn or 87% of the global market. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*The Asia-Pacific market will generate 47% ($51.2bn) of global revenues in 2017, with China accounting for $27.5bn of the total. In comparison, the US will account for $25.1bn and the EMEA will be make up $26.2bn. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*In January 6th 2017, Valve’s digital PC games platform Steam reached 18.5m concurrent users. ([https://www.gamasutra.com/view/news/312771/Steam_sets_new_concurrent_user_record_at_185M.php Gamasutra], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform now counts 67 million monthly active players and 33 million daily active players, as of August 2017. At peak, this relates to 14 million concurrent users per day, up from 8.4 million in 2015. ([https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ Geekwire], Aug 2017)&lt;br /&gt;
&lt;br /&gt;
*Of Steam sales in January-August 2017, 34% of sales were to North America, 29% Western Europe and 17% Asia, with the remaining split between other regions. ([https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ Geekwire], Aug 2017)&lt;br /&gt;
&lt;br /&gt;
*Microsoft’s Xbox Live platform counts 53 million monthly active users, as of Q4 2016/17. They also a quarterly “gaming” revenue of $1.657bn for the same period. ([https://view.officeapps.live.com/op/view.aspx?src=https://c.s-microsoft.com/en-us/CMSFiles/SlidesFY17Q4.pptx?version=c9735c19-0baa-103d-2a4e-bacd46514428 Microsoft], Aug 2017)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform reported 125m total active lifetime users in 2015, estimated up to 150m by August 2017. ([http://www.pcgamesinsider.biz/news/65996/steam-has-67-million-monthly-active-users/ PC Games Insider], Aug 2017) &lt;br /&gt;
&lt;br /&gt;
*For the first time, Ubisoft has reported that recurring player investment (e.g. the sale of in-game items, DLC, season passes and subscriptions) has outperformed digital full-game sales in Q1/2 2017. ([https://www.ubisoft.com/en-US/company/investor_center/earnings_sales.aspx Ubisoft], Oct 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
*The top 25 public companies by game revenues generated $41.4 billion in the first half of 2017, increasing 20% compared to the same period in 2016. ([https://newzoo.com/insights/articles/game-revenues-of-top-25-public-companies-jump-20-to-41-4-billion-in-h1-2017/ Newzoo], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*Mobile gaming accounted for 42% of all revenues generated by the top 10 companies ($31.4bn), up from 40% in the first half of last year. Tencent was once again the largest gaming company in the world with revenues of $7.4 billion. Sony grew by 25% year over year to take the #2 spot with revenues of $4.3 billion. ([https://newzoo.com/insights/articles/game-revenues-of-top-25-public-companies-jump-20-to-41-4-billion-in-h1-2017/ Newzoo], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*The global video games market generated $91bn in 2016, with mobile sector making up the largest share ($40.6bn). PC accounted for $35.8bn and Console $6.6bn. Esports ($0.9bn), gaming videos ($4.4bn) and VR ($2.7bn) made up the remainder. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016) &lt;br /&gt;
&lt;br /&gt;
*The top 25 Public Companies by Game Revenues generated $34.5 billion in the first half of 2016, an increase of 22% compared to the same period in 2015. ([https://newzoo.com/insights/articles/game-revenues-of-top-25-public-companies-jump-22-to-34-5bn-in-h1-2016/ Newzoo], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*According to Newzoo’s estimation, China has overtaken the US as the as world’s largest gaming market at $24.4bn, vs the US’s $23.6bn. With a larger population and gaming yet to reach a mature penetration, we can expect China’s lead to grow over time. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016)&lt;br /&gt;
&lt;br /&gt;
*China is now the largest national market for iOS App Store revenues overall, earning more than $1.7 billion in the Q3 2016, exceeding the US by around 15%. Games make up approximately 75% of that revenue, in which China has been leading since Q2 2016. (App Annie, October 2016, LINK)&lt;br /&gt;
&lt;br /&gt;
*China is the no.1 national market for iOS App Store Games revenues, exceeding the US and Japan revenues in Q2 2016. ([https://www.appannie.com/insights/market-data/q3-2016-index-china-hits-ios-app-store-milestone/ App Annie], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*As of December 2016, the Sony PlayStation 4 has sold through over 50 million units worldwide. (including sales of the PlayStation 4 Pro) ([http://www.gamesindustry.biz/articles/2016-12-07-playstation-4-worldwide-sales-surpass-50m GI.biz], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*The Asia-Pacific region dominates the global revenues with 47% share ($46.6bn), North America and the EMEA make up approximately a quarter each (25%, $25.4bn and 24%, $23.5bn). Latin America is the smallest region, but also the fastest growing, up 20.1% yoy to $4.1bn (4%). ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016)&lt;br /&gt;
&lt;br /&gt;
*Of all console gamers, 87% also plays games on a PC. ([https://newzoo.com/insights/trend-reports/regional-breakdown-99-6-bn-global-games-market-free-report/ Newzoo], June 2016)&lt;br /&gt;
&lt;br /&gt;
*As of Q3 2016, GTA V has sold-in (shipped to retailers) 70 million copies since launch. ([http://www.gamespot.com/articles/gta-5-ships-70-million-copies-as-gta-online-contin/1100-6445053/ GameSpot], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*4,727 games on the Steam platform were first released in 2016, making up just over 40% of the total games available on the platform (11,697 games). ([https://steamspy.com/ SteamSpy], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
*The global digital games market has reached $5.5bn, a +7% year-on-year increase. All segments except P2P MMO have grown. Digital PC revenues rose to $622m (+6%), driven by Asia spending, while digital console revenues rose to $375m (+14%). ([https://www.superdataresearch.com/blog/us-digital-games-market/ Superdata], Oct 2015, LINK)&lt;br /&gt;
&lt;br /&gt;
*In terms of monthly active users, this was up +13% totalling 2.3bn in October, the average spending is slowing, which shows in the revenue growing by +7% to $2.1bn. ([https://www.superdataresearch.com/blog/us-digital-games-market/ Superdata], Oct 2015, LINK)&lt;br /&gt;
&lt;br /&gt;
*The most common global digital payment methods are eWallet (32%), credit/debit cards (25%) and mobile (14%), although this varies by region – eWallets are more popular in the Asia/Pacific region and credit/debit cards more popular in North America, for instance. ([https://www.superdataresearch.com/market-data/payment-preferences-of-gamers-worldwide/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*There are currently more than 700 games that entered Early Access since 2013, and 150 (21%) of them got released since. On average, games that use the Early Access spend 14 months in it. ([https://medium.com/steam-spy/on-early-access-games-39aed2b8f82d#.kouq0t7in Steam Spy], Oct 2015)&lt;br /&gt;
&lt;br /&gt;
*The average game will sell 8,000 copies during Early Access stage if it manages to stay around until release, and another 3,600 in the first month after launch. ([https://medium.com/steam-spy/on-early-access-games-39aed2b8f82d#.kouq0t7in Steam Spy], Oct 2015)&lt;br /&gt;
&lt;br /&gt;
*15m Steam players (11% of all Steam players) own at least one paid Early Access game, and people from Germany and France are more likely to own Early Access games, while less so in Poland. ([https://medium.com/steam-spy/on-early-access-games-39aed2b8f82d#.kouq0t7in Steam Spy], Oct 2015)&lt;br /&gt;
&lt;br /&gt;
*1% of Steam gamers own 33% of all copies of games on Steam. 20% of Steam gamers own 88%. To be in the 1% group you need to own 107 games or more. To be in the 20% you need to own 4 games or more. ([https://medium.com/steam-spy/your-target-audience-doesn-t-exist-999b78aa77ae Steam Spy], August 2015)&lt;br /&gt;
&lt;br /&gt;
*Valve is estimated to have had over $730m revenues in 2014. Their own titles like DOTA 2, Team Fortress 2 and CS:GO accounted for $400m, the remaining $330m coming from royalties from third-party titles. Valve has not released its own figures. ([http://www.develop-online.net/news/valve-made-more-than-730m-in-2014-report-claims/0209311 Superdata], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Most popular games on Steam: in 2014 the Nbr 1 title was Unturned, with 12.2m owners and “only” 9.1m players. Average daily sales on Steam: Unturned, is also Nbr1 with 52.5 daily sales, followed by Dead Island: Epidemic (40.2 daily sales) and Robocraft (23 daily sales). In terms of hours played, Football Manager 2015 has reached highest number of mean hours per owner, with an impressive 152.6. It’s followed by Dark Souls II (73.1) and Panzer Corps (71.7). (Ars Technica wasn’t able to retrieve data for DOTA 2 or Team Fortress 2, which are in the Top3 most played games on Steam). ([http://arstechnica.com/gaming/2015/03/steam-gauge-measuring-the-most-popular-steam-games-of-2014/1/ Ars Technica], Mar 2015)&lt;br /&gt;
&lt;br /&gt;
*In the last 18 months, Steam has seen as many new games added as its first 10 years combined. ([http://arstechnica.com/gaming/2015/03/steam-gauge-measuring-the-most-popular-steam-games-of-2014/1/ Ars Technica], Mar 2015)&lt;br /&gt;
&lt;br /&gt;
*Steam has exceeded 9m concurrent users in March 2015, and there are currently 125m accounts on the platform, more than Mexico’s whole population, close to Japan’s. ([http://www.technobuffalo.com/2015/03/16/steam-surpasses-125-million-active-9-million-concurrent-users/ TechnoBuffalo], Mar 2015)&lt;br /&gt;
&lt;br /&gt;
*Digital console sales: the Top10 US titles by worldwide revenues in Jan 2015 have been published. GTA V is king at $31.8m, followed by CoD: Advanced Warfare ($23.5m) and Destiny at $14.2m. Dying Light ranked a surprise 4th place at à12m. In terms of console revenue shares between Playstation and Xbox (Gen7 and Gen8 combined), PS leads at 63%. Gen8 consoles grossed 70% more revenues than Gen7. ([http://www.superdataresearch.com/blog/top-10-digital-console-games/?mc_cid=2cf6c0a475&amp;amp;mc_eid=93d0f69887 Superdata], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*The total for worldwide digital console for 2014 was $2.98bn. The best-selling month since February 2013 was December 2014, at $363m. ([http://www.superdataresearch.com/blog/digital-console-games-market/ Superdata], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*The worldwide digital console games market was worth $233m in February 2015, slightly down compared to February 2014 (-3.7%). ([http://www.superdataresearch.com/blog/digital-console-games-market/ Superdata], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*Valve shared that it paid content creators who crafted in-game items for Team Fortress 2, Dota 2 and CG:GO $57m in 2014. This amount was shared by 1,500 contributors from 75 countries. Valve has now expanded the Workshop service to non-Valve games like Dungeon Defenders: Eternity and Chivalry: Medieval Warfare. ([http://uk.ign.com/articles/2015/01/29/steam-workshop-content-creators-have-raked-in-57m IGN], Jan 2015)&lt;br /&gt;
&lt;br /&gt;
*Console players could spend more than PC players in free-to-play games: the MMO DC Universe PS4 version has been making more than 3 times what the PC version has as of Jan 2015. ([http://www.mcvuk.com/news/read/ps4-players-spend-more-on-dc-universe-online-than-pc-counterparts/0143611 MCV], Jan 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2014 the global digital market was worth $49bn, with high growth in percentage terms in the Latin America region (+13%) and Digital Consoles (+24%). ([http://www.superdataresearch.com/blog/infographic-2014-digital-games-year-review/ Superdata], Dec 2014)&lt;br /&gt;
&lt;br /&gt;
== 2014 Stats ==&lt;br /&gt;
&lt;br /&gt;
*When looking at the Top 20 Entertainment Products of 2013 in the UK, Grand Theft Auto V was the leader with 3.67m units sold, ahead of Skyfall (2.96m units on DVD and Blu-ray). The third product in units sold was FIFA 14 (2.66m units sold) ahead of The Hobbit DVD and Blu-ray (2.07m units) ([http://www.mcvuk.com/news/read/gta-v-is-the-biggest-selling-entertainment-product-of-2013-call-of-duty-falls-to-no-5/0126323 MCV], Jan 2014)&lt;br /&gt;
&lt;br /&gt;
== 2013 Stats ==&lt;br /&gt;
&lt;br /&gt;
*GTA V made $1bn worldwide in 3 days in 2013, faster than any other entertainment product including movies. ([http://www.mcvuk.com/news/read/gta-v-makes-1bn-in-three-days/0121447 MCV], Sept 2013)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1512</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1512"/>
		<updated>2019-11-28T16:14:11Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gross Value Added ==&lt;br /&gt;
&lt;br /&gt;
Gross value added (GVA) is the measure of the economic value of goods and services. This can be used to compare the economic impact of different sectors or compare the impact of the same sector in different geographic areas. All measures of GVA in this article relate to data originally from the BFI's [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-full-report-2018-10-08.pdf Screen Business Report (October 2018)]. The [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-appendices-4-and-5-2018-10-08.pdf methodology of this report] explains how direct and total GVA figures are calculated.&lt;br /&gt;
&lt;br /&gt;
=== Regions with the Highest GVA from Games Companies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Region&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
|-&lt;br /&gt;
|South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
|-&lt;br /&gt;
|North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
|-&lt;br /&gt;
|Scotland&lt;br /&gt;
|113&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
|-&lt;br /&gt;
|West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
|North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
|East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
|-&lt;br /&gt;
|East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
|Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
|-&lt;br /&gt;
|South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
|Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Travel to Work Areas with the Highest GVA from Games Companies ===&lt;br /&gt;
A travel to work area (TTWA) is a UK Government statistical tool used to indicate an area where a significant proportion of the population commute to a larger town or city for work. TTWAs where games companies provide high levels of economic value can be found throughout the UK, as shown in the below table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!TTWA&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|573&lt;br /&gt;
|4980&lt;br /&gt;
|715.4&lt;br /&gt;
|1362&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Crawley (incl. Horsham)&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Crewe (incl. Knutsford)&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|17&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Burton upon Trent (incl. Twycross)&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scotland ==&lt;br /&gt;
[[File:Scotland map.png|thumb|280px|Heap map of games companies in Scotland - highlights Dundee, Glasgow and Edinburgh as the game hubs in the nation]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/GameDevEd Game Dev Ed] (Edinburgh)&lt;br /&gt;
*[https://igdascotland.org/ IGDA Scotland] (Scotland)&lt;br /&gt;
*[https://scottishgames.net/ Scottish Games] (Scotland)&lt;br /&gt;
*[https://www.innovationforgames.com/ InGAME] (Dundee)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around three quarters of Scottish games companies are based in Edinburgh, Dundee or Glasgow. &lt;br /&gt;
*There are however, small games companies throughout the rest of Scotland&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
[[File:Wales map.png|thumb|250px|Heap map of games companies in Wales, where Cardiff is a significant hub for games development]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://gameswales.org/ Games Wales]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around half of games companies in Wales are based in Cardiff, with the remaining other half operating throughout the rest of the country. &lt;br /&gt;
*Games companies provide a higher proportion of overall GVA in Bridgend than in any other Welsh town or city.&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
[[File:NI map.png|thumb|250px|Heap map of games companies in Northern Ireland, where most developers operate in or around Belfast]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://www.gamesni.com/ Games NI]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*5 of Northern Ireland’s 6 counties have games companies operating in them. &lt;br /&gt;
*The majority of games companies in Northern Ireland are in Belfast&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/events/606802006423370/ Gamedev Liverpool] (Liverpool)&lt;br /&gt;
*[http://gameopolis.org.uk/ Gameopolis] (Greater Manchester)&lt;br /&gt;
*[https://twitter.com/gameclusterLPL Liverpool Games Cluster] (Liverpool)&lt;br /&gt;
*[https://www.meetup.com/WA-Games/ WA Games] (Warrington)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Crewe, Liverpool and Manchester are hubs for games development. &lt;br /&gt;
*With around 1,300 games industry jobs in the north west, the region comes 3rd for number of games jobs&lt;br /&gt;
*The region also comes 3rd for total GVA from the industry&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/Game_Bridge Game Bridge] (Middlesbrough)&lt;br /&gt;
*[https://www.womenmakinggames.com/ Women Making Games North East] (North East)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Major international games companies have offices in Newcastle and Sunderland. &lt;br /&gt;
*The region also has a higher proportion of games companies with 5-24 employees than any other. &lt;br /&gt;
*The north east ranks 2nd only to London for productivity&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://xixs.com/badonkadonk Badonkadonk] (Bradford)&lt;br /&gt;
*[https://twitter.com/Ga_Ma_Yo Ga-Ma-Yo] (Yorkshire)&lt;br /&gt;
*[http://gamerepublic.net/ Game Republic] (Yorkshire)&lt;br /&gt;
*[https://twitter.com/HumberBundle HumberBundle] (Hull)&lt;br /&gt;
*[https://twitter.com/LeedsGamesToast Leeds Games Toast] (Leeds)&lt;br /&gt;
*[http://shindigdev.com/ Shindig] (Sheffield)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies employing large numbers of people operate in Leeds, Sheffield and Wakefield.&lt;br /&gt;
*Companies in Wakefield and Sheffield in particular provide major economic value when compared with other sectors &lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/brumindies/ Brum Indies] (Birmingham)&lt;br /&gt;
*[http://archcreatives.com/ Leamingston Spa: Arch Creatives] (Leamington Spa)&lt;br /&gt;
*[https://www.meetup.com/Leamington-Unity-Developers/ Leamington Unity Developers] (Leamington Spa)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies in Leamington Spa in particular provide major economic value to the West Midlands.&lt;br /&gt;
*The town is ranked 1st for economic contribution provided by games companies in proportion to other industries &lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Burton Upon Trent&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Derby&lt;br /&gt;
|11&lt;br /&gt;
|46&lt;br /&gt;
|2.6&lt;br /&gt;
|4.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
!East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/groups/EastMidlandsIndies East Midlands Indies] (Nottingham)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Large, prestigious games companies are operating in Twycross, Lincoln and Nottingham&lt;br /&gt;
*Around 900 games workers in total are employed in the East Midlands&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Chelmsford&lt;br /&gt;
|10&lt;br /&gt;
|26&lt;br /&gt;
|1.4&lt;br /&gt;
|2.4&lt;br /&gt;
|-&lt;br /&gt;
!East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/Cambridge-Game-Creators/ Cambridge Game Creators] (Cambridge)&lt;br /&gt;
*[https://twitter.com/cambridgeindies Cambridge Indies] (Cambridge)&lt;br /&gt;
*[https://www.meetup.com/NorfolkIndieGameDevelopers/ Norfolk Indie Game Developers] (Norfolk)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are around 1,200 games jobs in the East of England. &lt;br /&gt;
*Cambridge ranks 1st by number of game jobs per capita.&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
!London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://weatherfactory.biz/coven-club/ Coven Club]&lt;br /&gt;
*[http://www.londonindies.com/ London Indies]&lt;br /&gt;
*[https://www.meetup.com/London-Unreal-Engine-Meetup/ London Unreal Engine Meetup]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 580 active games companies in London&lt;br /&gt;
*The games industry in London contributes over £1.3bn of value to the economy&lt;br /&gt;
*Over 5,000 people in the capital work in games&lt;br /&gt;
*Around 2% of all creative sector workers in London work in games&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Falmouth&lt;br /&gt;
|5&lt;br /&gt;
|27&lt;br /&gt;
|1.5&lt;br /&gt;
|2.6&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|46&lt;br /&gt;
|139&lt;br /&gt;
|5.5&lt;br /&gt;
|9.7&lt;br /&gt;
|-&lt;br /&gt;
!South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://bristolgameshub.com/ Bristol Games Hub] (Bristol)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Though there are no major multinational publishers or developers based in the South West, the region is still home to over 150 games companies&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£m)&lt;br /&gt;
!Total GVA (£m)&lt;br /&gt;
|-&lt;br /&gt;
|Basingstoke&lt;br /&gt;
|12&lt;br /&gt;
|88&lt;br /&gt;
|1.3&lt;br /&gt;
|2.2&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Crawley and Horsham&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|5&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Reading&lt;br /&gt;
|14&lt;br /&gt;
|162&lt;br /&gt;
|4.8&lt;br /&gt;
|8.5&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
!South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://brightongamecollective.com/ Brighton Game Collective] (Brighton)&lt;br /&gt;
*[https://twitter.com/brightonindies Brighton Indies] (Brighton)&lt;br /&gt;
*[https://www.meetup.com/Brighton-Unity-Group/ Brighton Unity Group] (Brighton)&lt;br /&gt;
*[https://www.facebook.com/groups/584711874962051/ Guildford Game Developers] (Guildford)&lt;br /&gt;
*[http://oxfordindies.co.uk/ Oxford Indies] (Oxford)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 370 active games companies in the South East&lt;br /&gt;
*Over 3,200 people in the South East are employed in the games industry. &lt;br /&gt;
*Locations such as Guildford, Oxford and Brighton have some of the largest games companies in the UK&lt;br /&gt;
&lt;br /&gt;
== Previous Reports ==&lt;br /&gt;
&lt;br /&gt;
=== 2018 Stats ===&lt;br /&gt;
&lt;br /&gt;
*As of October 2018 there were 2,277 active games companies in the UK ([https://gamesmap.uk UK Games Map])&lt;br /&gt;
*The map also listed 151 games industry service companies and 231 games-related courses across 102 universities and academic institutions in 2018. ([https://gamesmap.uk UK Games Map])&lt;br /&gt;
&lt;br /&gt;
*The creative industries contributed a record £101.5bn in GVA to the UK economy in 2017, and in crease of 7.1% on the previous year. ([https://www.gov.uk/government/statistics/dcms-sectors-economic-estimates-2017-gva DCMS], Nov 2018)&lt;br /&gt;
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contibuted £2.87bn in GVA to the UK economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
*The UK games industry directly employs 20,430 FTEs in development, publishing and retail roles, which contibute £1.52bn in direct GVA to the economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Subsector'''&lt;br /&gt;
|'''Employment (FTEs)'''&lt;br /&gt;
|'''GVA (£m)'''&lt;br /&gt;
|-&lt;br /&gt;
|Publishing&lt;br /&gt;
|2,300&lt;br /&gt;
|526.6&lt;br /&gt;
|-&lt;br /&gt;
|Digital Retail&lt;br /&gt;
|310&lt;br /&gt;
|31.7&lt;br /&gt;
|-&lt;br /&gt;
|Physical Retail&lt;br /&gt;
|3,980&lt;br /&gt;
|132.0&lt;br /&gt;
|-&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''20,430'''&lt;br /&gt;
|'''1.52'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The economic impact of the growing UK Esports sector was also assessed for the first time and was shown to have supported 470 FTE jobs and contributed £18.4m in GVA in 2016. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2016, the UK games industry spent £1.25bn on game development. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In the period 2015-2017, there was at least £1.75bn of inward investment in the UK games industry. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*The VGTR supports 9,240 FTE jobs across the UK games industry, including 4,320 directly in development roles (31% of the total UK development workforce). ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*VGTR games represented £389.9m of UK development spend, 31% of the total development spend. Overall, projects supported by the VGTR contibuted£525m in GVA to the UK economy and £158m in tax revenue. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*Of all the screen sector tax reliefs, the games sector was shown to have the highest rate of productivity, where each employee generated an average of £83,800 in GVA for the economy, significantly above the national industrial average of £62,100. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In November 2018 there were 5.7m professional developers in Europe, up by 200,000 on 2017. This compares to the 4.4m in the US, which has that stayed flat year on year. The UK is home to 830,500 professional developers. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2018, The UK was the No.1 European destination for international movers in the tech ecosystem, accounting for 20.9% of all international movers. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*44% of founders and employees of private tech start-ups in the UK and Ireland are migrants, the highest percentage of any European region. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform's top 100 highest grossing games of 2017 list featured 15 games made or partly made in the UK, including two games in the top “platinum tier”, one in the gold tier and four in silver. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform's top 92 games by peak simultaneous players featured 14 games made or partly made in the UK (15.2%), including Rockstar’s ‘Grand Theft Auto V’ in the top &amp;quot;over 100k simultaneous players&amp;quot; tier and six games from the UK (or 40%) in the second &amp;quot;over 50k players&amp;quot; tier. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platforms top 10 highest grossing VR games featured 11 games made in the UK, including one game partly made in the UK in the top “platinum” tier, one UK-made game in the gold tier and four in silver. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
=== 2017 Stats ===&lt;br /&gt;
&lt;br /&gt;
*In 2017, the UK has been ranked as third best country in the world for the ability to attract, retain, train and educate skilled workers, according to the Global Talent Competitiveness Index ([http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking INSEAD], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*London, Birmingham and Cardiff act as talent magnets, helping the UK attract more highly-skilled workers. In 2017 Cardiff was the 11th best city worldwide at attracting, growing and retaining talent, with London listed 16th and Birmingham 17th. ([http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking INSEAD], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
=== 2016 Stats ===&lt;br /&gt;
&lt;br /&gt;
*As of 2016, only 41% of UK games companies were using the correct Standard Industrial Classification codes. ([https://gamesmap.uk UK Games Map] Oct 2016)&lt;br /&gt;
*As of 2016, 68% of UK games companies had been founded since the beginning of 2010. ([https://gamesmap.uk UK Games Map] Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2016, European games industry professionals rated the UK as the place in Europe where both the best games were made at the time and the best games will be made in five year’s time. ([http://registration.gdceurope.com/GDCEurope-StateOfGame?_mc=blog_x_gdceu_wp_aud_gdceu_x_x-sotieu GDC], Aug 2016)&lt;br /&gt;
*The UK’s creative industries were worth a record £84.1 billion to the UK economy in 2016. The figures show the sector growing at almost twice the rate of the wider UK economy - generating £9.6million per hour. ([https://www.gov.uk/government/news/creative-industries-worth-almost-10-million-an-hour-to-economy Gov.co.uk], Jan 2016)&lt;br /&gt;
&lt;br /&gt;
=== 2015 Stats ===&lt;br /&gt;
&lt;br /&gt;
*In 2013, the core UK video games sector (video games made wholly or partially in the UK) supported 12,100 FTEs of direct employment. This is split into 9,400 FTEs in development, 900 in publishing and 1,800 in retail. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2013, the core UK video games sector (video games made wholly or partially in the UK) contributed £755m in direct GVA. This is split into £639.1m in development, £63.3m in publishing and £53m in retail. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2013, taking into account the total economic contribution (including multiplier and spillover effects) the core UK video games sector (video games made wholly or partially in the UK) supported 23,900 FTEs of employment, generated £1.4bn in GVA and contributed £429m to the Exchequer. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*When looking at regional distribution of employment in 2013: for development most FTEs were in London (27%), the South East (21%), the East of England (10%) and West Midlands (10%). For publishing most FTEs were in the South East (32%), London (31%), the East of England (18%) and West Midlands (7%). ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
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		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1511"/>
		<updated>2019-11-28T15:31:30Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* Gross Value Added */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gross Value Added ==&lt;br /&gt;
&lt;br /&gt;
Gross value added (GVA) is the measure of the economic value of goods and services. This can be used to compare the economic impact of different sectors or compare the impact of the same sector in different geographic areas. All measures of GVA in this article relate to data originally from the BFI's [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-full-report-2018-10-08.pdf Screen Business Report (October 2018)]. The [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-appendices-4-and-5-2018-10-08.pdf methodology of this report] explains how direct and total GVA figures are calculated.&lt;br /&gt;
&lt;br /&gt;
=== Regions with the Highest GVA from Games Companies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Region&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
|-&lt;br /&gt;
|South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
|-&lt;br /&gt;
|North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
|-&lt;br /&gt;
|Scotland&lt;br /&gt;
|113&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
|-&lt;br /&gt;
|West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
|North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
|East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
|-&lt;br /&gt;
|East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
|Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
|-&lt;br /&gt;
|South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
|Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Travel to Work Areas with the Highest GVA from Games Companies ===&lt;br /&gt;
A travel to work area (TTWA) is a UK Government statistical tool used to indicate an area where a significant proportion of the population commute to a larger town or city for work. TTWAs where games companies provide high levels of economic value can be found throughout the UK, as shown in the below table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!TTWA&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|573&lt;br /&gt;
|4980&lt;br /&gt;
|715.4&lt;br /&gt;
|1362&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Crawley (incl. Horsham)&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Crewe (incl. Knutsford)&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|17&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Burton upon Trent (incl. Twycross)&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scotland ==&lt;br /&gt;
[[File:Scotland map.png|thumb|280px|Heap map of games companies in Scotland - highlights Dundee, Glasgow and Edinburgh as the game hubs in the nation]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/GameDevEd Game Dev Ed] (Edinburgh)&lt;br /&gt;
*[https://igdascotland.org/ IGDA Scotland] (Scotland)&lt;br /&gt;
*[https://scottishgames.net/ Scottish Games] (Scotland)&lt;br /&gt;
*[https://www.innovationforgames.com/ InGAME] (Dundee)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around three quarters of Scottish games companies are based in Edinburgh, Dundee or Glasgow. &lt;br /&gt;
*There are however, small games companies throughout the rest of Scotland&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
[[File:Wales map.png|thumb|250px|Heap map of games companies in Wales, where Cardiff is a significant hub for games development]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://gameswales.org/ Games Wales]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around half of games companies in Wales are based in Cardiff, with the remaining other half operating throughout the rest of the country. &lt;br /&gt;
*Games companies provide a higher proportion of overall GVA in Bridgend than in any other Welsh town or city.&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
[[File:NI map.png|thumb|250px|Heap map of games companies in Northern Ireland, where most developers operate in or around Belfast]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://www.gamesni.com/ Games NI]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*5 of Northern Ireland’s 6 counties have games companies operating in them. &lt;br /&gt;
*The majority of games companies in Northern Ireland are in Belfast&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/events/606802006423370/ Gamedev Liverpool] (Liverpool)&lt;br /&gt;
*[http://gameopolis.org.uk/ Gameopolis] (Greater Manchester)&lt;br /&gt;
*[https://twitter.com/gameclusterLPL Liverpool Games Cluster] (Liverpool)&lt;br /&gt;
*[https://www.meetup.com/WA-Games/ WA Games] (Warrington)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Crewe, Liverpool and Manchester are hubs for games development. &lt;br /&gt;
*With around 1,300 games industry jobs in the north west, the region comes 3rd for number of games jobs&lt;br /&gt;
*The region also comes 3rd for total GVA from the industry&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/Game_Bridge Game Bridge] (Middlesbrough)&lt;br /&gt;
*[https://www.womenmakinggames.com/ Women Making Games North East] (North East)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Major international games companies have offices in Newcastle and Sunderland. &lt;br /&gt;
*The region also has a higher proportion of games companies with 5-24 employees than any other. &lt;br /&gt;
*The north east ranks 2nd only to London for productivity&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://xixs.com/badonkadonk Badonkadonk] (Bradford)&lt;br /&gt;
*[https://twitter.com/Ga_Ma_Yo Ga-Ma-Yo] (Yorkshire)&lt;br /&gt;
*[http://gamerepublic.net/ Game Republic] (Yorkshire)&lt;br /&gt;
*[https://twitter.com/HumberBundle HumberBundle] (Hull)&lt;br /&gt;
*[https://twitter.com/LeedsGamesToast Leeds Games Toast] (Leeds)&lt;br /&gt;
*[http://shindigdev.com/ Shindig] (Sheffield)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies employing large numbers of people operate in Leeds, Sheffield and Wakefield.&lt;br /&gt;
*Companies in Wakefield and Sheffield in particular provide major economic value when compared with other sectors &lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/brumindies/ Brum Indies] (Birmingham)&lt;br /&gt;
*[http://archcreatives.com/ Leamingston Spa: Arch Creatives] (Leamington Spa)&lt;br /&gt;
*[https://www.meetup.com/Leamington-Unity-Developers/ Leamington Unity Developers] (Leamington Spa)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies in Leamington Spa in particular provide major economic value to the West Midlands.&lt;br /&gt;
*The town is ranked 1st for economic contribution provided by games companies in proportion to other industries &lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Burton Upon Trent&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Derby&lt;br /&gt;
|11&lt;br /&gt;
|46&lt;br /&gt;
|2.6&lt;br /&gt;
|4.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
!East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/groups/EastMidlandsIndies East Midlands Indies] (Nottingham)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Large, prestigious games companies are operating in Twycross, Lincoln and Nottingham&lt;br /&gt;
*Around 900 games workers in total are employed in the East Midlands&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Chelmsford&lt;br /&gt;
|10&lt;br /&gt;
|26&lt;br /&gt;
|1.4&lt;br /&gt;
|2.4&lt;br /&gt;
|-&lt;br /&gt;
!East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/Cambridge-Game-Creators/ Cambridge Game Creators] (Cambridge)&lt;br /&gt;
*[https://twitter.com/cambridgeindies Cambridge Indies] (Cambridge)&lt;br /&gt;
*[https://www.meetup.com/NorfolkIndieGameDevelopers/ Norfolk Indie Game Developers] (Norfolk)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are around 1,200 games jobs in the East of England. &lt;br /&gt;
*Cambridge ranks 1st by number of game jobs per capita.&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
!London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://weatherfactory.biz/coven-club/ Coven Club]&lt;br /&gt;
*[http://www.londonindies.com/ London Indies]&lt;br /&gt;
*[https://www.meetup.com/London-Unreal-Engine-Meetup/ London Unreal Engine Meetup]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 580 active games companies in London&lt;br /&gt;
*The games industry in London contributes over £1.3bn of value to the economy&lt;br /&gt;
*Over 5,000 people in the capital work in games&lt;br /&gt;
*Around 2% of all creative sector workers in London work in games&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Falmouth&lt;br /&gt;
|5&lt;br /&gt;
|27&lt;br /&gt;
|1.5&lt;br /&gt;
|2.6&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|46&lt;br /&gt;
|139&lt;br /&gt;
|5.5&lt;br /&gt;
|9.7&lt;br /&gt;
|-&lt;br /&gt;
!South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://bristolgameshub.com/ Bristol Games Hub] (Bristol)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Though there are no major multinational publishers or developers based in the South West, the region is still home to over 150 games companies&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Basingstoke&lt;br /&gt;
|12&lt;br /&gt;
|88&lt;br /&gt;
|1.3&lt;br /&gt;
|2.2&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Crawley and Horsham&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|5&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Reading&lt;br /&gt;
|14&lt;br /&gt;
|162&lt;br /&gt;
|4.8&lt;br /&gt;
|8.5&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
!South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://brightongamecollective.com/ Brighton Game Collective] (Brighton)&lt;br /&gt;
*[https://twitter.com/brightonindies Brighton Indies] (Brighton)&lt;br /&gt;
*[https://www.meetup.com/Brighton-Unity-Group/ Brighton Unity Group] (Brighton)&lt;br /&gt;
*[https://www.facebook.com/groups/584711874962051/ Guildford Game Developers] (Guildford)&lt;br /&gt;
*[http://oxfordindies.co.uk/ Oxford Indies] (Oxford)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 370 active games companies in the South East&lt;br /&gt;
*Over 3,200 people in the South East are employed in the games industry. &lt;br /&gt;
*Locations such as Guildford, Oxford and Brighton have some of the largest games companies in the UK&lt;br /&gt;
&lt;br /&gt;
== Previous Reports ==&lt;br /&gt;
&lt;br /&gt;
=== 2018 Stats ===&lt;br /&gt;
&lt;br /&gt;
*As of October 2018 there were 2,277 active games companies in the UK ([https://gamesmap.uk UK Games Map])&lt;br /&gt;
*The map also listed 151 games industry service companies and 231 games-related courses across 102 universities and academic institutions in 2018. ([https://gamesmap.uk UK Games Map])&lt;br /&gt;
&lt;br /&gt;
*The creative industries contributed a record £101.5bn in GVA to the UK economy in 2017, and in crease of 7.1% on the previous year. ([https://www.gov.uk/government/statistics/dcms-sectors-economic-estimates-2017-gva DCMS], Nov 2018)&lt;br /&gt;
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contibuted £2.87bn in GVA to the UK economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
*The UK games industry directly employs 20,430 FTEs in development, publishing and retail roles, which contibute £1.52bn in direct GVA to the economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Subsector'''&lt;br /&gt;
|'''Employment (FTEs)'''&lt;br /&gt;
|'''GVA (£m)'''&lt;br /&gt;
|-&lt;br /&gt;
|Publishing&lt;br /&gt;
|2,300&lt;br /&gt;
|526.6&lt;br /&gt;
|-&lt;br /&gt;
|Digital Retail&lt;br /&gt;
|310&lt;br /&gt;
|31.7&lt;br /&gt;
|-&lt;br /&gt;
|Physical Retail&lt;br /&gt;
|3,980&lt;br /&gt;
|132.0&lt;br /&gt;
|-&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''20,430'''&lt;br /&gt;
|'''1.52'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The economic impact of the growing UK Esports sector was also assessed for the first time and was shown to have supported 470 FTE jobs and contributed £18.4m in GVA in 2016. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2016, the UK games industry spent £1.25bn on game development. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In the period 2015-2017, there was at least £1.75bn of inward investment in the UK games industry. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*The VGTR supports 9,240 FTE jobs across the UK games industry, including 4,320 directly in development roles (31% of the total UK development workforce). ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*VGTR games represented £389.9m of UK development spend, 31% of the total development spend. Overall, projects supported by the VGTR contibuted£525m in GVA to the UK economy and £158m in tax revenue. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*Of all the screen sector tax reliefs, the games sector was shown to have the highest rate of productivity, where each employee generated an average of £83,800 in GVA for the economy, significantly above the national industrial average of £62,100. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In November 2018 there were 5.7m professional developers in Europe, up by 200,000 on 2017. This compares to the 4.4m in the US, which has that stayed flat year on year. The UK is home to 830,500 professional developers. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2018, The UK was the No.1 European destination for international movers in the tech ecosystem, accounting for 20.9% of all international movers. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*44% of founders and employees of private tech start-ups in the UK and Ireland are migrants, the highest percentage of any European region. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform's top 100 highest grossing games of 2017 list featured 15 games made or partly made in the UK, including two games in the top “platinum tier”, one in the gold tier and four in silver. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform's top 92 games by peak simultaneous players featured 14 games made or partly made in the UK (15.2%), including Rockstar’s ‘Grand Theft Auto V’ in the top &amp;quot;over 100k simultaneous players&amp;quot; tier and six games from the UK (or 40%) in the second &amp;quot;over 50k players&amp;quot; tier. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platforms top 10 highest grossing VR games featured 11 games made in the UK, including one game partly made in the UK in the top “platinum” tier, one UK-made game in the gold tier and four in silver. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
=== 2017 Stats ===&lt;br /&gt;
&lt;br /&gt;
*In 2017, the UK has been ranked as third best country in the world for the ability to attract, retain, train and educate skilled workers, according to the Global Talent Competitiveness Index ([http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking INSEAD], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*London, Birmingham and Cardiff act as talent magnets, helping the UK attract more highly-skilled workers. In 2017 Cardiff was the 11th best city worldwide at attracting, growing and retaining talent, with London listed 16th and Birmingham 17th. ([http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking INSEAD], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
=== 2016 Stats ===&lt;br /&gt;
&lt;br /&gt;
*As of 2016, only 41% of UK games companies were using the correct Standard Industrial Classification codes. ([https://gamesmap.uk UK Games Map] Oct 2016)&lt;br /&gt;
*As of 2016, 68% of UK games companies had been founded since the beginning of 2010. ([https://gamesmap.uk UK Games Map] Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2016, European games industry professionals rated the UK as the place in Europe where both the best games were made at the time and the best games will be made in five year’s time. ([http://registration.gdceurope.com/GDCEurope-StateOfGame?_mc=blog_x_gdceu_wp_aud_gdceu_x_x-sotieu GDC], Aug 2016)&lt;br /&gt;
*The UK’s creative industries were worth a record £84.1 billion to the UK economy in 2016. The figures show the sector growing at almost twice the rate of the wider UK economy - generating £9.6million per hour. ([https://www.gov.uk/government/news/creative-industries-worth-almost-10-million-an-hour-to-economy Gov.co.uk], Jan 2016)&lt;br /&gt;
&lt;br /&gt;
=== 2015 Stats ===&lt;br /&gt;
&lt;br /&gt;
*In 2013, the core UK video games sector (video games made wholly or partially in the UK) supported 12,100 FTEs of direct employment. This is split into 9,400 FTEs in development, 900 in publishing and 1,800 in retail. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2013, the core UK video games sector (video games made wholly or partially in the UK) contributed £755m in direct GVA. This is split into £639.1m in development, £63.3m in publishing and £53m in retail. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2013, taking into account the total economic contribution (including multiplier and spillover effects) the core UK video games sector (video games made wholly or partially in the UK) supported 23,900 FTEs of employment, generated £1.4bn in GVA and contributed £429m to the Exchequer. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*When looking at regional distribution of employment in 2013: for development most FTEs were in London (27%), the South East (21%), the East of England (10%) and West Midlands (10%). For publishing most FTEs were in the South East (32%), London (31%), the East of England (18%) and West Midlands (7%). ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1510</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1510"/>
		<updated>2019-11-28T14:53:52Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* Gross Value Added */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gross Value Added ==&lt;br /&gt;
&lt;br /&gt;
Gross value added (GVA) is the measure of the economic value of goods and services. This can be used to compare the economic impact of different sectors or compare the impact of the same sector in different geographic areas. All measures of GVA in this article relate to data originally from the BFI's [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-full-report-2018-10-08.pdf Screen Business Report (October 2018)]. The [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-appendices-4-and-5-2018-10-08.pdf methodology of this report] explains how direct and total GVA figures are calculated.&lt;br /&gt;
&lt;br /&gt;
=== Regions with the Highest GVA from Games Companies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Region&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
|-&lt;br /&gt;
|South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
|-&lt;br /&gt;
|North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
|-&lt;br /&gt;
|Scotland&lt;br /&gt;
|113&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
|-&lt;br /&gt;
|West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
|North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
|East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
|-&lt;br /&gt;
|East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
|Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
|-&lt;br /&gt;
|South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
|Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Travel to Work Areas with the Highest GVA from Games Companies ===&lt;br /&gt;
A travel to work area (TTWA) is a UK Government statistical tool used to indicate an area where a significant proportion of the population commute to a larger town or city for work. TTWAs where games companies provide high levels of economic value can be found throughout the UK, as shown in the below table:&lt;br /&gt;
&lt;br /&gt;
== Scotland ==&lt;br /&gt;
[[File:Scotland map.png|thumb|280px|Heap map of games companies in Scotland - highlights Dundee, Glasgow and Edinburgh as the game hubs in the nation]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/GameDevEd Game Dev Ed] (Edinburgh)&lt;br /&gt;
*[https://igdascotland.org/ IGDA Scotland] (Scotland)&lt;br /&gt;
*[https://scottishgames.net/ Scottish Games] (Scotland)&lt;br /&gt;
*[https://www.innovationforgames.com/ InGAME] (Dundee)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around three quarters of Scottish games companies are based in Edinburgh, Dundee or Glasgow. &lt;br /&gt;
*There are however, small games companies throughout the rest of Scotland&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
[[File:Wales map.png|thumb|250px|Heap map of games companies in Wales, where Cardiff is a significant hub for games development]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://gameswales.org/ Games Wales]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around half of games companies in Wales are based in Cardiff, with the remaining other half operating throughout the rest of the country. &lt;br /&gt;
*Games companies provide a higher proportion of overall GVA in Bridgend than in any other Welsh town or city.&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
[[File:NI map.png|thumb|250px|Heap map of games companies in Northern Ireland, where most developers operate in or around Belfast]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://www.gamesni.com/ Games NI]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*5 of Northern Ireland’s 6 counties have games companies operating in them. &lt;br /&gt;
*The majority of games companies in Northern Ireland are in Belfast&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/events/606802006423370/ Gamedev Liverpool] (Liverpool)&lt;br /&gt;
*[http://gameopolis.org.uk/ Gameopolis] (Greater Manchester)&lt;br /&gt;
*[https://twitter.com/gameclusterLPL Liverpool Games Cluster] (Liverpool)&lt;br /&gt;
*[https://www.meetup.com/WA-Games/ WA Games] (Warrington)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Crewe, Liverpool and Manchester are hubs for games development. &lt;br /&gt;
*With around 1,300 games industry jobs in the north west, the region comes 3rd for number of games jobs&lt;br /&gt;
*The region also comes 3rd for total GVA from the industry&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/Game_Bridge Game Bridge] (Middlesbrough)&lt;br /&gt;
*[https://www.womenmakinggames.com/ Women Making Games North East] (North East)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Major international games companies have offices in Newcastle and Sunderland. &lt;br /&gt;
*The region also has a higher proportion of games companies with 5-24 employees than any other. &lt;br /&gt;
*The north east ranks 2nd only to London for productivity&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://xixs.com/badonkadonk Badonkadonk] (Bradford)&lt;br /&gt;
*[https://twitter.com/Ga_Ma_Yo Ga-Ma-Yo] (Yorkshire)&lt;br /&gt;
*[http://gamerepublic.net/ Game Republic] (Yorkshire)&lt;br /&gt;
*[https://twitter.com/HumberBundle HumberBundle] (Hull)&lt;br /&gt;
*[https://twitter.com/LeedsGamesToast Leeds Games Toast] (Leeds)&lt;br /&gt;
*[http://shindigdev.com/ Shindig] (Sheffield)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies employing large numbers of people operate in Leeds, Sheffield and Wakefield.&lt;br /&gt;
*Companies in Wakefield and Sheffield in particular provide major economic value when compared with other sectors &lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/brumindies/ Brum Indies] (Birmingham)&lt;br /&gt;
*[http://archcreatives.com/ Leamingston Spa: Arch Creatives] (Leamington Spa)&lt;br /&gt;
*[https://www.meetup.com/Leamington-Unity-Developers/ Leamington Unity Developers] (Leamington Spa)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies in Leamington Spa in particular provide major economic value to the West Midlands.&lt;br /&gt;
*The town is ranked 1st for economic contribution provided by games companies in proportion to other industries &lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Burton Upon Trent&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Derby&lt;br /&gt;
|11&lt;br /&gt;
|46&lt;br /&gt;
|2.6&lt;br /&gt;
|4.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
!East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/groups/EastMidlandsIndies East Midlands Indies] (Nottingham)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Large, prestigious games companies are operating in Twycross, Lincoln and Nottingham&lt;br /&gt;
*Around 900 games workers in total are employed in the East Midlands&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Chelmsford&lt;br /&gt;
|10&lt;br /&gt;
|26&lt;br /&gt;
|1.4&lt;br /&gt;
|2.4&lt;br /&gt;
|-&lt;br /&gt;
!East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/Cambridge-Game-Creators/ Cambridge Game Creators] (Cambridge)&lt;br /&gt;
*[https://twitter.com/cambridgeindies Cambridge Indies] (Cambridge)&lt;br /&gt;
*[https://www.meetup.com/NorfolkIndieGameDevelopers/ Norfolk Indie Game Developers] (Norfolk)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are around 1,200 games jobs in the East of England. &lt;br /&gt;
*Cambridge ranks 1st by number of game jobs per capita.&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
!London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://weatherfactory.biz/coven-club/ Coven Club]&lt;br /&gt;
*[http://www.londonindies.com/ London Indies]&lt;br /&gt;
*[https://www.meetup.com/London-Unreal-Engine-Meetup/ London Unreal Engine Meetup]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 580 active games companies in London&lt;br /&gt;
*The games industry in London contributes over £1.3bn of value to the economy&lt;br /&gt;
*Over 5,000 people in the capital work in games&lt;br /&gt;
*Around 2% of all creative sector workers in London work in games&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Falmouth&lt;br /&gt;
|5&lt;br /&gt;
|27&lt;br /&gt;
|1.5&lt;br /&gt;
|2.6&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|46&lt;br /&gt;
|139&lt;br /&gt;
|5.5&lt;br /&gt;
|9.7&lt;br /&gt;
|-&lt;br /&gt;
!South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://bristolgameshub.com/ Bristol Games Hub] (Bristol)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Though there are no major multinational publishers or developers based in the South West, the region is still home to over 150 games companies&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Basingstoke&lt;br /&gt;
|12&lt;br /&gt;
|88&lt;br /&gt;
|1.3&lt;br /&gt;
|2.2&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Crawley and Horsham&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|5&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Reading&lt;br /&gt;
|14&lt;br /&gt;
|162&lt;br /&gt;
|4.8&lt;br /&gt;
|8.5&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
!South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://brightongamecollective.com/ Brighton Game Collective] (Brighton)&lt;br /&gt;
*[https://twitter.com/brightonindies Brighton Indies] (Brighton)&lt;br /&gt;
*[https://www.meetup.com/Brighton-Unity-Group/ Brighton Unity Group] (Brighton)&lt;br /&gt;
*[https://www.facebook.com/groups/584711874962051/ Guildford Game Developers] (Guildford)&lt;br /&gt;
*[http://oxfordindies.co.uk/ Oxford Indies] (Oxford)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 370 active games companies in the South East&lt;br /&gt;
*Over 3,200 people in the South East are employed in the games industry. &lt;br /&gt;
*Locations such as Guildford, Oxford and Brighton have some of the largest games companies in the UK&lt;br /&gt;
&lt;br /&gt;
== Previous Reports ==&lt;br /&gt;
&lt;br /&gt;
=== 2018 Stats ===&lt;br /&gt;
&lt;br /&gt;
*As of October 2018 there were 2,277 active games companies in the UK ([https://gamesmap.uk UK Games Map])&lt;br /&gt;
*The map also listed 151 games industry service companies and 231 games-related courses across 102 universities and academic institutions in 2018. ([https://gamesmap.uk UK Games Map])&lt;br /&gt;
&lt;br /&gt;
*The creative industries contributed a record £101.5bn in GVA to the UK economy in 2017, and in crease of 7.1% on the previous year. ([https://www.gov.uk/government/statistics/dcms-sectors-economic-estimates-2017-gva DCMS], Nov 2018)&lt;br /&gt;
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contibuted £2.87bn in GVA to the UK economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
*The UK games industry directly employs 20,430 FTEs in development, publishing and retail roles, which contibute £1.52bn in direct GVA to the economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Subsector'''&lt;br /&gt;
|'''Employment (FTEs)'''&lt;br /&gt;
|'''GVA (£m)'''&lt;br /&gt;
|-&lt;br /&gt;
|Publishing&lt;br /&gt;
|2,300&lt;br /&gt;
|526.6&lt;br /&gt;
|-&lt;br /&gt;
|Digital Retail&lt;br /&gt;
|310&lt;br /&gt;
|31.7&lt;br /&gt;
|-&lt;br /&gt;
|Physical Retail&lt;br /&gt;
|3,980&lt;br /&gt;
|132.0&lt;br /&gt;
|-&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''20,430'''&lt;br /&gt;
|'''1.52'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The economic impact of the growing UK Esports sector was also assessed for the first time and was shown to have supported 470 FTE jobs and contributed £18.4m in GVA in 2016. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2016, the UK games industry spent £1.25bn on game development. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In the period 2015-2017, there was at least £1.75bn of inward investment in the UK games industry. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*The VGTR supports 9,240 FTE jobs across the UK games industry, including 4,320 directly in development roles (31% of the total UK development workforce). ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*VGTR games represented £389.9m of UK development spend, 31% of the total development spend. Overall, projects supported by the VGTR contibuted£525m in GVA to the UK economy and £158m in tax revenue. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*Of all the screen sector tax reliefs, the games sector was shown to have the highest rate of productivity, where each employee generated an average of £83,800 in GVA for the economy, significantly above the national industrial average of £62,100. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In November 2018 there were 5.7m professional developers in Europe, up by 200,000 on 2017. This compares to the 4.4m in the US, which has that stayed flat year on year. The UK is home to 830,500 professional developers. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2018, The UK was the No.1 European destination for international movers in the tech ecosystem, accounting for 20.9% of all international movers. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*44% of founders and employees of private tech start-ups in the UK and Ireland are migrants, the highest percentage of any European region. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform's top 100 highest grossing games of 2017 list featured 15 games made or partly made in the UK, including two games in the top “platinum tier”, one in the gold tier and four in silver. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform's top 92 games by peak simultaneous players featured 14 games made or partly made in the UK (15.2%), including Rockstar’s ‘Grand Theft Auto V’ in the top &amp;quot;over 100k simultaneous players&amp;quot; tier and six games from the UK (or 40%) in the second &amp;quot;over 50k players&amp;quot; tier. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platforms top 10 highest grossing VR games featured 11 games made in the UK, including one game partly made in the UK in the top “platinum” tier, one UK-made game in the gold tier and four in silver. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
=== 2017 Stats ===&lt;br /&gt;
&lt;br /&gt;
*In 2017, the UK has been ranked as third best country in the world for the ability to attract, retain, train and educate skilled workers, according to the Global Talent Competitiveness Index ([http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking INSEAD], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*London, Birmingham and Cardiff act as talent magnets, helping the UK attract more highly-skilled workers. In 2017 Cardiff was the 11th best city worldwide at attracting, growing and retaining talent, with London listed 16th and Birmingham 17th. ([http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking INSEAD], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
=== 2016 Stats ===&lt;br /&gt;
&lt;br /&gt;
*As of 2016, only 41% of UK games companies were using the correct Standard Industrial Classification codes. ([https://gamesmap.uk UK Games Map] Oct 2016)&lt;br /&gt;
*As of 2016, 68% of UK games companies had been founded since the beginning of 2010. ([https://gamesmap.uk UK Games Map] Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2016, European games industry professionals rated the UK as the place in Europe where both the best games were made at the time and the best games will be made in five year’s time. ([http://registration.gdceurope.com/GDCEurope-StateOfGame?_mc=blog_x_gdceu_wp_aud_gdceu_x_x-sotieu GDC], Aug 2016)&lt;br /&gt;
*The UK’s creative industries were worth a record £84.1 billion to the UK economy in 2016. The figures show the sector growing at almost twice the rate of the wider UK economy - generating £9.6million per hour. ([https://www.gov.uk/government/news/creative-industries-worth-almost-10-million-an-hour-to-economy Gov.co.uk], Jan 2016)&lt;br /&gt;
&lt;br /&gt;
=== 2015 Stats ===&lt;br /&gt;
&lt;br /&gt;
*In 2013, the core UK video games sector (video games made wholly or partially in the UK) supported 12,100 FTEs of direct employment. This is split into 9,400 FTEs in development, 900 in publishing and 1,800 in retail. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2013, the core UK video games sector (video games made wholly or partially in the UK) contributed £755m in direct GVA. This is split into £639.1m in development, £63.3m in publishing and £53m in retail. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2013, taking into account the total economic contribution (including multiplier and spillover effects) the core UK video games sector (video games made wholly or partially in the UK) supported 23,900 FTEs of employment, generated £1.4bn in GVA and contributed £429m to the Exchequer. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*When looking at regional distribution of employment in 2013: for development most FTEs were in London (27%), the South East (21%), the East of England (10%) and West Midlands (10%). For publishing most FTEs were in the South East (32%), London (31%), the East of England (18%) and West Midlands (7%). ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1509</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1509"/>
		<updated>2019-11-28T14:10:18Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gross Value Added ==&lt;br /&gt;
&lt;br /&gt;
Gross value added (GVA) is the measure of the economic value of goods and services. This can be used to compare the economic impact of different sectors or compare the impact of the same sector in different geographic areas. All measures of GVA in this article relate to data originally from the BFI's [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-full-report-2018-10-08.pdf Screen Business Report (October 2018)]. The [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-appendices-4-and-5-2018-10-08.pdf methodology of this report] explains how direct and total GVA figures are calculated.&lt;br /&gt;
&lt;br /&gt;
=== Regions with the Highest GVA from Games Companies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Region&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
|-&lt;br /&gt;
|South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
|-&lt;br /&gt;
|North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
|-&lt;br /&gt;
|Scotland&lt;br /&gt;
|113&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
|-&lt;br /&gt;
|West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
|North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
|East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
|-&lt;br /&gt;
|East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
|Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
|-&lt;br /&gt;
|South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
|Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scotland ==&lt;br /&gt;
[[File:Scotland map.png|thumb|280px|Heap map of games companies in Scotland - highlights Dundee, Glasgow and Edinburgh as the game hubs in the nation]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/GameDevEd Game Dev Ed] (Edinburgh)&lt;br /&gt;
*[https://igdascotland.org/ IGDA Scotland] (Scotland)&lt;br /&gt;
*[https://scottishgames.net/ Scottish Games] (Scotland)&lt;br /&gt;
*[https://www.innovationforgames.com/ InGAME] (Dundee)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around three quarters of Scottish games companies are based in Edinburgh, Dundee or Glasgow. &lt;br /&gt;
*There are however, small games companies throughout the rest of Scotland&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
[[File:Wales map.png|thumb|250px|Heap map of games companies in Wales, where Cardiff is a significant hub for games development]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://gameswales.org/ Games Wales]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around half of games companies in Wales are based in Cardiff, with the remaining other half operating throughout the rest of the country. &lt;br /&gt;
*Games companies provide a higher proportion of overall GVA in Bridgend than in any other Welsh town or city.&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
[[File:NI map.png|thumb|250px|Heap map of games companies in Northern Ireland, where most developers operate in or around Belfast]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://www.gamesni.com/ Games NI]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*5 of Northern Ireland’s 6 counties have games companies operating in them. &lt;br /&gt;
*The majority of games companies in Northern Ireland are in Belfast&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/events/606802006423370/ Gamedev Liverpool] (Liverpool)&lt;br /&gt;
*[http://gameopolis.org.uk/ Gameopolis] (Greater Manchester)&lt;br /&gt;
*[https://twitter.com/gameclusterLPL Liverpool Games Cluster] (Liverpool)&lt;br /&gt;
*[https://www.meetup.com/WA-Games/ WA Games] (Warrington)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Crewe, Liverpool and Manchester are hubs for games development. &lt;br /&gt;
*With around 1,300 games industry jobs in the north west, the region comes 3rd for number of games jobs&lt;br /&gt;
*The region also comes 3rd for total GVA from the industry&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/Game_Bridge Game Bridge] (Middlesbrough)&lt;br /&gt;
*[https://www.womenmakinggames.com/ Women Making Games North East] (North East)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Major international games companies have offices in Newcastle and Sunderland. &lt;br /&gt;
*The region also has a higher proportion of games companies with 5-24 employees than any other. &lt;br /&gt;
*The north east ranks 2nd only to London for productivity&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://xixs.com/badonkadonk Badonkadonk] (Bradford)&lt;br /&gt;
*[https://twitter.com/Ga_Ma_Yo Ga-Ma-Yo] (Yorkshire)&lt;br /&gt;
*[http://gamerepublic.net/ Game Republic] (Yorkshire)&lt;br /&gt;
*[https://twitter.com/HumberBundle HumberBundle] (Hull)&lt;br /&gt;
*[https://twitter.com/LeedsGamesToast Leeds Games Toast] (Leeds)&lt;br /&gt;
*[http://shindigdev.com/ Shindig] (Sheffield)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies employing large numbers of people operate in Leeds, Sheffield and Wakefield.&lt;br /&gt;
*Companies in Wakefield and Sheffield in particular provide major economic value when compared with other sectors &lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/brumindies/ Brum Indies] (Birmingham)&lt;br /&gt;
*[http://archcreatives.com/ Leamingston Spa: Arch Creatives] (Leamington Spa)&lt;br /&gt;
*[https://www.meetup.com/Leamington-Unity-Developers/ Leamington Unity Developers] (Leamington Spa)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies in Leamington Spa in particular provide major economic value to the West Midlands.&lt;br /&gt;
*The town is ranked 1st for economic contribution provided by games companies in proportion to other industries &lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Burton Upon Trent&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Derby&lt;br /&gt;
|11&lt;br /&gt;
|46&lt;br /&gt;
|2.6&lt;br /&gt;
|4.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
!East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/groups/EastMidlandsIndies East Midlands Indies] (Nottingham)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Large, prestigious games companies are operating in Twycross, Lincoln and Nottingham&lt;br /&gt;
*Around 900 games workers in total are employed in the East Midlands&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Chelmsford&lt;br /&gt;
|10&lt;br /&gt;
|26&lt;br /&gt;
|1.4&lt;br /&gt;
|2.4&lt;br /&gt;
|-&lt;br /&gt;
!East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/Cambridge-Game-Creators/ Cambridge Game Creators] (Cambridge)&lt;br /&gt;
*[https://twitter.com/cambridgeindies Cambridge Indies] (Cambridge)&lt;br /&gt;
*[https://www.meetup.com/NorfolkIndieGameDevelopers/ Norfolk Indie Game Developers] (Norfolk)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are around 1,200 games jobs in the East of England. &lt;br /&gt;
*Cambridge ranks 1st by number of game jobs per capita.&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
!London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://weatherfactory.biz/coven-club/ Coven Club]&lt;br /&gt;
*[http://www.londonindies.com/ London Indies]&lt;br /&gt;
*[https://www.meetup.com/London-Unreal-Engine-Meetup/ London Unreal Engine Meetup]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 580 active games companies in London&lt;br /&gt;
*The games industry in London contributes over £1.3bn of value to the economy&lt;br /&gt;
*Over 5,000 people in the capital work in games&lt;br /&gt;
*Around 2% of all creative sector workers in London work in games&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Falmouth&lt;br /&gt;
|5&lt;br /&gt;
|27&lt;br /&gt;
|1.5&lt;br /&gt;
|2.6&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|46&lt;br /&gt;
|139&lt;br /&gt;
|5.5&lt;br /&gt;
|9.7&lt;br /&gt;
|-&lt;br /&gt;
!South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://bristolgameshub.com/ Bristol Games Hub] (Bristol)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Though there are no major multinational publishers or developers based in the South West, the region is still home to over 150 games companies&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Basingstoke&lt;br /&gt;
|12&lt;br /&gt;
|88&lt;br /&gt;
|1.3&lt;br /&gt;
|2.2&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Crawley and Horsham&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|5&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Reading&lt;br /&gt;
|14&lt;br /&gt;
|162&lt;br /&gt;
|4.8&lt;br /&gt;
|8.5&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
!South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://brightongamecollective.com/ Brighton Game Collective] (Brighton)&lt;br /&gt;
*[https://twitter.com/brightonindies Brighton Indies] (Brighton)&lt;br /&gt;
*[https://www.meetup.com/Brighton-Unity-Group/ Brighton Unity Group] (Brighton)&lt;br /&gt;
*[https://www.facebook.com/groups/584711874962051/ Guildford Game Developers] (Guildford)&lt;br /&gt;
*[http://oxfordindies.co.uk/ Oxford Indies] (Oxford)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 370 active games companies in the South East&lt;br /&gt;
*Over 3,200 people in the South East are employed in the games industry. &lt;br /&gt;
*Locations such as Guildford, Oxford and Brighton have some of the largest games companies in the UK&lt;br /&gt;
&lt;br /&gt;
== Previous Reports ==&lt;br /&gt;
&lt;br /&gt;
=== 2018 Stats ===&lt;br /&gt;
&lt;br /&gt;
*As of October 2018 there were 2,277 active games companies in the UK ([https://gamesmap.uk UK Games Map])&lt;br /&gt;
*The map also listed 151 games industry service companies and 231 games-related courses across 102 universities and academic institutions in 2018. ([https://gamesmap.uk UK Games Map])&lt;br /&gt;
&lt;br /&gt;
*The creative industries contributed a record £101.5bn in GVA to the UK economy in 2017, and in crease of 7.1% on the previous year. ([https://www.gov.uk/government/statistics/dcms-sectors-economic-estimates-2017-gva DCMS], Nov 2018)&lt;br /&gt;
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contibuted £2.87bn in GVA to the UK economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
*The UK games industry directly employs 20,430 FTEs in development, publishing and retail roles, which contibute £1.52bn in direct GVA to the economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Subsector'''&lt;br /&gt;
|'''Employment (FTEs)'''&lt;br /&gt;
|'''GVA (£m)'''&lt;br /&gt;
|-&lt;br /&gt;
|Publishing&lt;br /&gt;
|2,300&lt;br /&gt;
|526.6&lt;br /&gt;
|-&lt;br /&gt;
|Digital Retail&lt;br /&gt;
|310&lt;br /&gt;
|31.7&lt;br /&gt;
|-&lt;br /&gt;
|Physical Retail&lt;br /&gt;
|3,980&lt;br /&gt;
|132.0&lt;br /&gt;
|-&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''20,430'''&lt;br /&gt;
|'''1.52'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The economic impact of the growing UK Esports sector was also assessed for the first time and was shown to have supported 470 FTE jobs and contributed £18.4m in GVA in 2016. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2016, the UK games industry spent £1.25bn on game development. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In the period 2015-2017, there was at least £1.75bn of inward investment in the UK games industry. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*The VGTR supports 9,240 FTE jobs across the UK games industry, including 4,320 directly in development roles (31% of the total UK development workforce). ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*VGTR games represented £389.9m of UK development spend, 31% of the total development spend. Overall, projects supported by the VGTR contibuted£525m in GVA to the UK economy and £158m in tax revenue. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*Of all the screen sector tax reliefs, the games sector was shown to have the highest rate of productivity, where each employee generated an average of £83,800 in GVA for the economy, significantly above the national industrial average of £62,100. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In November 2018 there were 5.7m professional developers in Europe, up by 200,000 on 2017. This compares to the 4.4m in the US, which has that stayed flat year on year. The UK is home to 830,500 professional developers. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2018, The UK was the No.1 European destination for international movers in the tech ecosystem, accounting for 20.9% of all international movers. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*44% of founders and employees of private tech start-ups in the UK and Ireland are migrants, the highest percentage of any European region. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform's top 100 highest grossing games of 2017 list featured 15 games made or partly made in the UK, including two games in the top “platinum tier”, one in the gold tier and four in silver. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform's top 92 games by peak simultaneous players featured 14 games made or partly made in the UK (15.2%), including Rockstar’s ‘Grand Theft Auto V’ in the top &amp;quot;over 100k simultaneous players&amp;quot; tier and six games from the UK (or 40%) in the second &amp;quot;over 50k players&amp;quot; tier. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platforms top 10 highest grossing VR games featured 11 games made in the UK, including one game partly made in the UK in the top “platinum” tier, one UK-made game in the gold tier and four in silver. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
=== 2017 Stats ===&lt;br /&gt;
&lt;br /&gt;
*In 2017, the UK has been ranked as third best country in the world for the ability to attract, retain, train and educate skilled workers, according to the Global Talent Competitiveness Index ([http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking INSEAD], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*London, Birmingham and Cardiff act as talent magnets, helping the UK attract more highly-skilled workers. In 2017 Cardiff was the 11th best city worldwide at attracting, growing and retaining talent, with London listed 16th and Birmingham 17th. ([http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking INSEAD], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
=== 2016 Stats ===&lt;br /&gt;
&lt;br /&gt;
*As of 2016, only 41% of UK games companies were using the correct Standard Industrial Classification codes. ([https://gamesmap.uk UK Games Map] Oct 2016)&lt;br /&gt;
*As of 2016, 68% of UK games companies had been founded since the beginning of 2010. ([https://gamesmap.uk UK Games Map] Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2016, European games industry professionals rated the UK as the place in Europe where both the best games were made at the time and the best games will be made in five year’s time. ([http://registration.gdceurope.com/GDCEurope-StateOfGame?_mc=blog_x_gdceu_wp_aud_gdceu_x_x-sotieu GDC], Aug 2016)&lt;br /&gt;
*The UK’s creative industries were worth a record £84.1 billion to the UK economy in 2016. The figures show the sector growing at almost twice the rate of the wider UK economy - generating £9.6million per hour. ([https://www.gov.uk/government/news/creative-industries-worth-almost-10-million-an-hour-to-economy Gov.co.uk], Jan 2016)&lt;br /&gt;
&lt;br /&gt;
=== 2015 Stats ===&lt;br /&gt;
&lt;br /&gt;
*In 2013, the core UK video games sector (video games made wholly or partially in the UK) supported 12,100 FTEs of direct employment. This is split into 9,400 FTEs in development, 900 in publishing and 1,800 in retail. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2013, the core UK video games sector (video games made wholly or partially in the UK) contributed £755m in direct GVA. This is split into £639.1m in development, £63.3m in publishing and £53m in retail. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2013, taking into account the total economic contribution (including multiplier and spillover effects) the core UK video games sector (video games made wholly or partially in the UK) supported 23,900 FTEs of employment, generated £1.4bn in GVA and contributed £429m to the Exchequer. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*When looking at regional distribution of employment in 2013: for development most FTEs were in London (27%), the South East (21%), the East of England (10%) and West Midlands (10%). For publishing most FTEs were in the South East (32%), London (31%), the East of England (18%) and West Midlands (7%). ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=File:NI_map.png&amp;diff=1508</id>
		<title>File:NI map.png</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=File:NI_map.png&amp;diff=1508"/>
		<updated>2019-11-28T13:59:55Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: heat map of games companies in Northern Ireland&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
heat map of games companies in Northern Ireland&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=File:Wales_map.png&amp;diff=1507</id>
		<title>File:Wales map.png</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=File:Wales_map.png&amp;diff=1507"/>
		<updated>2019-11-28T13:59:07Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: heat map of games companies in Wales&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
heat map of games companies in Wales&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=File:Scotland_map.png&amp;diff=1506</id>
		<title>File:Scotland map.png</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=File:Scotland_map.png&amp;diff=1506"/>
		<updated>2019-11-28T13:51:51Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: games heat map of Scotland&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
games heat map of Scotland&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1505</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1505"/>
		<updated>2019-11-28T13:44:50Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gross Value Added ==&lt;br /&gt;
&lt;br /&gt;
Gross value added (GVA) is the measure of the economic value of goods and services. This can be used to compare the economic impact of different sectors or compare the impact of the same sector in different geographic areas. All measures of GVA in this article relate to data originally from the BFI's [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-full-report-2018-10-08.pdf Screen Business Report (October 2018)]. The [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-appendices-4-and-5-2018-10-08.pdf methodology of this report] explains how direct and total GVA figures are calculated.&lt;br /&gt;
&lt;br /&gt;
=== Regions with the Highest GVA from Games Companies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Region&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
|-&lt;br /&gt;
|South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
|-&lt;br /&gt;
|North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
|-&lt;br /&gt;
|Scotland&lt;br /&gt;
|113&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
|-&lt;br /&gt;
|West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
|North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
|East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
|-&lt;br /&gt;
|East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
|Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
|-&lt;br /&gt;
|South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
|Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scotland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/GameDevEd Game Dev Ed] (Edinburgh)&lt;br /&gt;
*[https://igdascotland.org/ IGDA Scotland] (Scotland)&lt;br /&gt;
*[https://scottishgames.net/ Scottish Games] (Scotland)&lt;br /&gt;
*[https://www.innovationforgames.com/ InGAME] (Dundee)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around three quarters of Scottish games companies are based in Edinburgh, Dundee or Glasgow. &lt;br /&gt;
*There are however, small games companies throughout the rest of Scotland&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://gameswales.org/ Games Wales]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around half of games companies in Wales are based in Cardiff, with the remaining other half operating throughout the rest of the country. &lt;br /&gt;
*Games companies provide a higher proportion of overall GVA in Bridgend than in any other Welsh town or city.&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://www.gamesni.com/ Games NI]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*5 of Northern Ireland’s 6 counties have games companies operating in them. &lt;br /&gt;
*The majority of games companies in Northern Ireland are in Belfast&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/events/606802006423370/ Gamedev Liverpool] (Liverpool)&lt;br /&gt;
*[http://gameopolis.org.uk/ Gameopolis] (Greater Manchester)&lt;br /&gt;
*[https://twitter.com/gameclusterLPL Liverpool Games Cluster] (Liverpool)&lt;br /&gt;
*[https://www.meetup.com/WA-Games/ WA Games] (Warrington)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Crewe, Liverpool and Manchester are hubs for games development. &lt;br /&gt;
*With around 1,300 games industry jobs in the north west, the region comes 3rd for number of games jobs&lt;br /&gt;
*The region also comes 3rd for total GVA from the industry&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/Game_Bridge Game Bridge] (Middlesbrough)&lt;br /&gt;
*[https://www.womenmakinggames.com/ Women Making Games North East] (North East)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Major international games companies have offices in Newcastle and Sunderland. &lt;br /&gt;
*The region also has a higher proportion of games companies with 5-24 employees than any other. &lt;br /&gt;
*The north east ranks 2nd only to London for productivity&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://xixs.com/badonkadonk Badonkadonk] (Bradford)&lt;br /&gt;
*[https://twitter.com/Ga_Ma_Yo Ga-Ma-Yo] (Yorkshire)&lt;br /&gt;
*[http://gamerepublic.net/ Game Republic] (Yorkshire)&lt;br /&gt;
*[https://twitter.com/HumberBundle HumberBundle] (Hull)&lt;br /&gt;
*[https://twitter.com/LeedsGamesToast Leeds Games Toast] (Leeds)&lt;br /&gt;
*[http://shindigdev.com/ Shindig] (Sheffield)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies employing large numbers of people operate in Leeds, Sheffield and Wakefield.&lt;br /&gt;
*Companies in Wakefield and Sheffield in particular provide major economic value when compared with other sectors &lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/brumindies/ Brum Indies] (Birmingham)&lt;br /&gt;
*[http://archcreatives.com/ Leamingston Spa: Arch Creatives] (Leamington Spa)&lt;br /&gt;
*[https://www.meetup.com/Leamington-Unity-Developers/ Leamington Unity Developers] (Leamington Spa)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies in Leamington Spa in particular provide major economic value to the West Midlands.&lt;br /&gt;
*The town is ranked 1st for economic contribution provided by games companies in proportion to other industries &lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Burton Upon Trent&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Derby&lt;br /&gt;
|11&lt;br /&gt;
|46&lt;br /&gt;
|2.6&lt;br /&gt;
|4.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
!East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/groups/EastMidlandsIndies East Midlands Indies] (Nottingham)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Large, prestigious games companies are operating in Twycross, Lincoln and Nottingham&lt;br /&gt;
*Around 900 games workers in total are employed in the East Midlands&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Chelmsford&lt;br /&gt;
|10&lt;br /&gt;
|26&lt;br /&gt;
|1.4&lt;br /&gt;
|2.4&lt;br /&gt;
|-&lt;br /&gt;
!East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/Cambridge-Game-Creators/ Cambridge Game Creators] (Cambridge)&lt;br /&gt;
*[https://twitter.com/cambridgeindies Cambridge Indies] (Cambridge)&lt;br /&gt;
*[https://www.meetup.com/NorfolkIndieGameDevelopers/ Norfolk Indie Game Developers] (Norfolk)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are around 1,200 games jobs in the East of England. &lt;br /&gt;
*Cambridge ranks 1st by number of game jobs per capita.&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
!London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://weatherfactory.biz/coven-club/ Coven Club]&lt;br /&gt;
*[http://www.londonindies.com/ London Indies]&lt;br /&gt;
*[https://www.meetup.com/London-Unreal-Engine-Meetup/ London Unreal Engine Meetup]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 580 active games companies in London&lt;br /&gt;
*The games industry in London contributes over £1.3bn of value to the economy&lt;br /&gt;
*Over 5,000 people in the capital work in games&lt;br /&gt;
*Around 2% of all creative sector workers in London work in games&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Falmouth&lt;br /&gt;
|5&lt;br /&gt;
|27&lt;br /&gt;
|1.5&lt;br /&gt;
|2.6&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|46&lt;br /&gt;
|139&lt;br /&gt;
|5.5&lt;br /&gt;
|9.7&lt;br /&gt;
|-&lt;br /&gt;
!South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://bristolgameshub.com/ Bristol Games Hub] (Bristol)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Though there are no major multinational publishers or developers based in the South West, the region is still home to over 150 games companies&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Basingstoke&lt;br /&gt;
|12&lt;br /&gt;
|88&lt;br /&gt;
|1.3&lt;br /&gt;
|2.2&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Crawley and Horsham&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|5&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Reading&lt;br /&gt;
|14&lt;br /&gt;
|162&lt;br /&gt;
|4.8&lt;br /&gt;
|8.5&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
!South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://brightongamecollective.com/ Brighton Game Collective] (Brighton)&lt;br /&gt;
*[https://twitter.com/brightonindies Brighton Indies] (Brighton)&lt;br /&gt;
*[https://www.meetup.com/Brighton-Unity-Group/ Brighton Unity Group] (Brighton)&lt;br /&gt;
*[https://www.facebook.com/groups/584711874962051/ Guildford Game Developers] (Guildford)&lt;br /&gt;
*[http://oxfordindies.co.uk/ Oxford Indies] (Oxford)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 370 active games companies in the South East&lt;br /&gt;
*Over 3,200 people in the South East are employed in the games industry. &lt;br /&gt;
*Locations such as Guildford, Oxford and Brighton have some of the largest games companies in the UK&lt;br /&gt;
&lt;br /&gt;
== Previous Reports ==&lt;br /&gt;
&lt;br /&gt;
=== 2018 Stats ===&lt;br /&gt;
&lt;br /&gt;
*As of October 2018 there were 2,277 active games companies in the UK ([https://gamesmap.uk UK Games Map])&lt;br /&gt;
*The map also listed 151 games industry service companies and 231 games-related courses across 102 universities and academic institutions in 2018. ([https://gamesmap.uk UK Games Map])&lt;br /&gt;
&lt;br /&gt;
*The creative industries contributed a record £101.5bn in GVA to the UK economy in 2017, and in crease of 7.1% on the previous year. ([https://www.gov.uk/government/statistics/dcms-sectors-economic-estimates-2017-gva DCMS], Nov 2018)&lt;br /&gt;
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contibuted £2.87bn in GVA to the UK economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
*The UK games industry directly employs 20,430 FTEs in development, publishing and retail roles, which contibute £1.52bn in direct GVA to the economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Subsector'''&lt;br /&gt;
|'''Employment (FTEs)'''&lt;br /&gt;
|'''GVA (£m)'''&lt;br /&gt;
|-&lt;br /&gt;
|Publishing&lt;br /&gt;
|2,300&lt;br /&gt;
|526.6&lt;br /&gt;
|-&lt;br /&gt;
|Digital Retail&lt;br /&gt;
|310&lt;br /&gt;
|31.7&lt;br /&gt;
|-&lt;br /&gt;
|Physical Retail&lt;br /&gt;
|3,980&lt;br /&gt;
|132.0&lt;br /&gt;
|-&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''20,430'''&lt;br /&gt;
|'''1.52'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The economic impact of the growing UK Esports sector was also assessed for the first time and was shown to have supported 470 FTE jobs and contributed £18.4m in GVA in 2016. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2016, the UK games industry spent £1.25bn on game development. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In the period 2015-2017, there was at least £1.75bn of inward investment in the UK games industry. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*The VGTR supports 9,240 FTE jobs across the UK games industry, including 4,320 directly in development roles (31% of the total UK development workforce). ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*VGTR games represented £389.9m of UK development spend, 31% of the total development spend. Overall, projects supported by the VGTR contibuted£525m in GVA to the UK economy and £158m in tax revenue. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*Of all the screen sector tax reliefs, the games sector was shown to have the highest rate of productivity, where each employee generated an average of £83,800 in GVA for the economy, significantly above the national industrial average of £62,100. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In November 2018 there were 5.7m professional developers in Europe, up by 200,000 on 2017. This compares to the 4.4m in the US, which has that stayed flat year on year. The UK is home to 830,500 professional developers. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2018, The UK was the No.1 European destination for international movers in the tech ecosystem, accounting for 20.9% of all international movers. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*44% of founders and employees of private tech start-ups in the UK and Ireland are migrants, the highest percentage of any European region. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform's top 100 highest grossing games of 2017 list featured 15 games made or partly made in the UK, including two games in the top “platinum tier”, one in the gold tier and four in silver. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform's top 92 games by peak simultaneous players featured 14 games made or partly made in the UK (15.2%), including Rockstar’s ‘Grand Theft Auto V’ in the top &amp;quot;over 100k simultaneous players&amp;quot; tier and six games from the UK (or 40%) in the second &amp;quot;over 50k players&amp;quot; tier. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platforms top 10 highest grossing VR games featured 11 games made in the UK, including one game partly made in the UK in the top “platinum” tier, one UK-made game in the gold tier and four in silver. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
=== 2017 Stats ===&lt;br /&gt;
&lt;br /&gt;
*In 2017, the UK has been ranked as third best country in the world for the ability to attract, retain, train and educate skilled workers, according to the Global Talent Competitiveness Index ([http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking INSEAD], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*London, Birmingham and Cardiff act as talent magnets, helping the UK attract more highly-skilled workers. In 2017 Cardiff was the 11th best city worldwide at attracting, growing and retaining talent, with London listed 16th and Birmingham 17th. ([http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking INSEAD], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
=== 2016 Stats ===&lt;br /&gt;
&lt;br /&gt;
*As of 2016, only 41% of UK games companies were using the correct Standard Industrial Classification codes. ([https://gamesmap.uk UK Games Map] Oct 2016)&lt;br /&gt;
*As of 2016, 68% of UK games companies had been founded since the beginning of 2010. ([https://gamesmap.uk UK Games Map] Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2016, European games industry professionals rated the UK as the place in Europe where both the best games were made at the time and the best games will be made in five year’s time. ([http://registration.gdceurope.com/GDCEurope-StateOfGame?_mc=blog_x_gdceu_wp_aud_gdceu_x_x-sotieu GDC], Aug 2016)&lt;br /&gt;
*The UK’s creative industries were worth a record £84.1 billion to the UK economy in 2016. The figures show the sector growing at almost twice the rate of the wider UK economy - generating £9.6million per hour. ([https://www.gov.uk/government/news/creative-industries-worth-almost-10-million-an-hour-to-economy Gov.co.uk], Jan 2016)&lt;br /&gt;
&lt;br /&gt;
=== 2015 Stats ===&lt;br /&gt;
&lt;br /&gt;
*In 2013, the core UK video games sector (video games made wholly or partially in the UK) supported 12,100 FTEs of direct employment. This is split into 9,400 FTEs in development, 900 in publishing and 1,800 in retail. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2013, the core UK video games sector (video games made wholly or partially in the UK) contributed £755m in direct GVA. This is split into £639.1m in development, £63.3m in publishing and £53m in retail. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*In 2013, taking into account the total economic contribution (including multiplier and spillover effects) the core UK video games sector (video games made wholly or partially in the UK) supported 23,900 FTEs of employment, generated £1.4bn in GVA and contributed £429m to the Exchequer. ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;br /&gt;
&lt;br /&gt;
*When looking at regional distribution of employment in 2013: for development most FTEs were in London (27%), the South East (21%), the East of England (10%) and West Midlands (10%). For publishing most FTEs were in the South East (32%), London (31%), the East of England (18%) and West Midlands (7%). ([http://www.bfi.org.uk/education-research/film-industry-statistics-reports/reports/uk-film-economy/economic-contribution-uks-film-sectors BFI], Feb 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1504</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1504"/>
		<updated>2019-11-28T12:30:12Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gross Value Added ==&lt;br /&gt;
&lt;br /&gt;
Gross value added (GVA) is the measure of the economic value of goods and services. This can be used to compare the economic impact of different sectors or compare the impact of the same sector in different geographic areas. All measures of GVA in this article relate to data originally from the BFI's [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-full-report-2018-10-08.pdf Screen Business Report (October 2018)]. The [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-appendices-4-and-5-2018-10-08.pdf methodology of this report] explains how direct and total GVA figures are calculated.&lt;br /&gt;
&lt;br /&gt;
=== Regions with the Highest GVA from Games Companies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Region&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
|-&lt;br /&gt;
|South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
|-&lt;br /&gt;
|North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
|-&lt;br /&gt;
|Scotland&lt;br /&gt;
|113&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
|-&lt;br /&gt;
|West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
|North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
|East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
|-&lt;br /&gt;
|East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
|Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
|-&lt;br /&gt;
|South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
|Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scotland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/GameDevEd Game Dev Ed] (Edinburgh)&lt;br /&gt;
*[https://igdascotland.org/ IGDA Scotland] (Scotland)&lt;br /&gt;
*[https://scottishgames.net/ Scottish Games] (Scotland)&lt;br /&gt;
*[https://www.innovationforgames.com/ InGAME] (Dundee)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around three quarters of Scottish games companies are based in Edinburgh, Dundee or Glasgow. &lt;br /&gt;
*There are however, small games companies throughout the rest of Scotland&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://gameswales.org/ Games Wales]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around half of games companies in Wales are based in Cardiff, with the remaining other half operating throughout the rest of the country. &lt;br /&gt;
*Games companies provide a higher proportion of overall GVA in Bridgend than in any other Welsh town or city.&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://www.gamesni.com/ Games NI]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*5 of Northern Ireland’s 6 counties have games companies operating in them. &lt;br /&gt;
*The majority of games companies in Northern Ireland are in Belfast&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/events/606802006423370/ Gamedev Liverpool] (Liverpool)&lt;br /&gt;
*[http://gameopolis.org.uk/ Gameopolis] (Greater Manchester)&lt;br /&gt;
*[https://twitter.com/gameclusterLPL Liverpool Games Cluster] (Liverpool)&lt;br /&gt;
*[https://www.meetup.com/WA-Games/ WA Games] (Warrington)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Crewe, Liverpool and Manchester are hubs for games development. &lt;br /&gt;
*With around 1,300 games industry jobs in the north west, the region comes 3rd for number of games jobs&lt;br /&gt;
*The region also comes 3rd for total GVA from the industry&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/Game_Bridge Game Bridge] (Middlesbrough)&lt;br /&gt;
*[https://www.womenmakinggames.com/ Women Making Games North East] (North East)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Major international games companies have offices in Newcastle and Sunderland. &lt;br /&gt;
*The region also has a higher proportion of games companies with 5-24 employees than any other. &lt;br /&gt;
*The north east ranks 2nd only to London for productivity&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://xixs.com/badonkadonk Badonkadonk] (Bradford)&lt;br /&gt;
*[https://twitter.com/Ga_Ma_Yo Ga-Ma-Yo] (Yorkshire)&lt;br /&gt;
*[http://gamerepublic.net/ Game Republic] (Yorkshire)&lt;br /&gt;
*[https://twitter.com/HumberBundle HumberBundle] (Hull)&lt;br /&gt;
*[https://twitter.com/LeedsGamesToast Leeds Games Toast] (Leeds)&lt;br /&gt;
*[http://shindigdev.com/ Shindig] (Sheffield)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies employing large numbers of people operate in Leeds, Sheffield and Wakefield.&lt;br /&gt;
*Companies in Wakefield and Sheffield in particular provide major economic value when compared with other sectors &lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/brumindies/ Brum Indies] (Birmingham)&lt;br /&gt;
*[http://archcreatives.com/ Leamingston Spa: Arch Creatives] (Leamington Spa)&lt;br /&gt;
*[https://www.meetup.com/Leamington-Unity-Developers/ Leamington Unity Developers] (Leamington Spa)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies in Leamington Spa in particular provide major economic value to the West Midlands.&lt;br /&gt;
*The town is ranked 1st for economic contribution provided by games companies in proportion to other industries &lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Burton Upon Trent&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Derby&lt;br /&gt;
|11&lt;br /&gt;
|46&lt;br /&gt;
|2.6&lt;br /&gt;
|4.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
!East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/groups/EastMidlandsIndies East Midlands Indies] (Nottingham)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Large, prestigious games companies are operating in Twycross, Lincoln and Nottingham&lt;br /&gt;
*Around 900 games workers in total are employed in the East Midlands&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Chelmsford&lt;br /&gt;
|10&lt;br /&gt;
|26&lt;br /&gt;
|1.4&lt;br /&gt;
|2.4&lt;br /&gt;
|-&lt;br /&gt;
!East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/Cambridge-Game-Creators/ Cambridge Game Creators] (Cambridge)&lt;br /&gt;
*[https://twitter.com/cambridgeindies Cambridge Indies] (Cambridge)&lt;br /&gt;
*[https://www.meetup.com/NorfolkIndieGameDevelopers/ Norfolk Indie Game Developers] (Norfolk)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are around 1,200 games jobs in the East of England. &lt;br /&gt;
*Cambridge ranks 1st by number of game jobs per capita.&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
!London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://weatherfactory.biz/coven-club/ Coven Club]&lt;br /&gt;
*[http://www.londonindies.com/ London Indies]&lt;br /&gt;
*[https://www.meetup.com/London-Unreal-Engine-Meetup/ London Unreal Engine Meetup]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 580 active games companies in London&lt;br /&gt;
*The games industry in London contributes over £1.3bn of value to the economy&lt;br /&gt;
*Over 5,000 people in the capital work in games&lt;br /&gt;
*Around 2% of all creative sector workers in London work in games&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Falmouth&lt;br /&gt;
|5&lt;br /&gt;
|27&lt;br /&gt;
|1.5&lt;br /&gt;
|2.6&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|46&lt;br /&gt;
|139&lt;br /&gt;
|5.5&lt;br /&gt;
|9.7&lt;br /&gt;
|-&lt;br /&gt;
!South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://bristolgameshub.com/ Bristol Games Hub] (Bristol)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Though there are no major multinational publishers or developers based in the South West, the region is still home to over 150 games companies&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Basingstoke&lt;br /&gt;
|12&lt;br /&gt;
|88&lt;br /&gt;
|1.3&lt;br /&gt;
|2.2&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Crawley and Horsham&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|5&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Reading&lt;br /&gt;
|14&lt;br /&gt;
|162&lt;br /&gt;
|4.8&lt;br /&gt;
|8.5&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
!South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://brightongamecollective.com/ Brighton Game Collective] (Brighton)&lt;br /&gt;
*[https://twitter.com/brightonindies Brighton Indies] (Brighton)&lt;br /&gt;
*[https://www.meetup.com/Brighton-Unity-Group/ Brighton Unity Group] (Brighton)&lt;br /&gt;
*[https://www.facebook.com/groups/584711874962051/ Guildford Game Developers] (Guildford)&lt;br /&gt;
*[http://oxfordindies.co.uk/ Oxford Indies] (Oxford)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 370 active games companies in the South East&lt;br /&gt;
*Over 3,200 people in the South East are employed in the games industry. &lt;br /&gt;
*Locations such as Guildford, Oxford and Brighton have some of the largest games companies in the UK&lt;br /&gt;
&lt;br /&gt;
== Previous Reports ==&lt;br /&gt;
&lt;br /&gt;
=== 2018 Stats ===&lt;br /&gt;
&lt;br /&gt;
*As of October 2018 there were 2,277 active games companies in the UK ([https://gamesmap.uk UK Games Map])&lt;br /&gt;
*The map also listed 151 games industry service companies and 231 games-related courses across 102 universities and academic institutions in 2018. ([https://gamesmap.uk UK Games Map])&lt;br /&gt;
&lt;br /&gt;
*The creative industries contributed a record £101.5bn in GVA to the UK economy in 2017, and in crease of 7.1% on the previous year. ([https://www.gov.uk/government/statistics/dcms-sectors-economic-estimates-2017-gva DCMS], Nov 2018)&lt;br /&gt;
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contibuted £2.87bn in GVA to the UK economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
*The UK games industry directly employs 20,430 FTEs in development, publishing and retail roles, which contibute £1.52bn in direct GVA to the economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Subsector'''&lt;br /&gt;
|'''Employment (FTEs)'''&lt;br /&gt;
|'''GVA (£m)'''&lt;br /&gt;
|-&lt;br /&gt;
|Publishing&lt;br /&gt;
|2,300&lt;br /&gt;
|526.6&lt;br /&gt;
|-&lt;br /&gt;
|Digital Retail&lt;br /&gt;
|310&lt;br /&gt;
|31.7&lt;br /&gt;
|-&lt;br /&gt;
|Physical Retail&lt;br /&gt;
|3,980&lt;br /&gt;
|132.0&lt;br /&gt;
|-&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''20,430'''&lt;br /&gt;
|'''1.52'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The economic impact of the growing UK Esports sector was also assessed for the first time and was shown to have supported 470 FTE jobs and contributed £18.4m in GVA in 2016. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2016, the UK games industry spent £1.25bn on game development. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In the period 2015-2017, there was at least £1.75bn of inward investment in the UK games industry. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*The VGTR supports 9,240 FTE jobs across the UK games industry, including 4,320 directly in development roles (31% of the total UK development workforce). ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*VGTR games represented £389.9m of UK development spend, 31% of the total development spend. Overall, projects supported by the VGTR contibuted£525m in GVA to the UK economy and £158m in tax revenue. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*Of all the screen sector tax reliefs, the games sector was shown to have the highest rate of productivity, where each employee generated an average of £83,800 in GVA for the economy, significantly above the national industrial average of £62,100. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)&lt;br /&gt;
&lt;br /&gt;
*In November 2018 there were 5.7m professional developers in Europe, up by 200,000 on 2017. This compares to the 4.4m in the US, which has that stayed flat year on year. The UK is home to 830,500 professional developers. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2018, The UK was the No.1 European destination for international movers in the tech ecosystem, accounting for 20.9% of all international movers. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*44% of founders and employees of private tech start-ups in the UK and Ireland are migrants, the highest percentage of any European region. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform's top 100 highest grossing games of 2017 list featured 15 games made or partly made in the UK, including two games in the top “platinum tier”, one in the gold tier and four in silver. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platform's top 92 games by peak simultaneous players featured 14 games made or partly made in the UK (15.2%), including Rockstar’s ‘Grand Theft Auto V’ in the top &amp;quot;over 100k simultaneous players&amp;quot; tier and six games from the UK (or 40%) in the second &amp;quot;over 50k players&amp;quot; tier. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Valve’s Steam platforms top 10 highest grossing VR games featured 11 games made in the UK, including one game partly made in the UK in the top “platinum” tier, one UK-made game in the gold tier and four in silver. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
=== 2017 Stats ===&lt;br /&gt;
&lt;br /&gt;
*In 2017, the UK has been ranked as third best country in the world for the ability to attract, retain, train and educate skilled workers, according to the Global Talent Competitiveness Index ([http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking INSEAD], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*London, Birmingham and Cardiff act as talent magnets, helping the UK attract more highly-skilled workers. In 2017 Cardiff was the 11th best city worldwide at attracting, growing and retaining talent, with London listed 16th and Birmingham 17th. ([http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking INSEAD], Jan 2017)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1503</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1503"/>
		<updated>2019-11-28T11:34:24Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gross Value Added ==&lt;br /&gt;
&lt;br /&gt;
Gross value added (GVA) is the measure of the economic value of goods and services. This can be used to compare the economic impact of different sectors or compare the impact of the same sector in different geographic areas. All measures of GVA in this article relate to data originally from the BFI's [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-full-report-2018-10-08.pdf Screen Business Report (October 2018)]. The [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-appendices-4-and-5-2018-10-08.pdf methodology of this report] explains how direct and total GVA figures are calculated.&lt;br /&gt;
&lt;br /&gt;
=== Regions with the Highest GVA from Games Companies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Region&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
|-&lt;br /&gt;
|South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
|-&lt;br /&gt;
|North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
|-&lt;br /&gt;
|Scotland&lt;br /&gt;
|113&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
|-&lt;br /&gt;
|West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
|North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
|East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
|-&lt;br /&gt;
|East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
|Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
|-&lt;br /&gt;
|South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
|Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scotland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/GameDevEd Game Dev Ed] (Edinburgh)&lt;br /&gt;
*[https://igdascotland.org/ IGDA Scotland] (Scotland)&lt;br /&gt;
*[https://scottishgames.net/ Scottish Games] (Scotland)&lt;br /&gt;
*[https://www.innovationforgames.com/ InGAME] (Dundee)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around three quarters of Scottish games companies are based in Edinburgh, Dundee or Glasgow. &lt;br /&gt;
*There are however, small games companies throughout the rest of Scotland&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://gameswales.org/ Games Wales]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around half of games companies in Wales are based in Cardiff, with the remaining other half operating throughout the rest of the country. &lt;br /&gt;
*Games companies provide a higher proportion of overall GVA in Bridgend than in any other Welsh town or city.&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://www.gamesni.com/ Games NI]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*5 of Northern Ireland’s 6 counties have games companies operating in them. &lt;br /&gt;
*The majority of games companies in Northern Ireland are in Belfast&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/events/606802006423370/ Gamedev Liverpool] (Liverpool)&lt;br /&gt;
*[http://gameopolis.org.uk/ Gameopolis] (Greater Manchester)&lt;br /&gt;
*[https://twitter.com/gameclusterLPL Liverpool Games Cluster] (Liverpool)&lt;br /&gt;
*[https://www.meetup.com/WA-Games/ WA Games] (Warrington)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Crewe, Liverpool and Manchester are hubs for games development. &lt;br /&gt;
*With around 1,300 games industry jobs in the north west, the region comes 3rd for number of games jobs&lt;br /&gt;
*The region also comes 3rd for total GVA from the industry&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/Game_Bridge Game Bridge] (Middlesbrough)&lt;br /&gt;
*[https://www.womenmakinggames.com/ Women Making Games North East] (North East)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Major international games companies have offices in Newcastle and Sunderland. &lt;br /&gt;
*The region also has a higher proportion of games companies with 5-24 employees than any other. &lt;br /&gt;
*The north east ranks 2nd only to London for productivity&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://xixs.com/badonkadonk Badonkadonk] (Bradford)&lt;br /&gt;
*[https://twitter.com/Ga_Ma_Yo Ga-Ma-Yo] (Yorkshire)&lt;br /&gt;
*[http://gamerepublic.net/ Game Republic] (Yorkshire)&lt;br /&gt;
*[https://twitter.com/HumberBundle HumberBundle] (Hull)&lt;br /&gt;
*[https://twitter.com/LeedsGamesToast Leeds Games Toast] (Leeds)&lt;br /&gt;
*[http://shindigdev.com/ Shindig] (Sheffield)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies employing large numbers of people operate in Leeds, Sheffield and Wakefield.&lt;br /&gt;
*Companies in Wakefield and Sheffield in particular provide major economic value when compared with other sectors &lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/brumindies/ Brum Indies] (Birmingham)&lt;br /&gt;
*[http://archcreatives.com/ Leamingston Spa: Arch Creatives] (Leamington Spa)&lt;br /&gt;
*[https://www.meetup.com/Leamington-Unity-Developers/ Leamington Unity Developers] (Leamington Spa)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Games companies in Leamington Spa in particular provide major economic value to the West Midlands.&lt;br /&gt;
*The town is ranked 1st for economic contribution provided by games companies in proportion to other industries &lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Burton Upon Trent&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Derby&lt;br /&gt;
|11&lt;br /&gt;
|46&lt;br /&gt;
|2.6&lt;br /&gt;
|4.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
!East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/groups/EastMidlandsIndies East Midlands Indies] (Nottingham)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Large, prestigious games companies are operating in Twycross, Lincoln and Nottingham&lt;br /&gt;
*Around 900 games workers in total are employed in the East Midlands&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Chelmsford&lt;br /&gt;
|10&lt;br /&gt;
|26&lt;br /&gt;
|1.4&lt;br /&gt;
|2.4&lt;br /&gt;
|-&lt;br /&gt;
!East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/Cambridge-Game-Creators/ Cambridge Game Creators] (Cambridge)&lt;br /&gt;
*[https://twitter.com/cambridgeindies Cambridge Indies] (Cambridge)&lt;br /&gt;
*[https://www.meetup.com/NorfolkIndieGameDevelopers/ Norfolk Indie Game Developers] (Norfolk)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are around 1,200 games jobs in the East of England. &lt;br /&gt;
*Cambridge ranks 1st by number of game jobs per capita.&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
!London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://weatherfactory.biz/coven-club/ Coven Club]&lt;br /&gt;
*[http://www.londonindies.com/ London Indies]&lt;br /&gt;
*[https://www.meetup.com/London-Unreal-Engine-Meetup/ London Unreal Engine Meetup]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 580 active games companies in London&lt;br /&gt;
*The games industry in London contributes over £1.3bn of value to the economy&lt;br /&gt;
*Over 5,000 people in the capital work in games&lt;br /&gt;
*Around 2% of all creative sector workers in London work in games&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Falmouth&lt;br /&gt;
|5&lt;br /&gt;
|27&lt;br /&gt;
|1.5&lt;br /&gt;
|2.6&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|46&lt;br /&gt;
|139&lt;br /&gt;
|5.5&lt;br /&gt;
|9.7&lt;br /&gt;
|-&lt;br /&gt;
!South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://bristolgameshub.com/ Bristol Games Hub] (Bristol)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Though there are no major multinational publishers or developers based in the South West, the region is still home to over 150 games companies&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Basingstoke&lt;br /&gt;
|12&lt;br /&gt;
|88&lt;br /&gt;
|1.3&lt;br /&gt;
|2.2&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Crawley and Horsham&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|5&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Reading&lt;br /&gt;
|14&lt;br /&gt;
|162&lt;br /&gt;
|4.8&lt;br /&gt;
|8.5&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
!South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://brightongamecollective.com/ Brighton Game Collective] (Brighton)&lt;br /&gt;
*[https://twitter.com/brightonindies Brighton Indies] (Brighton)&lt;br /&gt;
*[https://www.meetup.com/Brighton-Unity-Group/ Brighton Unity Group] (Brighton)&lt;br /&gt;
*[https://www.facebook.com/groups/584711874962051/ Guildford Game Developers] (Guildford)&lt;br /&gt;
*[http://oxfordindies.co.uk/ Oxford Indies] (Oxford)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*There are over 370 active games companies in the South East&lt;br /&gt;
*Over 3,200 people in the South East are employed in the games industry. &lt;br /&gt;
*Locations such as Guildford, Oxford and Brighton have some of the largest games companies in the UK&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1502</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1502"/>
		<updated>2019-11-28T11:08:43Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gross Value Added ==&lt;br /&gt;
&lt;br /&gt;
Gross value added (GVA) is the measure of the economic value of goods and services. This can be used to compare the economic impact of different sectors or compare the impact of the same sector in different geographic areas. All measures of GVA in this article relate to data originally from the BFI's [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-full-report-2018-10-08.pdf Screen Business Report (October 2018)]. The [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-appendices-4-and-5-2018-10-08.pdf methodology of this report] explains how direct and total GVA figures are calculated.&lt;br /&gt;
&lt;br /&gt;
=== Regions with the Highest GVA from Games Companies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Region&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
|-&lt;br /&gt;
|South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
|-&lt;br /&gt;
|North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
|-&lt;br /&gt;
|Scotland&lt;br /&gt;
|113&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
|-&lt;br /&gt;
|West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
|North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
|East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
|-&lt;br /&gt;
|East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
|Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
|-&lt;br /&gt;
|South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
|Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scotland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/GameDevEd Game Dev Ed] (Edinburgh)&lt;br /&gt;
*[https://igdascotland.org/ IGDA Scotland] (Scotland)&lt;br /&gt;
*[https://scottishgames.net/ Scottish Games] (Scotland)&lt;br /&gt;
*[https://www.innovationforgames.com/ InGAME] (Dundee)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around three quarters of Scottish games companies are based in Edinburgh, Dundee or Glasgow. &lt;br /&gt;
*There are however, small games companies throughout the rest of Scotland&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://gameswales.org/ Games Wales]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Around half of games companies in Wales are based in Cardiff, with the remaining other half operating throughout the rest of the country. &lt;br /&gt;
*Games companies provide a higher proportion of overall GVA in Bridgend than in any other Welsh town or city.&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://www.gamesni.com/ Games NI]&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*5 of Northern Ireland’s 6 counties have games companies operating in them. &lt;br /&gt;
*The majority of games companies in Northern Ireland are in Belfast&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/events/606802006423370/ Gamedev Liverpool] (Liverpool)&lt;br /&gt;
*[http://gameopolis.org.uk/ Gameopolis] (Greater Manchester)&lt;br /&gt;
*[https://twitter.com/gameclusterLPL Liverpool Games Cluster] (Liverpool)&lt;br /&gt;
*[https://www.meetup.com/WA-Games/ WA Games] (Warrington)&lt;br /&gt;
&lt;br /&gt;
Key Facts:&lt;br /&gt;
*Crewe, Liverpool and Manchester are hubs for games development. &lt;br /&gt;
*With around 1,300 games industry jobs in the north west, the region comes 3rd for number of games jobs&lt;br /&gt;
*The region also comes 3rd for total GVA from the industry&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/Game_Bridge Game Bridge] (Middlesbrough)&lt;br /&gt;
*[https://www.womenmakinggames.com/ Women Making Games North East] (North East)&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://xixs.com/badonkadonk Badonkadonk] (Bradford)&lt;br /&gt;
*[https://twitter.com/Ga_Ma_Yo Ga-Ma-Yo] (Yorkshire)&lt;br /&gt;
*[http://gamerepublic.net/ Game Republic] (Yorkshire)&lt;br /&gt;
*[https://twitter.com/HumberBundle HumberBundle] (Hull)&lt;br /&gt;
*[https://twitter.com/LeedsGamesToast Leeds Games Toast] (Leeds)&lt;br /&gt;
*[http://shindigdev.com/ Shindig] (Sheffield)&lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/brumindies/ Brum Indies] (Birmingham)&lt;br /&gt;
*[http://archcreatives.com/ Leamingston Spa: Arch Creatives] (Leamington Spa)&lt;br /&gt;
*[https://www.meetup.com/Leamington-Unity-Developers/ Leamington Unity Developers] (Leamington Spa)&lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Burton Upon Trent&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Derby&lt;br /&gt;
|11&lt;br /&gt;
|46&lt;br /&gt;
|2.6&lt;br /&gt;
|4.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
!East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/groups/EastMidlandsIndies East Midlands Indies] (Nottingham)&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Chelmsford&lt;br /&gt;
|10&lt;br /&gt;
|26&lt;br /&gt;
|1.4&lt;br /&gt;
|2.4&lt;br /&gt;
|-&lt;br /&gt;
!East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/Cambridge-Game-Creators/ Cambridge Game Creators] (Cambridge)&lt;br /&gt;
*[https://twitter.com/cambridgeindies Cambridge Indies] (Cambridge)&lt;br /&gt;
*[https://www.meetup.com/NorfolkIndieGameDevelopers/ Norfolk Indie Game Developers] (Norfolk)&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
!London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://weatherfactory.biz/coven-club/ Coven Club]&lt;br /&gt;
*[http://www.londonindies.com/ London Indies]&lt;br /&gt;
*[https://www.meetup.com/London-Unreal-Engine-Meetup/ London Unreal Engine Meetup]&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Falmouth&lt;br /&gt;
|5&lt;br /&gt;
|27&lt;br /&gt;
|1.5&lt;br /&gt;
|2.6&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|46&lt;br /&gt;
|139&lt;br /&gt;
|5.5&lt;br /&gt;
|9.7&lt;br /&gt;
|-&lt;br /&gt;
!South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://bristolgameshub.com/ Bristol Games Hub] (Bristol)&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Basingstoke&lt;br /&gt;
|12&lt;br /&gt;
|88&lt;br /&gt;
|1.3&lt;br /&gt;
|2.2&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Crawley and Horsham&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|5&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Reading&lt;br /&gt;
|14&lt;br /&gt;
|162&lt;br /&gt;
|4.8&lt;br /&gt;
|8.5&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
!South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://brightongamecollective.com/ Brighton Game Collective] (Brighton)&lt;br /&gt;
*[https://twitter.com/brightonindies Brighton Indies] (Brighton)&lt;br /&gt;
*[https://www.meetup.com/Brighton-Unity-Group/ Brighton Unity Group] (Brighton)&lt;br /&gt;
*[https://www.facebook.com/groups/584711874962051/ Guildford Game Developers] (Guildford)&lt;br /&gt;
*[http://oxfordindies.co.uk/ Oxford Indies] (Oxford)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1501</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1501"/>
		<updated>2019-11-28T10:58:32Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gross Value Added ==&lt;br /&gt;
&lt;br /&gt;
Gross value added (GVA) is the measure of the economic value of goods and services. This can be used to compare the economic impact of different sectors or compare the impact of the same sector in different geographic areas. All measures of GVA in this article relate to data originally from the BFI's [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-full-report-2018-10-08.pdf Screen Business Report (October 2018)]. The [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-appendices-4-and-5-2018-10-08.pdf methodology of this report] explains how direct and total GVA figures are calculated.&lt;br /&gt;
&lt;br /&gt;
=== Regions with the Highest GVA from Games Companies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Region&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
|-&lt;br /&gt;
|South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
|-&lt;br /&gt;
|North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
|-&lt;br /&gt;
|Scotland&lt;br /&gt;
|113&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
|-&lt;br /&gt;
|West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
|North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
|East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
|-&lt;br /&gt;
|East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
|Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
|-&lt;br /&gt;
|South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
|Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scotland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/GameDevEd Game Dev Ed] (Edinburgh)&lt;br /&gt;
*[https://igdascotland.org/ IGDA Scotland] (Scotland)&lt;br /&gt;
*[https://scottishgames.net/ Scottish Games] (Scotland)&lt;br /&gt;
*[https://www.innovationforgames.com/ InGAME] (Dundee)&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://gameswales.org/ Games Wales]&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://www.gamesni.com/ Games NI]&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/events/606802006423370/ Gamedev Liverpool] (Liverpool)&lt;br /&gt;
*[http://gameopolis.org.uk/ Gameopolis] (Greater Manchester)&lt;br /&gt;
*[https://twitter.com/gameclusterLPL Liverpool Games Cluster] (Liverpool)&lt;br /&gt;
*[https://www.meetup.com/WA-Games/ WA Games] (Warrington)&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://twitter.com/Game_Bridge Game Bridge] (Middlesbrough)&lt;br /&gt;
*[https://www.womenmakinggames.com/ Women Making Games North East] (North East)&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://xixs.com/badonkadonk Badonkadonk] (Bradford)&lt;br /&gt;
*[https://twitter.com/Ga_Ma_Yo Ga-Ma-Yo] (Yorkshire)&lt;br /&gt;
*[http://gamerepublic.net/ Game Republic] (Yorkshire)&lt;br /&gt;
*[https://twitter.com/HumberBundle HumberBundle] (Hull)&lt;br /&gt;
*[https://twitter.com/LeedsGamesToast Leeds Games Toast] (Leeds)&lt;br /&gt;
*[http://shindigdev.com/ Shindig] (Sheffield)&lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/brumindies/ Brum Indies] (Birmingham)&lt;br /&gt;
*[http://archcreatives.com/ Leamingston Spa: Arch Creatives] (Leamington Spa)&lt;br /&gt;
*[https://www.meetup.com/Leamington-Unity-Developers/ Leamington Unity Developers] (Leamington Spa)&lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Burton Upon Trent&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Derby&lt;br /&gt;
|11&lt;br /&gt;
|46&lt;br /&gt;
|2.6&lt;br /&gt;
|4.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
!East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.facebook.com/groups/EastMidlandsIndies East Midlands Indies] (Nottingham)&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Chelmsford&lt;br /&gt;
|10&lt;br /&gt;
|26&lt;br /&gt;
|1.4&lt;br /&gt;
|2.4&lt;br /&gt;
|-&lt;br /&gt;
!East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://www.meetup.com/Cambridge-Game-Creators/ Cambridge Game Creators] (Cambridge)&lt;br /&gt;
*[https://twitter.com/cambridgeindies Cambridge Indies] (Cambridge)&lt;br /&gt;
*[https://www.meetup.com/NorfolkIndieGameDevelopers/ Norfolk Indie Game Developers] (Norfolk)&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
!London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://weatherfactory.biz/coven-club/ Coven Club]&lt;br /&gt;
*[http://www.londonindies.com/ London Indies]&lt;br /&gt;
*[https://www.meetup.com/London-Unreal-Engine-Meetup/ London Unreal Engine Meetup]&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Falmouth&lt;br /&gt;
|5&lt;br /&gt;
|27&lt;br /&gt;
|1.5&lt;br /&gt;
|2.6&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|46&lt;br /&gt;
|139&lt;br /&gt;
|5.5&lt;br /&gt;
|9.7&lt;br /&gt;
|-&lt;br /&gt;
!South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[https://bristolgameshub.com/ Bristol Games Hub] (Bristol)&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Basingstoke&lt;br /&gt;
|12&lt;br /&gt;
|88&lt;br /&gt;
|1.3&lt;br /&gt;
|2.2&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Crawley and Horsham&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|5&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Reading&lt;br /&gt;
|14&lt;br /&gt;
|162&lt;br /&gt;
|4.8&lt;br /&gt;
|8.5&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
!South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game Development Meetups &amp;amp; Groups:&lt;br /&gt;
*[http://brightongamecollective.com/ Brighton Game Collective] (Brighton)&lt;br /&gt;
*[https://twitter.com/brightonindies Brighton Indies] (Brighton)&lt;br /&gt;
*[https://www.meetup.com/Brighton-Unity-Group/ Brighton Unity Group] (Brighton)&lt;br /&gt;
*[https://www.facebook.com/groups/584711874962051/ Guildford Game Developers] (Guildford)&lt;br /&gt;
*[http://oxfordindies.co.uk/ Oxford Indies] (Oxford)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1500</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1500"/>
		<updated>2019-11-28T10:37:32Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gross Value Added ==&lt;br /&gt;
&lt;br /&gt;
Gross value added (GVA) is the measure of the economic value of goods and services. This can be used to compare the economic impact of different sectors or compare the impact of the same sector in different geographic areas. All measures of GVA in this article relate to data originally from the BFI's [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-full-report-2018-10-08.pdf Screen Business Report (October 2018)]. The [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-appendices-4-and-5-2018-10-08.pdf methodology of this report] explains how direct and total GVA figures are calculated.&lt;br /&gt;
&lt;br /&gt;
=== Regions with the Highest GVA from Games Companies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Region&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
|-&lt;br /&gt;
|South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
|-&lt;br /&gt;
|North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
|-&lt;br /&gt;
|Scotland&lt;br /&gt;
|113&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
|-&lt;br /&gt;
|West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
|North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
|East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
|-&lt;br /&gt;
|East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
|Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
|-&lt;br /&gt;
|South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
|Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scotland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Development Meetups &amp;amp; Groups ===&lt;br /&gt;
&lt;br /&gt;
*[https://twitter.com/GameDevEd Game Dev Ed] (Edinburgh)&lt;br /&gt;
*[https://igdascotland.org/ IGDA Scotland] (Scotland)&lt;br /&gt;
*[https://scottishgames.net/ Scottish Games] (Scotland)&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Development Meetups &amp;amp; Groups ===&lt;br /&gt;
[http://gameswales.org/ Games Wales]&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Development Meetups &amp;amp; Groups ===&lt;br /&gt;
*[http://www.gamesni.com/ Games NI]&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Development Meetups &amp;amp; Groups ===&lt;br /&gt;
*[https://www.facebook.com/events/606802006423370/ Gamedev Liverpool] (Liverpool)&lt;br /&gt;
*[http://gameopolis.org.uk/ Gameopolis] (Greater Manchester)&lt;br /&gt;
*[https://twitter.com/gameclusterLPL Liverpool Games Cluster] (Liverpool)&lt;br /&gt;
*[https://www.meetup.com/WA-Games/ WA Games] (Warrington)&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Development Meetups &amp;amp; Groups ===&lt;br /&gt;
*[https://twitter.com/Game_Bridge Game Bridge] (Middlesbrough)&lt;br /&gt;
*[https://www.womenmakinggames.com/ Women Making Games North East] (North East)&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Development Meetups &amp;amp; Groups ===&lt;br /&gt;
*[http://xixs.com/badonkadonk Badonkadonk] (Bradford)&lt;br /&gt;
*[https://twitter.com/Ga_Ma_Yo Ga-Ma-Yo] (Yorkshire)&lt;br /&gt;
*[http://gamerepublic.net/ Game Republic] (Yorkshire)&lt;br /&gt;
*[https://twitter.com/HumberBundle HumberBundle] (Hull)&lt;br /&gt;
*[https://twitter.com/LeedsGamesToast Leeds Games Toast] (Leeds)&lt;br /&gt;
*[http://shindigdev.com/ Shindig] (Sheffield)&lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Development Meetups &amp;amp; Groups ===&lt;br /&gt;
*[https://www.meetup.com/brumindies/ Brum Indies] (Birmingham)&lt;br /&gt;
*[http://archcreatives.com/ Leamingston Spa: Arch Creatives] (Leamington Spa)&lt;br /&gt;
*[https://www.meetup.com/Leamington-Unity-Developers/ Leamington Unity Developers] (Leamington Spa)&lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Burton Upon Trent&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Derby&lt;br /&gt;
|11&lt;br /&gt;
|46&lt;br /&gt;
|2.6&lt;br /&gt;
|4.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
!East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Development Meetups &amp;amp; Groups ===&lt;br /&gt;
*[https://www.facebook.com/groups/EastMidlandsIndies East Midlands Indies] (Nottingham)&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Chelmsford&lt;br /&gt;
|10&lt;br /&gt;
|26&lt;br /&gt;
|1.4&lt;br /&gt;
|2.4&lt;br /&gt;
|-&lt;br /&gt;
!East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Development Meetups &amp;amp; Groups ===&lt;br /&gt;
*[https://www.meetup.com/Cambridge-Game-Creators/ Cambridge Game Creators] (Cambridge)&lt;br /&gt;
*[https://twitter.com/cambridgeindies Cambridge Indies] (Cambridge)&lt;br /&gt;
*[https://www.meetup.com/NorfolkIndieGameDevelopers/ Norfolk Indie Game Developers] (Norfolk)&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
!London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Development Meetups &amp;amp; Groups ===&lt;br /&gt;
*[http://weatherfactory.biz/coven-club/ Coven Club]&lt;br /&gt;
*[http://www.londonindies.com/ London Indies]&lt;br /&gt;
*[https://www.meetup.com/London-Unreal-Engine-Meetup/ London Unreal Engine Meetup]&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Falmouth&lt;br /&gt;
|5&lt;br /&gt;
|27&lt;br /&gt;
|1.5&lt;br /&gt;
|2.6&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|46&lt;br /&gt;
|139&lt;br /&gt;
|5.5&lt;br /&gt;
|9.7&lt;br /&gt;
|-&lt;br /&gt;
!South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Basingstoke&lt;br /&gt;
|12&lt;br /&gt;
|88&lt;br /&gt;
|1.3&lt;br /&gt;
|2.2&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Crawley and Horsham&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|5&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Reading&lt;br /&gt;
|14&lt;br /&gt;
|162&lt;br /&gt;
|4.8&lt;br /&gt;
|8.5&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
!South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1499</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1499"/>
		<updated>2019-11-28T09:53:48Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* Regions with the Highest GVA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gross Value Added ==&lt;br /&gt;
&lt;br /&gt;
Gross value added (GVA) is the measure of the economic value of goods and services. This can be used to compare the economic impact of different sectors or compare the impact of the same sector in different geographic areas. All measures of GVA in this article relate to data originally from the BFI's [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-full-report-2018-10-08.pdf Screen Business Report (October 2018)]. The [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-appendices-4-and-5-2018-10-08.pdf methodology of this report] explains how direct and total GVA figures are calculated.&lt;br /&gt;
&lt;br /&gt;
=== Regions with the Highest GVA from Games Companies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Region&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
|-&lt;br /&gt;
|South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
|-&lt;br /&gt;
|North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
|-&lt;br /&gt;
|Scotland&lt;br /&gt;
|113&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
|-&lt;br /&gt;
|West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
|North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
|East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
|-&lt;br /&gt;
|East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
|Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
|-&lt;br /&gt;
|South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
|Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scotland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Burton Upon Trent&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Derby&lt;br /&gt;
|11&lt;br /&gt;
|46&lt;br /&gt;
|2.6&lt;br /&gt;
|4.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
!East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Chelmsford&lt;br /&gt;
|10&lt;br /&gt;
|26&lt;br /&gt;
|1.4&lt;br /&gt;
|2.4&lt;br /&gt;
|-&lt;br /&gt;
!East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
!London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Falmouth&lt;br /&gt;
|5&lt;br /&gt;
|27&lt;br /&gt;
|1.5&lt;br /&gt;
|2.6&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|46&lt;br /&gt;
|139&lt;br /&gt;
|5.5&lt;br /&gt;
|9.7&lt;br /&gt;
|-&lt;br /&gt;
!South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Basingstoke&lt;br /&gt;
|12&lt;br /&gt;
|88&lt;br /&gt;
|1.3&lt;br /&gt;
|2.2&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Crawley and Horsham&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|5&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Reading&lt;br /&gt;
|14&lt;br /&gt;
|162&lt;br /&gt;
|4.8&lt;br /&gt;
|8.5&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
!South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1498</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1498"/>
		<updated>2019-11-28T09:50:05Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gross Value Added ==&lt;br /&gt;
&lt;br /&gt;
Gross value added (GVA) is the measure of the economic value of goods and services. This can be used to compare the economic impact of different sectors or compare the impact of the same sector in different geographic areas. All measures of GVA in this article relate to data originally from the BFI's [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-full-report-2018-10-08.pdf Screen Business Report (October 2018)]. The [https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/screen-business-appendices-4-and-5-2018-10-08.pdf methodology of this report] explains how direct and total GVA figures are calculated.&lt;br /&gt;
&lt;br /&gt;
=== Regions with the Highest GVA ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Region&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£M)&lt;br /&gt;
!Total GVA (£M)&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
|-&lt;br /&gt;
|South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;br /&gt;
|-&lt;br /&gt;
|North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
|-&lt;br /&gt;
|Scotland&lt;br /&gt;
|113&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
|-&lt;br /&gt;
|West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
|North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
|East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
|-&lt;br /&gt;
|East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
|Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
|-&lt;br /&gt;
|South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
|Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scotland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Burton Upon Trent&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Derby&lt;br /&gt;
|11&lt;br /&gt;
|46&lt;br /&gt;
|2.6&lt;br /&gt;
|4.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
!East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Chelmsford&lt;br /&gt;
|10&lt;br /&gt;
|26&lt;br /&gt;
|1.4&lt;br /&gt;
|2.4&lt;br /&gt;
|-&lt;br /&gt;
!East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
!London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Falmouth&lt;br /&gt;
|5&lt;br /&gt;
|27&lt;br /&gt;
|1.5&lt;br /&gt;
|2.6&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|46&lt;br /&gt;
|139&lt;br /&gt;
|5.5&lt;br /&gt;
|9.7&lt;br /&gt;
|-&lt;br /&gt;
!South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Basingstoke&lt;br /&gt;
|12&lt;br /&gt;
|88&lt;br /&gt;
|1.3&lt;br /&gt;
|2.2&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Crawley and Horsham&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|5&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Reading&lt;br /&gt;
|14&lt;br /&gt;
|162&lt;br /&gt;
|4.8&lt;br /&gt;
|8.5&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
!South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1497</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1497"/>
		<updated>2019-11-27T15:17:54Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Scotland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Burton Upon Trent&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Derby&lt;br /&gt;
|11&lt;br /&gt;
|46&lt;br /&gt;
|2.6&lt;br /&gt;
|4.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
!East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|47&lt;br /&gt;
|853&lt;br /&gt;
|16.4&lt;br /&gt;
|28.7&lt;br /&gt;
|-&lt;br /&gt;
|Chelmsford&lt;br /&gt;
|10&lt;br /&gt;
|26&lt;br /&gt;
|1.4&lt;br /&gt;
|2.4&lt;br /&gt;
|-&lt;br /&gt;
!East of England&lt;br /&gt;
|166&lt;br /&gt;
|1209&lt;br /&gt;
|30.9&lt;br /&gt;
|54.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
!London&lt;br /&gt;
|588&lt;br /&gt;
|5107&lt;br /&gt;
|729.2&lt;br /&gt;
|1390.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Falmouth&lt;br /&gt;
|5&lt;br /&gt;
|27&lt;br /&gt;
|1.5&lt;br /&gt;
|2.6&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|46&lt;br /&gt;
|139&lt;br /&gt;
|5.5&lt;br /&gt;
|9.7&lt;br /&gt;
|-&lt;br /&gt;
!South West&lt;br /&gt;
|152&lt;br /&gt;
|423&lt;br /&gt;
|18.5&lt;br /&gt;
|32.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Basingstoke&lt;br /&gt;
|12&lt;br /&gt;
|88&lt;br /&gt;
|1.3&lt;br /&gt;
|2.2&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|65&lt;br /&gt;
|277&lt;br /&gt;
|13.7&lt;br /&gt;
|24.1&lt;br /&gt;
|-&lt;br /&gt;
|Crawley and Horsham&lt;br /&gt;
|24&lt;br /&gt;
|579&lt;br /&gt;
|47.8&lt;br /&gt;
|83.7&lt;br /&gt;
|-&lt;br /&gt;
|Guildford and Aldershot&lt;br /&gt;
|64&lt;br /&gt;
|855&lt;br /&gt;
|36.6&lt;br /&gt;
|64.0&lt;br /&gt;
|-&lt;br /&gt;
|Oxford&lt;br /&gt;
|26&lt;br /&gt;
|312&lt;br /&gt;
|8.0&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
|Medway&lt;br /&gt;
|4&lt;br /&gt;
|146&lt;br /&gt;
|12.3&lt;br /&gt;
|21.6&lt;br /&gt;
|-&lt;br /&gt;
|Milton Keynes&lt;br /&gt;
|5&lt;br /&gt;
|95&lt;br /&gt;
|9.5&lt;br /&gt;
|17.7&lt;br /&gt;
|-&lt;br /&gt;
|Reading&lt;br /&gt;
|14&lt;br /&gt;
|162&lt;br /&gt;
|4.8&lt;br /&gt;
|8.5&lt;br /&gt;
|-&lt;br /&gt;
|Slough and Heathrow&lt;br /&gt;
|62&lt;br /&gt;
|595&lt;br /&gt;
|58.8&lt;br /&gt;
|116.2&lt;br /&gt;
|-&lt;br /&gt;
!South East&lt;br /&gt;
|376&lt;br /&gt;
|3266&lt;br /&gt;
|197.3&lt;br /&gt;
|356.3&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1496</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1496"/>
		<updated>2019-11-27T14:44:43Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Scotland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!Yorkshire and the Humber&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Burton Upon Trent&lt;br /&gt;
|8&lt;br /&gt;
|113&lt;br /&gt;
|9.7&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Derby&lt;br /&gt;
|11&lt;br /&gt;
|46&lt;br /&gt;
|2.6&lt;br /&gt;
|4.6&lt;br /&gt;
|-&lt;br /&gt;
|Lincoln&lt;br /&gt;
|8&lt;br /&gt;
|328&lt;br /&gt;
|15.3&lt;br /&gt;
|26.7&lt;br /&gt;
|-&lt;br /&gt;
|Nottingham&lt;br /&gt;
|31&lt;br /&gt;
|194&lt;br /&gt;
|10.6&lt;br /&gt;
|18.5&lt;br /&gt;
|-&lt;br /&gt;
!East Midlands&lt;br /&gt;
|95&lt;br /&gt;
|906&lt;br /&gt;
|42.3&lt;br /&gt;
|74.1&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1495</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1495"/>
		<updated>2019-11-27T14:38:00Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Scotland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Crewe&lt;br /&gt;
|8&lt;br /&gt;
|558&lt;br /&gt;
|16.4&lt;br /&gt;
|28.6&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|35&lt;br /&gt;
|152&lt;br /&gt;
|21.7&lt;br /&gt;
|38.0&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|82&lt;br /&gt;
|369&lt;br /&gt;
|37.7&lt;br /&gt;
|66.1&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|174&lt;br /&gt;
|1315&lt;br /&gt;
|89.9&lt;br /&gt;
|157.3&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Newcastle upon Tyne&lt;br /&gt;
|20&lt;br /&gt;
|372&lt;br /&gt;
|48.6&lt;br /&gt;
|85.8&lt;br /&gt;
|-&lt;br /&gt;
|Sunderland&lt;br /&gt;
|12&lt;br /&gt;
|84&lt;br /&gt;
|3.0&lt;br /&gt;
|5.3&lt;br /&gt;
|-&lt;br /&gt;
!North East&lt;br /&gt;
|52&lt;br /&gt;
|518&lt;br /&gt;
|56.7&lt;br /&gt;
|99.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Leeds&lt;br /&gt;
|27&lt;br /&gt;
|187&lt;br /&gt;
|6.4&lt;br /&gt;
|11.2&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|43&lt;br /&gt;
|331&lt;br /&gt;
|9.9&lt;br /&gt;
|17.3&lt;br /&gt;
|-&lt;br /&gt;
|Wakefield and Castleford&lt;br /&gt;
|7&lt;br /&gt;
|92&lt;br /&gt;
|1.6&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|York&lt;br /&gt;
|14&lt;br /&gt;
|30&lt;br /&gt;
|1.2&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!North West&lt;br /&gt;
|149&lt;br /&gt;
|767&lt;br /&gt;
|24.5&lt;br /&gt;
|42.9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Birmingham&lt;br /&gt;
|35&lt;br /&gt;
|86&lt;br /&gt;
|4.6&lt;br /&gt;
|8.0&lt;br /&gt;
|-&lt;br /&gt;
|Leamington Spa&lt;br /&gt;
|34&lt;br /&gt;
|907&lt;br /&gt;
|57.4&lt;br /&gt;
|100.7&lt;br /&gt;
|-&lt;br /&gt;
!West Midlands&lt;br /&gt;
|134&lt;br /&gt;
|1209&lt;br /&gt;
|74.6&lt;br /&gt;
|130.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1494</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1494"/>
		<updated>2019-11-27T14:04:43Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Scotland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Belfast&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|2.0&lt;br /&gt;
|3.5&lt;br /&gt;
|-&lt;br /&gt;
!Northern Ireland&lt;br /&gt;
|35&lt;br /&gt;
|77&lt;br /&gt;
|3.2&lt;br /&gt;
|5.6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1493</id>
		<title>Regional Economic Impacts of the UK Games Industry</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Regional_Economic_Impacts_of_the_UK_Games_Industry&amp;diff=1493"/>
		<updated>2019-11-27T14:00:59Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: Created page with &amp;quot;== Scotland ==  {| class=&amp;quot;wikitable&amp;quot; !Location !Games Companies !Full-Time Employees !Direct GVA (£) !Total GVA (£) |- |Dundee |33 |306 |17.6 |30.9 |- |Edinburgh |32 |657 |4...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Scotland ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Dundee&lt;br /&gt;
|33&lt;br /&gt;
|306&lt;br /&gt;
|17.6&lt;br /&gt;
|30.9&lt;br /&gt;
|-&lt;br /&gt;
|Edinburgh&lt;br /&gt;
|32&lt;br /&gt;
|657&lt;br /&gt;
|45.9&lt;br /&gt;
|80.3&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|38&lt;br /&gt;
|116&lt;br /&gt;
|7.2&lt;br /&gt;
|12.5&lt;br /&gt;
|-&lt;br /&gt;
!Scotland&lt;br /&gt;
|133&lt;br /&gt;
|1156&lt;br /&gt;
|75.0&lt;br /&gt;
|131.2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wales ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Games Companies&lt;br /&gt;
!Full-Time Employees&lt;br /&gt;
!Direct GVA (£)&lt;br /&gt;
!Total GVA (£)&lt;br /&gt;
|-&lt;br /&gt;
|Bridgend&lt;br /&gt;
|5&lt;br /&gt;
|53&lt;br /&gt;
|3.0&lt;br /&gt;
|5.2&lt;br /&gt;
|-&lt;br /&gt;
|Cardiff&lt;br /&gt;
|26&lt;br /&gt;
|66&lt;br /&gt;
|2.7&lt;br /&gt;
|4.8&lt;br /&gt;
|-&lt;br /&gt;
!Wales&lt;br /&gt;
|54&lt;br /&gt;
|172&lt;br /&gt;
|8.2&lt;br /&gt;
|14.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Northern Ireland ==&lt;br /&gt;
&lt;br /&gt;
== North West==&lt;br /&gt;
&lt;br /&gt;
== North East==&lt;br /&gt;
&lt;br /&gt;
== Yorkshire and The Humber ==&lt;br /&gt;
&lt;br /&gt;
== West Midlands ==&lt;br /&gt;
&lt;br /&gt;
== East Midlands ==&lt;br /&gt;
&lt;br /&gt;
== East of England ==&lt;br /&gt;
&lt;br /&gt;
== London ==&lt;br /&gt;
&lt;br /&gt;
== South West ==&lt;br /&gt;
&lt;br /&gt;
== South East ==&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Exports_and_Imports&amp;diff=1491</id>
		<title>Exports and Imports</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Exports_and_Imports&amp;diff=1491"/>
		<updated>2019-11-27T12:01:59Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
Countries with the highest dollar value worth of exports of video games related equipment in 2018, excluding games requiring user payment to play ([http://www.worldstopexports.com/top-video-games-exports-by-country/ World's Top Exports], Nov 2019):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Top 20 Video Game Exporters&lt;br /&gt;
|-&lt;br /&gt;
!Rank&lt;br /&gt;
!Country&lt;br /&gt;
!Video Game Exports&lt;br /&gt;
!% World Total&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|China&lt;br /&gt;
|$11 billion&lt;br /&gt;
|45.2%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Netherlands&lt;br /&gt;
|$2.4 billion&lt;br /&gt;
|9.7%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Japan&lt;br /&gt;
|$2.3 billion&lt;br /&gt;
|9.4%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Hong Kong&lt;br /&gt;
|$2.1 billion&lt;br /&gt;
|8.4%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Poland&lt;br /&gt;
|$1.5 billion&lt;br /&gt;
|6.1%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Germany&lt;br /&gt;
|$11 billion&lt;br /&gt;
|5.8%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|United States&lt;br /&gt;
|$1.1 billion&lt;br /&gt;
|4.5%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Spain&lt;br /&gt;
|$778.7 million&lt;br /&gt;
|45.2%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|United Kingdom&lt;br /&gt;
|$329.9 million&lt;br /&gt;
|1.3%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Slovakia&lt;br /&gt;
|$178.7 million&lt;br /&gt;
|0.7%&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Sweden&lt;br /&gt;
|$162 million&lt;br /&gt;
|0.7%&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Denmark&lt;br /&gt;
|$150.3 million&lt;br /&gt;
|0.6%&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Mexico&lt;br /&gt;
|$144.7 million&lt;br /&gt;
|0.6%&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Singapore&lt;br /&gt;
|$113.8 million&lt;br /&gt;
|0.5%&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Canada&lt;br /&gt;
|$111.3 million&lt;br /&gt;
|0.5%&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|France&lt;br /&gt;
|$109.2 million&lt;br /&gt;
|0.4%&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Belgium&lt;br /&gt;
|$98.9 million&lt;br /&gt;
|0.4%&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Czech Republic&lt;br /&gt;
|$97.9 million&lt;br /&gt;
|0.4%&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Australia&lt;br /&gt;
|$55 million&lt;br /&gt;
|0.2%&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Vietnam&lt;br /&gt;
|$54.2 million&lt;br /&gt;
|0.2%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
*On average UK games businesses generate 63.4% of their turnover from outside the UK. ([http://ukie.org.uk/news/2017/11/ukie-member-survey-prospects-exports-satisfaction Ukie], Nov 2017)&lt;br /&gt;
*UK games companies employing more than 50 people average 80% of revenue generated overseas. ([http://ukie.org.uk/news/2017/11/ukie-member-survey-prospects-exports-satisfaction Ukie], Nov 2017)&lt;br /&gt;
*Approximately half of all UK games companies (48%) generate 80% of their revenue from overseas and almost three quarters (73%) generate more than 50% of their income from outside the UK. ([http://ukie.org.uk/news/2017/11/ukie-member-survey-prospects-exports-satisfaction Ukie] Nov 2017)&lt;br /&gt;
&lt;br /&gt;
[[File:UkieRevenueOutsideUK.png|500px|thumb|right|Ukie, Nov 2017]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Exports_and_Imports&amp;diff=1490</id>
		<title>Exports and Imports</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Exports_and_Imports&amp;diff=1490"/>
		<updated>2019-11-27T11:48:50Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Top 20 Video Game Exporters&lt;br /&gt;
|-&lt;br /&gt;
!Rank&lt;br /&gt;
!Country&lt;br /&gt;
!Video Game Exports&lt;br /&gt;
!% World Total&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|China&lt;br /&gt;
|$11 billion&lt;br /&gt;
|45.2%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Netherlands&lt;br /&gt;
|$2.4 billion&lt;br /&gt;
|9.7%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Japan&lt;br /&gt;
|$2.3 billion&lt;br /&gt;
|9.4%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Hong Kong&lt;br /&gt;
|$2.1 billion&lt;br /&gt;
|8.4%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Poland&lt;br /&gt;
|$1.5 billion&lt;br /&gt;
|6.1%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Germany&lt;br /&gt;
|$11 billion&lt;br /&gt;
|5.8%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|United States&lt;br /&gt;
|$1.1 billion&lt;br /&gt;
|4.5%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Spain&lt;br /&gt;
|$778.7 million&lt;br /&gt;
|45.2%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|United Kingdom&lt;br /&gt;
|$329.9 million&lt;br /&gt;
|1.3%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Slovakia&lt;br /&gt;
|$178.7 million&lt;br /&gt;
|0.7%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
*On average UK games businesses generate 63.4% of their turnover from outside the UK. ([http://ukie.org.uk/news/2017/11/ukie-member-survey-prospects-exports-satisfaction Ukie], Nov 2017)&lt;br /&gt;
*UK games companies employing more than 50 people average 80% of revenue generated overseas. ([http://ukie.org.uk/news/2017/11/ukie-member-survey-prospects-exports-satisfaction Ukie], Nov 2017)&lt;br /&gt;
*Approximately half of all UK games companies (48%) generate 80% of their revenue from overseas and almost three quarters (73%) generate more than 50% of their income from outside the UK. ([http://ukie.org.uk/news/2017/11/ukie-member-survey-prospects-exports-satisfaction Ukie] Nov 2017)&lt;br /&gt;
&lt;br /&gt;
[[File:UkieRevenueOutsideUK.png|500px|thumb|right|Ukie, Nov 2017]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Indie_Developer_Resources&amp;diff=1489</id>
		<title>Indie Developer Resources</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Indie_Developer_Resources&amp;diff=1489"/>
		<updated>2019-11-26T15:50:37Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* Game Development Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Business Guides ==&lt;br /&gt;
&lt;br /&gt;
*[https://www.gov.uk/browse/business/setting-up Gov.uk guides to business and self-employment]&lt;br /&gt;
&lt;br /&gt;
*[https://www.gov.uk/hmrc-internal-manuals/video-games-development-company-manual HMRC's Video Games Development Company Manual]&lt;br /&gt;
&lt;br /&gt;
*[https://ukie.org.uk/a2f Ukie's Access to Finance Guide]&lt;br /&gt;
&lt;br /&gt;
*[https://ukie.org.uk/news/2019/03/ukie-hub-crawl-getting-investment-ready-presentations Ukie Guides to Getting Investment Ready] - a series of guides from industry experts (bottom of page)&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
*[http://dotoolkit.com/ presskit()] - Rami Ismail's presskit template for game studios&lt;br /&gt;
&lt;br /&gt;
*[http://dotoolkit.com/ toolkit()] - Presskit, contract and media distribution tools from Vlambeer.&lt;br /&gt;
&lt;br /&gt;
*[http://ukie.org.uk/contracts Ukie Standard Contracts] - standard contract templates created specifically for games businesses&lt;br /&gt;
&lt;br /&gt;
== Game Development Resources ==&lt;br /&gt;
&lt;br /&gt;
*[https://learn.unity.com/ Learn Unity] - how to get started programming in one of the most popular game engines&lt;br /&gt;
&lt;br /&gt;
*[https://www.gdcvault.com/free/ GDC Vault] - a library of videos from panels at the annual Game Developers Conference, with advice on game design and development&lt;br /&gt;
&lt;br /&gt;
*[https://free-for.dev/#/ Free for Dev] - a list of software &amp;quot;as a service&amp;quot; (SaaS, PaaS, IaaS, etc.) and other offerings with a focus towards infrastructure / ops, that have free tiers for developers&lt;br /&gt;
&lt;br /&gt;
*[http://gameaccessibilityguidelines.com/ Game Accessibility Guidelines] - a straightforward reference for inclusive game design&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/channel/UCqJ-Xo29CKyLTjn6z2XwYAw Game Maker's Toolkit] - a youtube channel deep diving into game design, level design, and game production&lt;br /&gt;
&lt;br /&gt;
*[https://www.gamespress.com/latest.asp Games Press] - one-stop archive of game press releases&lt;br /&gt;
&lt;br /&gt;
*[https://indieboothcraft.com/ Indie Boothcraft] - a guide to exhibiting your game at a convention&lt;br /&gt;
&lt;br /&gt;
*[https://github.com/mbrukman/awesome-gamedev Magic Tools] - a long list of tools, resources, assets and software for game development&lt;br /&gt;
&lt;br /&gt;
*[https://onlinegamedev.tumblr.com/ onlinegamedev] - an archive of online game development tools&lt;br /&gt;
&lt;br /&gt;
*[https://pixelprospector.com/ PixelProsepctor] - an archive of helpful resources for game developers&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
&lt;br /&gt;
*[https://docs.google.com/forms/d/e/1FAIpQLScK2pOJp9CwKoj_hX58MAw4gU48dEmhd9dP1q0zAwM5hTP0ow/viewform UK Games Industry Slack Group]&lt;br /&gt;
&lt;br /&gt;
== Indie Dev Data Insights ==&lt;br /&gt;
&lt;br /&gt;
=== 2019 ===&lt;br /&gt;
*[http://weatherfactory.biz/cultist-simulator-mobile-the-all-singing-all-dancing-data-dump/ Cultist Simulator's Mobile Launch] - Weather Factory&lt;br /&gt;
&lt;br /&gt;
=== 2018 ===&lt;br /&gt;
*[https://medium.com/@ustwogames/a-year-of-monument-valley-2-36754517a386 A Year of Monument Valley 2] - ustwo games&lt;br /&gt;
&lt;br /&gt;
=== 2017 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2016 ===&lt;br /&gt;
*[https://medium.com/@ustwogames/monument-valley-in-numbers-year-2-440cf5562fe Monument Valley in Numbers: Year 2] - ustwo games&lt;br /&gt;
&lt;br /&gt;
=== 2015 ===&lt;br /&gt;
*[https://medium.com/@ustwogames/monument-valley-in-numbers-c945b8658261 Monument Valley in Numbers] - ustwo games&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Indie_Developer_Resources&amp;diff=1488</id>
		<title>Indie Developer Resources</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Indie_Developer_Resources&amp;diff=1488"/>
		<updated>2019-11-26T15:44:18Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* Game Development Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Business Guides ==&lt;br /&gt;
&lt;br /&gt;
*[https://www.gov.uk/browse/business/setting-up Gov.uk guides to business and self-employment]&lt;br /&gt;
&lt;br /&gt;
*[https://www.gov.uk/hmrc-internal-manuals/video-games-development-company-manual HMRC's Video Games Development Company Manual]&lt;br /&gt;
&lt;br /&gt;
*[https://ukie.org.uk/a2f Ukie's Access to Finance Guide]&lt;br /&gt;
&lt;br /&gt;
*[https://ukie.org.uk/news/2019/03/ukie-hub-crawl-getting-investment-ready-presentations Ukie Guides to Getting Investment Ready] - a series of guides from industry experts (bottom of page)&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
*[http://dotoolkit.com/ presskit()] - Rami Ismail's presskit template for game studios&lt;br /&gt;
&lt;br /&gt;
*[http://dotoolkit.com/ toolkit()] - Presskit, contract and media distribution tools from Vlambeer.&lt;br /&gt;
&lt;br /&gt;
*[http://ukie.org.uk/contracts Ukie Standard Contracts] - standard contract templates created specifically for games businesses&lt;br /&gt;
&lt;br /&gt;
== Game Development Resources ==&lt;br /&gt;
&lt;br /&gt;
*[https://www.gdcvault.com/free/ GDC Vault] - a library of videos from panels at the annual Game Developers Conference, with advice on game design and development&lt;br /&gt;
&lt;br /&gt;
*[https://free-for.dev/#/ Free for Dev] - a list of software &amp;quot;as a service&amp;quot; (SaaS, PaaS, IaaS, etc.) and other offerings with a focus towards infrastructure / ops, that have free tiers for developers&lt;br /&gt;
&lt;br /&gt;
*[http://gameaccessibilityguidelines.com/ Game Accessibility Guidelines] - a straightforward reference for inclusive game design&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/channel/UCqJ-Xo29CKyLTjn6z2XwYAw Game Maker's Toolkit] - a youtube channel deep diving into game design, level design, and game production&lt;br /&gt;
&lt;br /&gt;
*[https://www.gamespress.com/latest.asp Games Press] - one-stop archive of game press releases&lt;br /&gt;
&lt;br /&gt;
*[https://indieboothcraft.com/ Indie Boothcraft] - a guide to exhibiting your game at a convention&lt;br /&gt;
&lt;br /&gt;
*[https://github.com/mbrukman/awesome-gamedev Magic Tools] - a long list of tools, resources, assets and software for game development&lt;br /&gt;
&lt;br /&gt;
*[https://onlinegamedev.tumblr.com/ onlinegamedev] - an archive of online game development tools&lt;br /&gt;
&lt;br /&gt;
*[https://pixelprospector.com/ PixelProsepctor] - an archive of helpful resources for game developers&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
&lt;br /&gt;
*[https://docs.google.com/forms/d/e/1FAIpQLScK2pOJp9CwKoj_hX58MAw4gU48dEmhd9dP1q0zAwM5hTP0ow/viewform UK Games Industry Slack Group]&lt;br /&gt;
&lt;br /&gt;
== Indie Dev Data Insights ==&lt;br /&gt;
&lt;br /&gt;
=== 2019 ===&lt;br /&gt;
*[http://weatherfactory.biz/cultist-simulator-mobile-the-all-singing-all-dancing-data-dump/ Cultist Simulator's Mobile Launch] - Weather Factory&lt;br /&gt;
&lt;br /&gt;
=== 2018 ===&lt;br /&gt;
*[https://medium.com/@ustwogames/a-year-of-monument-valley-2-36754517a386 A Year of Monument Valley 2] - ustwo games&lt;br /&gt;
&lt;br /&gt;
=== 2017 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2016 ===&lt;br /&gt;
*[https://medium.com/@ustwogames/monument-valley-in-numbers-year-2-440cf5562fe Monument Valley in Numbers: Year 2] - ustwo games&lt;br /&gt;
&lt;br /&gt;
=== 2015 ===&lt;br /&gt;
*[https://medium.com/@ustwogames/monument-valley-in-numbers-c945b8658261 Monument Valley in Numbers] - ustwo games&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1487</id>
		<title>Virtual reality</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1487"/>
		<updated>2019-11-26T11:52:11Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Glossary ==&lt;br /&gt;
&lt;br /&gt;
*'''augmented reality (AR)''' - Supplementing a real-world environment with computer-generated perceptual information, which may add to or mask the physical environment. Augmented reality alters the perception of a physical environment, whereas virtual reality replaces the physical environment with a simulated one.&lt;br /&gt;
&lt;br /&gt;
*'''extended reality''' - See '''XR'''.&lt;br /&gt;
&lt;br /&gt;
*'''immersive technology''' - Despite all game technology incorporating various degrees of immersion, immersive technology tends to refer to anything incorporating 'virtual reality, mixed reality or augmented reality. See also XR&lt;br /&gt;
&lt;br /&gt;
*'''mixed reality (MR)''' - A term describing the middle-ground between 'virtual reality and augmented reality. Mixed reality tends to refer to experiences delivered via high-end headsets rather than e.g. mobile phone-based devices.&lt;br /&gt;
&lt;br /&gt;
*'''pervasive game''' - A game that blends its in-game world with the physical world. The term has been associated with ubiquitous games, mixed-reality games, and location-aware mobile games. Examples of pervasive games include Pokémon Go.&lt;br /&gt;
&lt;br /&gt;
*'''virtual reality (VR)''' - Virtual reality is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic. This immersive environment can simulate the real world or it can be fantastical, creating an experience that is not possible in reality. Current VR technology commonly uses headsets or multi-projected environments, sometimes in combination with physical environments or props, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to &amp;quot;look around&amp;quot; the artificial world, move around in it, and interact with virtual features or items.&lt;br /&gt;
&lt;br /&gt;
*'''XR''' - Also extended reality. A catch-all term for anything incorporating virtual reality, mixed reality or augmented reality. Also sometimes referred to via the term immersive technology.&lt;br /&gt;
&lt;br /&gt;
== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*From Q2-Q3 of 2019, HTC and Oculus dominated the VR headset market, with a market share of 46.8% for HTC (Vive, Vive Pro) and 41.8% for Oculus (Go, Rift, Rift S) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During this period, NVIDIA completely dominated the market for graphics cards in the VR sector, with a 87.9% market share ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During the average VR session, tracking is lost 2.49 times (this occurs when sensor are blocked or cables become disconnected). This is most common for the Oculus Rift headset (tracking lost over 4 times on average) and least common with the Valve Index (tracking lost around once per session) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*In the UK in 2018, games made up 53% of spending on VR ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The UK VR industry specifically is expected to be worth £294m by 2023 ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*By the end of 2022, the market size for VR is predicted to reach $13.7bn ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Sony have announced that as of 3rd March 2019, they have sold through 4.2m PSVR systems worldwide. ([https://blog.us.playstation.com/2019/03/25/playstation-vr-the-next-wave-of-games-coming-in-spring-and-summer-2019/ Sony PlayStation Blog], March 2019)&lt;br /&gt;
&lt;br /&gt;
*Oculus Go sold 1million units after its May 2018 launch. It appealed to mainstream users by being a mobile headset that didn't require a connection to another device. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market for VR installations and attractions such as Star Wars: Secrets of the Empire and Jurassic World VR Expedition grew 37% to $413m. These VR exhibitions are expected to introduce everyday consumers to high-end VR by offering experiences in busy locations such as airports and restaurants. This may alleviate the initial slower-than-anticipated adoption of high-end consumer VR headsets. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to analytics firm ABI and NVIDIA, 4 million PC VR headsets have been sold to date. [https://www.roadtovr.com/nvidia-claims-4-million-pc-vr-headsets-sold/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to the latest Steam Hardware &amp;amp; Software Survey, around 767,000 or 0.8% of all Steam users have VR headsets attached to their machines, almost double the numbers published 16 months previously.      ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market share for VR headsets among Steam users is 46.5% Oculus Rift and 40.1% HTC VIVE, although the HTC VIVE Pro which picks up an 2.81% for HTC. Windows VR headsets collectively make up 8.9% of the market. ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*The market size for Augmented and Mixed reality is expected to reach $18.9bn by the end of 2022 ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*In 2019, 33% of Augmented and Mixed reality headsets are estimated to be purchased by consumers. The remaining 67% are purchased by developers and enterprise clients ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Magic Leap has secured a $280 million investment from Japanese mobile operator Docomo, bringing the total investment into Magic Leap to $2.6 billion since being formed in 2010. ([http://gamasutra.com/view/news/341674/Japanese_mobile_operator_Docomo_sinks_280_million_into_Magic_Leap.php Gamasutra] / [https://www.magicleap.com/news/press-release/magic-leap-partnership-ntt-docomo Magic Leap], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*Mixed reality hardware and software revenues rose from $4.5nn to $6.6bn from the years 2017 to 2018. In 2019, it is expected that $11.5billion will be generated. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Social media apps such as SnapChat and Instagram drove mobile augmented reality (AR) user numbers to 1.1billion and helped push mixed reality revenue to $2.3billion. In the US, 84% of mobile AR audience used mixed reality technology in social media apps like TikTok, Snapchat and Instagram. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprise clients are set to account for 85% mixed reality headsets sold in 2019 and will continue to represent the majority of demand through 2022.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*The global VR/AR market is expected to be worth $160b by 2023, with engineering and manufacturing applications of these technologies expected to be major drivers of this growth ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Outside of London, the largest regional hubs for VR/AR businesses include Manchester and the North West (52 companies) and Bristol and the South West (49 companies) ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of £62.5b ($69.3b) to UK GDP by 2030. Up from £1.8b ($2.0b) in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of $1,542.9b to global GDP by 2030. Up from $46.4b in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Use of VR and AR in healthcare alone in 2019 contributes $11.0b to global GDP. By 2030 this is predicted to be $350.9b ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The share of immersive technology revenue, such as Virtual and Augmented reality, grew from 27% to 25% in 2018. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprises purchasing immersive technology surpassed $11b as businesses see the potential for return on investment. Training employees is the biggest reason why businesses purchase immersive technology, with 71% of firms using VR to develop their workforce in skills from performing surgery to practising customer service. For example, Walmart agreed to purchase 17,000 Oculus Go headsets to train retail employees in September 2018 in customer service.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*By 2022, VR content will generate $21.2bn a year by 2022, with game revenue ($12bn approx.) staying ahead of video ($9bn approx.). ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Total global revenues from VR apps, gaming and video will grow from $3.9bn in 2017 to over $20bn in 2022. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*By 2022, 175.2m VR headsets will be in consumers’ hands across ten major markets, up from an estimated 37.6m at the end of 2017. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s fastest growing entertainment and media sector is Virtual Reality, growing at 34 per cent annually to reach £1.2bn in revenue by 2022. VR headsets are forecast to sell with more than 7.8m cumulatively by the same period. ([http://www.cityam.com/287043/uks-entertainment-and-media-sector-forecast-grow-gbp76bn PwC / City AM], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s VR industry will generate more revenue than any other country in Western Europe over this time. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK virtual reality grew +260% from £50m in 2016 to £180m in 2017. Seed stage funding was down from £5m to £2m in the same period. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Consumer virtual reality revenue reached $2.2bn in 2017, with $1.7bn from hardware sales and $554m in software sales. In 2018, revenues are expected to increase 105% to $4.5bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Samsung’s Gear VR was the highest selling mobile headset in 2017 and Sony’s PlayStation VR was the highest selling console/PC headset (see chart below). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK augmented reality increased by around 40% to £48.4m in 217 but investment at seed stage was broadly flat year-on-year. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*There are 1,000 immersive-specialist companies in the UK (&amp;gt;50% of income from immersive projects), employing around 4,500 people and generating £660m in sales. This potentially represents as much as 9% of the global market. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Half of immersive-specialist businesses in the UK were incorporated since 2012. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*6 out of 10 of immersive-specialist businesses grew their turnover in the past 12 months and 90% were confident of their future prospects. 70% were exporting immersive-related products and services, with a particular focus on US markets. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*38% of immersive business are located in London. Other hubs for immersive businesses include Brighton, Bristol, Newcastle, Liverpool, Manchester, Cambridge, Oxford and Edinburgh. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*253 projects worth a total of £160m were identified in UK Research Councils, Innovate UK and EU Horizon 2020 open datasets. Funding for immersive tech projects was 9 times higher in 2016-2017 than in 2009-2010. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*3 in 10 immersive specialist companies benefitted from tax incentives in the last 12 months and 2 in 10 received some sort of national grant. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Extended reality (XR) revenue up by 37% to $4.0bn in 2017. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*$2.3bn of venture investments in XR were made in 2017, with Magic Leap accounting for $0.5bn of total revenues. The remainder was split $0.9bn in VR projects and $0.9bn in AR/MR projects. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture funding of VR/AR companies reached at least $1.9bn in 2017. The total number of companies raising venture capital during 2017 outpaced 2016, but the average deal size declined sharply by 35%. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*The majority of VR/AR venture funding deals in 2017 were early stage (Seed and Series A). The number of early stage deals in 2017 was up 27% YoY and 105 companies raised $2M or more from VCs. However, the average Seed and Series A deal size declined 9% and 17%, respectively. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*Sony’s PlayStation VR headset (PSVR) has sold through 2m units globally. ([http://www.sie.com/en/corporate/release/2017/171207.html SIE], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*The UK will have the largest and fastest growing VR hardware market in EMEA, worth £0.8m in 2021, growing at 76% CAGR. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PlayStation VR has sold more than 1m units worldwide ($399 / £308 approx), Sony Interactive Entertainment have confirmed. ([http://www.mcvuk.com/news/read/psvr-hits-1m-sales-worldwide/0183302 MCV] / [http://www.bbc.co.uk/news/technology-40190448 BBC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*55% of the most frequent gamers are familiar with virtual reality; among those, 40% say they will likely purchase VR within the next year. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*The total virtual reality revenues to reach $7.2 billion globally by the end of 2017 with head-mounted displays (HMDs) accounting for $4.7 billion. By 2021, global revenues are expected to reach $74.8bn.  ([http://greenlightinsights.com/2017/04/virtual-reality-industry-report-7b-2017/ Greenlight Insights], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*There are 463 VR / AR companies operating in the UK, split into 308 in content, 110 in technology and 45 services. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*London is the largest hub for VR/ AR companies, with 244 businesses located in the capital. These companies have attracted a combined VC investment of $645.7m. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*The world consumer VR headset installed base reached 28 million at the end of 2017 and will reach 75.7 million consumer VR headsets installed by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR headsets reached $2.4 billion in 2017 and is forecast to reach $5.8 billion by 2021. Spend will be driven by continued adoption of PC, console and standalone headsets offset by reduction in price points for these same headsets. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR games, interactive experiences and video reached $803 million in 2017 and is forecasted to reach $2.8 billion by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spending on location-based VR reached $385 million in 2017. This is forecast to grow to $906 million by 2021. In 2017, China’s share of the market was 65%. This is expected to decrease to 51% by 2021 as other regions and country markets become more established. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*The VR market generated $2.7bn in 2016 and will grow to $17.8bn by 2019. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*The total value of VR market (including hard- and software) will reach $6.7bn in 2016 and will reach $70bn by 2020. ([http://press.trendforce.com/node/view/2210.html TrendForce], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Of more than 800 companies working in the VR sector worldwide, more than 150 are based in Britain. ([http://www.growthenabler.com/download-tools GrowthEnabler], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to 01consulting, as of November 2016, Sony’s PSVR represents around one third (30%) of the total VR market. ([http://www.01consulting.net/#!portfolio-item/vr-virtual-reality-market-research-analysis-report-2016 01consulting], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Sales of Sony’s PlayStation VR headset are on track to outsell the combined sales of the HTC Vive and Oculus Rift by the end of 2016. ([https://fileexchangeemea.gfk.com/pickup/eJFVObTtdbNCgDBjdyGERUnrmSKLF7CHDOYeD4vG/VR Study TEASER DECK SENT TO CLIENTS 2016.pdf GfK] / [http://www.mcvuk.com/news/read/playstation-vr-set-to-eclipse-rift-and-vive-sales-in-the-uk/0175824 MCV], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on VR to hit $11.2bn by 2020, with headsets accounting for $7.9bn and VR entertainment $3.3bn. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*The installed base of VR headsets is set to increase from 4 million in 2015 to 81 million in 2020. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to IHS Markit, Samsung Gear VR will be the most widely used VR brand by the end of 2016, making up 30% of owned headsets. Playstation VR is expected to exceed both Oculus and HTC Vive headsets combines, covering 8% of the market. A large segment of the market (40%) is made up of many smaller entrants, mostly smartphone headsets. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*While generally consumers are excited by the potential of VR, many still see a lack of understanding of the products and the potentially high costs as barriers to purchase. 75% of consumers agreed that they do not understand enough about VR products, and 73% would like to wait before investing in the platform. ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*The opportunity to demo VR products is seen as the key factor in the decision to purchase VR by European consumers (79%), ahead of the cost of the product (68%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Cheaper VR products such as Google Cardboard show a higher level of penetration into the market, however, when asked which product they would most likely purchase, the UK’s consumers favoured the more advanced products from Sony PlayStation VR (18%) and Oculus Rift (10%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*UK consumers have a high level of awareness of VR (75% stating that they have heard of VR), ahead of Spain (72%), Italy (71%) and France (70%), although awareness is slightly higher in Germany (79.5%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Worldwide shipments of Virtual Reality hardware will reach 9.6 million units in 2016, generating revenues of approximately $2.3 billion. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*$2.8B has been invested in VR this year, bringing the total since 2012 up to $8.8B ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*As of April 2016, the market data company Superdata have revised their 2016 global VR hardware and software forecast down to $2.9 billion, a 43% drop from their [https://www.superdataresearch.com/market-data/ $5.1 billion] projection at the beginning of the year. ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Across key countries in North America and Europe, an average of 11% of the online population between 10 and 65 state that they are planning to buy VR products in the next six months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*On average, men comprise 68% of those who intend to buy VR. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*12% of the online US population is planning to buy VR products in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*10% of online brits intend to purchase VR within the next 6 months, with a further 26% who were undecided. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*For US eSport enthusiasts, 56% intend to buy in the next 6 months, making up 45% of the group that intends to buy VR in that period. Occasional eSport viewers are also keen, with 24% intending to buy in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on all AR-related mobile apps is forecast to grow from $1.6bn in 2017 to $7.8bn in 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Augmented Reality accounted for $1bn in 2016 revenue and Mixed Reality made up $100m. By 2019, Mixed Reality will become the dominant sector of the two, worth $9.4bn to AR’s $4.2bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*The Virtual, Augmented and Mixed Reality games market will be worth $1.2bn by the end of 2016 and is projected at up to $8.8bn by the end of 2020, with VR becoming the dominant sector in revenue terms. ([https://www.superdataresearch.com/superdata-vr-data-network/ Superdata], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*London is the top hub for VR and AR talent in Europe, with the highest number of LinkedIn members with VR/AR skills. As a proportion of total local members, London has the 7th highest density of VR/AR talent, followed by Birmingham at 9th. Oxford and Cambridge also have high level of VR/AR talent. ([http://www.slush.org/news/state-european-tech-2016-future-invented-europe/ LinkedIn/ Atomico / Slush], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Growing at a cumulative annual rate of 184%, VR shipments will reach 64.8 million units by 2020. Combined with Augmented Reality hardware, shipments will reach 110 million units by 2020. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*Current VR hype is different from past attempts, in that systems will exceed the hype this time, as opposed to systems that can’t live up to the hype. In past VR were more gimmicks than launchable platforms, finally it’s really here. It’s now realistic to do VR at consumer pricing, whereas before it was too expensive. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The impact of having many companies involved in VR is that they are releasing products around the same time, so we’ll see a whole industry that wasn’t there before. VR and AR are going to be powerful drivers in PC growth, as you need better hardware to run the new experiences. It will push the ecosystem of PCs and transform the technology landscape. Having major players involved will accelerate things, but considering a 10-year span before the technology is widely available is reasonable, as PCs will be gradually upgraded with powerful hardware. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The challenges developers face to develop for VR are the misunderstanding of the medium (need for managing motion sickness, mixing gameplay styles to accommodate…) and the natural behaviour of recreating genres that already exist. Sometimes inspiration can be found in sci-fi books rather than in the current market. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*Digi-Capital has forecasted that augmented and virtual reality will be worth $150bn by 2020. Interestingly AR is forecasted to reach 4 times what VR will ($120bn vs $30bn). Digi-capital analysts state that while VR is great for games and 3D films, due to its need for full immersion you won’t be able to play anywhere. AR on the other hand will be easier to play on the tube, and there’s more potential market for the technology beyond games. ([http://www.gamesindustry.biz/articles/2015-04-06-ar-vr-forecast-at-usd150-billion-by-2020 Gamesindustry.biz], Apr 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1486</id>
		<title>Virtual reality</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1486"/>
		<updated>2019-11-26T11:43:00Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* 2019 Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*From Q2-Q3 of 2019, HTC and Oculus dominated the VR headset market, with a market share of 46.8% for HTC (Vive, Vive Pro) and 41.8% for Oculus (Go, Rift, Rift S) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During this period, NVIDIA completely dominated the market for graphics cards in the VR sector, with a 87.9% market share ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During the average VR session, tracking is lost 2.49 times (this occurs when sensor are blocked or cables become disconnected). This is most common for the Oculus Rift headset (tracking lost over 4 times on average) and least common with the Valve Index (tracking lost around once per session) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*In the UK in 2018, games made up 53% of spending on VR ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The UK VR industry specifically is expected to be worth £294m by 2023 ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*By the end of 2022, the market size for VR is predicted to reach $13.7bn ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Sony have announced that as of 3rd March 2019, they have sold through 4.2m PSVR systems worldwide. ([https://blog.us.playstation.com/2019/03/25/playstation-vr-the-next-wave-of-games-coming-in-spring-and-summer-2019/ Sony PlayStation Blog], March 2019)&lt;br /&gt;
&lt;br /&gt;
*Oculus Go sold 1million units after its May 2018 launch. It appealed to mainstream users by being a mobile headset that didn't require a connection to another device. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market for VR installations and attractions such as Star Wars: Secrets of the Empire and Jurassic World VR Expedition grew 37% to $413m. These VR exhibitions are expected to introduce everyday consumers to high-end VR by offering experiences in busy locations such as airports and restaurants. This may alleviate the initial slower-than-anticipated adoption of high-end consumer VR headsets. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to analytics firm ABI and NVIDIA, 4 million PC VR headsets have been sold to date. [https://www.roadtovr.com/nvidia-claims-4-million-pc-vr-headsets-sold/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to the latest Steam Hardware &amp;amp; Software Survey, around 767,000 or 0.8% of all Steam users have VR headsets attached to their machines, almost double the numbers published 16 months previously.      ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market share for VR headsets among Steam users is 46.5% Oculus Rift and 40.1% HTC VIVE, although the HTC VIVE Pro which picks up an 2.81% for HTC. Windows VR headsets collectively make up 8.9% of the market. ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*The market size for Augmented and Mixed reality is expected to reach $18.9bn by the end of 2022 ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*In 2019, 33% of Augmented and Mixed reality headsets are estimated to be purchased by consumers. The remaining 67% are purchased by developers and enterprise clients ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Magic Leap has secured a $280 million investment from Japanese mobile operator Docomo, bringing the total investment into Magic Leap to $2.6 billion since being formed in 2010. ([http://gamasutra.com/view/news/341674/Japanese_mobile_operator_Docomo_sinks_280_million_into_Magic_Leap.php Gamasutra] / [https://www.magicleap.com/news/press-release/magic-leap-partnership-ntt-docomo Magic Leap], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*Mixed reality hardware and software revenues rose from $4.5nn to $6.6bn from the years 2017 to 2018. In 2019, it is expected that $11.5billion will be generated. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Social media apps such as SnapChat and Instagram drove mobile augmented reality (AR) user numbers to 1.1billion and helped push mixed reality revenue to $2.3billion. In the US, 84% of mobile AR audience used mixed reality technology in social media apps like TikTok, Snapchat and Instagram. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprise clients are set to account for 85% mixed reality headsets sold in 2019 and will continue to represent the majority of demand through 2022.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*The global VR/AR market is expected to be worth $160b by 2023, with engineering and manufacturing applications of these technologies expected to be major drivers of this growth ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Outside of London, the largest regional hubs for VR/AR businesses include Manchester and the North West (52 companies) and Bristol and the South West (49 companies) ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of £62.5b ($69.3b) to UK GDP by 2030. Up from £1.8b ($2.0b) in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of $1,542.9b to global GDP by 2030. Up from $46.4b in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Use of VR and AR in healthcare alone in 2019 contributes $11.0b to global GDP. By 2030 this is predicted to be $350.9b ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The share of immersive technology revenue, such as Virtual and Augmented reality, grew from 27% to 25% in 2018. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprises purchasing immersive technology surpassed $11b as businesses see the potential for return on investment. Training employees is the biggest reason why businesses purchase immersive technology, with 71% of firms using VR to develop their workforce in skills from performing surgery to practising customer service. For example, Walmart agreed to purchase 17,000 Oculus Go headsets to train retail employees in September 2018 in customer service.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*By 2022, VR content will generate $21.2bn a year by 2022, with game revenue ($12bn approx.) staying ahead of video ($9bn approx.). ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Total global revenues from VR apps, gaming and video will grow from $3.9bn in 2017 to over $20bn in 2022. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*By 2022, 175.2m VR headsets will be in consumers’ hands across ten major markets, up from an estimated 37.6m at the end of 2017. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s fastest growing entertainment and media sector is Virtual Reality, growing at 34 per cent annually to reach £1.2bn in revenue by 2022. VR headsets are forecast to sell with more than 7.8m cumulatively by the same period. ([http://www.cityam.com/287043/uks-entertainment-and-media-sector-forecast-grow-gbp76bn PwC / City AM], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s VR industry will generate more revenue than any other country in Western Europe over this time. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK virtual reality grew +260% from £50m in 2016 to £180m in 2017. Seed stage funding was down from £5m to £2m in the same period. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Consumer virtual reality revenue reached $2.2bn in 2017, with $1.7bn from hardware sales and $554m in software sales. In 2018, revenues are expected to increase 105% to $4.5bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Samsung’s Gear VR was the highest selling mobile headset in 2017 and Sony’s PlayStation VR was the highest selling console/PC headset (see chart below). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK augmented reality increased by around 40% to £48.4m in 217 but investment at seed stage was broadly flat year-on-year. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*There are 1,000 immersive-specialist companies in the UK (&amp;gt;50% of income from immersive projects), employing around 4,500 people and generating £660m in sales. This potentially represents as much as 9% of the global market. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Half of immersive-specialist businesses in the UK were incorporated since 2012. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*6 out of 10 of immersive-specialist businesses grew their turnover in the past 12 months and 90% were confident of their future prospects. 70% were exporting immersive-related products and services, with a particular focus on US markets. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*38% of immersive business are located in London. Other hubs for immersive businesses include Brighton, Bristol, Newcastle, Liverpool, Manchester, Cambridge, Oxford and Edinburgh. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*253 projects worth a total of £160m were identified in UK Research Councils, Innovate UK and EU Horizon 2020 open datasets. Funding for immersive tech projects was 9 times higher in 2016-2017 than in 2009-2010. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*3 in 10 immersive specialist companies benefitted from tax incentives in the last 12 months and 2 in 10 received some sort of national grant. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Extended reality (XR) revenue up by 37% to $4.0bn in 2017. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*$2.3bn of venture investments in XR were made in 2017, with Magic Leap accounting for $0.5bn of total revenues. The remainder was split $0.9bn in VR projects and $0.9bn in AR/MR projects. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture funding of VR/AR companies reached at least $1.9bn in 2017. The total number of companies raising venture capital during 2017 outpaced 2016, but the average deal size declined sharply by 35%. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*The majority of VR/AR venture funding deals in 2017 were early stage (Seed and Series A). The number of early stage deals in 2017 was up 27% YoY and 105 companies raised $2M or more from VCs. However, the average Seed and Series A deal size declined 9% and 17%, respectively. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*Sony’s PlayStation VR headset (PSVR) has sold through 2m units globally. ([http://www.sie.com/en/corporate/release/2017/171207.html SIE], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*The UK will have the largest and fastest growing VR hardware market in EMEA, worth £0.8m in 2021, growing at 76% CAGR. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PlayStation VR has sold more than 1m units worldwide ($399 / £308 approx), Sony Interactive Entertainment have confirmed. ([http://www.mcvuk.com/news/read/psvr-hits-1m-sales-worldwide/0183302 MCV] / [http://www.bbc.co.uk/news/technology-40190448 BBC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*55% of the most frequent gamers are familiar with virtual reality; among those, 40% say they will likely purchase VR within the next year. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*The total virtual reality revenues to reach $7.2 billion globally by the end of 2017 with head-mounted displays (HMDs) accounting for $4.7 billion. By 2021, global revenues are expected to reach $74.8bn.  ([http://greenlightinsights.com/2017/04/virtual-reality-industry-report-7b-2017/ Greenlight Insights], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*There are 463 VR / AR companies operating in the UK, split into 308 in content, 110 in technology and 45 services. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*London is the largest hub for VR/ AR companies, with 244 businesses located in the capital. These companies have attracted a combined VC investment of $645.7m. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*The world consumer VR headset installed base reached 28 million at the end of 2017 and will reach 75.7 million consumer VR headsets installed by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR headsets reached $2.4 billion in 2017 and is forecast to reach $5.8 billion by 2021. Spend will be driven by continued adoption of PC, console and standalone headsets offset by reduction in price points for these same headsets. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR games, interactive experiences and video reached $803 million in 2017 and is forecasted to reach $2.8 billion by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spending on location-based VR reached $385 million in 2017. This is forecast to grow to $906 million by 2021. In 2017, China’s share of the market was 65%. This is expected to decrease to 51% by 2021 as other regions and country markets become more established. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*The VR market generated $2.7bn in 2016 and will grow to $17.8bn by 2019. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*The total value of VR market (including hard- and software) will reach $6.7bn in 2016 and will reach $70bn by 2020. ([http://press.trendforce.com/node/view/2210.html TrendForce], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Of more than 800 companies working in the VR sector worldwide, more than 150 are based in Britain. ([http://www.growthenabler.com/download-tools GrowthEnabler], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to 01consulting, as of November 2016, Sony’s PSVR represents around one third (30%) of the total VR market. ([http://www.01consulting.net/#!portfolio-item/vr-virtual-reality-market-research-analysis-report-2016 01consulting], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Sales of Sony’s PlayStation VR headset are on track to outsell the combined sales of the HTC Vive and Oculus Rift by the end of 2016. ([https://fileexchangeemea.gfk.com/pickup/eJFVObTtdbNCgDBjdyGERUnrmSKLF7CHDOYeD4vG/VR Study TEASER DECK SENT TO CLIENTS 2016.pdf GfK] / [http://www.mcvuk.com/news/read/playstation-vr-set-to-eclipse-rift-and-vive-sales-in-the-uk/0175824 MCV], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on VR to hit $11.2bn by 2020, with headsets accounting for $7.9bn and VR entertainment $3.3bn. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*The installed base of VR headsets is set to increase from 4 million in 2015 to 81 million in 2020. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to IHS Markit, Samsung Gear VR will be the most widely used VR brand by the end of 2016, making up 30% of owned headsets. Playstation VR is expected to exceed both Oculus and HTC Vive headsets combines, covering 8% of the market. A large segment of the market (40%) is made up of many smaller entrants, mostly smartphone headsets. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*While generally consumers are excited by the potential of VR, many still see a lack of understanding of the products and the potentially high costs as barriers to purchase. 75% of consumers agreed that they do not understand enough about VR products, and 73% would like to wait before investing in the platform. ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*The opportunity to demo VR products is seen as the key factor in the decision to purchase VR by European consumers (79%), ahead of the cost of the product (68%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Cheaper VR products such as Google Cardboard show a higher level of penetration into the market, however, when asked which product they would most likely purchase, the UK’s consumers favoured the more advanced products from Sony PlayStation VR (18%) and Oculus Rift (10%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*UK consumers have a high level of awareness of VR (75% stating that they have heard of VR), ahead of Spain (72%), Italy (71%) and France (70%), although awareness is slightly higher in Germany (79.5%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Worldwide shipments of Virtual Reality hardware will reach 9.6 million units in 2016, generating revenues of approximately $2.3 billion. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*$2.8B has been invested in VR this year, bringing the total since 2012 up to $8.8B ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*As of April 2016, the market data company Superdata have revised their 2016 global VR hardware and software forecast down to $2.9 billion, a 43% drop from their [https://www.superdataresearch.com/market-data/ $5.1 billion] projection at the beginning of the year. ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Across key countries in North America and Europe, an average of 11% of the online population between 10 and 65 state that they are planning to buy VR products in the next six months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*On average, men comprise 68% of those who intend to buy VR. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*12% of the online US population is planning to buy VR products in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*10% of online brits intend to purchase VR within the next 6 months, with a further 26% who were undecided. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*For US eSport enthusiasts, 56% intend to buy in the next 6 months, making up 45% of the group that intends to buy VR in that period. Occasional eSport viewers are also keen, with 24% intending to buy in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on all AR-related mobile apps is forecast to grow from $1.6bn in 2017 to $7.8bn in 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Augmented Reality accounted for $1bn in 2016 revenue and Mixed Reality made up $100m. By 2019, Mixed Reality will become the dominant sector of the two, worth $9.4bn to AR’s $4.2bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*The Virtual, Augmented and Mixed Reality games market will be worth $1.2bn by the end of 2016 and is projected at up to $8.8bn by the end of 2020, with VR becoming the dominant sector in revenue terms. ([https://www.superdataresearch.com/superdata-vr-data-network/ Superdata], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*London is the top hub for VR and AR talent in Europe, with the highest number of LinkedIn members with VR/AR skills. As a proportion of total local members, London has the 7th highest density of VR/AR talent, followed by Birmingham at 9th. Oxford and Cambridge also have high level of VR/AR talent. ([http://www.slush.org/news/state-european-tech-2016-future-invented-europe/ LinkedIn/ Atomico / Slush], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Growing at a cumulative annual rate of 184%, VR shipments will reach 64.8 million units by 2020. Combined with Augmented Reality hardware, shipments will reach 110 million units by 2020. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*Current VR hype is different from past attempts, in that systems will exceed the hype this time, as opposed to systems that can’t live up to the hype. In past VR were more gimmicks than launchable platforms, finally it’s really here. It’s now realistic to do VR at consumer pricing, whereas before it was too expensive. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The impact of having many companies involved in VR is that they are releasing products around the same time, so we’ll see a whole industry that wasn’t there before. VR and AR are going to be powerful drivers in PC growth, as you need better hardware to run the new experiences. It will push the ecosystem of PCs and transform the technology landscape. Having major players involved will accelerate things, but considering a 10-year span before the technology is widely available is reasonable, as PCs will be gradually upgraded with powerful hardware. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The challenges developers face to develop for VR are the misunderstanding of the medium (need for managing motion sickness, mixing gameplay styles to accommodate…) and the natural behaviour of recreating genres that already exist. Sometimes inspiration can be found in sci-fi books rather than in the current market. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*Digi-Capital has forecasted that augmented and virtual reality will be worth $150bn by 2020. Interestingly AR is forecasted to reach 4 times what VR will ($120bn vs $30bn). Digi-capital analysts state that while VR is great for games and 3D films, due to its need for full immersion you won’t be able to play anywhere. AR on the other hand will be easier to play on the tube, and there’s more potential market for the technology beyond games. ([http://www.gamesindustry.biz/articles/2015-04-06-ar-vr-forecast-at-usd150-billion-by-2020 Gamesindustry.biz], Apr 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1485</id>
		<title>Virtual reality</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1485"/>
		<updated>2019-11-26T11:42:32Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* 2018 Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*From Q2-Q3 of 2019, HTC and Oculus dominated the VR headset market, with a market share of 46.8% for HTC (Vive, Vive Pro) and 41.8% for Oculus (Go, Rift, Rift S) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During this period, NVIDIA completely dominated the market for graphics cards in the VR sector, with a 87.9% market share ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During the average VR session, tracking is lost 2.49 times (this occurs when sensor are blocked or cables become disconnected). This is most common for the Oculus Rift headset (tracking lost over 4 times on average) and least common with the Valve Index (tracking lost around once per session) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*In the UK in 2018, games made up 53% of spending on VR ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The UK VR industry specifically is expected to be worth £294m by 2023 ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*By the end of 2022, the market size for VR is predicted to reach $13.7bn ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Sony have announced that as of 3rd March 2019, they have sold through 4.2m PSVR systems worldwide. ([https://blog.us.playstation.com/2019/03/25/playstation-vr-the-next-wave-of-games-coming-in-spring-and-summer-2019/ Sony PlayStation Blog], March 2019)&lt;br /&gt;
&lt;br /&gt;
*Oculus Go sold 1million units after its May 2018 launch. It appealed to mainstream users by being a mobile headset that didn't require a connection to another device. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market for VR installations and attractions such as Star Wars: Secrets of the Empire and Jurassic World VR Expedition grew 37% to $413m. These VR exhibitions are expected to introduce everyday consumers to high-end VR by offering experiences in busy locations such as airports and restaurants. This may alleviate the initial slower-than-anticipated adoption of high-end consumer VR headsets. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to analytics firm ABI and NVIDIA, 4 million PC VR headsets have been sold to date. [https://www.roadtovr.com/nvidia-claims-4-million-pc-vr-headsets-sold/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to the latest Steam Hardware &amp;amp; Software Survey, around 767,000 or 0.8% of all Steam users have VR headsets attached to their machines, almost double the numbers published 16 months previously.      ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market share for VR headsets among Steam users is 46.5% Oculus Rift and 40.1% HTC VIVE, although the HTC VIVE Pro which picks up an 2.81% for HTC. Windows VR headsets collectively make up 8.9% of the market. ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*The market size for Augmented and Mixed reality is expected to reach $18.9bn by the end of 2022 ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*In 2019, 33% of Augmented and Mixed reality headsets are estimated to be purchased by consumers. The remaining 67% are purchased by developers and enterprise clients ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Magic Leap has secured a $280 million investment from Japanese mobile operator Docomo, bringing the total investment into Magic Leap to $2.6 billion since being formed in 2010. ([http://gamasutra.com/view/news/341674/Japanese_mobile_operator_Docomo_sinks_280_million_into_Magic_Leap.php Gamasutra] / [https://www.magicleap.com/news/press-release/magic-leap-partnership-ntt-docomo Magic Leap], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*Mixed reality hardware and software revenues rose from $4.5nn to $6.6bn from the years 2017 to 2018. In 2019, it is expected that $11.5billion will be generated. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Social media apps such as SnapChat and Instagram drove mobile augmented reality (AR) user numbers to 1.1billion and helped push mixed reality revenue to $2.3billion. In the US, 84% of mobile AR audience used mixed reality technology in social media apps like TikTok, Snapchat and Instagram. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprise clients are set to account for 85% mixed reality headsets sold in 2019 and will continue to represent the majority of demand through 2022.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*The global VR/AR market is expected to be worth $160b by 2023, with engineering and manufacturing applications of these technologies expected to be major drivers of this growth ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Outside of London, the largest regional hubs for VR/AR businesses include Manchester and the North West (52 companies) and Bristol and the South West (49 companies) ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of £62.5b ($69.3b) to UK GDP by 2030. Up from £1.8b ($2.0b) in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of $1,542.9b to global GDP by 2030. Up from $46.4b in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Use of VR and AR in healthcare alone in 2019 contributes $11.0b to global GDP. By 2030 this is predicted to be $350.9b ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The share of immersive technology revenue, such as Virtual and Augmented reality, grew from 27% to 25% in 2018. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprises purchasing immersive technology surpassed $11b as businesses see the potential for return on investment. Training employees is the biggest reason why businesses purchase immersive technology, with 71% of firms using VR to develop their workforce in skills from performing surgery to practising customer service. For example, Walmart agreed to purchase 17,000 Oculus Go headsets to train retail employees in September 2018 in customer service.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*By 2022, VR content will generate $21.2bn a year by 2022, with game revenue ($12bn approx.) staying ahead of video ($9bn approx.). ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Total global revenues from VR apps, gaming and video will grow from $3.9bn in 2017 to over $20bn in 2022. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*By 2022, 175.2m VR headsets will be in consumers’ hands across ten major markets, up from an estimated 37.6m at the end of 2017. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s fastest growing entertainment and media sector is Virtual Reality, growing at 34 per cent annually to reach £1.2bn in revenue by 2022. VR headsets are forecast to sell with more than 7.8m cumulatively by the same period. ([http://www.cityam.com/287043/uks-entertainment-and-media-sector-forecast-grow-gbp76bn PwC / City AM], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s VR industry will generate more revenue than any other country in Western Europe over this time. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK virtual reality grew +260% from £50m in 2016 to £180m in 2017. Seed stage funding was down from £5m to £2m in the same period. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Consumer virtual reality revenue reached $2.2bn in 2017, with $1.7bn from hardware sales and $554m in software sales. In 2018, revenues are expected to increase 105% to $4.5bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Samsung’s Gear VR was the highest selling mobile headset in 2017 and Sony’s PlayStation VR was the highest selling console/PC headset (see chart below). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK augmented reality increased by around 40% to £48.4m in 217 but investment at seed stage was broadly flat year-on-year. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*There are 1,000 immersive-specialist companies in the UK (&amp;gt;50% of income from immersive projects), employing around 4,500 people and generating £660m in sales. This potentially represents as much as 9% of the global market. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Half of immersive-specialist businesses in the UK were incorporated since 2012. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*6 out of 10 of immersive-specialist businesses grew their turnover in the past 12 months and 90% were confident of their future prospects. 70% were exporting immersive-related products and services, with a particular focus on US markets. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*38% of immersive business are located in London. Other hubs for immersive businesses include Brighton, Bristol, Newcastle, Liverpool, Manchester, Cambridge, Oxford and Edinburgh. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*253 projects worth a total of £160m were identified in UK Research Councils, Innovate UK and EU Horizon 2020 open datasets. Funding for immersive tech projects was 9 times higher in 2016-2017 than in 2009-2010. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*3 in 10 immersive specialist companies benefitted from tax incentives in the last 12 months and 2 in 10 received some sort of national grant. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Extended reality (XR) revenue up by 37% to $4.0bn in 2017. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*$2.3bn of venture investments in XR were made in 2017, with Magic Leap accounting for $0.5bn of total revenues. The remainder was split $0.9bn in VR projects and $0.9bn in AR/MR projects. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture funding of VR/AR companies reached at least $1.9bn in 2017. The total number of companies raising venture capital during 2017 outpaced 2016, but the average deal size declined sharply by 35%. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*The majority of VR/AR venture funding deals in 2017 were early stage (Seed and Series A). The number of early stage deals in 2017 was up 27% YoY and 105 companies raised $2M or more from VCs. However, the average Seed and Series A deal size declined 9% and 17%, respectively. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*Sony’s PlayStation VR headset (PSVR) has sold through 2m units globally. ([http://www.sie.com/en/corporate/release/2017/171207.html SIE], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*The UK will have the largest and fastest growing VR hardware market in EMEA, worth £0.8m in 2021, growing at 76% CAGR. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PlayStation VR has sold more than 1m units worldwide ($399 / £308 approx), Sony Interactive Entertainment have confirmed. ([http://www.mcvuk.com/news/read/psvr-hits-1m-sales-worldwide/0183302 MCV] / [http://www.bbc.co.uk/news/technology-40190448 BBC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*55% of the most frequent gamers are familiar with virtual reality; among those, 40% say they will likely purchase VR within the next year. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*The total virtual reality revenues to reach $7.2 billion globally by the end of 2017 with head-mounted displays (HMDs) accounting for $4.7 billion. By 2021, global revenues are expected to reach $74.8bn.  ([http://greenlightinsights.com/2017/04/virtual-reality-industry-report-7b-2017/ Greenlight Insights], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*There are 463 VR / AR companies operating in the UK, split into 308 in content, 110 in technology and 45 services. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*London is the largest hub for VR/ AR companies, with 244 businesses located in the capital. These companies have attracted a combined VC investment of $645.7m. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*The world consumer VR headset installed base reached 28 million at the end of 2017 and will reach 75.7 million consumer VR headsets installed by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR headsets reached $2.4 billion in 2017 and is forecast to reach $5.8 billion by 2021. Spend will be driven by continued adoption of PC, console and standalone headsets offset by reduction in price points for these same headsets. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR games, interactive experiences and video reached $803 million in 2017 and is forecasted to reach $2.8 billion by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spending on location-based VR reached $385 million in 2017. This is forecast to grow to $906 million by 2021. In 2017, China’s share of the market was 65%. This is expected to decrease to 51% by 2021 as other regions and country markets become more established. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*The VR market generated $2.7bn in 2016 and will grow to $17.8bn by 2019. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*The total value of VR market (including hard- and software) will reach $6.7bn in 2016 and will reach $70bn by 2020. ([http://press.trendforce.com/node/view/2210.html TrendForce], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Of more than 800 companies working in the VR sector worldwide, more than 150 are based in Britain. ([http://www.growthenabler.com/download-tools GrowthEnabler], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to 01consulting, as of November 2016, Sony’s PSVR represents around one third (30%) of the total VR market. ([http://www.01consulting.net/#!portfolio-item/vr-virtual-reality-market-research-analysis-report-2016 01consulting], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Sales of Sony’s PlayStation VR headset are on track to outsell the combined sales of the HTC Vive and Oculus Rift by the end of 2016. ([https://fileexchangeemea.gfk.com/pickup/eJFVObTtdbNCgDBjdyGERUnrmSKLF7CHDOYeD4vG/VR Study TEASER DECK SENT TO CLIENTS 2016.pdf GfK] / [http://www.mcvuk.com/news/read/playstation-vr-set-to-eclipse-rift-and-vive-sales-in-the-uk/0175824 MCV], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on VR to hit $11.2bn by 2020, with headsets accounting for $7.9bn and VR entertainment $3.3bn. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*The installed base of VR headsets is set to increase from 4 million in 2015 to 81 million in 2020. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to IHS Markit, Samsung Gear VR will be the most widely used VR brand by the end of 2016, making up 30% of owned headsets. Playstation VR is expected to exceed both Oculus and HTC Vive headsets combines, covering 8% of the market. A large segment of the market (40%) is made up of many smaller entrants, mostly smartphone headsets. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*While generally consumers are excited by the potential of VR, many still see a lack of understanding of the products and the potentially high costs as barriers to purchase. 75% of consumers agreed that they do not understand enough about VR products, and 73% would like to wait before investing in the platform. ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*The opportunity to demo VR products is seen as the key factor in the decision to purchase VR by European consumers (79%), ahead of the cost of the product (68%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Cheaper VR products such as Google Cardboard show a higher level of penetration into the market, however, when asked which product they would most likely purchase, the UK’s consumers favoured the more advanced products from Sony PlayStation VR (18%) and Oculus Rift (10%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*UK consumers have a high level of awareness of VR (75% stating that they have heard of VR), ahead of Spain (72%), Italy (71%) and France (70%), although awareness is slightly higher in Germany (79.5%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Worldwide shipments of Virtual Reality hardware will reach 9.6 million units in 2016, generating revenues of approximately $2.3 billion. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*$2.8B has been invested in VR this year, bringing the total since 2012 up to $8.8B ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*As of April 2016, the market data company Superdata have revised their 2016 global VR hardware and software forecast down to $2.9 billion, a 43% drop from their [https://www.superdataresearch.com/market-data/ $5.1 billion] projection at the beginning of the year. ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Across key countries in North America and Europe, an average of 11% of the online population between 10 and 65 state that they are planning to buy VR products in the next six months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*On average, men comprise 68% of those who intend to buy VR. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*12% of the online US population is planning to buy VR products in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*10% of online brits intend to purchase VR within the next 6 months, with a further 26% who were undecided. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*For US eSport enthusiasts, 56% intend to buy in the next 6 months, making up 45% of the group that intends to buy VR in that period. Occasional eSport viewers are also keen, with 24% intending to buy in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on all AR-related mobile apps is forecast to grow from $1.6bn in 2017 to $7.8bn in 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Augmented Reality accounted for $1bn in 2016 revenue and Mixed Reality made up $100m. By 2019, Mixed Reality will become the dominant sector of the two, worth $9.4bn to AR’s $4.2bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*The Virtual, Augmented and Mixed Reality games market will be worth $1.2bn by the end of 2016 and is projected at up to $8.8bn by the end of 2020, with VR becoming the dominant sector in revenue terms. ([https://www.superdataresearch.com/superdata-vr-data-network/ Superdata], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*London is the top hub for VR and AR talent in Europe, with the highest number of LinkedIn members with VR/AR skills. As a proportion of total local members, London has the 7th highest density of VR/AR talent, followed by Birmingham at 9th. Oxford and Cambridge also have high level of VR/AR talent. ([http://www.slush.org/news/state-european-tech-2016-future-invented-europe/ LinkedIn/ Atomico / Slush], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Growing at a cumulative annual rate of 184%, VR shipments will reach 64.8 million units by 2020. Combined with Augmented Reality hardware, shipments will reach 110 million units by 2020. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*Current VR hype is different from past attempts, in that systems will exceed the hype this time, as opposed to systems that can’t live up to the hype. In past VR were more gimmicks than launchable platforms, finally it’s really here. It’s now realistic to do VR at consumer pricing, whereas before it was too expensive. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The impact of having many companies involved in VR is that they are releasing products around the same time, so we’ll see a whole industry that wasn’t there before. VR and AR are going to be powerful drivers in PC growth, as you need better hardware to run the new experiences. It will push the ecosystem of PCs and transform the technology landscape. Having major players involved will accelerate things, but considering a 10-year span before the technology is widely available is reasonable, as PCs will be gradually upgraded with powerful hardware. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The challenges developers face to develop for VR are the misunderstanding of the medium (need for managing motion sickness, mixing gameplay styles to accommodate…) and the natural behaviour of recreating genres that already exist. Sometimes inspiration can be found in sci-fi books rather than in the current market. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*Digi-Capital has forecasted that augmented and virtual reality will be worth $150bn by 2020. Interestingly AR is forecasted to reach 4 times what VR will ($120bn vs $30bn). Digi-capital analysts state that while VR is great for games and 3D films, due to its need for full immersion you won’t be able to play anywhere. AR on the other hand will be easier to play on the tube, and there’s more potential market for the technology beyond games. ([http://www.gamesindustry.biz/articles/2015-04-06-ar-vr-forecast-at-usd150-billion-by-2020 Gamesindustry.biz], Apr 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1484</id>
		<title>Virtual reality</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1484"/>
		<updated>2019-11-26T11:42:09Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* 2015 Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*From Q2-Q3 of 2019, HTC and Oculus dominated the VR headset market, with a market share of 46.8% for HTC (Vive, Vive Pro) and 41.8% for Oculus (Go, Rift, Rift S) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During this period, NVIDIA completely dominated the market for graphics cards in the VR sector, with a 87.9% market share ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During the average VR session, tracking is lost 2.49 times (this occurs when sensor are blocked or cables become disconnected). This is most common for the Oculus Rift headset (tracking lost over 4 times on average) and least common with the Valve Index (tracking lost around once per session) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*In the UK in 2018, games made up 53% of spending on VR ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The UK VR industry specifically is expected to be worth £294m by 2023 ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*By the end of 2022, the market size for VR is predicted to reach $13.7bn ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Sony have announced that as of 3rd March 2019, they have sold through 4.2m PSVR systems worldwide. ([https://blog.us.playstation.com/2019/03/25/playstation-vr-the-next-wave-of-games-coming-in-spring-and-summer-2019/ Sony PlayStation Blog], March 2019)&lt;br /&gt;
&lt;br /&gt;
*Oculus Go sold 1million units after its May 2018 launch. It appealed to mainstream users by being a mobile headset that didn't require a connection to another device. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market for VR installations and attractions such as Star Wars: Secrets of the Empire and Jurassic World VR Expedition grew 37% to $413m. These VR exhibitions are expected to introduce everyday consumers to high-end VR by offering experiences in busy locations such as airports and restaurants. This may alleviate the initial slower-than-anticipated adoption of high-end consumer VR headsets. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to analytics firm ABI and NVIDIA, 4 million PC VR headsets have been sold to date. [https://www.roadtovr.com/nvidia-claims-4-million-pc-vr-headsets-sold/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to the latest Steam Hardware &amp;amp; Software Survey, around 767,000 or 0.8% of all Steam users have VR headsets attached to their machines, almost double the numbers published 16 months previously.      ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market share for VR headsets among Steam users is 46.5% Oculus Rift and 40.1% HTC VIVE, although the HTC VIVE Pro which picks up an 2.81% for HTC. Windows VR headsets collectively make up 8.9% of the market. ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*The market size for Augmented and Mixed reality is expected to reach $18.9bn by the end of 2022 ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*In 2019, 33% of Augmented and Mixed reality headsets are estimated to be purchased by consumers. The remaining 67% are purchased by developers and enterprise clients ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Magic Leap has secured a $280 million investment from Japanese mobile operator Docomo, bringing the total investment into Magic Leap to $2.6 billion since being formed in 2010. ([http://gamasutra.com/view/news/341674/Japanese_mobile_operator_Docomo_sinks_280_million_into_Magic_Leap.php Gamasutra] / [https://www.magicleap.com/news/press-release/magic-leap-partnership-ntt-docomo Magic Leap], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*Mixed reality hardware and software revenues rose from $4.5nn to $6.6bn from the years 2017 to 2018. In 2019, it is expected that $11.5billion will be generated. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Social media apps such as SnapChat and Instagram drove mobile augmented reality (AR) user numbers to 1.1billion and helped push mixed reality revenue to $2.3billion. In the US, 84% of mobile AR audience used mixed reality technology in social media apps like TikTok, Snapchat and Instagram. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprise clients are set to account for 85% mixed reality headsets sold in 2019 and will continue to represent the majority of demand through 2022.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*The global VR/AR market is expected to be worth $160b by 2023, with engineering and manufacturing applications of these technologies expected to be major drivers of this growth ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Outside of London, the largest regional hubs for VR/AR businesses include Manchester and the North West (52 companies) and Bristol and the South West (49 companies) ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of £62.5b ($69.3b) to UK GDP by 2030. Up from £1.8b ($2.0b) in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of $1,542.9b to global GDP by 2030. Up from $46.4b in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Use of VR and AR in healthcare alone in 2019 contributes $11.0b to global GDP. By 2030 this is predicted to be $350.9b ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The share of immersive technology revenue, such as Virtual and Augmented reality, grew from 27% to 25% in 2018. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprises purchasing immersive technology surpassed $11b as businesses see the potential for return on investment. Training employees is the biggest reason why businesses purchase immersive technology, with 71% of firms using VR to develop their workforce in skills from performing surgery to practising customer service. For example, Walmart agreed to purchase 17,000 Oculus Go headsets to train retail employees in September 2018 in customer service.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*By 2022, VR content will generate $21.2bn a year by 2022, with game revenue ($12bn approx.) staying ahead of video ($9bn approx.). ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Total global revenues from VR apps, gaming and video will grow from $3.9bn in 2017 to over $20bn in 2022. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*By 2022, 175.2m VR headsets will be in consumers’ hands across ten major markets, up from an estimated 37.6m at the end of 2017. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s fastest growing entertainment and media sector is Virtual Reality, growing at 34 per cent annually to reach £1.2bn in revenue by 2022. VR headsets are forecast to sell with more than 7.8m cumulatively by the same period. ([http://www.cityam.com/287043/uks-entertainment-and-media-sector-forecast-grow-gbp76bn PwC / City AM], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s VR industry will generate more revenue than any other country in Western Europe over this time. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK virtual reality grew +260% from £50m in 2016 to £180m in 2017. Seed stage funding was down from £5m to £2m in the same period. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Consumer virtual reality revenue reached $2.2bn in 2017, with $1.7bn from hardware sales and $554m in software sales. In 2018, revenues are expected to increase 105% to $4.5bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Samsung’s Gear VR was the highest selling mobile headset in 2017 and Sony’s PlayStation VR was the highest selling console/PC headset (see chart below). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK augmented reality increased by around 40% to £48.4m in 217 but investment at seed stage was broadly flat year-on-year. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*There are 1,000 immersive-specialist companies in the UK (&amp;gt;50% of income from immersive projects), employing around 4,500 people and generating £660m in sales. This potentially represents as much as 9% of the global market. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Half of immersive-specialist businesses in the UK were incorporated since 2012. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*6 out of 10 of immersive-specialist businesses grew their turnover in the past 12 months and 90% were confident of their future prospects. 70% were exporting immersive-related products and services, with a particular focus on US markets. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*38% of immersive business are located in London. Other hubs for immersive businesses include Brighton, Bristol, Newcastle, Liverpool, Manchester, Cambridge, Oxford and Edinburgh. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*253 projects worth a total of £160m were identified in UK Research Councils, Innovate UK and EU Horizon 2020 open datasets. Funding for immersive tech projects was 9 times higher in 2016-2017 than in 2009-2010. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*3 in 10 immersive specialist companies benefitted from tax incentives in the last 12 months and 2 in 10 received some sort of national grant. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Extended reality (XR) revenue up by 37% to $4.0bn in 2017. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*$2.3bn of venture investments in XR were made in 2017, with Magic Leap accounting for $0.5bn of total revenues. The remainder was split $0.9bn in VR projects and $0.9bn in AR/MR projects. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture funding of VR/AR companies reached at least $1.9bn in 2017. The total number of companies raising venture capital during 2017 outpaced 2016, but the average deal size declined sharply by 35%. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*The majority of VR/AR venture funding deals in 2017 were early stage (Seed and Series A). The number of early stage deals in 2017 was up 27% YoY and 105 companies raised $2M or more from VCs. However, the average Seed and Series A deal size declined 9% and 17%, respectively. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*Sony’s PlayStation VR headset (PSVR) has sold through 2m units globally. ([http://www.sie.com/en/corporate/release/2017/171207.html SIE], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*The UK will have the largest and fastest growing VR hardware market in EMEA, worth £0.8m in 2021, growing at 76% CAGR. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PlayStation VR has sold more than 1m units worldwide ($399 / £308 approx), Sony Interactive Entertainment have confirmed. ([http://www.mcvuk.com/news/read/psvr-hits-1m-sales-worldwide/0183302 MCV] / [http://www.bbc.co.uk/news/technology-40190448 BBC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*55% of the most frequent gamers are familiar with virtual reality; among those, 40% say they will likely purchase VR within the next year. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*The total virtual reality revenues to reach $7.2 billion globally by the end of 2017 with head-mounted displays (HMDs) accounting for $4.7 billion. By 2021, global revenues are expected to reach $74.8bn.  ([http://greenlightinsights.com/2017/04/virtual-reality-industry-report-7b-2017/ Greenlight Insights], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*There are 463 VR / AR companies operating in the UK, split into 308 in content, 110 in technology and 45 services. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*London is the largest hub for VR/ AR companies, with 244 businesses located in the capital. These companies have attracted a combined VC investment of $645.7m. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*The world consumer VR headset installed base reached 28 million at the end of 2017 and will reach 75.7 million consumer VR headsets installed by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR headsets reached $2.4 billion in 2017 and is forecast to reach $5.8 billion by 2021. Spend will be driven by continued adoption of PC, console and standalone headsets offset by reduction in price points for these same headsets. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR games, interactive experiences and video reached $803 million in 2017 and is forecasted to reach $2.8 billion by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spending on location-based VR reached $385 million in 2017. This is forecast to grow to $906 million by 2021. In 2017, China’s share of the market was 65%. This is expected to decrease to 51% by 2021 as other regions and country markets become more established. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*The VR market generated $2.7bn in 2016 and will grow to $17.8bn by 2019. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*The total value of VR market (including hard- and software) will reach $6.7bn in 2016 and will reach $70bn by 2020. ([http://press.trendforce.com/node/view/2210.html TrendForce], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Of more than 800 companies working in the VR sector worldwide, more than 150 are based in Britain. ([http://www.growthenabler.com/download-tools GrowthEnabler], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to 01consulting, as of November 2016, Sony’s PSVR represents around one third (30%) of the total VR market. ([http://www.01consulting.net/#!portfolio-item/vr-virtual-reality-market-research-analysis-report-2016 01consulting], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Sales of Sony’s PlayStation VR headset are on track to outsell the combined sales of the HTC Vive and Oculus Rift by the end of 2016. ([https://fileexchangeemea.gfk.com/pickup/eJFVObTtdbNCgDBjdyGERUnrmSKLF7CHDOYeD4vG/VR Study TEASER DECK SENT TO CLIENTS 2016.pdf GfK] / [http://www.mcvuk.com/news/read/playstation-vr-set-to-eclipse-rift-and-vive-sales-in-the-uk/0175824 MCV], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on VR to hit $11.2bn by 2020, with headsets accounting for $7.9bn and VR entertainment $3.3bn. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*The installed base of VR headsets is set to increase from 4 million in 2015 to 81 million in 2020. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to IHS Markit, Samsung Gear VR will be the most widely used VR brand by the end of 2016, making up 30% of owned headsets. Playstation VR is expected to exceed both Oculus and HTC Vive headsets combines, covering 8% of the market. A large segment of the market (40%) is made up of many smaller entrants, mostly smartphone headsets. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*While generally consumers are excited by the potential of VR, many still see a lack of understanding of the products and the potentially high costs as barriers to purchase. 75% of consumers agreed that they do not understand enough about VR products, and 73% would like to wait before investing in the platform. ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*The opportunity to demo VR products is seen as the key factor in the decision to purchase VR by European consumers (79%), ahead of the cost of the product (68%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Cheaper VR products such as Google Cardboard show a higher level of penetration into the market, however, when asked which product they would most likely purchase, the UK’s consumers favoured the more advanced products from Sony PlayStation VR (18%) and Oculus Rift (10%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*UK consumers have a high level of awareness of VR (75% stating that they have heard of VR), ahead of Spain (72%), Italy (71%) and France (70%), although awareness is slightly higher in Germany (79.5%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Worldwide shipments of Virtual Reality hardware will reach 9.6 million units in 2016, generating revenues of approximately $2.3 billion. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*$2.8B has been invested in VR this year, bringing the total since 2012 up to $8.8B ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*As of April 2016, the market data company Superdata have revised their 2016 global VR hardware and software forecast down to $2.9 billion, a 43% drop from their [https://www.superdataresearch.com/market-data/ $5.1 billion] projection at the beginning of the year. ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Across key countries in North America and Europe, an average of 11% of the online population between 10 and 65 state that they are planning to buy VR products in the next six months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*On average, men comprise 68% of those who intend to buy VR. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*12% of the online US population is planning to buy VR products in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*10% of online brits intend to purchase VR within the next 6 months, with a further 26% who were undecided. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*For US eSport enthusiasts, 56% intend to buy in the next 6 months, making up 45% of the group that intends to buy VR in that period. Occasional eSport viewers are also keen, with 24% intending to buy in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on all AR-related mobile apps is forecast to grow from $1.6bn in 2017 to $7.8bn in 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Augmented Reality accounted for $1bn in 2016 revenue and Mixed Reality made up $100m. By 2019, Mixed Reality will become the dominant sector of the two, worth $9.4bn to AR’s $4.2bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*The Virtual, Augmented and Mixed Reality games market will be worth $1.2bn by the end of 2016 and is projected at up to $8.8bn by the end of 2020, with VR becoming the dominant sector in revenue terms. ([https://www.superdataresearch.com/superdata-vr-data-network/ Superdata], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*London is the top hub for VR and AR talent in Europe, with the highest number of LinkedIn members with VR/AR skills. As a proportion of total local members, London has the 7th highest density of VR/AR talent, followed by Birmingham at 9th. Oxford and Cambridge also have high level of VR/AR talent. ([http://www.slush.org/news/state-european-tech-2016-future-invented-europe/ LinkedIn/ Atomico / Slush], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Growing at a cumulative annual rate of 184%, VR shipments will reach 64.8 million units by 2020. Combined with Augmented Reality hardware, shipments will reach 110 million units by 2020. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*Current VR hype is different from past attempts, in that systems will exceed the hype this time, as opposed to systems that can’t live up to the hype. In past VR were more gimmicks than launchable platforms, finally it’s really here. It’s now realistic to do VR at consumer pricing, whereas before it was too expensive. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The impact of having many companies involved in VR is that they are releasing products around the same time, so we’ll see a whole industry that wasn’t there before. VR and AR are going to be powerful drivers in PC growth, as you need better hardware to run the new experiences. It will push the ecosystem of PCs and transform the technology landscape. Having major players involved will accelerate things, but considering a 10-year span before the technology is widely available is reasonable, as PCs will be gradually upgraded with powerful hardware. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The challenges developers face to develop for VR are the misunderstanding of the medium (need for managing motion sickness, mixing gameplay styles to accommodate…) and the natural behaviour of recreating genres that already exist. Sometimes inspiration can be found in sci-fi books rather than in the current market. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*Digi-Capital has forecasted that augmented and virtual reality will be worth $150bn by 2020. Interestingly AR is forecasted to reach 4 times what VR will ($120bn vs $30bn). Digi-capital analysts state that while VR is great for games and 3D films, due to its need for full immersion you won’t be able to play anywhere. AR on the other hand will be easier to play on the tube, and there’s more potential market for the technology beyond games. ([http://www.gamesindustry.biz/articles/2015-04-06-ar-vr-forecast-at-usd150-billion-by-2020 Gamesindustry.biz], Apr 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1483</id>
		<title>Virtual reality</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1483"/>
		<updated>2019-11-26T11:39:35Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* 2016 Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*From Q2-Q3 of 2019, HTC and Oculus dominated the VR headset market, with a market share of 46.8% for HTC (Vive, Vive Pro) and 41.8% for Oculus (Go, Rift, Rift S) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During this period, NVIDIA completely dominated the market for graphics cards in the VR sector, with a 87.9% market share ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During the average VR session, tracking is lost 2.49 times (this occurs when sensor are blocked or cables become disconnected). This is most common for the Oculus Rift headset (tracking lost over 4 times on average) and least common with the Valve Index (tracking lost around once per session) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*In the UK in 2018, games made up 53% of spending on VR ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The UK VR industry specifically is expected to be worth £294m by 2023 ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*By the end of 2022, the market size for VR is predicted to reach $13.7bn ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Sony have announced that as of 3rd March 2019, they have sold through 4.2m PSVR systems worldwide. ([https://blog.us.playstation.com/2019/03/25/playstation-vr-the-next-wave-of-games-coming-in-spring-and-summer-2019/ Sony PlayStation Blog], March 2019)&lt;br /&gt;
&lt;br /&gt;
*Oculus Go sold 1million units after its May 2018 launch. It appealed to mainstream users by being a mobile headset that didn't require a connection to another device. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market for VR installations and attractions such as Star Wars: Secrets of the Empire and Jurassic World VR Expedition grew 37% to $413m. These VR exhibitions are expected to introduce everyday consumers to high-end VR by offering experiences in busy locations such as airports and restaurants. This may alleviate the initial slower-than-anticipated adoption of high-end consumer VR headsets. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to analytics firm ABI and NVIDIA, 4 million PC VR headsets have been sold to date. [https://www.roadtovr.com/nvidia-claims-4-million-pc-vr-headsets-sold/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to the latest Steam Hardware &amp;amp; Software Survey, around 767,000 or 0.8% of all Steam users have VR headsets attached to their machines, almost double the numbers published 16 months previously.      ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market share for VR headsets among Steam users is 46.5% Oculus Rift and 40.1% HTC VIVE, although the HTC VIVE Pro which picks up an 2.81% for HTC. Windows VR headsets collectively make up 8.9% of the market. ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*The market size for Augmented and Mixed reality is expected to reach $18.9bn by the end of 2022 ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*In 2019, 33% of Augmented and Mixed reality headsets are estimated to be purchased by consumers. The remaining 67% are purchased by developers and enterprise clients ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Magic Leap has secured a $280 million investment from Japanese mobile operator Docomo, bringing the total investment into Magic Leap to $2.6 billion since being formed in 2010. ([http://gamasutra.com/view/news/341674/Japanese_mobile_operator_Docomo_sinks_280_million_into_Magic_Leap.php Gamasutra] / [https://www.magicleap.com/news/press-release/magic-leap-partnership-ntt-docomo Magic Leap], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*Mixed reality hardware and software revenues rose from $4.5nn to $6.6bn from the years 2017 to 2018. In 2019, it is expected that $11.5billion will be generated. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Social media apps such as SnapChat and Instagram drove mobile augmented reality (AR) user numbers to 1.1billion and helped push mixed reality revenue to $2.3billion. In the US, 84% of mobile AR audience used mixed reality technology in social media apps like TikTok, Snapchat and Instagram. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprise clients are set to account for 85% mixed reality headsets sold in 2019 and will continue to represent the majority of demand through 2022.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*The global VR/AR market is expected to be worth $160b by 2023, with engineering and manufacturing applications of these technologies expected to be major drivers of this growth ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Outside of London, the largest regional hubs for VR/AR businesses include Manchester and the North West (52 companies) and Bristol and the South West (49 companies) ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of £62.5b ($69.3b) to UK GDP by 2030. Up from £1.8b ($2.0b) in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of $1,542.9b to global GDP by 2030. Up from $46.4b in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Use of VR and AR in healthcare alone in 2019 contributes $11.0b to global GDP. By 2030 this is predicted to be $350.9b ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The share of immersive technology revenue, such as Virtual and Augmented reality, grew from 27% to 25% in 2018. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprises purchasing immersive technology surpassed $11b as businesses see the potential for return on investment. Training employees is the biggest reason why businesses purchase immersive technology, with 71% of firms using VR to develop their workforce in skills from performing surgery to practising customer service. For example, Walmart agreed to purchase 17,000 Oculus Go headsets to train retail employees in September 2018 in customer service.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*By 2022, VR content will generate $21.2bn a year by 2022, with game revenue ($12bn approx.) staying ahead of video ($9bn approx.). ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Total global revenues from VR apps, gaming and video will grow from $3.9bn in 2017 to over $20bn in 2022. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*By 2022, 175.2m VR headsets will be in consumers’ hands across ten major markets, up from an estimated 37.6m at the end of 2017. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s fastest growing entertainment and media sector is Virtual Reality, growing at 34 per cent annually to reach £1.2bn in revenue by 2022. VR headsets are forecast to sell with more than 7.8m cumulatively by the same period. ([http://www.cityam.com/287043/uks-entertainment-and-media-sector-forecast-grow-gbp76bn PwC / City AM], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s VR industry will generate more revenue than any other country in Western Europe over this time. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK virtual reality grew +260% from £50m in 2016 to £180m in 2017. Seed stage funding was down from £5m to £2m in the same period. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Consumer virtual reality revenue reached $2.2bn in 2017, with $1.7bn from hardware sales and $554m in software sales. In 2018, revenues are expected to increase 105% to $4.5bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Samsung’s Gear VR was the highest selling mobile headset in 2017 and Sony’s PlayStation VR was the highest selling console/PC headset (see chart below). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK augmented reality increased by around 40% to £48.4m in 217 but investment at seed stage was broadly flat year-on-year. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*There are 1,000 immersive-specialist companies in the UK (&amp;gt;50% of income from immersive projects), employing around 4,500 people and generating £660m in sales. This potentially represents as much as 9% of the global market. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Half of immersive-specialist businesses in the UK were incorporated since 2012. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*6 out of 10 of immersive-specialist businesses grew their turnover in the past 12 months and 90% were confident of their future prospects. 70% were exporting immersive-related products and services, with a particular focus on US markets. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*38% of immersive business are located in London. Other hubs for immersive businesses include Brighton, Bristol, Newcastle, Liverpool, Manchester, Cambridge, Oxford and Edinburgh. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*253 projects worth a total of £160m were identified in UK Research Councils, Innovate UK and EU Horizon 2020 open datasets. Funding for immersive tech projects was 9 times higher in 2016-2017 than in 2009-2010. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*3 in 10 immersive specialist companies benefitted from tax incentives in the last 12 months and 2 in 10 received some sort of national grant. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Extended reality (XR) revenue up by 37% to $4.0bn in 2017. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*$2.3bn of venture investments in XR were made in 2017, with Magic Leap accounting for $0.5bn of total revenues. The remainder was split $0.9bn in VR projects and $0.9bn in AR/MR projects. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture funding of VR/AR companies reached at least $1.9bn in 2017. The total number of companies raising venture capital during 2017 outpaced 2016, but the average deal size declined sharply by 35%. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*The majority of VR/AR venture funding deals in 2017 were early stage (Seed and Series A). The number of early stage deals in 2017 was up 27% YoY and 105 companies raised $2M or more from VCs. However, the average Seed and Series A deal size declined 9% and 17%, respectively. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*Sony’s PlayStation VR headset (PSVR) has sold through 2m units globally. ([http://www.sie.com/en/corporate/release/2017/171207.html SIE], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*The UK will have the largest and fastest growing VR hardware market in EMEA, worth £0.8m in 2021, growing at 76% CAGR. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PlayStation VR has sold more than 1m units worldwide ($399 / £308 approx), Sony Interactive Entertainment have confirmed. ([http://www.mcvuk.com/news/read/psvr-hits-1m-sales-worldwide/0183302 MCV] / [http://www.bbc.co.uk/news/technology-40190448 BBC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*55% of the most frequent gamers are familiar with virtual reality; among those, 40% say they will likely purchase VR within the next year. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*The total virtual reality revenues to reach $7.2 billion globally by the end of 2017 with head-mounted displays (HMDs) accounting for $4.7 billion. By 2021, global revenues are expected to reach $74.8bn.  ([http://greenlightinsights.com/2017/04/virtual-reality-industry-report-7b-2017/ Greenlight Insights], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*There are 463 VR / AR companies operating in the UK, split into 308 in content, 110 in technology and 45 services. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*London is the largest hub for VR/ AR companies, with 244 businesses located in the capital. These companies have attracted a combined VC investment of $645.7m. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*The world consumer VR headset installed base reached 28 million at the end of 2017 and will reach 75.7 million consumer VR headsets installed by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR headsets reached $2.4 billion in 2017 and is forecast to reach $5.8 billion by 2021. Spend will be driven by continued adoption of PC, console and standalone headsets offset by reduction in price points for these same headsets. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR games, interactive experiences and video reached $803 million in 2017 and is forecasted to reach $2.8 billion by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spending on location-based VR reached $385 million in 2017. This is forecast to grow to $906 million by 2021. In 2017, China’s share of the market was 65%. This is expected to decrease to 51% by 2021 as other regions and country markets become more established. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*The VR market generated $2.7bn in 2016 and will grow to $17.8bn by 2019. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*The total value of VR market (including hard- and software) will reach $6.7bn in 2016 and will reach $70bn by 2020. ([http://press.trendforce.com/node/view/2210.html TrendForce], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Of more than 800 companies working in the VR sector worldwide, more than 150 are based in Britain. ([http://www.growthenabler.com/download-tools GrowthEnabler], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to 01consulting, as of November 2016, Sony’s PSVR represents around one third (30%) of the total VR market. ([http://www.01consulting.net/#!portfolio-item/vr-virtual-reality-market-research-analysis-report-2016 01consulting], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Sales of Sony’s PlayStation VR headset are on track to outsell the combined sales of the HTC Vive and Oculus Rift by the end of 2016. ([https://fileexchangeemea.gfk.com/pickup/eJFVObTtdbNCgDBjdyGERUnrmSKLF7CHDOYeD4vG/VR Study TEASER DECK SENT TO CLIENTS 2016.pdf GfK] / [http://www.mcvuk.com/news/read/playstation-vr-set-to-eclipse-rift-and-vive-sales-in-the-uk/0175824 MCV], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on VR to hit $11.2bn by 2020, with headsets accounting for $7.9bn and VR entertainment $3.3bn. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*The installed base of VR headsets is set to increase from 4 million in 2015 to 81 million in 2020. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to IHS Markit, Samsung Gear VR will be the most widely used VR brand by the end of 2016, making up 30% of owned headsets. Playstation VR is expected to exceed both Oculus and HTC Vive headsets combines, covering 8% of the market. A large segment of the market (40%) is made up of many smaller entrants, mostly smartphone headsets. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*While generally consumers are excited by the potential of VR, many still see a lack of understanding of the products and the potentially high costs as barriers to purchase. 75% of consumers agreed that they do not understand enough about VR products, and 73% would like to wait before investing in the platform. ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*The opportunity to demo VR products is seen as the key factor in the decision to purchase VR by European consumers (79%), ahead of the cost of the product (68%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Cheaper VR products such as Google Cardboard show a higher level of penetration into the market, however, when asked which product they would most likely purchase, the UK’s consumers favoured the more advanced products from Sony PlayStation VR (18%) and Oculus Rift (10%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*UK consumers have a high level of awareness of VR (75% stating that they have heard of VR), ahead of Spain (72%), Italy (71%) and France (70%), although awareness is slightly higher in Germany (79.5%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Worldwide shipments of Virtual Reality hardware will reach 9.6 million units in 2016, generating revenues of approximately $2.3 billion. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*$2.8B has been invested in VR this year, bringing the total since 2012 up to $8.8B ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*As of April 2016, the market data company Superdata have revised their 2016 global VR hardware and software forecast down to $2.9 billion, a 43% drop from their [https://www.superdataresearch.com/market-data/ $5.1 billion] projection at the beginning of the year. ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Across key countries in North America and Europe, an average of 11% of the online population between 10 and 65 state that they are planning to buy VR products in the next six months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*On average, men comprise 68% of those who intend to buy VR. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*12% of the online US population is planning to buy VR products in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*10% of online brits intend to purchase VR within the next 6 months, with a further 26% who were undecided. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*For US eSport enthusiasts, 56% intend to buy in the next 6 months, making up 45% of the group that intends to buy VR in that period. Occasional eSport viewers are also keen, with 24% intending to buy in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on all AR-related mobile apps is forecast to grow from $1.6bn in 2017 to $7.8bn in 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Augmented Reality accounted for $1bn in 2016 revenue and Mixed Reality made up $100m. By 2019, Mixed Reality will become the dominant sector of the two, worth $9.4bn to AR’s $4.2bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*The Virtual, Augmented and Mixed Reality games market will be worth $1.2bn by the end of 2016 and is projected at up to $8.8bn by the end of 2020, with VR becoming the dominant sector in revenue terms. ([https://www.superdataresearch.com/superdata-vr-data-network/ Superdata], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*London is the top hub for VR and AR talent in Europe, with the highest number of LinkedIn members with VR/AR skills. As a proportion of total local members, London has the 7th highest density of VR/AR talent, followed by Birmingham at 9th. Oxford and Cambridge also have high level of VR/AR talent. ([http://www.slush.org/news/state-european-tech-2016-future-invented-europe/ LinkedIn/ Atomico / Slush], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Growing at a cumulative annual rate of 184%, VR shipments will reach 64.8 million units by 2020. Combined with Augmented Reality hardware, shipments will reach 110 million units by 2020. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
*Current VR hype is different from past attempts, in that systems will exceed the hype this time, as opposed to systems that can’t live up to the hype. In past VR were more gimmicks than launchable platforms, finally it’s really here. It’s now realistic to do VR at consumer pricing, whereas before it was too expensive. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The impact of having many companies involved in VR is that they are releasing products around the same time, so we’ll see a whole industry that wasn’t there before. VR and AR are going to be powerful drivers in PC growth, as you need better hardware to run the new experiences. It will push the ecosystem of PCs and transform the technology landscape. Having major players involved will accelerate things, but considering a 10-year span before the technology is widely available is reasonable, as PCs will be gradually upgraded with powerful hardware. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The challenges developers face to develop for VR are the misunderstanding of the medium (need for managing motion sickness, mixing gameplay styles to accommodate…) and the natural behaviour of recreating genres that already exist. Sometimes inspiration can be found in sci-fi books rather than in the current market. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*Digi-Capital has forecasted that augmented and virtual reality will be worth $150bn by 2020. Interestingly AR is forecasted to reach 4 times what VR will ($120bn vs $30bn). Digi-capital analysts state that while VR is great for games and 3D films, due to its need for full immersion you won’t be able to play anywhere. AR on the other hand will be easier to play on the tube, and there’s more potential market for the technology beyond games. ([http://www.gamesindustry.biz/articles/2015-04-06-ar-vr-forecast-at-usd150-billion-by-2020 Gamesindustry.biz], Apr 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1482</id>
		<title>Virtual reality</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1482"/>
		<updated>2019-11-26T11:17:03Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* 2017 Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*From Q2-Q3 of 2019, HTC and Oculus dominated the VR headset market, with a market share of 46.8% for HTC (Vive, Vive Pro) and 41.8% for Oculus (Go, Rift, Rift S) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During this period, NVIDIA completely dominated the market for graphics cards in the VR sector, with a 87.9% market share ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During the average VR session, tracking is lost 2.49 times (this occurs when sensor are blocked or cables become disconnected). This is most common for the Oculus Rift headset (tracking lost over 4 times on average) and least common with the Valve Index (tracking lost around once per session) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*In the UK in 2018, games made up 53% of spending on VR ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The UK VR industry specifically is expected to be worth £294m by 2023 ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*By the end of 2022, the market size for VR is predicted to reach $13.7bn ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Sony have announced that as of 3rd March 2019, they have sold through 4.2m PSVR systems worldwide. ([https://blog.us.playstation.com/2019/03/25/playstation-vr-the-next-wave-of-games-coming-in-spring-and-summer-2019/ Sony PlayStation Blog], March 2019)&lt;br /&gt;
&lt;br /&gt;
*Oculus Go sold 1million units after its May 2018 launch. It appealed to mainstream users by being a mobile headset that didn't require a connection to another device. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market for VR installations and attractions such as Star Wars: Secrets of the Empire and Jurassic World VR Expedition grew 37% to $413m. These VR exhibitions are expected to introduce everyday consumers to high-end VR by offering experiences in busy locations such as airports and restaurants. This may alleviate the initial slower-than-anticipated adoption of high-end consumer VR headsets. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to analytics firm ABI and NVIDIA, 4 million PC VR headsets have been sold to date. [https://www.roadtovr.com/nvidia-claims-4-million-pc-vr-headsets-sold/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to the latest Steam Hardware &amp;amp; Software Survey, around 767,000 or 0.8% of all Steam users have VR headsets attached to their machines, almost double the numbers published 16 months previously.      ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market share for VR headsets among Steam users is 46.5% Oculus Rift and 40.1% HTC VIVE, although the HTC VIVE Pro which picks up an 2.81% for HTC. Windows VR headsets collectively make up 8.9% of the market. ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*The market size for Augmented and Mixed reality is expected to reach $18.9bn by the end of 2022 ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*In 2019, 33% of Augmented and Mixed reality headsets are estimated to be purchased by consumers. The remaining 67% are purchased by developers and enterprise clients ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Magic Leap has secured a $280 million investment from Japanese mobile operator Docomo, bringing the total investment into Magic Leap to $2.6 billion since being formed in 2010. ([http://gamasutra.com/view/news/341674/Japanese_mobile_operator_Docomo_sinks_280_million_into_Magic_Leap.php Gamasutra] / [https://www.magicleap.com/news/press-release/magic-leap-partnership-ntt-docomo Magic Leap], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*Mixed reality hardware and software revenues rose from $4.5nn to $6.6bn from the years 2017 to 2018. In 2019, it is expected that $11.5billion will be generated. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Social media apps such as SnapChat and Instagram drove mobile augmented reality (AR) user numbers to 1.1billion and helped push mixed reality revenue to $2.3billion. In the US, 84% of mobile AR audience used mixed reality technology in social media apps like TikTok, Snapchat and Instagram. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprise clients are set to account for 85% mixed reality headsets sold in 2019 and will continue to represent the majority of demand through 2022.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*The global VR/AR market is expected to be worth $160b by 2023, with engineering and manufacturing applications of these technologies expected to be major drivers of this growth ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Outside of London, the largest regional hubs for VR/AR businesses include Manchester and the North West (52 companies) and Bristol and the South West (49 companies) ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of £62.5b ($69.3b) to UK GDP by 2030. Up from £1.8b ($2.0b) in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of $1,542.9b to global GDP by 2030. Up from $46.4b in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Use of VR and AR in healthcare alone in 2019 contributes $11.0b to global GDP. By 2030 this is predicted to be $350.9b ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The share of immersive technology revenue, such as Virtual and Augmented reality, grew from 27% to 25% in 2018. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprises purchasing immersive technology surpassed $11b as businesses see the potential for return on investment. Training employees is the biggest reason why businesses purchase immersive technology, with 71% of firms using VR to develop their workforce in skills from performing surgery to practising customer service. For example, Walmart agreed to purchase 17,000 Oculus Go headsets to train retail employees in September 2018 in customer service.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*By 2022, VR content will generate $21.2bn a year by 2022, with game revenue ($12bn approx.) staying ahead of video ($9bn approx.). ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Total global revenues from VR apps, gaming and video will grow from $3.9bn in 2017 to over $20bn in 2022. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*By 2022, 175.2m VR headsets will be in consumers’ hands across ten major markets, up from an estimated 37.6m at the end of 2017. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s fastest growing entertainment and media sector is Virtual Reality, growing at 34 per cent annually to reach £1.2bn in revenue by 2022. VR headsets are forecast to sell with more than 7.8m cumulatively by the same period. ([http://www.cityam.com/287043/uks-entertainment-and-media-sector-forecast-grow-gbp76bn PwC / City AM], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s VR industry will generate more revenue than any other country in Western Europe over this time. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK virtual reality grew +260% from £50m in 2016 to £180m in 2017. Seed stage funding was down from £5m to £2m in the same period. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Consumer virtual reality revenue reached $2.2bn in 2017, with $1.7bn from hardware sales and $554m in software sales. In 2018, revenues are expected to increase 105% to $4.5bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Samsung’s Gear VR was the highest selling mobile headset in 2017 and Sony’s PlayStation VR was the highest selling console/PC headset (see chart below). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK augmented reality increased by around 40% to £48.4m in 217 but investment at seed stage was broadly flat year-on-year. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*There are 1,000 immersive-specialist companies in the UK (&amp;gt;50% of income from immersive projects), employing around 4,500 people and generating £660m in sales. This potentially represents as much as 9% of the global market. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Half of immersive-specialist businesses in the UK were incorporated since 2012. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*6 out of 10 of immersive-specialist businesses grew their turnover in the past 12 months and 90% were confident of their future prospects. 70% were exporting immersive-related products and services, with a particular focus on US markets. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*38% of immersive business are located in London. Other hubs for immersive businesses include Brighton, Bristol, Newcastle, Liverpool, Manchester, Cambridge, Oxford and Edinburgh. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*253 projects worth a total of £160m were identified in UK Research Councils, Innovate UK and EU Horizon 2020 open datasets. Funding for immersive tech projects was 9 times higher in 2016-2017 than in 2009-2010. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*3 in 10 immersive specialist companies benefitted from tax incentives in the last 12 months and 2 in 10 received some sort of national grant. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Extended reality (XR) revenue up by 37% to $4.0bn in 2017. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*$2.3bn of venture investments in XR were made in 2017, with Magic Leap accounting for $0.5bn of total revenues. The remainder was split $0.9bn in VR projects and $0.9bn in AR/MR projects. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture funding of VR/AR companies reached at least $1.9bn in 2017. The total number of companies raising venture capital during 2017 outpaced 2016, but the average deal size declined sharply by 35%. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*The majority of VR/AR venture funding deals in 2017 were early stage (Seed and Series A). The number of early stage deals in 2017 was up 27% YoY and 105 companies raised $2M or more from VCs. However, the average Seed and Series A deal size declined 9% and 17%, respectively. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*Sony’s PlayStation VR headset (PSVR) has sold through 2m units globally. ([http://www.sie.com/en/corporate/release/2017/171207.html SIE], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*The UK will have the largest and fastest growing VR hardware market in EMEA, worth £0.8m in 2021, growing at 76% CAGR. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PlayStation VR has sold more than 1m units worldwide ($399 / £308 approx), Sony Interactive Entertainment have confirmed. ([http://www.mcvuk.com/news/read/psvr-hits-1m-sales-worldwide/0183302 MCV] / [http://www.bbc.co.uk/news/technology-40190448 BBC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*55% of the most frequent gamers are familiar with virtual reality; among those, 40% say they will likely purchase VR within the next year. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*The total virtual reality revenues to reach $7.2 billion globally by the end of 2017 with head-mounted displays (HMDs) accounting for $4.7 billion. By 2021, global revenues are expected to reach $74.8bn.  ([http://greenlightinsights.com/2017/04/virtual-reality-industry-report-7b-2017/ Greenlight Insights], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*There are 463 VR / AR companies operating in the UK, split into 308 in content, 110 in technology and 45 services. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*London is the largest hub for VR/ AR companies, with 244 businesses located in the capital. These companies have attracted a combined VC investment of $645.7m. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
*The world consumer VR headset installed base reached 28 million at the end of 2017 and will reach 75.7 million consumer VR headsets installed by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR headsets reached $2.4 billion in 2017 and is forecast to reach $5.8 billion by 2021. Spend will be driven by continued adoption of PC, console and standalone headsets offset by reduction in price points for these same headsets. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR games, interactive experiences and video reached $803 million in 2017 and is forecasted to reach $2.8 billion by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spending on location-based VR reached $385 million in 2017. This is forecast to grow to $906 million by 2021. In 2017, China’s share of the market was 65%. This is expected to decrease to 51% by 2021 as other regions and country markets become more established. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on all AR-related mobile apps is forecast to grow from $1.6bn in 2017 to $7.8bn in 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*The VR market generated $2.7bn in 2016 and will grow to $17.8bn by 2019. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Augmented Reality accounted for $1bn in 2016 revenue and Mixed Reality made up $100m. By 2019, Mixed Reality will become the dominant sector of the two, worth $9.4bn to AR’s $4.2bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*The Virtual, Augmented and Mixed Reality games market will be worth $1.2bn by the end of 2016 and is projected at up to $8.8bn by the end of 2020, with VR becoming the dominant sector in revenue terms. ([https://www.superdataresearch.com/superdata-vr-data-network/ Superdata], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*The total value of VR market (including hard- and software) will reach $6.7bn in 2016 and will reach $70bn by 2020. ([http://press.trendforce.com/node/view/2210.html TrendForce], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*London is the top hub for VR and AR talent in Europe, with the highest number of LinkedIn members with VR/AR skills. As a proportion of total local members, London has the 7th highest density of VR/AR talent, followed by Birmingham at 9th. Oxford and Cambridge also have high level of VR/AR talent. ([http://www.slush.org/news/state-european-tech-2016-future-invented-europe/ LinkedIn/ Atomico / Slush], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Of more than 800 companies working in the VR sector worldwide, more than 150 are based in Britain. ([http://www.growthenabler.com/download-tools GrowthEnabler], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to 01consulting, as of November 2016, Sony’s PSVR represents around one third (30%) of the total VR market. ([http://www.01consulting.net/#!portfolio-item/vr-virtual-reality-market-research-analysis-report-2016 01consulting], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Sales of Sony’s PlayStation VR headset are on track to outsell the combined sales of the HTC Vive and Oculus Rift by the end of 2016. ([https://fileexchangeemea.gfk.com/pickup/eJFVObTtdbNCgDBjdyGERUnrmSKLF7CHDOYeD4vG/VR Study TEASER DECK SENT TO CLIENTS 2016.pdf GfK] / [http://www.mcvuk.com/news/read/playstation-vr-set-to-eclipse-rift-and-vive-sales-in-the-uk/0175824 MCV], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on VR to hit $11.2bn by 2020, with headsets accounting for $7.9bn and VR entertainment $3.3bn. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*The installed base of VR headsets is set to increase from 4 million in 2015 to 81 million in 2020. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to IHS Markit, Samsung Gear VR will be the most widely used VR brand by the end of 2016, making up 30% of owned headsets. Playstation VR is expected to exceed both Oculus and HTC Vive headsets combines, covering 8% of the market. A large segment of the market (40%) is made up of many smaller entrants, mostly smartphone headsets. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*While generally consumers are excited by the potential of VR, many still see a lack of understanding of the products and the potentially high costs as barriers to purchase. 75% of consumers agreed that they do not understand enough about VR products, and 73% would like to wait before investing in the platform. ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*The opportunity to demo VR products is seen as the key factor in the decision to purchase VR by European consumers (79%), ahead of the cost of the product (68%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Cheaper VR products such as Google Cardboard show a higher level of penetration into the market, however, when asked which product they would most likely purchase, the UK’s consumers favoured the more advanced products from Sony PlayStation VR (18%) and Oculus Rift (10%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*UK consumers have a high level of awareness of VR (75% stating that they have heard of VR), ahead of Spain (72%), Italy (71%) and France (70%), although awareness is slightly higher in Germany (79.5%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Worldwide shipments of Virtual Reality hardware will reach 9.6 million units in 2016, generating revenues of approximately $2.3 billion. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Growing at a cumulative annual rate of 184%, VR shipments will reach 64.8 million units by 2020. Combined with Augmented Reality hardware, shipments will reach 110 million units by 2020. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*$2.8B has been invested in VR this year, bringing the total since 2012 up to $8.8B ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*As of April 2016, the market data company Superdata have revised their 2016 global VR hardware and software forecast down to $2.9 billion, a 43% drop from their [https://www.superdataresearch.com/market-data/ $5.1 billion] projection at the beginning of the year. ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Across key countries in North America and Europe, an average of 11% of the online population between 10 and 65 state that they are planning to buy VR products in the next six months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*On average, men comprise 68% of those who intend to buy VR. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*12% of the online US population is planning to buy VR products in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*10% of online brits intend to purchase VR within the next 6 months, with a further 26% who were undecided. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*For US eSport enthusiasts, 56% intend to buy in the next 6 months, making up 45% of the group that intends to buy VR in that period. Occasional eSport viewers are also keen, with 24% intending to buy in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
*Current VR hype is different from past attempts, in that systems will exceed the hype this time, as opposed to systems that can’t live up to the hype. In past VR were more gimmicks than launchable platforms, finally it’s really here. It’s now realistic to do VR at consumer pricing, whereas before it was too expensive. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The impact of having many companies involved in VR is that they are releasing products around the same time, so we’ll see a whole industry that wasn’t there before. VR and AR are going to be powerful drivers in PC growth, as you need better hardware to run the new experiences. It will push the ecosystem of PCs and transform the technology landscape. Having major players involved will accelerate things, but considering a 10-year span before the technology is widely available is reasonable, as PCs will be gradually upgraded with powerful hardware. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The challenges developers face to develop for VR are the misunderstanding of the medium (need for managing motion sickness, mixing gameplay styles to accommodate…) and the natural behaviour of recreating genres that already exist. Sometimes inspiration can be found in sci-fi books rather than in the current market. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*Digi-Capital has forecasted that augmented and virtual reality will be worth $150bn by 2020. Interestingly AR is forecasted to reach 4 times what VR will ($120bn vs $30bn). Digi-capital analysts state that while VR is great for games and 3D films, due to its need for full immersion you won’t be able to play anywhere. AR on the other hand will be easier to play on the tube, and there’s more potential market for the technology beyond games. ([http://www.gamesindustry.biz/articles/2015-04-06-ar-vr-forecast-at-usd150-billion-by-2020 Gamesindustry.biz], Apr 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1481</id>
		<title>Virtual reality</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1481"/>
		<updated>2019-11-26T11:13:38Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* 2018 Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*From Q2-Q3 of 2019, HTC and Oculus dominated the VR headset market, with a market share of 46.8% for HTC (Vive, Vive Pro) and 41.8% for Oculus (Go, Rift, Rift S) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During this period, NVIDIA completely dominated the market for graphics cards in the VR sector, with a 87.9% market share ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During the average VR session, tracking is lost 2.49 times (this occurs when sensor are blocked or cables become disconnected). This is most common for the Oculus Rift headset (tracking lost over 4 times on average) and least common with the Valve Index (tracking lost around once per session) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*In the UK in 2018, games made up 53% of spending on VR ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The UK VR industry specifically is expected to be worth £294m by 2023 ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*By the end of 2022, the market size for VR is predicted to reach $13.7bn ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Sony have announced that as of 3rd March 2019, they have sold through 4.2m PSVR systems worldwide. ([https://blog.us.playstation.com/2019/03/25/playstation-vr-the-next-wave-of-games-coming-in-spring-and-summer-2019/ Sony PlayStation Blog], March 2019)&lt;br /&gt;
&lt;br /&gt;
*Oculus Go sold 1million units after its May 2018 launch. It appealed to mainstream users by being a mobile headset that didn't require a connection to another device. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market for VR installations and attractions such as Star Wars: Secrets of the Empire and Jurassic World VR Expedition grew 37% to $413m. These VR exhibitions are expected to introduce everyday consumers to high-end VR by offering experiences in busy locations such as airports and restaurants. This may alleviate the initial slower-than-anticipated adoption of high-end consumer VR headsets. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to analytics firm ABI and NVIDIA, 4 million PC VR headsets have been sold to date. [https://www.roadtovr.com/nvidia-claims-4-million-pc-vr-headsets-sold/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to the latest Steam Hardware &amp;amp; Software Survey, around 767,000 or 0.8% of all Steam users have VR headsets attached to their machines, almost double the numbers published 16 months previously.      ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market share for VR headsets among Steam users is 46.5% Oculus Rift and 40.1% HTC VIVE, although the HTC VIVE Pro which picks up an 2.81% for HTC. Windows VR headsets collectively make up 8.9% of the market. ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*The market size for Augmented and Mixed reality is expected to reach $18.9bn by the end of 2022 ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*In 2019, 33% of Augmented and Mixed reality headsets are estimated to be purchased by consumers. The remaining 67% are purchased by developers and enterprise clients ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Magic Leap has secured a $280 million investment from Japanese mobile operator Docomo, bringing the total investment into Magic Leap to $2.6 billion since being formed in 2010. ([http://gamasutra.com/view/news/341674/Japanese_mobile_operator_Docomo_sinks_280_million_into_Magic_Leap.php Gamasutra] / [https://www.magicleap.com/news/press-release/magic-leap-partnership-ntt-docomo Magic Leap], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*Mixed reality hardware and software revenues rose from $4.5nn to $6.6bn from the years 2017 to 2018. In 2019, it is expected that $11.5billion will be generated. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Social media apps such as SnapChat and Instagram drove mobile augmented reality (AR) user numbers to 1.1billion and helped push mixed reality revenue to $2.3billion. In the US, 84% of mobile AR audience used mixed reality technology in social media apps like TikTok, Snapchat and Instagram. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprise clients are set to account for 85% mixed reality headsets sold in 2019 and will continue to represent the majority of demand through 2022.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*The global VR/AR market is expected to be worth $160b by 2023, with engineering and manufacturing applications of these technologies expected to be major drivers of this growth ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Outside of London, the largest regional hubs for VR/AR businesses include Manchester and the North West (52 companies) and Bristol and the South West (49 companies) ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of £62.5b ($69.3b) to UK GDP by 2030. Up from £1.8b ($2.0b) in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of $1,542.9b to global GDP by 2030. Up from $46.4b in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Use of VR and AR in healthcare alone in 2019 contributes $11.0b to global GDP. By 2030 this is predicted to be $350.9b ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The share of immersive technology revenue, such as Virtual and Augmented reality, grew from 27% to 25% in 2018. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprises purchasing immersive technology surpassed $11b as businesses see the potential for return on investment. Training employees is the biggest reason why businesses purchase immersive technology, with 71% of firms using VR to develop their workforce in skills from performing surgery to practising customer service. For example, Walmart agreed to purchase 17,000 Oculus Go headsets to train retail employees in September 2018 in customer service.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*By 2022, VR content will generate $21.2bn a year by 2022, with game revenue ($12bn approx.) staying ahead of video ($9bn approx.). ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Total global revenues from VR apps, gaming and video will grow from $3.9bn in 2017 to over $20bn in 2022. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*By 2022, 175.2m VR headsets will be in consumers’ hands across ten major markets, up from an estimated 37.6m at the end of 2017. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s fastest growing entertainment and media sector is Virtual Reality, growing at 34 per cent annually to reach £1.2bn in revenue by 2022. VR headsets are forecast to sell with more than 7.8m cumulatively by the same period. ([http://www.cityam.com/287043/uks-entertainment-and-media-sector-forecast-grow-gbp76bn PwC / City AM], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s VR industry will generate more revenue than any other country in Western Europe over this time. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK virtual reality grew +260% from £50m in 2016 to £180m in 2017. Seed stage funding was down from £5m to £2m in the same period. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Consumer virtual reality revenue reached $2.2bn in 2017, with $1.7bn from hardware sales and $554m in software sales. In 2018, revenues are expected to increase 105% to $4.5bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Samsung’s Gear VR was the highest selling mobile headset in 2017 and Sony’s PlayStation VR was the highest selling console/PC headset (see chart below). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK augmented reality increased by around 40% to £48.4m in 217 but investment at seed stage was broadly flat year-on-year. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*There are 1,000 immersive-specialist companies in the UK (&amp;gt;50% of income from immersive projects), employing around 4,500 people and generating £660m in sales. This potentially represents as much as 9% of the global market. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Half of immersive-specialist businesses in the UK were incorporated since 2012. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*6 out of 10 of immersive-specialist businesses grew their turnover in the past 12 months and 90% were confident of their future prospects. 70% were exporting immersive-related products and services, with a particular focus on US markets. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*38% of immersive business are located in London. Other hubs for immersive businesses include Brighton, Bristol, Newcastle, Liverpool, Manchester, Cambridge, Oxford and Edinburgh. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*253 projects worth a total of £160m were identified in UK Research Councils, Innovate UK and EU Horizon 2020 open datasets. Funding for immersive tech projects was 9 times higher in 2016-2017 than in 2009-2010. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*3 in 10 immersive specialist companies benefitted from tax incentives in the last 12 months and 2 in 10 received some sort of national grant. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Extended reality (XR) revenue up by 37% to $4.0bn in 2017. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*$2.3bn of venture investments in XR were made in 2017, with Magic Leap accounting for $0.5bn of total revenues. The remainder was split $0.9bn in VR projects and $0.9bn in AR/MR projects. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture funding of VR/AR companies reached at least $1.9bn in 2017. The total number of companies raising venture capital during 2017 outpaced 2016, but the average deal size declined sharply by 35%. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*The majority of VR/AR venture funding deals in 2017 were early stage (Seed and Series A). The number of early stage deals in 2017 was up 27% YoY and 105 companies raised $2M or more from VCs. However, the average Seed and Series A deal size declined 9% and 17%, respectively. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
*Sony’s PlayStation VR headset (PSVR) has sold through 2m units globally. ([http://www.sie.com/en/corporate/release/2017/171207.html SIE], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*There are 463 VR / AR companies operating in the UK, split into 308 in content, 110 in technology and 45 services. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*London is the largest hub for VR/ AR companies, with 244 businesses located in the capital. These companies have attracted a combined VC investment of $645.7m. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*The UK will have the largest and fastest growing VR hardware market in EMEA, worth £0.8m in 2021, growing at 76% CAGR. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PlayStation VR has sold more than 1m units worldwide ($399 / £308 approx), Sony Interactive Entertainment have confirmed. ([http://www.mcvuk.com/news/read/psvr-hits-1m-sales-worldwide/0183302 MCV] / [http://www.bbc.co.uk/news/technology-40190448 BBC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*55% of the most frequent gamers are familiar with virtual reality; among those, 40% say they will likely purchase VR within the next year. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*The total virtual reality revenues to reach $7.2 billion globally by the end of 2017 with head-mounted displays (HMDs) accounting for $4.7 billion. By 2021, global revenues are expected to reach $74.8bn.  ([http://greenlightinsights.com/2017/04/virtual-reality-industry-report-7b-2017/ Greenlight Insights], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
*The world consumer VR headset installed base reached 28 million at the end of 2017 and will reach 75.7 million consumer VR headsets installed by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR headsets reached $2.4 billion in 2017 and is forecast to reach $5.8 billion by 2021. Spend will be driven by continued adoption of PC, console and standalone headsets offset by reduction in price points for these same headsets. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR games, interactive experiences and video reached $803 million in 2017 and is forecasted to reach $2.8 billion by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spending on location-based VR reached $385 million in 2017. This is forecast to grow to $906 million by 2021. In 2017, China’s share of the market was 65%. This is expected to decrease to 51% by 2021 as other regions and country markets become more established. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on all AR-related mobile apps is forecast to grow from $1.6bn in 2017 to $7.8bn in 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*The VR market generated $2.7bn in 2016 and will grow to $17.8bn by 2019. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Augmented Reality accounted for $1bn in 2016 revenue and Mixed Reality made up $100m. By 2019, Mixed Reality will become the dominant sector of the two, worth $9.4bn to AR’s $4.2bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*The Virtual, Augmented and Mixed Reality games market will be worth $1.2bn by the end of 2016 and is projected at up to $8.8bn by the end of 2020, with VR becoming the dominant sector in revenue terms. ([https://www.superdataresearch.com/superdata-vr-data-network/ Superdata], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*The total value of VR market (including hard- and software) will reach $6.7bn in 2016 and will reach $70bn by 2020. ([http://press.trendforce.com/node/view/2210.html TrendForce], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*London is the top hub for VR and AR talent in Europe, with the highest number of LinkedIn members with VR/AR skills. As a proportion of total local members, London has the 7th highest density of VR/AR talent, followed by Birmingham at 9th. Oxford and Cambridge also have high level of VR/AR talent. ([http://www.slush.org/news/state-european-tech-2016-future-invented-europe/ LinkedIn/ Atomico / Slush], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Of more than 800 companies working in the VR sector worldwide, more than 150 are based in Britain. ([http://www.growthenabler.com/download-tools GrowthEnabler], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to 01consulting, as of November 2016, Sony’s PSVR represents around one third (30%) of the total VR market. ([http://www.01consulting.net/#!portfolio-item/vr-virtual-reality-market-research-analysis-report-2016 01consulting], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Sales of Sony’s PlayStation VR headset are on track to outsell the combined sales of the HTC Vive and Oculus Rift by the end of 2016. ([https://fileexchangeemea.gfk.com/pickup/eJFVObTtdbNCgDBjdyGERUnrmSKLF7CHDOYeD4vG/VR Study TEASER DECK SENT TO CLIENTS 2016.pdf GfK] / [http://www.mcvuk.com/news/read/playstation-vr-set-to-eclipse-rift-and-vive-sales-in-the-uk/0175824 MCV], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on VR to hit $11.2bn by 2020, with headsets accounting for $7.9bn and VR entertainment $3.3bn. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*The installed base of VR headsets is set to increase from 4 million in 2015 to 81 million in 2020. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to IHS Markit, Samsung Gear VR will be the most widely used VR brand by the end of 2016, making up 30% of owned headsets. Playstation VR is expected to exceed both Oculus and HTC Vive headsets combines, covering 8% of the market. A large segment of the market (40%) is made up of many smaller entrants, mostly smartphone headsets. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*While generally consumers are excited by the potential of VR, many still see a lack of understanding of the products and the potentially high costs as barriers to purchase. 75% of consumers agreed that they do not understand enough about VR products, and 73% would like to wait before investing in the platform. ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*The opportunity to demo VR products is seen as the key factor in the decision to purchase VR by European consumers (79%), ahead of the cost of the product (68%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Cheaper VR products such as Google Cardboard show a higher level of penetration into the market, however, when asked which product they would most likely purchase, the UK’s consumers favoured the more advanced products from Sony PlayStation VR (18%) and Oculus Rift (10%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*UK consumers have a high level of awareness of VR (75% stating that they have heard of VR), ahead of Spain (72%), Italy (71%) and France (70%), although awareness is slightly higher in Germany (79.5%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Worldwide shipments of Virtual Reality hardware will reach 9.6 million units in 2016, generating revenues of approximately $2.3 billion. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Growing at a cumulative annual rate of 184%, VR shipments will reach 64.8 million units by 2020. Combined with Augmented Reality hardware, shipments will reach 110 million units by 2020. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*$2.8B has been invested in VR this year, bringing the total since 2012 up to $8.8B ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*As of April 2016, the market data company Superdata have revised their 2016 global VR hardware and software forecast down to $2.9 billion, a 43% drop from their [https://www.superdataresearch.com/market-data/ $5.1 billion] projection at the beginning of the year. ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Across key countries in North America and Europe, an average of 11% of the online population between 10 and 65 state that they are planning to buy VR products in the next six months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*On average, men comprise 68% of those who intend to buy VR. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*12% of the online US population is planning to buy VR products in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*10% of online brits intend to purchase VR within the next 6 months, with a further 26% who were undecided. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*For US eSport enthusiasts, 56% intend to buy in the next 6 months, making up 45% of the group that intends to buy VR in that period. Occasional eSport viewers are also keen, with 24% intending to buy in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
*Current VR hype is different from past attempts, in that systems will exceed the hype this time, as opposed to systems that can’t live up to the hype. In past VR were more gimmicks than launchable platforms, finally it’s really here. It’s now realistic to do VR at consumer pricing, whereas before it was too expensive. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The impact of having many companies involved in VR is that they are releasing products around the same time, so we’ll see a whole industry that wasn’t there before. VR and AR are going to be powerful drivers in PC growth, as you need better hardware to run the new experiences. It will push the ecosystem of PCs and transform the technology landscape. Having major players involved will accelerate things, but considering a 10-year span before the technology is widely available is reasonable, as PCs will be gradually upgraded with powerful hardware. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The challenges developers face to develop for VR are the misunderstanding of the medium (need for managing motion sickness, mixing gameplay styles to accommodate…) and the natural behaviour of recreating genres that already exist. Sometimes inspiration can be found in sci-fi books rather than in the current market. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*Digi-Capital has forecasted that augmented and virtual reality will be worth $150bn by 2020. Interestingly AR is forecasted to reach 4 times what VR will ($120bn vs $30bn). Digi-capital analysts state that while VR is great for games and 3D films, due to its need for full immersion you won’t be able to play anywhere. AR on the other hand will be easier to play on the tube, and there’s more potential market for the technology beyond games. ([http://www.gamesindustry.biz/articles/2015-04-06-ar-vr-forecast-at-usd150-billion-by-2020 Gamesindustry.biz], Apr 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1480</id>
		<title>Virtual reality</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1480"/>
		<updated>2019-11-26T11:07:49Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* 2019 Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*From Q2-Q3 of 2019, HTC and Oculus dominated the VR headset market, with a market share of 46.8% for HTC (Vive, Vive Pro) and 41.8% for Oculus (Go, Rift, Rift S) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During this period, NVIDIA completely dominated the market for graphics cards in the VR sector, with a 87.9% market share ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*During the average VR session, tracking is lost 2.49 times (this occurs when sensor are blocked or cables become disconnected). This is most common for the Oculus Rift headset (tracking lost over 4 times on average) and least common with the Valve Index (tracking lost around once per session) ([https://app.hubspot.com/documents/3422458/view/61968727?accessId=3f17f5 Observer Analytics], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*In the UK in 2018, games made up 53% of spending on VR ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The UK VR industry specifically is expected to be worth £294m by 2023 ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*By the end of 2022, the market size for VR is predicted to reach $13.7bn ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Sony have announced that as of 3rd March 2019, they have sold through 4.2m PSVR systems worldwide. ([https://blog.us.playstation.com/2019/03/25/playstation-vr-the-next-wave-of-games-coming-in-spring-and-summer-2019/ Sony PlayStation Blog], March 2019)&lt;br /&gt;
&lt;br /&gt;
*Oculus Go sold 1million units after its May 2018 launch. It appealed to mainstream users by being a mobile headset that didn't require a connection to another device. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market for VR installations and attractions such as Star Wars: Secrets of the Empire and Jurassic World VR Expedition grew 37% to $413m. These VR exhibitions are expected to introduce everyday consumers to high-end VR by offering experiences in busy locations such as airports and restaurants. This may alleviate the initial slower-than-anticipated adoption of high-end consumer VR headsets. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to analytics firm ABI and NVIDIA, 4 million PC VR headsets have been sold to date. [https://www.roadtovr.com/nvidia-claims-4-million-pc-vr-headsets-sold/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to the latest Steam Hardware &amp;amp; Software Survey, around 767,000 or 0.8% of all Steam users have VR headsets attached to their machines, almost double the numbers published 16 months previously.      ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market share for VR headsets among Steam users is 46.5% Oculus Rift and 40.1% HTC VIVE, although the HTC VIVE Pro which picks up an 2.81% for HTC. Windows VR headsets collectively make up 8.9% of the market. ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*The market size for Augmented and Mixed reality is expected to reach $18.9bn by the end of 2022 ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*In 2019, 33% of Augmented and Mixed reality headsets are estimated to be purchased by consumers. The remaining 67% are purchased by developers and enterprise clients ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Magic Leap has secured a $280 million investment from Japanese mobile operator Docomo, bringing the total investment into Magic Leap to $2.6 billion since being formed in 2010. ([http://gamasutra.com/view/news/341674/Japanese_mobile_operator_Docomo_sinks_280_million_into_Magic_Leap.php Gamasutra] / [https://www.magicleap.com/news/press-release/magic-leap-partnership-ntt-docomo Magic Leap], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*Mixed reality hardware and software revenues rose from $4.5nn to $6.6bn from the years 2017 to 2018. In 2019, it is expected that $11.5billion will be generated. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Social media apps such as SnapChat and Instagram drove mobile augmented reality (AR) user numbers to 1.1billion and helped push mixed reality revenue to $2.3billion. In the US, 84% of mobile AR audience used mixed reality technology in social media apps like TikTok, Snapchat and Instagram. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprise clients are set to account for 85% mixed reality headsets sold in 2019 and will continue to represent the majority of demand through 2022.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*The global VR/AR market is expected to be worth $160b by 2023, with engineering and manufacturing applications of these technologies expected to be major drivers of this growth ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Outside of London, the largest regional hubs for VR/AR businesses include Manchester and the North West (52 companies) and Bristol and the South West (49 companies) ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of £62.5b ($69.3b) to UK GDP by 2030. Up from £1.8b ($2.0b) in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of $1,542.9b to global GDP by 2030. Up from $46.4b in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Use of VR and AR in healthcare alone in 2019 contributes $11.0b to global GDP. By 2030 this is predicted to be $350.9b ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The share of immersive technology revenue, such as Virtual and Augmented reality, grew from 27% to 25% in 2018. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprises purchasing immersive technology surpassed $11b as businesses see the potential for return on investment. Training employees is the biggest reason why businesses purchase immersive technology, with 71% of firms using VR to develop their workforce in skills from performing surgery to practising customer service. For example, Walmart agreed to purchase 17,000 Oculus Go headsets to train retail employees in September 2018 in customer service.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
*By 2022, VR content will generate $21.2bn a year by 2022, with game revenue ($12bn approx.) staying ahead of video ($9bn approx.). ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Total global revenues from VR apps, gaming and video will grow from $3.9bn in 2017 to over $20bn in 2022. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*By 2022, 175.2m VR headsets will be in consumers’ hands across ten major markets, up from an estimated 37.6m at the end of 2017. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s fastest growing entertainment and media sector is Virtual Reality, growing at 34 per cent annually to reach £1.2bn in revenue by 2022. VR headsets are forecast to sell with more than 7.8m cumulatively by the same period. ([http://www.cityam.com/287043/uks-entertainment-and-media-sector-forecast-grow-gbp76bn PwC / City AM], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s VR industry will generate more revenue than any other country in Western Europe over this time. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*There are 1,000 immersive-specialist companies in the UK (&amp;gt;50% of income from immersive projects), employing around 4,500 people and generating £660m in sales. This potentially represents as much as 9% of the global market. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Half of immersive-specialist businesses in the UK were incorporated since 2012. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*6 out of 10 of immersive-specialist businesses grew their turnover in the past 12 months and 90% were confident of their future prospects. 70% were exporting immersive-related products and services, with a particular focus on US markets. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*38% of immersive business are located in London. Other hubs for immersive businesses include Brighton, Bristol, Newcastle, Liverpool, Manchester, Cambridge, Oxford and Edinburgh. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*253 projects worth a total of £160m were identified in UK Research Councils, Innovate UK and EU Horizon 2020 open datasets. Funding for immersive tech projects was 9 times higher in 2016-2017 than in 2009-2010. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*3 in 10 immersive specialist companies benefitted from tax incentives in the last 12 months and 2 in 10 received some sort of national grant. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK augmented reality increased by around 40% to £48.4m in 217 but investment at seed stage was broadly flat year-on-year. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK virtual reality grew +260% from £50m in 2016 to £180m in 2017. Seed stage funding was down from £5m to £2m in the same period. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Extended reality (XR) revenue up by 37% to $4.0bn in 2017. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Consumer virtual reality revenue reached $2.2bn in 2017, with $1.7bn from hardware sales and $554m in software sales. In 2018, revenues are expected to increase 105% to $4.5bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Samsung’s Gear VR was the highest selling mobile headset in 2017 and Sony’s PlayStation VR was the highest selling console/PC headset (see chart below). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*$2.3bn of venture investments in XR were made in 2017, with Magic Leap accounting for $0.5bn of total revenues. The remainder was split $0.9bn in VR projects and $0.9bn in AR/MR projects. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture funding of VR/AR companies reached at least $1.9bn in 2017. The total number of companies raising venture capital during 2017 outpaced 2016, but the average deal size declined sharply by 35%. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*The majority of VR/AR venture funding deals in 2017 were early stage (Seed and Series A). The number of early stage deals in 2017 was up 27% YoY and 105 companies raised $2M or more from VCs. However, the average Seed and Series A deal size declined 9% and 17%, respectively. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
*Sony’s PlayStation VR headset (PSVR) has sold through 2m units globally. ([http://www.sie.com/en/corporate/release/2017/171207.html SIE], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*There are 463 VR / AR companies operating in the UK, split into 308 in content, 110 in technology and 45 services. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*London is the largest hub for VR/ AR companies, with 244 businesses located in the capital. These companies have attracted a combined VC investment of $645.7m. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*The UK will have the largest and fastest growing VR hardware market in EMEA, worth £0.8m in 2021, growing at 76% CAGR. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PlayStation VR has sold more than 1m units worldwide ($399 / £308 approx), Sony Interactive Entertainment have confirmed. ([http://www.mcvuk.com/news/read/psvr-hits-1m-sales-worldwide/0183302 MCV] / [http://www.bbc.co.uk/news/technology-40190448 BBC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*55% of the most frequent gamers are familiar with virtual reality; among those, 40% say they will likely purchase VR within the next year. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*The total virtual reality revenues to reach $7.2 billion globally by the end of 2017 with head-mounted displays (HMDs) accounting for $4.7 billion. By 2021, global revenues are expected to reach $74.8bn.  ([http://greenlightinsights.com/2017/04/virtual-reality-industry-report-7b-2017/ Greenlight Insights], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
*The world consumer VR headset installed base reached 28 million at the end of 2017 and will reach 75.7 million consumer VR headsets installed by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR headsets reached $2.4 billion in 2017 and is forecast to reach $5.8 billion by 2021. Spend will be driven by continued adoption of PC, console and standalone headsets offset by reduction in price points for these same headsets. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR games, interactive experiences and video reached $803 million in 2017 and is forecasted to reach $2.8 billion by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spending on location-based VR reached $385 million in 2017. This is forecast to grow to $906 million by 2021. In 2017, China’s share of the market was 65%. This is expected to decrease to 51% by 2021 as other regions and country markets become more established. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on all AR-related mobile apps is forecast to grow from $1.6bn in 2017 to $7.8bn in 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*The VR market generated $2.7bn in 2016 and will grow to $17.8bn by 2019. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Augmented Reality accounted for $1bn in 2016 revenue and Mixed Reality made up $100m. By 2019, Mixed Reality will become the dominant sector of the two, worth $9.4bn to AR’s $4.2bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*The Virtual, Augmented and Mixed Reality games market will be worth $1.2bn by the end of 2016 and is projected at up to $8.8bn by the end of 2020, with VR becoming the dominant sector in revenue terms. ([https://www.superdataresearch.com/superdata-vr-data-network/ Superdata], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*The total value of VR market (including hard- and software) will reach $6.7bn in 2016 and will reach $70bn by 2020. ([http://press.trendforce.com/node/view/2210.html TrendForce], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*London is the top hub for VR and AR talent in Europe, with the highest number of LinkedIn members with VR/AR skills. As a proportion of total local members, London has the 7th highest density of VR/AR talent, followed by Birmingham at 9th. Oxford and Cambridge also have high level of VR/AR talent. ([http://www.slush.org/news/state-european-tech-2016-future-invented-europe/ LinkedIn/ Atomico / Slush], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Of more than 800 companies working in the VR sector worldwide, more than 150 are based in Britain. ([http://www.growthenabler.com/download-tools GrowthEnabler], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to 01consulting, as of November 2016, Sony’s PSVR represents around one third (30%) of the total VR market. ([http://www.01consulting.net/#!portfolio-item/vr-virtual-reality-market-research-analysis-report-2016 01consulting], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Sales of Sony’s PlayStation VR headset are on track to outsell the combined sales of the HTC Vive and Oculus Rift by the end of 2016. ([https://fileexchangeemea.gfk.com/pickup/eJFVObTtdbNCgDBjdyGERUnrmSKLF7CHDOYeD4vG/VR Study TEASER DECK SENT TO CLIENTS 2016.pdf GfK] / [http://www.mcvuk.com/news/read/playstation-vr-set-to-eclipse-rift-and-vive-sales-in-the-uk/0175824 MCV], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on VR to hit $11.2bn by 2020, with headsets accounting for $7.9bn and VR entertainment $3.3bn. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*The installed base of VR headsets is set to increase from 4 million in 2015 to 81 million in 2020. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to IHS Markit, Samsung Gear VR will be the most widely used VR brand by the end of 2016, making up 30% of owned headsets. Playstation VR is expected to exceed both Oculus and HTC Vive headsets combines, covering 8% of the market. A large segment of the market (40%) is made up of many smaller entrants, mostly smartphone headsets. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*While generally consumers are excited by the potential of VR, many still see a lack of understanding of the products and the potentially high costs as barriers to purchase. 75% of consumers agreed that they do not understand enough about VR products, and 73% would like to wait before investing in the platform. ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*The opportunity to demo VR products is seen as the key factor in the decision to purchase VR by European consumers (79%), ahead of the cost of the product (68%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Cheaper VR products such as Google Cardboard show a higher level of penetration into the market, however, when asked which product they would most likely purchase, the UK’s consumers favoured the more advanced products from Sony PlayStation VR (18%) and Oculus Rift (10%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*UK consumers have a high level of awareness of VR (75% stating that they have heard of VR), ahead of Spain (72%), Italy (71%) and France (70%), although awareness is slightly higher in Germany (79.5%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Worldwide shipments of Virtual Reality hardware will reach 9.6 million units in 2016, generating revenues of approximately $2.3 billion. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Growing at a cumulative annual rate of 184%, VR shipments will reach 64.8 million units by 2020. Combined with Augmented Reality hardware, shipments will reach 110 million units by 2020. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*$2.8B has been invested in VR this year, bringing the total since 2012 up to $8.8B ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*As of April 2016, the market data company Superdata have revised their 2016 global VR hardware and software forecast down to $2.9 billion, a 43% drop from their [https://www.superdataresearch.com/market-data/ $5.1 billion] projection at the beginning of the year. ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Across key countries in North America and Europe, an average of 11% of the online population between 10 and 65 state that they are planning to buy VR products in the next six months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*On average, men comprise 68% of those who intend to buy VR. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*12% of the online US population is planning to buy VR products in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*10% of online brits intend to purchase VR within the next 6 months, with a further 26% who were undecided. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*For US eSport enthusiasts, 56% intend to buy in the next 6 months, making up 45% of the group that intends to buy VR in that period. Occasional eSport viewers are also keen, with 24% intending to buy in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
*Current VR hype is different from past attempts, in that systems will exceed the hype this time, as opposed to systems that can’t live up to the hype. In past VR were more gimmicks than launchable platforms, finally it’s really here. It’s now realistic to do VR at consumer pricing, whereas before it was too expensive. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The impact of having many companies involved in VR is that they are releasing products around the same time, so we’ll see a whole industry that wasn’t there before. VR and AR are going to be powerful drivers in PC growth, as you need better hardware to run the new experiences. It will push the ecosystem of PCs and transform the technology landscape. Having major players involved will accelerate things, but considering a 10-year span before the technology is widely available is reasonable, as PCs will be gradually upgraded with powerful hardware. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The challenges developers face to develop for VR are the misunderstanding of the medium (need for managing motion sickness, mixing gameplay styles to accommodate…) and the natural behaviour of recreating genres that already exist. Sometimes inspiration can be found in sci-fi books rather than in the current market. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*Digi-Capital has forecasted that augmented and virtual reality will be worth $150bn by 2020. Interestingly AR is forecasted to reach 4 times what VR will ($120bn vs $30bn). Digi-capital analysts state that while VR is great for games and 3D films, due to its need for full immersion you won’t be able to play anywhere. AR on the other hand will be easier to play on the tube, and there’s more potential market for the technology beyond games. ([http://www.gamesindustry.biz/articles/2015-04-06-ar-vr-forecast-at-usd150-billion-by-2020 Gamesindustry.biz], Apr 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1479</id>
		<title>Virtual reality</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1479"/>
		<updated>2019-11-26T09:39:44Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* 2019 Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Virtual Reality ===&lt;br /&gt;
&lt;br /&gt;
*In the UK in 2018, games made up 53% of spending on VR ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The UK VR industry specifically is expected to be worth £294m by 2023 ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*By the end of 2022, the market size for VR is predicted to reach $13.7bn ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Sony have announced that as of 3rd March 2019, they have sold through 4.2m PSVR systems worldwide. ([https://blog.us.playstation.com/2019/03/25/playstation-vr-the-next-wave-of-games-coming-in-spring-and-summer-2019/ Sony PlayStation Blog], March 2019)&lt;br /&gt;
&lt;br /&gt;
*Oculus Go sold 1million units after its May 2018 launch. It appealed to mainstream users by being a mobile headset that didn't require a connection to another device. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market for VR installations and attractions such as Star Wars: Secrets of the Empire and Jurassic World VR Expedition grew 37% to $413m. These VR exhibitions are expected to introduce everyday consumers to high-end VR by offering experiences in busy locations such as airports and restaurants. This may alleviate the initial slower-than-anticipated adoption of high-end consumer VR headsets. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to analytics firm ABI and NVIDIA, 4 million PC VR headsets have been sold to date. [https://www.roadtovr.com/nvidia-claims-4-million-pc-vr-headsets-sold/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to the latest Steam Hardware &amp;amp; Software Survey, around 767,000 or 0.8% of all Steam users have VR headsets attached to their machines, almost double the numbers published 16 months previously.      ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market share for VR headsets among Steam users is 46.5% Oculus Rift and 40.1% HTC VIVE, although the HTC VIVE Pro which picks up an 2.81% for HTC. Windows VR headsets collectively make up 8.9% of the market. ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Augmented and Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
*The market size for Augmented and Mixed reality is expected to reach $18.9bn by the end of 2022 ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*In 2019, 33% of Augmented and Mixed reality headsets are estimated to be purchased by consumers. The remaining 67% are purchased by developers and enterprise clients ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Magic Leap has secured a $280 million investment from Japanese mobile operator Docomo, bringing the total investment into Magic Leap to $2.6 billion since being formed in 2010. ([http://gamasutra.com/view/news/341674/Japanese_mobile_operator_Docomo_sinks_280_million_into_Magic_Leap.php Gamasutra] / [https://www.magicleap.com/news/press-release/magic-leap-partnership-ntt-docomo Magic Leap], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*Mixed reality hardware and software revenues rose from $4.5nn to $6.6bn from the years 2017 to 2018. In 2019, it is expected that $11.5billion will be generated. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Social media apps such as SnapChat and Instagram drove mobile augmented reality (AR) user numbers to 1.1billion and helped push mixed reality revenue to $2.3billion. In the US, 84% of mobile AR audience used mixed reality technology in social media apps like TikTok, Snapchat and Instagram. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprise clients are set to account for 85% mixed reality headsets sold in 2019 and will continue to represent the majority of demand through 2022.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== VR and AR ===&lt;br /&gt;
&lt;br /&gt;
*The global VR/AR market is expected to be worth $160b by 2023, with engineering and manufacturing applications of these technologies expected to be major drivers of this growth ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Outside of London, the largest regional hubs for VR/AR businesses include Manchester and the North West (52 companies) and Bristol and the South West (49 companies) ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of £62.5b ($69.3b) to UK GDP by 2030. Up from £1.8b ($2.0b) in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of $1,542.9b to global GDP by 2030. Up from $46.4b in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Use of VR and AR in healthcare alone in 2019 contributes $11.0b to global GDP. By 2030 this is predicted to be $350.9b ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The share of immersive technology revenue, such as Virtual and Augmented reality, grew from 27% to 25% in 2018. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprises purchasing immersive technology surpassed $11b as businesses see the potential for return on investment. Training employees is the biggest reason why businesses purchase immersive technology, with 71% of firms using VR to develop their workforce in skills from performing surgery to practising customer service. For example, Walmart agreed to purchase 17,000 Oculus Go headsets to train retail employees in September 2018 in customer service.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
*By 2022, VR content will generate $21.2bn a year by 2022, with game revenue ($12bn approx.) staying ahead of video ($9bn approx.). ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Total global revenues from VR apps, gaming and video will grow from $3.9bn in 2017 to over $20bn in 2022. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*By 2022, 175.2m VR headsets will be in consumers’ hands across ten major markets, up from an estimated 37.6m at the end of 2017. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s fastest growing entertainment and media sector is Virtual Reality, growing at 34 per cent annually to reach £1.2bn in revenue by 2022. VR headsets are forecast to sell with more than 7.8m cumulatively by the same period. ([http://www.cityam.com/287043/uks-entertainment-and-media-sector-forecast-grow-gbp76bn PwC / City AM], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s VR industry will generate more revenue than any other country in Western Europe over this time. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*There are 1,000 immersive-specialist companies in the UK (&amp;gt;50% of income from immersive projects), employing around 4,500 people and generating £660m in sales. This potentially represents as much as 9% of the global market. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Half of immersive-specialist businesses in the UK were incorporated since 2012. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*6 out of 10 of immersive-specialist businesses grew their turnover in the past 12 months and 90% were confident of their future prospects. 70% were exporting immersive-related products and services, with a particular focus on US markets. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*38% of immersive business are located in London. Other hubs for immersive businesses include Brighton, Bristol, Newcastle, Liverpool, Manchester, Cambridge, Oxford and Edinburgh. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*253 projects worth a total of £160m were identified in UK Research Councils, Innovate UK and EU Horizon 2020 open datasets. Funding for immersive tech projects was 9 times higher in 2016-2017 than in 2009-2010. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*3 in 10 immersive specialist companies benefitted from tax incentives in the last 12 months and 2 in 10 received some sort of national grant. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK augmented reality increased by around 40% to £48.4m in 217 but investment at seed stage was broadly flat year-on-year. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK virtual reality grew +260% from £50m in 2016 to £180m in 2017. Seed stage funding was down from £5m to £2m in the same period. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Extended reality (XR) revenue up by 37% to $4.0bn in 2017. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Consumer virtual reality revenue reached $2.2bn in 2017, with $1.7bn from hardware sales and $554m in software sales. In 2018, revenues are expected to increase 105% to $4.5bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Samsung’s Gear VR was the highest selling mobile headset in 2017 and Sony’s PlayStation VR was the highest selling console/PC headset (see chart below). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*$2.3bn of venture investments in XR were made in 2017, with Magic Leap accounting for $0.5bn of total revenues. The remainder was split $0.9bn in VR projects and $0.9bn in AR/MR projects. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture funding of VR/AR companies reached at least $1.9bn in 2017. The total number of companies raising venture capital during 2017 outpaced 2016, but the average deal size declined sharply by 35%. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*The majority of VR/AR venture funding deals in 2017 were early stage (Seed and Series A). The number of early stage deals in 2017 was up 27% YoY and 105 companies raised $2M or more from VCs. However, the average Seed and Series A deal size declined 9% and 17%, respectively. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
*Sony’s PlayStation VR headset (PSVR) has sold through 2m units globally. ([http://www.sie.com/en/corporate/release/2017/171207.html SIE], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*There are 463 VR / AR companies operating in the UK, split into 308 in content, 110 in technology and 45 services. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*London is the largest hub for VR/ AR companies, with 244 businesses located in the capital. These companies have attracted a combined VC investment of $645.7m. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*The UK will have the largest and fastest growing VR hardware market in EMEA, worth £0.8m in 2021, growing at 76% CAGR. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PlayStation VR has sold more than 1m units worldwide ($399 / £308 approx), Sony Interactive Entertainment have confirmed. ([http://www.mcvuk.com/news/read/psvr-hits-1m-sales-worldwide/0183302 MCV] / [http://www.bbc.co.uk/news/technology-40190448 BBC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*55% of the most frequent gamers are familiar with virtual reality; among those, 40% say they will likely purchase VR within the next year. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*The total virtual reality revenues to reach $7.2 billion globally by the end of 2017 with head-mounted displays (HMDs) accounting for $4.7 billion. By 2021, global revenues are expected to reach $74.8bn.  ([http://greenlightinsights.com/2017/04/virtual-reality-industry-report-7b-2017/ Greenlight Insights], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
*The world consumer VR headset installed base reached 28 million at the end of 2017 and will reach 75.7 million consumer VR headsets installed by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR headsets reached $2.4 billion in 2017 and is forecast to reach $5.8 billion by 2021. Spend will be driven by continued adoption of PC, console and standalone headsets offset by reduction in price points for these same headsets. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR games, interactive experiences and video reached $803 million in 2017 and is forecasted to reach $2.8 billion by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spending on location-based VR reached $385 million in 2017. This is forecast to grow to $906 million by 2021. In 2017, China’s share of the market was 65%. This is expected to decrease to 51% by 2021 as other regions and country markets become more established. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on all AR-related mobile apps is forecast to grow from $1.6bn in 2017 to $7.8bn in 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*The VR market generated $2.7bn in 2016 and will grow to $17.8bn by 2019. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Augmented Reality accounted for $1bn in 2016 revenue and Mixed Reality made up $100m. By 2019, Mixed Reality will become the dominant sector of the two, worth $9.4bn to AR’s $4.2bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*The Virtual, Augmented and Mixed Reality games market will be worth $1.2bn by the end of 2016 and is projected at up to $8.8bn by the end of 2020, with VR becoming the dominant sector in revenue terms. ([https://www.superdataresearch.com/superdata-vr-data-network/ Superdata], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*The total value of VR market (including hard- and software) will reach $6.7bn in 2016 and will reach $70bn by 2020. ([http://press.trendforce.com/node/view/2210.html TrendForce], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*London is the top hub for VR and AR talent in Europe, with the highest number of LinkedIn members with VR/AR skills. As a proportion of total local members, London has the 7th highest density of VR/AR talent, followed by Birmingham at 9th. Oxford and Cambridge also have high level of VR/AR talent. ([http://www.slush.org/news/state-european-tech-2016-future-invented-europe/ LinkedIn/ Atomico / Slush], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Of more than 800 companies working in the VR sector worldwide, more than 150 are based in Britain. ([http://www.growthenabler.com/download-tools GrowthEnabler], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to 01consulting, as of November 2016, Sony’s PSVR represents around one third (30%) of the total VR market. ([http://www.01consulting.net/#!portfolio-item/vr-virtual-reality-market-research-analysis-report-2016 01consulting], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Sales of Sony’s PlayStation VR headset are on track to outsell the combined sales of the HTC Vive and Oculus Rift by the end of 2016. ([https://fileexchangeemea.gfk.com/pickup/eJFVObTtdbNCgDBjdyGERUnrmSKLF7CHDOYeD4vG/VR Study TEASER DECK SENT TO CLIENTS 2016.pdf GfK] / [http://www.mcvuk.com/news/read/playstation-vr-set-to-eclipse-rift-and-vive-sales-in-the-uk/0175824 MCV], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on VR to hit $11.2bn by 2020, with headsets accounting for $7.9bn and VR entertainment $3.3bn. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*The installed base of VR headsets is set to increase from 4 million in 2015 to 81 million in 2020. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to IHS Markit, Samsung Gear VR will be the most widely used VR brand by the end of 2016, making up 30% of owned headsets. Playstation VR is expected to exceed both Oculus and HTC Vive headsets combines, covering 8% of the market. A large segment of the market (40%) is made up of many smaller entrants, mostly smartphone headsets. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*While generally consumers are excited by the potential of VR, many still see a lack of understanding of the products and the potentially high costs as barriers to purchase. 75% of consumers agreed that they do not understand enough about VR products, and 73% would like to wait before investing in the platform. ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*The opportunity to demo VR products is seen as the key factor in the decision to purchase VR by European consumers (79%), ahead of the cost of the product (68%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Cheaper VR products such as Google Cardboard show a higher level of penetration into the market, however, when asked which product they would most likely purchase, the UK’s consumers favoured the more advanced products from Sony PlayStation VR (18%) and Oculus Rift (10%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*UK consumers have a high level of awareness of VR (75% stating that they have heard of VR), ahead of Spain (72%), Italy (71%) and France (70%), although awareness is slightly higher in Germany (79.5%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Worldwide shipments of Virtual Reality hardware will reach 9.6 million units in 2016, generating revenues of approximately $2.3 billion. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Growing at a cumulative annual rate of 184%, VR shipments will reach 64.8 million units by 2020. Combined with Augmented Reality hardware, shipments will reach 110 million units by 2020. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*$2.8B has been invested in VR this year, bringing the total since 2012 up to $8.8B ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*As of April 2016, the market data company Superdata have revised their 2016 global VR hardware and software forecast down to $2.9 billion, a 43% drop from their [https://www.superdataresearch.com/market-data/ $5.1 billion] projection at the beginning of the year. ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Across key countries in North America and Europe, an average of 11% of the online population between 10 and 65 state that they are planning to buy VR products in the next six months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*On average, men comprise 68% of those who intend to buy VR. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*12% of the online US population is planning to buy VR products in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*10% of online brits intend to purchase VR within the next 6 months, with a further 26% who were undecided. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*For US eSport enthusiasts, 56% intend to buy in the next 6 months, making up 45% of the group that intends to buy VR in that period. Occasional eSport viewers are also keen, with 24% intending to buy in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
*Current VR hype is different from past attempts, in that systems will exceed the hype this time, as opposed to systems that can’t live up to the hype. In past VR were more gimmicks than launchable platforms, finally it’s really here. It’s now realistic to do VR at consumer pricing, whereas before it was too expensive. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The impact of having many companies involved in VR is that they are releasing products around the same time, so we’ll see a whole industry that wasn’t there before. VR and AR are going to be powerful drivers in PC growth, as you need better hardware to run the new experiences. It will push the ecosystem of PCs and transform the technology landscape. Having major players involved will accelerate things, but considering a 10-year span before the technology is widely available is reasonable, as PCs will be gradually upgraded with powerful hardware. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The challenges developers face to develop for VR are the misunderstanding of the medium (need for managing motion sickness, mixing gameplay styles to accommodate…) and the natural behaviour of recreating genres that already exist. Sometimes inspiration can be found in sci-fi books rather than in the current market. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*Digi-Capital has forecasted that augmented and virtual reality will be worth $150bn by 2020. Interestingly AR is forecasted to reach 4 times what VR will ($120bn vs $30bn). Digi-capital analysts state that while VR is great for games and 3D films, due to its need for full immersion you won’t be able to play anywhere. AR on the other hand will be easier to play on the tube, and there’s more potential market for the technology beyond games. ([http://www.gamesindustry.biz/articles/2015-04-06-ar-vr-forecast-at-usd150-billion-by-2020 Gamesindustry.biz], Apr 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Player_Diversity_%26_Demographics&amp;diff=1474</id>
		<title>Player Diversity &amp; Demographics</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Player_Diversity_%26_Demographics&amp;diff=1474"/>
		<updated>2019-11-25T16:50:35Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* 2019 Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*42% of British people aged 55 to 64, and 27% of those aged 65+, have played video games in the last five years. One in five grandparents plays video games with their grandchildren. ([https://www.mcvuk.com/new-research-shows-record-numbers-of-uk-people-aged-55-play-video-games/ Must Play May / MCV], May 2019)&lt;br /&gt;
&lt;br /&gt;
*40% of British players aged 60+-year-old reportedly play strategy games “to keep the brain in tip-top shape”, whilst 20% enjoy multiplayer games “to earn brownie points and keep up with their grandchildren”. ([https://www.mcvuk.com/new-research-shows-record-numbers-of-uk-people-aged-55-play-video-games/ Must Play May / MCV], May 2019)&lt;br /&gt;
&lt;br /&gt;
*85% of Brits aged under 35s and 75% of those aged 35-44 frequently play games. 40% that group tended to play with their children and 31% said they played games to relax. ([https://www.mcvuk.com/new-research-shows-record-numbers-of-uk-people-aged-55-play-video-games/ Must Play May / MCV], May 2019)&lt;br /&gt;
&lt;br /&gt;
=== GLOBAL ===&lt;br /&gt;
&lt;br /&gt;
*Among 18-20 year-olds, games is the 2nd most popular catagory of app, with 66% of people in this age range opening a game app at least once a week ([https://cdn2.hubspot.net/hubfs/4963442/Whitepapers/ABM_Newzoo_Betting_on_Billions_Unlocking_Power_of_Mobile_Gamers_March2019.pdf Newzoo], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*51% of players of mobile games are female and 49% are male. However, there a differences between genres with 74% of players of shooting games male and 66% of players of puzzle games female.([https://cdn2.hubspot.net/hubfs/4963442/Whitepapers/ABM_Newzoo_Betting_on_Billions_Unlocking_Power_of_Mobile_Gamers_March2019.pdf Newzoo], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*The average age of someone who plays mobile games is 36 ([https://cdn2.hubspot.net/hubfs/4963442/Whitepapers/ABM_Newzoo_Betting_on_Billions_Unlocking_Power_of_Mobile_Gamers_March2019.pdf Newzoo], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Among children aged 10-12 in the US in 2019, the most played games are Roblox (played by 33%), Fortnite (played by 26%) and Minecraft (played by 24%) ([https://www.superdataresearch.com/preteen-gamers/ SuperData], Nov 2019)&lt;br /&gt;
**The most common way for children in the US to spend money on games is with gift cards, with 35% using store gift cards on games or in-game content.&lt;br /&gt;
&lt;br /&gt;
*54% of the population aged between 6 and 64 play video games across the the four major European markets (UK, France, Germany and Spain). ([https://www.isfe.eu/isfe-key-facts/ ISFE], May 2019)&lt;br /&gt;
**48% of those who play games are female, which has remained steady since 2012.&lt;br /&gt;
**The 45-64 age group is the fastest growing segment of players, increasing by 28% in 2017, now accounting for 22% of all players. One third of all people in this age group now play video games.&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*In 2018, 37.3m people in the UK play video games. The UK is the 6th largest game market in the world, with consumers spending $4.5bn on software. ([https://newzoo.com/insights/infographics/uk-games-market-2018/ Newzoo], Jul 2018)&lt;br /&gt;
&lt;br /&gt;
*Of the UK’s online population, 49% of men and 48% of women play mobile games, while 38% of men and 26% of women play PC games. ([https://newzoo.com/insights/infographics/uk-games-market-2018/ Newzoo], Jul 2018)&lt;br /&gt;
&lt;br /&gt;
*In a 2018 survey of 5,000 UK children under the age of 18, 84 percent of teen girls surveyed reported spending some of their free time playing videogames, up from 75 percent in 2017. Games as a hobby overall has overtaken shopping and is now ranked the 8th most popular hobby for young girls. ([https://www.gamesindustry.biz/articles/2018-12-05-84-percent-of-teen-girls-play-video-games-in-their-spare-time gamesindusrty.biz] / [https://www.kidsinsights.co.uk/ Kid Insights], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
*15 percent of girls now watch esports, and more 13-15 year-old girls both participate in and watch esports live than boys in the same age group. ([https://www.gamesindustry.biz/articles/2018-12-05-84-percent-of-teen-girls-play-video-games-in-their-spare-time gamesindusrty.biz] / [https://www.kidsinsights.co.uk/ Kid Insights], Dec 2018)&lt;br /&gt;
&lt;br /&gt;
=== Global ===&lt;br /&gt;
&lt;br /&gt;
*In 2018, 66% of people in the US aged over 13 play games, an increase from 58% in 2013. ([https://www.nielsen.com/us/en/insights/reports/2018/us-games-360-report-2018.html Nielsen], May 2018)&lt;br /&gt;
**Of those players, 48% play games on all of the three main device types (consoles, mobile and PC/mac), with an additional 38% playing on two devices.&lt;br /&gt;
&lt;br /&gt;
*Over the years 2013-2018, people in the US that play games have consistently spent 11% or 12% of their leisure time playing games. In 2018, people spent 11% of their leisure time playing games.([https://www.nielsen.com/us/en/insights/reports/2018/us-games-360-report-2018.html Nielsen], May 2018)&lt;br /&gt;
&lt;br /&gt;
[[File:Nielsen 360 leisure.PNG|thumb|400px|[https://www.nielsen.com/us/en/insights/reports/2018/us-games-360-report-2018.html Nielsen US Games 360 Report] - US players aged 13+ in 2018, Leisure time by hours]]&lt;br /&gt;
&lt;br /&gt;
*The average US gamer is 34 years years old. ([http://www.theesa.com/wp-content/uploads/2018/05/EF2018_FINAL.pdf ESA], April 2018)&lt;br /&gt;
&lt;br /&gt;
*45% of all US gamers are women. ([http://www.theesa.com/wp-content/uploads/2018/05/EF2018_FINAL.pdf ESA], April 2018)&lt;br /&gt;
&lt;br /&gt;
*Adult women represent a greater portion of the video game-playing population (33%) than boys under 18 (17%). ([http://www.theesa.com/wp-content/uploads/2018/05/EF2018_FINAL.pdf ESA], April 2018)&lt;br /&gt;
&lt;br /&gt;
*Gamers aged 18 or older represent more than 70% of the video game-playing population. ([http://www.theesa.com/wp-content/uploads/2018/05/EF2018_FINAL.pdf ESA], April 2018)&lt;br /&gt;
&lt;br /&gt;
*Of the most frequent game purchasers, 61% are male, 39% are female. ([http://www.theesa.com/wp-content/uploads/2018/05/EF2018_FINAL.pdf ESA], April 2018)&lt;br /&gt;
&lt;br /&gt;
*The average female video game player is 36, and the average male video game player is 32 ([http://www.theesa.com/wp-content/uploads/2018/05/EF2018_FINAL.pdf ESA], April 2018) &lt;br /&gt;
&lt;br /&gt;
*For men who game, 17% are under 18, 16% are 18-35, 12% are 36-49, and 11% are over 50. ([http://www.theesa.com/wp-content/uploads/2018/05/EF2018_FINAL.pdf ESA], April 2018) &lt;br /&gt;
&lt;br /&gt;
*For women who game, 11% are under 18, 13% are 18-35, 8% are 36-49, and 12% are over 50. ([http://www.theesa.com/wp-content/uploads/2018/05/EF2018_FINAL.pdf ESA], April 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*In 2017, 32.4 million people play games in the UK. Spending $4.2 billion this year, they make the UK the 5th largest games market in the world. ([https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ Newzoo], Jun 2017)&lt;br /&gt;
&lt;br /&gt;
*The UK mobile market is very evenly represented between the genders, with a 48% female / 52% male split between those who are playing more than once a month. ([https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ Newzoo], Jun 2017)&lt;br /&gt;
&lt;br /&gt;
*32% of UK players play PC, mobile and console games. ([https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ Newzoo], Jun 2017)&lt;br /&gt;
&lt;br /&gt;
*In 2016 there were 31.6m players in the UK, approximately 50% of the total population. Of those that play games, 59% of them spend money on games, annually spending an average of $206 per player. ([https://newzoo.com/insights/infographics/the-uk-games-market-2016/ Newzoo], Aug 2016)&lt;br /&gt;
&lt;br /&gt;
*Women are more likely to play games than men – although they play less frequently – and the average age of a player is 43 years old. ([https://www.nesta.org.uk/report/did-you-really-take-a-hit-understanding-how-video-games-playing-affects-individuals/ Nesta], July 2017)&lt;br /&gt;
&lt;br /&gt;
*Overall, half the population of gamers are at least in their 40s, while a quarter of all players are ages 56 years or above. ([https://www.nesta.org.uk/report/did-you-really-take-a-hit-understanding-how-video-games-playing-affects-individuals/ Nesta], July 2017)&lt;br /&gt;
&lt;br /&gt;
*Of the people who play games in the UK, there are no significant effects of nationality, ethnic or religious background, or sexual orientation on whether people are likely to play. ([https://www.nesta.org.uk/report/did-you-really-take-a-hit-understanding-how-video-games-playing-affects-individuals/ Nesta], July 2017)&lt;br /&gt;
&lt;br /&gt;
*People who play games are greater consumers of culture, such as reading, painting, attending performing arts and visiting heritage sites and libraries. Players are also more likely to actively participate in the creation of culture (writing, dancing, or creating forms of digital art) than non-games players. ([https://www.nesta.org.uk/report/did-you-really-take-a-hit-understanding-how-video-games-playing-affects-individuals/ Nesta], July 2017)&lt;br /&gt;
&lt;br /&gt;
*People who played games growing up obtain better educational qualifications than those that did not. ([https://www.nesta.org.uk/report/did-you-really-take-a-hit-understanding-how-video-games-playing-affects-individuals/ Nesta], July 2017)&lt;br /&gt;
&lt;br /&gt;
=== Global ===&lt;br /&gt;
&lt;br /&gt;
*49% of mobile players are women. ([http://services.google.com/fh/files/misc/changethegame_white_paper.pdf Newzoo / Google], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*65% of women aged 10-65 in the US play mobile games. ([http://services.google.com/fh/files/misc/changethegame_white_paper.pdf Newzoo / Google], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*64% of female mobile players prefer mobile to other games platforms, compared to 38% of men. ([http://services.google.com/fh/files/misc/changethegame_white_paper.pdf Newzoo / Google], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*43% of female mobile players play mobile games 5 times a week or more, compared to 38% of men. ([http://services.google.com/fh/files/misc/changethegame_white_paper.pdf Newzoo / Google], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*Of the top 100 grossing games on Google Play, 44% more of the app icons feature male characters than female characters. ([http://services.google.com/fh/files/misc/changethegame_white_paper.pdf Newzoo / Google], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*60% of women who play mobile games think that 30% or fewer of mobile games are made for women. ([http://services.google.com/fh/files/misc/changethegame_white_paper.pdf Newzoo / Google], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*25% of men who play mobile games agree that “I would spend more time playing mobile games if I knew I was playing with or against players of my own gender” vs. only 10% of women. Among men who play mobile games the most (10+ hours/week) the number rises to 47%. For women, this desire remains fairly consistent. ([http://services.google.com/fh/files/misc/changethegame_white_paper.pdf Newzoo / Google], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*More men than women pay for mobile games  (52% Men; 33% Women) and men talk more frequently about mobile games than women do (44% Men vs. 27% Women). More men than women feel good/excited/satisfied upon payment of a new game (70% Men; 58% Women) while more women than men feel guilt/regret upon payment (23% Women; 16% Men). ([http://services.google.com/fh/files/misc/changethegame_white_paper.pdf Newzoo / Google], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*64% of the US population aged 13+ play games ([http://www.nielsen.com/content/dam/corporate/us/en/reports-downloads/2017-reports/nielsen-games-360-report-2017.pdf Nielsen], Oct 2017)&lt;br /&gt;
&lt;br /&gt;
*63% of U.S. households are home to at least one person who plays video games regularly (3 hours or more per week) and 48% of U.S. households own a dedicated game console. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*The average video game player is 35 years old and has been playing video games for about 13 years. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*41% of all game players are female and 59% male. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*Women age 18 or older represent a significantly greater portion of the game-playing population (31%) than boys age 18 or younger (17%). ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*54% of the most frequent gamers play with others, including: 40% Friends, 21% Family members, 17% Parent(s), 15% Spouse/partner. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*53% of the most frequent game players feel video games help them connect with friends and 42% feel video games help them spend time with family. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*75% of the most frequent gamers believe playing video games provides mental stimulation or education. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*93% of parents believe that the parental controls available in all new video game consoles are useful. 9 out of 10 require their children to ask permission or are present when their child buys or rents a video game ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*Of the online audience aged 10–65 across 13 countries, 46% of people that play games are women. ([https://newzoo.com/insights/articles/male-and-female-gamers-how-their-similarities-and-differences-shape-the-games-market/ Newzoo], May 2017)&lt;br /&gt;
&lt;br /&gt;
*Mobile games are almost equally popular among men and women, with 52% and 48% playing mobile games more than once a month, respectively. In contrast, 48% and 37% of men play on PC and console at least once a month, respectively, compared to 35% and 23% of women. ([https://newzoo.com/insights/articles/male-and-female-gamers-how-their-similarities-and-differences-shape-the-games-market/ Newzoo], May 2017)&lt;br /&gt;
&lt;br /&gt;
*For female gamers, social circles are key, with 39% of them discovering a game through friends or family, and 20% through social networks.  For men, a comparatively low 27% discover games through friends or family. Instead, 26% of men discover new titles through review or game sites and 24% through online video channels. Choice of platform shapes the route by which a player finds a game, rather than gender alone. ([https://newzoo.com/insights/articles/male-and-female-gamers-how-their-similarities-and-differences-shape-the-games-market/ Newzoo], May 2017)&lt;br /&gt;
&lt;br /&gt;
*Local co-operative gaming is consistently the most appealing form of social gaming across age and gender, easily beating competitive play. ([http://quanticfoundry.com/2016/07/21/social-gaming/ Quantic Foundry], Jul 2017)&lt;br /&gt;
**Co-operative play with friend was roughly equally popular either online or in person, whereas competitive play with friends in person was preferred to online. ([http://quanticfoundry.com/2016/07/21/social-gaming/ Quantic Foundry], Jul 2017)&lt;br /&gt;
**Co-operative play had similar appeal across genders, but more men enjoy competitive play than women. ([http://quanticfoundry.com/2016/07/21/social-gaming/ Quantic Foundry], Jul 2017)&lt;br /&gt;
**Co-operative appeal drops sharply when played with strangers. Competitive appeal is also reduced, especially amongst women. ([http://quanticfoundry.com/2016/07/21/social-gaming/ Quantic Foundry], Jul 2017)&lt;br /&gt;
**The desire for competitive play drop with age, whereas co-operative appeal remains stable. ([http://quanticfoundry.com/2016/02/10/gamer-generation/ Quantic Foundry], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== UK === &lt;br /&gt;
&lt;br /&gt;
=== Global ===&lt;br /&gt;
&lt;br /&gt;
*In a survey of Americans aged 50-plus, close to four in ten (38%) are play video games. ([http://www.aarp.org/research/topics/technology/info-2016/electronic-gaming-research-adults-50plus.html AARP], June 2016)&lt;br /&gt;
**40% of 50-plus women are gamers (vs. 35% of men) and are more likely to play daily than male gamers (45% vs. 35%). ([http://www.aarp.org/research/topics/technology/info-2016/electronic-gaming-research-adults-50plus.html AARP], June 2016)&lt;br /&gt;
**This increase in female gamers trend looks like it will continue, as women (57%) are significantly more likely than men (43%) to say they play more today than they did five years ago. ([http://www.aarp.org/research/topics/technology/info-2016/electronic-gaming-research-adults-50plus.html AARP], June 2016)&lt;br /&gt;
**75% of 50-plus gamers play video games weekly, with 40% playing every day.  A greater proportion of older gamers compared to younger gamers report playing video games weekly or more often (37% of 50-59 year olds compared to 43% of 60-plus say they play every day). ([http://www.aarp.org/research/topics/technology/info-2016/electronic-gaming-research-adults-50plus.html AARP], June 2016)&lt;br /&gt;
**59% play games on computers/laptops compared to 57% on   phones/other mobile devices. 59% play games online. ([http://www.aarp.org/research/topics/technology/info-2016/electronic-gaming-research-adults-50plus.html AARP], June 2016)&lt;br /&gt;
**The most played game types are card/tile games (48%) and puzzle/logic games (47%). ([http://www.aarp.org/research/topics/technology/info-2016/electronic-gaming-research-adults-50plus.html AARP], June 2016)&lt;br /&gt;
&lt;br /&gt;
*Sexualisation of female protagonists in games has declined significantly in the 8 years, compared to female protagonists from the 1990-2005, an analysis of 571 titles has shown. ([http://phys.org/news/2016-07-survey-years-video-games-decline.html Phys.org], July 2016)&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
=== Global ===&lt;br /&gt;
&lt;br /&gt;
*Disney Infinity, the toys-to-life game, has achieved a more diverse audience than they initially expected, with roughly 50% male and 50% female players. John Vignocchi states that they had initially expected more male players than female (70% vs 30%), however the games diverse character set of Disney characters has seen a more equal split. He adds that this also extends the age of players, with as many non-parent and parent adults playing as 6-12 year olds and teens. This has led to a shift in marketing spotlighting both male and female characters. ([http://www.gamesindustry.biz/articles/2015-08-28-disney-infinity-audience-split-50-50-male-female MCV], Sept 2015)&lt;br /&gt;
&lt;br /&gt;
*Players diversity: while two thirds of surveyed boys identify as gamers and the opposite is true for girls, it can be a pleasant surprise to note the openness of the male demographic to female protagonists and female players. ([http://www.polygon.com/2015/3/5/8153213/the-games-industry-is-wrong-about-kids-gaming-and-gender Polygon], Mar 2015)&lt;br /&gt;
&lt;br /&gt;
*Looking at high school results specifically, boys are less likely to prefer to play as male characters (39%) compared to girls preferring to play as female characters (60%), they are also less likely to play a game based on the protagonist’s gender than girls (20% versus 28%). ([http://www.polygon.com/2015/3/5/8153213/the-games-industry-is-wrong-about-kids-gaming-and-gender Polygon], Mar 2015)&lt;br /&gt;
&lt;br /&gt;
*High school boys also want to see more girls playing (87% said they’d like that) and 61% agree or strongly agree that females are too often treated as sex objects (25% remained neutral), while 83% of girls agreed or strongly agreed that this happens too often. ([http://www.polygon.com/2015/3/5/8153213/the-games-industry-is-wrong-about-kids-gaming-and-gender Polygon], Mar 2015)&lt;br /&gt;
&lt;br /&gt;
== 2014 Stats ==&lt;br /&gt;
&lt;br /&gt;
=== UK ===&lt;br /&gt;
&lt;br /&gt;
*In 2014, the IAB estimated there were 33.5m video game players aged 8-74 in the UK. ([https://iabuk.net/system/tdf/research-docs/GamingRevolution-A0.pdf?file=1&amp;amp;type=node&amp;amp;id=22900 IAB], 2014)&lt;br /&gt;
&lt;br /&gt;
=== Global ===&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Game_video_content&amp;diff=1472</id>
		<title>Game video content</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Game_video_content&amp;diff=1472"/>
		<updated>2019-11-25T16:46:55Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
&lt;br /&gt;
Popular video content featuring footage from games can be found on video hosting websites such as YouTube and live streaming platforms such as Twitch. This includes '[https://ukie-wiki.azurewebsites.net/index.php/Glossary_of_Games_Terminology#L let's play]' videos, [https://ukie-wiki.azurewebsites.net/index.php/Glossary_of_Games_Terminology#W walkthroughs], livestreams of games, video reviews, [https://ukie-wiki.azurewebsites.net/index.php/Glossary_of_Games_Terminology#S speedruns] and many other forms of video content relating to games.&lt;br /&gt;
&lt;br /&gt;
== Streaming Platforms ==&lt;br /&gt;
&lt;br /&gt;
*Twitch&lt;br /&gt;
*Mixer&lt;br /&gt;
*YouTube Gaming&lt;br /&gt;
*Facebook Gaming&lt;br /&gt;
&lt;br /&gt;
== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
*In the US, 78% of 10-12 year-olds and 67% of 7-9 year-olds watch gaming video content on YouTube or Twitch ([https://www.superdataresearch.com/preteen-gamers/ SuperData], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*In Q1 2019, 2.7 billion hours of content was viewed on Twitch, an increase of +38% on the same period in 2018. ([https://blog.streamelements.com/state-of-the-stream-q1-2019-new-twitch-milestones-apex-legends-popularity-the-most-popular-9b7273d2d0e8 StreamElements], Apr 2019)&lt;br /&gt;
**January was a record-breaking month, with 948 million hours viewed&lt;br /&gt;
&lt;br /&gt;
*Hours viewed on Mixr increased to 89 million in Q1 2019, over a four-fold increase from 22 million in the same period 2018. ([https://blog.streamelements.com/state-of-the-stream-q1-2019-new-twitch-milestones-apex-legends-popularity-the-most-popular-9b7273d2d0e8 StreamElements], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*Fortnite is the most popular game streamed on Twitch with 312 million hours watched, remaining top despite dropping 8.4% in the previous quarter and decreasing for three quarters in a row. ([https://blog.streamelements.com/state-of-the-stream-q1-2019-new-twitch-milestones-apex-legends-popularity-the-most-popular-9b7273d2d0e8 StreamElements], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*There were 2.2 million quarterly active users streaming Fortnite on Twitch in January 2019, a 5% drop on the previous period and the first decrease since launch in September 2017. ([https://blog.streamelements.com/state-of-the-stream-q1-2019-new-twitch-milestones-apex-legends-popularity-the-most-popular-9b7273d2d0e8 StreamElements], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*302 million hours of League of Legends was viewed in Q1 2019, making it the second most popular game on Twitch. Apex Legends, a new entrant, was ranked third at 183 million hours. ([https://blog.streamelements.com/state-of-the-stream-q1-2019-new-twitch-milestones-apex-legends-popularity-the-most-popular-9b7273d2d0e8 StreamElements], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*In the US in 2018, 43% of the average weekly hours spent using a games console are actually playing games, 57% of time is spent enjoying non-games activities such as watching streaming video services or DVDs. ([https://www.nielsen.com/us/en/insights/reports/2018/us-games-360-report-2018.html Nielsen], May 2018)&lt;br /&gt;
&lt;br /&gt;
*In the US in 2018, 69% of people aged 13+ that play games watch games-related content on Youtube. ([https://www.nielsen.com/us/en/insights/reports/2018/us-games-360-report-2018.html Nielsen], May 2018)&lt;br /&gt;
&lt;br /&gt;
[[File:Nielsen 360 console hours.PNG|thumb|400px|[https://www.nielsen.com/us/en/insights/reports/2018/us-games-360-report-2018.html Nielsen US Games 360 Report] - US players aged 13+ in 2018, Console use hours by activity type]]&lt;br /&gt;
&lt;br /&gt;
*The most watched games on Twitch and Youtube in 2018 were Fortnite (1,636.8m hours viewed), League of Legends (816.1m hours) and PlayerUnknown's Battlegrounds (617.7m hours). ([https://newzoo.com/insights/trend-reports/newzoo-global-esports-market-report-2019-light-version/ Newzoo], Feb 2019)&lt;br /&gt;
**The most watched British-developed games were Grand Theft Auto V (179.m hours) and Sea of Thieves (56.2m hours).&lt;br /&gt;
&lt;br /&gt;
*The audience for gaming video content (GVC) grew 10% to reach 850m unique viewers in 2018, generating $5.2bn in revenues.([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Twitch was the highest-earning GVC platform ($1.6bn, 183m viewers) despite having a much smaller audience than YouTube ($1.2bn, 594m viewers). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
**Donations and channel subscriptons accounted for 32% of GVC revenue on Twitch compared to only 9% on YouTube.&lt;br /&gt;
&lt;br /&gt;
*Tyler “Ninja” Blevins was the most popular streamer on Twitch in 2018, achieving of 218 million hours of total views - more than second and third most popular channels combined.([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Despite its appeal with younger audiences, nearly three in five Fortnite Twitch viewers (56%) are 25 or older. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Online videos can be pivotal to a game's success, with by 46% of US PC and console players under the age of 25's purchase decisions influenced by GVC. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
*The global Game Video Content reached $3.2bn in 2017. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*54% of global GVC revenues were driven by Twitch ($1.7bn), with YouTube contributing 22% ($0.7bn). The remaining 25% ($0.8bn) was made up from other sources. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*According to Superdata, 51% of GVC revenues on Twitch were generated directly through consumer subscriptions and donations to content creators via the platform. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Games are the most popular content category on YouTube, with the most popular games youtuber PewDiePie’s 60m subscribers more than the largest two music channels combined (Justin Beiber and Riihanna). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*As of Januray 2018, the moist popular games youtubers are PewDiePie (60m subs), elrubiusOMG (27m subs) and Fernanfloo (26m). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
*665m people watch game video content worldwide, more twice the entire population of the USA. ([https://www.superdataresearch.com/market-data/gaming-video-content/ SuperData], July 2017)&lt;br /&gt;
&lt;br /&gt;
*More people watch GVC than HBO, Netflix, ESPN and Hulu combined. ([https://www.superdataresearch.com/market-data/gaming-video-content/ SuperData], July 2017)&lt;br /&gt;
&lt;br /&gt;
*The current viewer base has a high female representation (46%) and high average income ($58K in the US). ([https://www.superdataresearch.com/market-data/gaming-video-content/ SuperData], July 2017)&lt;br /&gt;
&lt;br /&gt;
*Ads and direct consumer spending will push GVC earnings to $4.6bn in 2017, exceeding the earnings from top association football leagues like Bundesliga ($3.5bn) and La Liga ($3.2bn).  ([https://www.superdataresearch.com/market-data/gaming-video-content/ SuperData], July 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
*YouTube Gaming, with both a dedicated site and apps across iOS and Android, has been launched. YouTube already dominates in terms of games focused video-on-demand with more people watching games content on YouTube than Twitch so the potential is there for serious competition, but Twitch has brushed off the threat stating that competition is good and validates gaming video as a huge market. ([http://www.mcvuk.com/news/read/youtube-gaming-can-catch-up-with-twitch/0155420 MCV], Sept 2015)&lt;br /&gt;
&lt;br /&gt;
*The global games video content market is worth $3.8bn in 2015. The majority of the revenue is located in North America (39%, $1.49bn) and Europe (30%, $1.14bn). ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
&lt;br /&gt;
*The $3.8bn revenue comes mostly from indirect sources like advertising revenue and sponsorship (77%, $2.9bn) and from direct sources like paid subscriptions (7%, $252m) and donations (16%, $638m). ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
&lt;br /&gt;
*468m people tune in to watch walkthroughs, trailers and live streams. ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Games video content has also become popular in Asia but piracy and TV competition inhibited revenue growth. ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Top content creators can earn high amounts, PewDiePie for example earned $7.4m in 2014. ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
&lt;br /&gt;
*The Top 10 franchises on YouTube earned a combined $4.7bn digital annual revenue in 2014. The 3 franchises with most views were Minecraft (30.8bn views), Grand Theft Auto (11.9bn) and Call of Duty (10.1bn). The 3 franchises that earned most digital revenue in 2014 were League of Legends ($1.3bn), World of Warcraft ($1.2bn) and Call of Duty ($789m). ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
&lt;br /&gt;
*In the US in 2014, viewers donate an average $4.6 a month to content creators. 44% of live stream viewers pay for subscriptions, spending $21 earch month on paid content. They also spend $128 per month on games and hardware. ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
&lt;br /&gt;
*In terms of video game content 73% of gamers watch online videos and 54% watch live video stream. A quarter (25%) of those who watch live streams do so on their mobile and 18% use their tablets. ([http://www.newzoo.com/insights/the-consumer-as-producer-how-games-video-converge-to-drive-growth-whitepaper/ Newzoo], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Twitch is the current leader in live streaming gameplay and eSports (has 43m monthly views on its website), but is behind YouTube in number of creators, array of content and audience size. YouTube with its network of fans and influencers can shape and change opinions on games, and YouTube gaming will be a direct competitor to Twitch. Other competitors have appeared, like Azubu, Hitbox.tv or even Steam with Steam Broadcasting. ([http://www.newzoo.com/insights/the-consumer-as-producer-how-games-video-converge-to-drive-growth-whitepaper/ Newzoo], July 2015)&lt;br /&gt;
&lt;br /&gt;
*On Twitch, the Top 5 games by hours watched are League of Legends (81m hours watched, 1420 channels streaming the game), Counter Strike (45.4m hours watched, 839 channels), DOTA 2 (41m hours, 331 channels), Hearthstone (33m, 233 channels) and Minecraft (9.8m hours, 581 channels). ([http://www.newzoo.com/insights/the-consumer-as-producer-how-games-video-converge-to-drive-growth-whitepaper/ Newzoo], July 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Mobile_market&amp;diff=1471</id>
		<title>Mobile market</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Mobile_market&amp;diff=1471"/>
		<updated>2019-11-25T15:22:03Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* 2019 Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
&lt;br /&gt;
Some of the [https://en.wikipedia.org/wiki/Mobile_game earliest games on mobile phones] include a version of Tetris playable on some phones from 1994 and Nokia's Snake from 1997.&lt;br /&gt;
&lt;br /&gt;
Today, with the popularity of smartphones and the existence of platforms such as the [https://en.wikipedia.org/wiki/App_Store_(iOS) App Store] and [https://en.wikipedia.org/wiki/Google_Play_Games Google Play], games can easily by downloaded and played by anyone, often for free.&lt;br /&gt;
&lt;br /&gt;
== Most Successful Mobile Games ==&lt;br /&gt;
&lt;br /&gt;
=== Most Played Mobile Games by Player Count ===&lt;br /&gt;
&lt;br /&gt;
The top ten [https://en.wikipedia.org/wiki/List_of_most-played_mobile_games_by_player_count most played games on mobile] by player count, as of November 2019:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Game&lt;br /&gt;
!Players&lt;br /&gt;
!Release Date&lt;br /&gt;
!Publisher&lt;br /&gt;
|-&lt;br /&gt;
|Pokemon Go&lt;br /&gt;
|1,000 million&lt;br /&gt;
|6th July, 2016&lt;br /&gt;
|Niantic&lt;br /&gt;
|-&lt;br /&gt;
|Despicable Me: Minion Rush&lt;br /&gt;
|900 million&lt;br /&gt;
|10th June, 2013&lt;br /&gt;
|Gameloft&lt;br /&gt;
|-&lt;br /&gt;
|Candy Crush Saga&lt;br /&gt;
|500 million&lt;br /&gt;
|12th April, 2012&lt;br /&gt;
|King&lt;br /&gt;
|-&lt;br /&gt;
|Fruit Ninja&lt;br /&gt;
|500 million&lt;br /&gt;
|21st April, 2010&lt;br /&gt;
|Halfbrick Studios&lt;br /&gt;
|-&lt;br /&gt;
|Jetpack Joyride&lt;br /&gt;
|500 million&lt;br /&gt;
|1st September, 2011&lt;br /&gt;
|Halfbrick Studios&lt;br /&gt;
|-&lt;br /&gt;
|Temple Run&lt;br /&gt;
|500 million&lt;br /&gt;
|4th August, 2011&lt;br /&gt;
|Imangi Studios&lt;br /&gt;
|-&lt;br /&gt;
|Garena Free Fire&lt;br /&gt;
|450 milion&lt;br /&gt;
|24th November, 2017&lt;br /&gt;
|Garena&lt;br /&gt;
|-&lt;br /&gt;
|PUBG Mobile&lt;br /&gt;
|400 million&lt;br /&gt;
|19th March, 2018&lt;br /&gt;
|Tencent Games&lt;br /&gt;
|-&lt;br /&gt;
|Asphalt 8: Airborne&lt;br /&gt;
|350 million&lt;br /&gt;
|22nd August, 2013&lt;br /&gt;
|Gameloft&lt;br /&gt;
|-&lt;br /&gt;
|Angry Birds&lt;br /&gt;
|300 million&lt;br /&gt;
|11th December, 2009&lt;br /&gt;
|Rovio Entertainment&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Highest Grossing Mobile Games in Revenue ===&lt;br /&gt;
&lt;br /&gt;
The top ten [https://en.wikipedia.org/wiki/List_of_highest-grossing_mobile_games highest grossing games on mobile] by total revenue, as of November 2019&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Game&lt;br /&gt;
!Revenue&lt;br /&gt;
!Release Date&lt;br /&gt;
!Publisher&lt;br /&gt;
|-&lt;br /&gt;
|Monster Strike&lt;br /&gt;
|$7.2 billion&lt;br /&gt;
|8th August, 2013&lt;br /&gt;
|Mixi&lt;br /&gt;
|-&lt;br /&gt;
|Puzzle &amp;amp; Dragons&lt;br /&gt;
|$7 billion&lt;br /&gt;
|20th February, 2012&lt;br /&gt;
|GungHo Online Entertainment&lt;br /&gt;
|-&lt;br /&gt;
|Clash of Clans&lt;br /&gt;
|$6.4 billion&lt;br /&gt;
|2nd August, 2012&lt;br /&gt;
|Supercell&lt;br /&gt;
|-&lt;br /&gt;
|Arena of Valor&lt;br /&gt;
|$6.4 billion&lt;br /&gt;
|26th November, 2015&lt;br /&gt;
|Tencent Games&lt;br /&gt;
|-&lt;br /&gt;
|Candy Crush Saga&lt;br /&gt;
|$3.91 billion&lt;br /&gt;
|14th November, 2012&lt;br /&gt;
|King&lt;br /&gt;
|-&lt;br /&gt;
|Pokémon Go&lt;br /&gt;
|$3.3 billion&lt;br /&gt;
|6th July, 2016&lt;br /&gt;
|Nintendo&lt;br /&gt;
|-&lt;br /&gt;
|Fate/Grand Order&lt;br /&gt;
|$3 billion&lt;br /&gt;
|30th July, 2015&lt;br /&gt;
|Aniplex&lt;br /&gt;
|-&lt;br /&gt;
|Game of War: Fire Age&lt;br /&gt;
|$2.8 Billion&lt;br /&gt;
|25th July, 2013&lt;br /&gt;
|Machine Zone&lt;br /&gt;
|-&lt;br /&gt;
|Fantasy Westward Journey&lt;br /&gt;
|$2.5 billion&lt;br /&gt;
|2015&lt;br /&gt;
|NetEase&lt;br /&gt;
|-&lt;br /&gt;
|Clash Royale&lt;br /&gt;
|$2 billion&lt;br /&gt;
|March 2, 2016&lt;br /&gt;
|Supercell&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
*82% of global mobile game downloads in Q3 of 2019 were for games from the top 1% of publishers ([https://sensortower.com/blog/top-one-percent-downloads Sensor Tower], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*95% of global mobile game revenue in Q3 of 2019 came from games from the top 1% of publishers ([https://sensortower.com/blog/top-one-percent-downloads Sensor Tower], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Mobile and tablet games are a common way for children to be introduced to gaming, with 41% of 7-9 year-olds in the US playing games on smartphones and 55% on tablets ([https://www.superdataresearch.com/preteen-gamers/ SuperData], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*2.4 billion people in the world will have played mobile games in 2019 ([https://cdn2.hubspot.net/hubfs/4963442/Whitepapers/ABM_Newzoo_Betting_on_Billions_Unlocking_Power_of_Mobile_Gamers_March2019.pdf Newzoo], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*1 in 2 mobile app users have opened a game app in the past week ([https://cdn2.hubspot.net/hubfs/4963442/Whitepapers/ABM_Newzoo_Betting_on_Billions_Unlocking_Power_of_Mobile_Gamers_March2019.pdf Newzoo], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Games is the 3rd most popular category of app, behind social media and shopping and ahead of music/audio, video streaming and current affairs ([https://cdn2.hubspot.net/hubfs/4963442/Whitepapers/ABM_Newzoo_Betting_on_Billions_Unlocking_Power_of_Mobile_Gamers_March2019.pdf Newzoo], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Among 18-20 year-olds, games is the 2nd most popular catagory of app, with 66% of people in this age range opening a game app at least once a week ([https://cdn2.hubspot.net/hubfs/4963442/Whitepapers/ABM_Newzoo_Betting_on_Billions_Unlocking_Power_of_Mobile_Gamers_March2019.pdf Newzoo], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*51% of players of mobile games are female and 49% are male. However, there a differences between genres with 74% of players of shooting games male and 66% of players of puzzle games female.([https://cdn2.hubspot.net/hubfs/4963442/Whitepapers/ABM_Newzoo_Betting_on_Billions_Unlocking_Power_of_Mobile_Gamers_March2019.pdf Newzoo], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*The average age of someone who plays mobile games is 36 ([https://cdn2.hubspot.net/hubfs/4963442/Whitepapers/ABM_Newzoo_Betting_on_Billions_Unlocking_Power_of_Mobile_Gamers_March2019.pdf Newzoo], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Global app store consumer spend reached $101bn in 2018, up 75% from 2016. Games accounted for 74% of consumer spend. ([https://www.appannie.com/en/go/state-of-mobile-2019/ App Annie], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
* Worldwide consumer spend on mobile games increased 13% year-on-year from 2017 to 2018. ([https://www.appannie.com/en/go/state-of-mobile-2019/ App Annie], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
* Mobile gaming will reach 60% market share of overall consumer games spend in 2019, up 35 percentage points from 2013. ([https://www.appannie.com/en/go/state-of-mobile-2019/ App Annie], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
* China, the US and Japan are the top markets for mobile gaming consumer spend and accounted for 75% of spend in 2018. ([https://www.appannie.com/en/go/state-of-mobile-2019/ App Annie], Jan 2019)&lt;br /&gt;
**The UK is the 6th largest market in terms of mobile games revenues, after South Korea and Germany.&lt;br /&gt;
&lt;br /&gt;
* In 2018, Candy Crush Saga retained a stronghold among Western markets. Pokémon GO popularized location-based AR gaming in 2016, and two years later still remained one of the most used games in the world, due in part to feature innovations like social gaming, peer-vs-peer trainer battling and events. ([https://www.appannie.com/en/go/state-of-mobile-2019/ App Annie], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The top 5 parent companies for global consumer spend on mobile in 2018 were all games companies: Tencent, NetEase, Activision Blizzard, BANDAI NAMCO and Netmarble, respectively. ([https://www.appannie.com/en/go/state-of-mobile-2019/ App Annie], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*In 2018, game-streaming platform Twitch ranked in the top 5 streaming services by time spent in Canada, Brazil, US, Australia, South Korea and France. ([https://www.appannie.com/en/go/state-of-mobile-2019/ App Annie], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Global mobile spend across games and other apps grew +22.7% to $71.3bn in 2018, up from $58.1bn in 2017. ([https://sensortower.com/blog/app-revenue-and-downloads-2018 Sensor Tower], Jan 2018)&lt;br /&gt;
**Apple App Store revenues grew +20.4% to $46.6bn in 2018, which was 88% than spent on Google Play in the same period.&lt;br /&gt;
**Google Play revenues grew +27.3% to $24.8bn in 2018 &lt;br /&gt;
&lt;br /&gt;
*While Apple's App Store revenues far exceeded those of Google Play in 2018, Google Play saw 2.6 times as many app and game installs in the same period, increasing 3% to 75.7bn installs in comparison to 29.6bn installs from the App Store, which increased 6.6.%. ([https://sensortower.com/blog/app-revenue-and-downloads-2018 Sensor Tower], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Global mobile game revenues reached a combined $54.7bn across Apple's App Store and Google Play, increasing +15.2% from 2017. Mobile game revenues represented 77% of all global mobile app revenues. ([https://sensortower.com/blog/app-revenue-and-downloads-2018 Sensor Tower], Jan 2018)&lt;br /&gt;
**Apple's App Store revenues increased +10% to $33.2bn in 2018&lt;br /&gt;
**Google Play revenues increased +24.2% to $21.5bn in 2018&lt;br /&gt;
&lt;br /&gt;
*Global mobile game downloads grew +6.4% to 38.3bn installs across Apple's App Store and Google Play in 2018. ([https://sensortower.com/blog/app-revenue-and-downloads-2018 Sensor Tower], Jan 2018)&lt;br /&gt;
**Despite significantly greater revenues, Apple's App Store saw 8.9bn game installs in 2018 (+6.2%) in comparison to Google Play's 29.4bn (+6.4%).&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
* Across the global market, consumers will spend $92.1 billion on apps in 2018. More than three-quarters (76%) of these revenues will be generated by mobile games, while 24% will come from non-game apps ([https://newzoo.com/insights/articles/newzoos-2018-global-mobile-market-report-insights-into-the-worlds-3-billion-smartphone-users/ Newzoo], Sep 2018)&lt;br /&gt;
&lt;br /&gt;
* Mobile gaming is expected to be $106.4billion by 2021. Remarkably, this has not significantly negatively affected revenues from PC or console markets.  ([https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/ Newzoo], Apr 2018)&lt;br /&gt;
&lt;br /&gt;
*Consumers spent $14B more on mobile games in 2017 ($59.2bn) than in 2016. Games such as Arena of Valor and Fantasy Westward Journey from Asian publishers like Tencent and NetEase contributed to a 31% year-over-year growth for the worldwide mobile market. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2017 the global mobile market $59.2bn) was dominated by the Asian market, comprising $36bn in revenues, compared to $9.1bn in North America and $5.9bn in Europe. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*The globally top-earning mobile games by revenues in 2017 were Tencent’s Arena of Valor ($1.9bn), NetEase’s Fantasy Westward Journey ($1.5bn) and Mixi’s Monster Strike ($1.3bn). The leading Western games in joint fourth place were Supercell’s Clash Royale and Clash of Clans (both $1.2bn). The complete top ten can be seen [https://www.superdataresearch.com/market-data/market-brief-year-in-review/ here]. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
*21.8 billion apps were downloaded from Apple’s App Store and Google Play in Q1 2017-18, a 15.3% increase from the same quarter the previous year. Google Play accounted for the majority of the downloads, up 21.4% to 15.3bn, over double the App Store’s 6.5bn downloads. ([https://s3.amazonaws.com/sensortower-itunes/Quarterly+Reports/Sensor-Tower-Q2-2017-Data-Digest.pdf Sensor Tower], Aug 2017)&lt;br /&gt;
&lt;br /&gt;
*In Q1 2017-18, games were by far the most downloaded type of app in both Google Play and the App Store. 6.64bn games were downloaded from Google play in the period, up 26% on the previous year. In the App Store, 1.9bn games were downloaded, an increase of 1.6% year-on-year. ([https://s3.amazonaws.com/sensortower-itunes/Quarterly+Reports/Sensor-Tower-Q2-2017-Data-Digest.pdf Sensor Tower], Aug 2017)&lt;br /&gt;
&lt;br /&gt;
*Niantic’s Pokémon GO surpassed 65 million monthly active users in April 2017. ([https://www.nianticlabs.com/blog/thankyou040717/ Niantic], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend across all mobile app stores will grow at 18% CAGR from $61.8bn in 2016 to reach $139bn by 2021. Games continue to represent the majority of this revenue during the forecast period, growing from $50bn in 2016 to $105bn in 2021. ([https://www.appannie.com/en/insights/market-data/app-economy-forecast-6-trillion-market-making/ App Annie], June 2017)&lt;br /&gt;
&lt;br /&gt;
*In 2016, games represented 11% of time spent in Android apps and 39% of all app downloads, yet generated 81% of consumer spend via stores. ([https://www.appannie.com/en/insights/market-data/app-annie-forecast-2017-mobile-app-store-revenue-exceed-139-billion-2021/ App Annie], March 2017)&lt;br /&gt;
&lt;br /&gt;
*The mobile Augmented Reality market could hit over a billion users and $60 billion revenue globally by 2021. ([http://www.digi-capital.com/news/2017/06/mobile-ar-to-top-a-billion-users-and-60-billion-by-2021/#.WVI_PmjyuUm Digi-Capital], June 2017)&lt;br /&gt;
&lt;br /&gt;
*In 2016, games generated 75% of iOS App Store revenue, and 90% of Google Play revenue. ([https://www.appannie.com/en/insights/market-data/gaming-apps-maintain-revenue-stronghold/ App Annie], March 2017)&lt;br /&gt;
&lt;br /&gt;
*Average revenue per user (ARPU) has significantly increased in the world’s larger markets. In Japan, the top 30 iPhone games monetized over twice as effectively as the top 30 in the United States, increasing from $17 to $30 from Q4 2015 to Q4 2016. The UK saw some increased in ARPU, but is still some distance behind other markets on this metric. ([https://www.appannie.com/en/insights/market-data/gaming-apps-maintain-revenue-stronghold/ App Annie], March 2017)&lt;br /&gt;
&lt;br /&gt;
*Mobile gaming is gaining momentum globally and disrupting the traditional industry. By 2014, mobile gaming apps saw greater consumer spend than consoles and PC/Mac games. By 2016, mobile increased its lead, with spend at over 25% higher than PC and Mac gaming, and more than double game consoles in 2016. ([https://www.appannie.com/en/insights/mobile-gaming/gamings-mobile-growth-special-idc-report/ App Annie], Feb 2017)&lt;br /&gt;
&lt;br /&gt;
*Niantic’s ‘Pokémon GO’, released on 6th July 2016 achieved over $950m in consumer spend by the end of 2016. It achieved reaching $800 million in consumer spend in 110 days, 2.3x faster than King’s ‘Candy Crush Saga’. For context, the total consumer spend on ‘Pokémon GO’ exceeded the total worldwide box office gross of ‘Batman v Superman: Dawn of Justice’. ([https://www.appannie.com/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*China’s Tencent were the No.1 company for combined iOS and Android game revenues in 2016, ahead of Finland’s Supercell (who are 84% owned by Tencent) and NetEase. MZ and Activision Blizzard make up the rest of the top 5. Electronic Arts was the top company for worldwide combines iOS and Android game downloads in 2016. ([https://www.appannie.com/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*Android phone users worldwide (excluding China) spent nearly 900bn hours in apps in 2016, an increase of 150bn hours from 2015. ([https://www.appannie.com/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*Apple’s App Store revenues increased by 40% in 2016 to $20bn, with the two largest contributors to growth being Pokémon Go and Super Mario Run, the latter of which was the most downloaded app on Christmas and New Year’s Day. ([http://www.gamasutra.com/view/news/288754/App_Store_revenues_up_by_40_to_20_billion_in_2016.php Gamasutra], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*January 1st 2017 was the largest day of sales ever recorded for Apple’s App Store, with $240m spent. ([http://www.gamasutra.com/view/news/288754/App_Store_revenues_up_by_40_to_20_billion_in_2016.php Gamasutra], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
*The top 5 mobile games globally accounted for 13% ($5.4bn) of the mobile market ($40.6bn). Three games broke the billion dollar mark: Mixi’s Monster Strike ($1.3bn)) and Supercell’s Clash of the Clans ($1.2bn) and Clash Royale ($1.1bn). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*The Asian market makes up over half ($24.9bn) of global mobile revenue ($40.6bn). North America and Europe make up a distant second and third ($6.9bn and $5.7bn, respectively). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Mobile gaming accounting for 40% of all revenues made by the top 10 companies in the first half of 2016, up from 34% in the same period of 2015. ([https://newzoo.com/insights/articles/game-revenues-of-top-25-public-companies-jump-22-to-34-5bn-in-h1-2016/ Newzoo], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*Tencent, the number one gaming company in the world, recorded revenues of $5.3 billion in the first 6 months of 2016, up from $4.1 billion the year before. Its position at the top of the ranking will be solidified even further following the acquisition of Supercell. Between them, they will likely end this year with around $13 billion in game revenues. ([https://newzoo.com/insights/articles/game-revenues-of-top-25-public-companies-jump-22-to-34-5bn-in-h1-2016/ Newzoo], Oct 2016)&lt;br /&gt;
&lt;br /&gt;
*In 2015, 1,436 mobile games generated more than $1m of iOS revenues (net, excluding the 30% platform fee). 191 games generated over $10m and 27 generated more than $100. ([http://resources.newzoo.com/hubfs/Reports/Newzoo_CGA_How_to_Compete_in_Mobile_Games.pdf Newzoo], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Mobile gaming will generate greater global revenues ($36.9bn) than PC gaming ($31.9bn) for the first time in 2016. ([http://resources.newzoo.com/hubfs/Reports/Newzoo_CGA_How_to_Compete_in_Mobile_Games.pdf Newzoo], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Cumulative annual growth in the global mobile market between 2015-2019 is expected to be 14.6%, significantly outpacing the rest of the market at 6.6%. ([http://resources.newzoo.com/hubfs/Reports/Newzoo_CGA_How_to_Compete_in_Mobile_Games.pdf Newzoo], July 2016)&lt;br /&gt;
&lt;br /&gt;
*In April 2016, the top 10 mobile publishers accounted for 44% of iOS App Store and 42% of Google Play revenues. ([http://resources.newzoo.com/hubfs/Reports/Newzoo_CGA_How_to_Compete_in_Mobile_Games.pdf Newzoo], July 2016)&lt;br /&gt;
&lt;br /&gt;
*In Q1 2016, 6.65 billion games were downloaded from iOS and Google Play (1.95bn and 4.7bn respectively). The most downloaded game worldwide was ‘Piano Tiles 2’ (Clean Master Games) and ‘Clash Royale’ (Supercell) made the worldwide top 10 for downloads despite launching two months into the quarter, as well as being the fastest game ever to No. 1 in revenue. ([https://sensortower.com/blog/q1-2016-data-digest SensorTower], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*The most installed iOS app in the US for Q1 2016 was ‘Color Switch’, an indie game by Marc Lejeune, made in just two weeks. ([https://sensortower.com/blog/q1-2016-data-digest SensorTower], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
*While 70% of app store revenue for Apple and Google originates from games, 95% of revenues from mobile games come from the freemium model. ([https://www.isfe.eu/sites/isfe.eu/files/attachments/deloitte_report_isfe_2015.pdf Deloitte and ISFE Mobile Games in Europe], Sept 2015)&lt;br /&gt;
&lt;br /&gt;
*21m people who downloaded a free or freemium game in Mar-May 2015, while 3m downloaded a paid game. 42% of free/freemium players downloaded 2 to 3 games, while 55% of those who downloaded a paid/paidmium game acquired only 1. ([https://www.isfe.eu/sites/isfe.eu/files/attachments/deloitte_report_isfe_2015.pdf Deloitte and ISFE Mobile Games in Europe], Sept 2015)&lt;br /&gt;
&lt;br /&gt;
*50% of players only played titles that were not on the list of top grossing and most popular games. ([https://www.isfe.eu/sites/isfe.eu/files/attachments/deloitte_report_isfe_2015.pdf Deloitte and ISFE Mobile Games in Europe], Sept 2015)&lt;br /&gt;
&lt;br /&gt;
*78% of freemium players didn’t make any in-app purchase, so 22% did. This share of paying customers varies from company to company, for example 4% of King’s monthly unique users made in-app purchases. The average expenditure of paying users reached £3/month, and spend is concentrated with nearly half made it in a single game. ([https://www.isfe.eu/sites/isfe.eu/files/attachments/deloitte_report_isfe_2015.pdf Deloitte and ISFE Mobile Games in Europe], Sept 2015)&lt;br /&gt;
&lt;br /&gt;
*European developers generate more than two thirds of their revenues (35%) outside of the EU-28, in markets such as the USA, China and Japan. ([https://www.isfe.eu/sites/isfe.eu/files/attachments/deloitte_report_isfe_2015.pdf Deloitte and ISFE Mobile Games in Europe], Sept 2015) &lt;br /&gt;
&lt;br /&gt;
*6 out of 10 apps in the iOS and Google Play stores were made by companies headquartered in Europe. ([https://www.isfe.eu/sites/isfe.eu/files/attachments/deloitte_report_isfe_2015.pdf Deloitte and ISFE Mobile Games in Europe], Sept 2015)&lt;br /&gt;
&lt;br /&gt;
*The UK is the EU country with the highest mobile games jobs in the EU-28, with 5,000 full-time employees. ([https://www.isfe.eu/sites/isfe.eu/files/attachments/deloitte_report_isfe_2015.pdf Deloitte and ISFE Mobile Games in Europe], Sept 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Game_video_content&amp;diff=1470</id>
		<title>Game video content</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Game_video_content&amp;diff=1470"/>
		<updated>2019-11-25T11:21:21Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Streaming Platforms ==&lt;br /&gt;
&lt;br /&gt;
*Twitch&lt;br /&gt;
*Mixer&lt;br /&gt;
*YouTube Gaming&lt;br /&gt;
*Facebook Gaming&lt;br /&gt;
&lt;br /&gt;
== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
*In the US, 78% of 10-12 year-olds and 67% of 7-9 year-olds watch gaming video content on YouTube or Twitch ([https://www.superdataresearch.com/preteen-gamers/ SuperData], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*In Q1 2019, 2.7 billion hours of content was viewed on Twitch, an increase of +38% on the same period in 2018. ([https://blog.streamelements.com/state-of-the-stream-q1-2019-new-twitch-milestones-apex-legends-popularity-the-most-popular-9b7273d2d0e8 StreamElements], Apr 2019)&lt;br /&gt;
**January was a record-breaking month, with 948 million hours viewed&lt;br /&gt;
&lt;br /&gt;
*Hours viewed on Mixr increased to 89 million in Q1 2019, over a four-fold increase from 22 million in the same period 2018. ([https://blog.streamelements.com/state-of-the-stream-q1-2019-new-twitch-milestones-apex-legends-popularity-the-most-popular-9b7273d2d0e8 StreamElements], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*Fortnite is the most popular game streamed on Twitch with 312 million hours watched, remaining top despite dropping 8.4% in the previous quarter and decreasing for three quarters in a row. ([https://blog.streamelements.com/state-of-the-stream-q1-2019-new-twitch-milestones-apex-legends-popularity-the-most-popular-9b7273d2d0e8 StreamElements], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*There were 2.2 million quarterly active users streaming Fortnite on Twitch in January 2019, a 5% drop on the previous period and the first decrease since launch in September 2017. ([https://blog.streamelements.com/state-of-the-stream-q1-2019-new-twitch-milestones-apex-legends-popularity-the-most-popular-9b7273d2d0e8 StreamElements], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*302 million hours of League of Legends was viewed in Q1 2019, making it the second most popular game on Twitch. Apex Legends, a new entrant, was ranked third at 183 million hours. ([https://blog.streamelements.com/state-of-the-stream-q1-2019-new-twitch-milestones-apex-legends-popularity-the-most-popular-9b7273d2d0e8 StreamElements], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*In the US in 2018, 43% of the average weekly hours spent using a games console are actually playing games, 57% of time is spent enjoying non-games activities such as watching streaming video services or DVDs. ([https://www.nielsen.com/us/en/insights/reports/2018/us-games-360-report-2018.html Nielsen], May 2018)&lt;br /&gt;
&lt;br /&gt;
*In the US in 2018, 69% of people aged 13+ that play games watch games-related content on Youtube. ([https://www.nielsen.com/us/en/insights/reports/2018/us-games-360-report-2018.html Nielsen], May 2018)&lt;br /&gt;
&lt;br /&gt;
[[File:Nielsen 360 console hours.PNG|thumb|400px|[https://www.nielsen.com/us/en/insights/reports/2018/us-games-360-report-2018.html Nielsen US Games 360 Report] - US players aged 13+ in 2018, Console use hours by activity type]]&lt;br /&gt;
&lt;br /&gt;
*The most watched games on Twitch and Youtube in 2018 were Fortnite (1,636.8m hours viewed), League of Legends (816.1m hours) and PlayerUnknown's Battlegrounds (617.7m hours). ([https://newzoo.com/insights/trend-reports/newzoo-global-esports-market-report-2019-light-version/ Newzoo], Feb 2019)&lt;br /&gt;
**The most watched British-developed games were Grand Theft Auto V (179.m hours) and Sea of Thieves (56.2m hours).&lt;br /&gt;
&lt;br /&gt;
*The audience for gaming video content (GVC) grew 10% to reach 850m unique viewers in 2018, generating $5.2bn in revenues.([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Twitch was the highest-earning GVC platform ($1.6bn, 183m viewers) despite having a much smaller audience than YouTube ($1.2bn, 594m viewers). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
**Donations and channel subscriptons accounted for 32% of GVC revenue on Twitch compared to only 9% on YouTube.&lt;br /&gt;
&lt;br /&gt;
*Tyler “Ninja” Blevins was the most popular streamer on Twitch in 2018, achieving of 218 million hours of total views - more than second and third most popular channels combined.([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Despite its appeal with younger audiences, nearly three in five Fortnite Twitch viewers (56%) are 25 or older. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Online videos can be pivotal to a game's success, with by 46% of US PC and console players under the age of 25's purchase decisions influenced by GVC. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
*The global Game Video Content reached $3.2bn in 2017. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*54% of global GVC revenues were driven by Twitch ($1.7bn), with YouTube contributing 22% ($0.7bn). The remaining 25% ($0.8bn) was made up from other sources. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*According to Superdata, 51% of GVC revenues on Twitch were generated directly through consumer subscriptions and donations to content creators via the platform. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Games are the most popular content category on YouTube, with the most popular games youtuber PewDiePie’s 60m subscribers more than the largest two music channels combined (Justin Beiber and Riihanna). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*As of Januray 2018, the moist popular games youtubers are PewDiePie (60m subs), elrubiusOMG (27m subs) and Fernanfloo (26m). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
*665m people watch game video content worldwide, more twice the entire population of the USA. ([https://www.superdataresearch.com/market-data/gaming-video-content/ SuperData], July 2017)&lt;br /&gt;
&lt;br /&gt;
*More people watch GVC than HBO, Netflix, ESPN and Hulu combined. ([https://www.superdataresearch.com/market-data/gaming-video-content/ SuperData], July 2017)&lt;br /&gt;
&lt;br /&gt;
*The current viewer base has a high female representation (46%) and high average income ($58K in the US). ([https://www.superdataresearch.com/market-data/gaming-video-content/ SuperData], July 2017)&lt;br /&gt;
&lt;br /&gt;
*Ads and direct consumer spending will push GVC earnings to $4.6bn in 2017, exceeding the earnings from top association football leagues like Bundesliga ($3.5bn) and La Liga ($3.2bn).  ([https://www.superdataresearch.com/market-data/gaming-video-content/ SuperData], July 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
*YouTube Gaming, with both a dedicated site and apps across iOS and Android, has been launched. YouTube already dominates in terms of games focused video-on-demand with more people watching games content on YouTube than Twitch so the potential is there for serious competition, but Twitch has brushed off the threat stating that competition is good and validates gaming video as a huge market. ([http://www.mcvuk.com/news/read/youtube-gaming-can-catch-up-with-twitch/0155420 MCV], Sept 2015)&lt;br /&gt;
&lt;br /&gt;
*The global games video content market is worth $3.8bn in 2015. The majority of the revenue is located in North America (39%, $1.49bn) and Europe (30%, $1.14bn). ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
&lt;br /&gt;
*The $3.8bn revenue comes mostly from indirect sources like advertising revenue and sponsorship (77%, $2.9bn) and from direct sources like paid subscriptions (7%, $252m) and donations (16%, $638m). ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
&lt;br /&gt;
*468m people tune in to watch walkthroughs, trailers and live streams. ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Games video content has also become popular in Asia but piracy and TV competition inhibited revenue growth. ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Top content creators can earn high amounts, PewDiePie for example earned $7.4m in 2014. ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
&lt;br /&gt;
*The Top 10 franchises on YouTube earned a combined $4.7bn digital annual revenue in 2014. The 3 franchises with most views were Minecraft (30.8bn views), Grand Theft Auto (11.9bn) and Call of Duty (10.1bn). The 3 franchises that earned most digital revenue in 2014 were League of Legends ($1.3bn), World of Warcraft ($1.2bn) and Call of Duty ($789m). ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
&lt;br /&gt;
*In the US in 2014, viewers donate an average $4.6 a month to content creators. 44% of live stream viewers pay for subscriptions, spending $21 earch month on paid content. They also spend $128 per month on games and hardware. ([https://www.superdataresearch.com/market-data/gaming-video-content-2015/ Superdata], July 2015)&lt;br /&gt;
&lt;br /&gt;
*In terms of video game content 73% of gamers watch online videos and 54% watch live video stream. A quarter (25%) of those who watch live streams do so on their mobile and 18% use their tablets. ([http://www.newzoo.com/insights/the-consumer-as-producer-how-games-video-converge-to-drive-growth-whitepaper/ Newzoo], July 2015)&lt;br /&gt;
&lt;br /&gt;
*Twitch is the current leader in live streaming gameplay and eSports (has 43m monthly views on its website), but is behind YouTube in number of creators, array of content and audience size. YouTube with its network of fans and influencers can shape and change opinions on games, and YouTube gaming will be a direct competitor to Twitch. Other competitors have appeared, like Azubu, Hitbox.tv or even Steam with Steam Broadcasting. ([http://www.newzoo.com/insights/the-consumer-as-producer-how-games-video-converge-to-drive-growth-whitepaper/ Newzoo], July 2015)&lt;br /&gt;
&lt;br /&gt;
*On Twitch, the Top 5 games by hours watched are League of Legends (81m hours watched, 1420 channels streaming the game), Counter Strike (45.4m hours watched, 839 channels), DOTA 2 (41m hours, 331 channels), Hearthstone (33m, 233 channels) and Minecraft (9.8m hours, 581 channels). ([http://www.newzoo.com/insights/the-consumer-as-producer-how-games-video-converge-to-drive-growth-whitepaper/ Newzoo], July 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1469</id>
		<title>UK Industry Headlines</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1469"/>
		<updated>2019-11-21T17:33:56Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* UK Success Stories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== UK Success Stories ==&lt;br /&gt;
&lt;br /&gt;
The UK has a long history of making world class video games. With the global games audience estimated between [https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ 2.2] and [http://dq756f9pzlyr3.cloudfront.net/file/Internet+Trends+2017+Report.pdf 2.6] billion people and the global software market expected to grow from [https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf?utm_campaign=Games%20Market%20Report&amp;amp;utm_medium=email&amp;amp;_hsenc=p2ANqtz-93Xu8VqDs6szT503OsLWrNNaKrt0gC8gEVhgGWm4HCOdz_4JcVHLNfcA8Eo33XqdhwnBW-dVGouT3Th4F0FOyfGAlYfQ&amp;amp;_hsmi=63907018&amp;amp;utm_content=63906677&amp;amp;utm_source=hs_email&amp;amp;hsCtaTracking=ffa42eb3-9f57-4ca1-bccb-425a3cd98d81%7C075c1c69-ce55-4aba-9c03-5d441d779476 $137.9 billion] in 2018 to an estimated $180.1 billion by the end of 2021, the opportunities for the UK games industry have never been greater.&lt;br /&gt;
&lt;br /&gt;
As of June 2018, there are [https://gamesmap.uk/ 2,261 active games companies] in the UK, operating at all sizes and scales, with world-class talent across the full spectrum of games technologies - from mobile, PC and console, to fast-developing sectors such as VR / AR, esports and Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
Recent global UK successes include:&lt;br /&gt;
&lt;br /&gt;
*'''Grand Theft Auto V''' by Rockstar Games, is the [https://www.gamesindustry.biz/articles/2018-04-09-gta-v-is-the-most-profitable-entertainment-product-of-all-time most financially successful media product] of all time, selling over [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsarticle&amp;amp;ID=2349458 95 million units] worldwide and over $6bn in global revenue. It is the fastest selling entertainment product ever, grossing $1bn worldwide in just 3 days and the top selling game of all time in the UK, generating over £240m from more than 6 million physical copies sold - or roughly [http://ukie.org.uk/press-release/2016/12/grand-theft-auto-v-breaks-6m-boxed-copies-sold-uk 3.5 sales per minute], as well as being the top-selling game [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsArticle&amp;amp;ID=2315089 in the US] in terms of both revenue and units. GTAV still continues to defy expectations, returning to the top of the UK chart in [http://ukie.org.uk/news/2018/03/its-15th-week-top-charts-gta-v March 2018], 4.5 years after it was first launched.&lt;br /&gt;
&lt;br /&gt;
*'''Batman: Arkham Knight''' by Rocksteady Studios, the [https://www.videogamer.com/news/batman-arkham-knight-becomes-the-fastest-selling-game-of-2015 fastest-selling game of 2015] and winner of multiple awards, including the 2016 BATFA for [http://www.bafta.org/games/awards/games-awards-winners-in-2016#british-game---batman-arkham-knight Best British game].&lt;br /&gt;
&lt;br /&gt;
*'''Monument Valley / Monument Valley 2''' by ustwo, downloaded over [https://medium.com/@ustwogames/monument-valley-in-numbers-year-2-440cf5562fe#.6blva9j2z 26 million times] and winner of 20 international awards, including Apple iPad Game of the Year 2014 and the 2015 BATFAs for both Best Mobile &amp;amp; Handheld and Best British game. The 2017 sequel has achieved [https://en.wikipedia.org/wiki/Monument_Valley_2#Reception revenues of $10.4 million] and been [https://www.gamesindustry.biz/articles/2018-06-26-monument-valley-2-sold-almost-3-5-million-copies-in-its-first-year downloaded over 30 million times, primarily due to its release for free in China]. &lt;br /&gt;
&lt;br /&gt;
*'''Hellblade: Senua’s Sacrifice''' by Ninja Theory, winner of [http://awards.bafta.org/award/2018/games 5 BAFTAs] in 2018, including Best British Game, as well as numerous other awards and accolades. It was one of the [http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 top selling games] on Steam in 2017 and was the best-selling PlayStation game in Europe the month it was released. The game was widely recognised for its pioneering work depicting the mental health of the main character, based on research partnerships with the University of Cambridge, the University of Durham and the Wellcome Trust.&lt;br /&gt;
&lt;br /&gt;
*'''Blood &amp;amp; Truth''' by Sony London Studio, the [https://www.gamespot.com/articles/top-10-uk-games-chart-blood-and-truth-becomes-firs/1100-6467310/? first virtual reality title to top the UK charts]. The game was described by its developers as a [https://en.wikipedia.org/wiki/Blood_%26_Truth#Development &amp;quot;love letter to classic cockney gangster movies&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
*'''Lego: Star Wars / Batman / Harry Potter / Avengers''' by Traveller's Tales. The Knutsford-based studio has built a name for itself with its Lego adaptations of much loved film franchises, achieving [https://www.gamesradar.com/uk/best-lego-games/ critical and commercial success] with its charming and humorous family-friendly games.  &lt;br /&gt;
&lt;br /&gt;
*'''Runescape''' by Jagex, the [https://secure.runescape.com/m=news/runescape-in-guinness-world-records world's most popular free MMORPG]. With a [https://www.runescape.com/mobile mobile version of the game now in early access], Runescape's success looks set to continue.&lt;br /&gt;
&lt;br /&gt;
*'''Forza Horizon 4''' by Playground Games, the fourth spin-off from the Forza Motorsport series has won multiple awards including the [https://www.bbc.co.uk/news/technology-47817730 2019 BAFTA for &amp;quot;Best British Game&amp;quot;]. In June 2019, Playground Games announced that [https://en.wikipedia.org/wiki/Forza_Horizon_4#Reception the racing game had reached 10 million users].&lt;br /&gt;
&lt;br /&gt;
*'''LittleBigPlanet 3''' by Media Molecule and Sumo Digital, developed collaboratively [https://en.wikipedia.org/wiki/LittleBigPlanet_3#Development between Media Molecule in Guildford and Sumo Digital in Sheffield]. With an all-star cast of narrators [https://blog.us.playstation.com/2014/10/07/littlebigplanet-3-hugh-laurie-stephen-fry-in-all-star-cast/ including Stephen Fry and Hugh Laurie], the platformer was praised for its creation mode being [https://en.wikipedia.org/wiki/LittleBigPlanet_3#Reception &amp;quot;made more accessible than ever before&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
*'''Until Dawn''' by Supermassive Games, the [https://en.wikipedia.org/wiki/Until_Dawn#Accolades BAFTA winning] narrative survival horror game was described as a [https://www.gamespot.com/articles/until-dawn-sales-better-than-expected-sequel-ideas/1100-6431319/ &amp;quot;sleeper hit&amp;quot; by Sony Worldwide Studios President Shuhei Yoshida] after its sales surpassed the companies expectations.&lt;br /&gt;
&lt;br /&gt;
*'''Football Manager''' by Sports Interactive. The long running series which sees players take control of a football club of their choice has an influence that extends into the real world of football. [https://en.wikipedia.org/wiki/Football_Manager#Influence Premier League clubs including Everton FC have used the game as a source for scouting real players] and in Azerbaijan [https://web.archive.org/web/20121128073332/http://uk.eurosport.yahoo.com/blogs/world-of-sport/student-lands-job-running-football-team-thanks-football-140446068.html a student was even promoted to manager of FC Baku's reserve team, based on his success in Football Manager]. &lt;br /&gt;
&lt;br /&gt;
*'''No Man's Sky''' by Hello Games. On the first day of its PC release in 2016, the space exploration game had the [https://www.pcgamer.com/no-mans-sky-sales/ highest number of concurrent players on Steam for the year so far]. Guildford's Hello Games has remained committed in its improvement of the space exploration game, releasing major content updates for free, including [https://en.wikipedia.org/wiki/No_Man's_Sky multiplayer components and virtual reality support].&lt;br /&gt;
&lt;br /&gt;
*'''Overcooked / Overcooked 2''' by Team17, family friendly  multiplayer game which challenges players to take the role a chef, overcoming obstacles as they prepare as many meals as possible within a time limit. Both the 2016 original and its 2018 sequel have been [https://en.wikipedia.org/wiki/Overcooked_2#Accolades nominated for multiple BAFTA's], recognising the fun collaborative mechanics in the games.&lt;br /&gt;
&lt;br /&gt;
There are plenty more. We support the [http://www.thecreativeindustries.co.uk/industries/games Creative Industries website] which features more great UK games stories.&lt;br /&gt;
&lt;br /&gt;
== UK Consumer Market == &lt;br /&gt;
&lt;br /&gt;
The UK is the [https://newzoo.com/insights/infographics/uk-games-market-2018/ 6th largest] video game market in 2017 in terms of consumer revenues, after China , USA, Japan and Germany. Approximately [https://newzoo.com/insights/infographics/uk-games-market-2018/ 37.3m people] in the UK play games.&lt;br /&gt;
&lt;br /&gt;
According to the 2018 [[Ukie UK Consumer Games Market Valuation]], UK spend on games was valued at a record [https://ukie.org.uk/news/2019/04/uk-consumer-spend-games-grows-10-record-%C2%A357bn-2018 £5.7bn] in 2018, up 10.0% [http://ukie.org.uk/news/2018/02/uk-games-market-grows-124-record-%C2%A3511bn-2017 from 2017] (£5.18bn, revised figures):&lt;br /&gt;
&lt;br /&gt;
*2018 was the biggest ever year for games software, growing +10.3% to a record £4.01bn in sales, driven by record results in both Digital and Online sales, which eclipsed £2.01bn for the first time, up +20.3%, and Mobile Games, which grew +8.2% to £1.17bn . Boxed software remains a substantial factor in software sales, experiencing a slight drop of -2.6% to £770m, however pre-owned games dropped significantly -30.8% to £67.9m.  &lt;br /&gt;
&lt;br /&gt;
*Game hardware continued to be a core driver of spend in 2018, up +10.7% to £1.57bn. Consoles sales grew a solid +6.5% to £702m, despite no new consoles being released. PC game hardware sales saw a strong year, up +18.4% to £445m, and the peripherals and accessories market similarly increase +19.9% to £355m. VR Hardware had a more difficult year, dropping -20.9% to £72m, as early adopters await the next generation of headsets.&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on wider game culture contributed an additional £109.6m in revenues across game-related toys, merchandise, books, movies and soundtracks, as well as game-based events around the UK.&lt;br /&gt;
&lt;br /&gt;
According to the [https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ Entertainment Retailers Association] (ERA), combined physical and digital sales UK games sales in 2018 generated a record £3.86bn, increasing 9.1% on the previous year.  &lt;br /&gt;
&lt;br /&gt;
This figure is now greater than that of home music and video sales combined, comprising 51.3% of the overall value of the sector, making the UK games market 1.65 times the size of the video market (£2.3bn) and 2.9 times the size of music (£1.3bn).&lt;br /&gt;
&lt;br /&gt;
Digital games sales provided the majority of growth, increasing 9.1% to £3.01bn, while physical game sales declined slightly by -2.1% to £769m, although not as drastically as in physical sales for both music (-16.6%) and video (-17.1%).&lt;br /&gt;
&lt;br /&gt;
In 2016, Electronic Art's FIFA 17 was the [https://eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ highest selling entertainment product] in the UK, selling 2.5m units, approximately 9% more sales than Star Wars: The Force Awakens, which sold 2.3m units.&lt;br /&gt;
&lt;br /&gt;
== UK Games Map ==&lt;br /&gt;
&lt;br /&gt;
In September 2016, Ukie launched the [https://gamesmap.uk/ UK Games Map], the first interactive, real-time map of the UK games industry. &lt;br /&gt;
&lt;br /&gt;
Built in partnership with Nesta, the UK's innovation foundation, the UK Games Map builds on the methodology established in the 2014 Ukie/Nesta report '[http://ukie.org.uk/research#Report A Map of The UK Games Industry]' to provide the most complete dataset of the geography of the UK games industry ever compiled. A more detailed description of the UK Games Map can be found [http://ukie.org.uk/news/2016/09/uk-games-map-puts-uk-games-businesses-map here].&lt;br /&gt;
&lt;br /&gt;
The UK Games Map is constantly being updated with new data from across the industry - since launch in September 2016 there have been more than 1,000 updates to company data on the platform.&lt;br /&gt;
&lt;br /&gt;
Key findings:&lt;br /&gt;
&lt;br /&gt;
*There are 2,277 active games companies in the UK (listed in the map, as of December 2018)&lt;br /&gt;
*2,728 UK games companies have been mapped to date&lt;br /&gt;
*62% of UK games companies were founded since the beginning of 2010&lt;br /&gt;
*Only 41% of UK games companies use the right Standard Industrial Classification codes&lt;br /&gt;
*The map also lists 149 games industry service companies and 231 games-related courses across 95 universities and academic institutions.&lt;br /&gt;
*As of June 2018, there 21 towns / cities that are home to more than 20 games companies, the top 10 of which are listed below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top 10 Towns by Company Count (Jun 2018)&lt;br /&gt;
|-&lt;br /&gt;
|'''Town / City'''&lt;br /&gt;
|'''No. Companies'''&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|614&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|Guildford &amp;amp; Aldershot&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Slough &amp;amp; Heathrow&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|41&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economic Contribution ==&lt;br /&gt;
&lt;br /&gt;
In October 2018, the BFI published a report covering the games industry's economic contribution to the UK in 2016, entitled '[[BFI_Screen_Business|Screen Business]]'. Both the full and summary versions of the report and can be downloaded in full via the [https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy BFI website].&lt;br /&gt;
&lt;br /&gt;
Findings from the BFI's Economic Contribution report:&lt;br /&gt;
&lt;br /&gt;
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contributed £2.87bn in GVA to the UK economy.&lt;br /&gt;
&lt;br /&gt;
*The UK games industry directly employs 20,430 FTEs in development, publishing and retail roles, which contribute £1.52bn in direct GVA to the economy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Direct economic contribution of the UK Games Industry in 2016&lt;br /&gt;
|-&lt;br /&gt;
|'''Subsector'''&lt;br /&gt;
|'''Employment (FTEs)'''&lt;br /&gt;
|'''GVA (£m)'''&lt;br /&gt;
|-&lt;br /&gt;
|Development&lt;br /&gt;
|13,840&lt;br /&gt;
|826.0&lt;br /&gt;
|-&lt;br /&gt;
|Publishing&lt;br /&gt;
|2,300&lt;br /&gt;
|526.6&lt;br /&gt;
|-&lt;br /&gt;
|Digital Retail&lt;br /&gt;
|310&lt;br /&gt;
|31.7&lt;br /&gt;
|-&lt;br /&gt;
|Physical Retail&lt;br /&gt;
|3,980&lt;br /&gt;
|132.0&lt;br /&gt;
|-&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''20,430'''&lt;br /&gt;
|'''1.52'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The economic impact of the growing UK Esports sector was also assessed for the first time and was shown to have supported 470 FTE jobs and contributed £18.4m in GVA in 2016. &lt;br /&gt;
&lt;br /&gt;
*In 2016, the UK games industry spent £1.25bn on game development.&lt;br /&gt;
&lt;br /&gt;
*In the period 2015-2017, there was at least £1.75bn of inward investment in the UK games industry.&lt;br /&gt;
&lt;br /&gt;
More detail on the economic impact of the UK games industry can be found via the '[[BFI_Screen_Business|Screen Business]]' page.&lt;br /&gt;
&lt;br /&gt;
== Video Games Tax Relief ==&lt;br /&gt;
&lt;br /&gt;
Video Games Tax Relief (VGTR) has been available for qualifying games companies to claim since April 2014.&lt;br /&gt;
&lt;br /&gt;
The BFI '[[BFI_Screen_Business|Screen Business]]' report, released in October 2018, showed the economic impacts of the relief in 2016&lt;br /&gt;
&lt;br /&gt;
*The VGTR supports 9,240 FTE jobs across the UK games industry, including 4,320 directly in development roles (31% of the total UK development workforce).&lt;br /&gt;
&lt;br /&gt;
*VGTR games represented £389.9m of UK development spend, 31% of the total development spend. Overall, projects supported by the VGTR contibuted £525m in GVA to the UK economy and £158m in tax revenue.&lt;br /&gt;
&lt;br /&gt;
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place.&lt;br /&gt;
&lt;br /&gt;
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy.&lt;br /&gt;
&lt;br /&gt;
*Of all the screen sector tax reliefs, the games sector was shown to have the highest rate of productivity, where each employee generated an average of £83,800 in GVA for the economy, significantly above the national industrial average of £62,100.&lt;br /&gt;
&lt;br /&gt;
According to data released by HMRC in [https://www.gov.uk/government/statistics/creative-industries-statistics-july-2018 July 2018], VGTR has provided £230m to UK studios across 770 claims since the relief was launched in April 2014.  Of that total, £105m was paid out to 345 claims in the financial year 2017-18.&lt;br /&gt;
&lt;br /&gt;
To date, VGTR has been claimed by 480 video game productions, accounting for over £1bn in UK expenditure.&lt;br /&gt;
&lt;br /&gt;
The latest annual figures from the [http://www.bfi.org.uk/supporting-uk-film/british-certification-tax-relief BFI Certification Unit] on how many games passed the cultural test for qualification for VGTR were released in May 2017. The full BFI release is [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q1-2017-v1.pdf available here].&lt;br /&gt;
&lt;br /&gt;
The latest end-of year figures for games certification numbers are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|VGTR Cultural Test Certification, Apr 2014 – Mar 2017&lt;br /&gt;
|-&lt;br /&gt;
|'''Certification'''&lt;br /&gt;
|'''Number'''&lt;br /&gt;
|'''EEA/UK spend £m'''&lt;br /&gt;
|'''Total Budget £m'''&lt;br /&gt;
|'''EEA/UK spend as a % of total budget'''&lt;br /&gt;
|-&lt;br /&gt;
|Final&lt;br /&gt;
|364&lt;br /&gt;
|423.9&lt;br /&gt;
|548.4&lt;br /&gt;
|77.3%&lt;br /&gt;
|-&lt;br /&gt;
|Interim&lt;br /&gt;
|370&lt;br /&gt;
|1,146.4&lt;br /&gt;
|1,280.6&lt;br /&gt;
|89.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However, in [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q3-2017.pdf October 2017] the BFI released further data showing that 161 games received final certification between 1st Jan to 30th September 2017, representing £136.8m EEA/UK spend from a total budget of £159.5m. This is a 25% increase in the number of games, but a slight decrease of -3.8% in EEA/UK spend over the same period the previous year. Looking at interim certifcication in the same period, 130 games were interim certified (-9.7%) representing an £296.6m of EEA/UK spend (-2.3%) and a total budget of £319.6m (-11.5%).&lt;br /&gt;
&lt;br /&gt;
*Final certification covers games that have been completed and released, and have claimed their tax relief.&lt;br /&gt;
*Interim certification covers games that are still in development but have been approved for the cultural test. &lt;br /&gt;
*Some games that have progressed from development to completed and released since the launch of the VGTR may be counted in both Interim and Final categories.&lt;br /&gt;
&lt;br /&gt;
Since the relief was introduced in Apr 2014, the number of games gaining final and interim certification has increased significantly year-on-year. In the financial year 2016/17, 212 games received final certification while 187 received interim certification, an increase of +59.4% and +38.5% on the previous year respectively.&lt;br /&gt;
&lt;br /&gt;
*In FY2016/17, the 212 games that received final certification had a total budget of £258m, £220.4m of which was spent in the UK. For the 187 games recieving interim certification, the total budget was £482.2, £412.2m of which was spent in the UK.&lt;br /&gt;
*Median budget for the projects applying for VGTR has also shown a huge year on year increase, rising from £0.2 million in 2014 to £0.7 million in Q1 2017.&lt;br /&gt;
*Games qualifying through the 'cultural test' typically receive a return of about 20 per cent of their development costs.&lt;br /&gt;
*The BFI publish as list of all video games certified as British through the video games cultural test, which can be downloaded here.&lt;br /&gt;
&lt;br /&gt;
== UK Esports ==&lt;br /&gt;
&lt;br /&gt;
*In 2016, the [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ UK esports audience] will grow to 6.5 million people, with 3.1 million watching more than once a month. The audience is expected to grow [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf 7.5% year-on-year] to reach 8 million people by 2019.&lt;br /&gt;
&lt;br /&gt;
*According to [https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], the UK esports market will see a 27.6% CAGR, reaching £8m in consumer ticket sales by 2021. Digital advertising in esports will increase to £12m by 2021, a CAGR of 46.2%.&lt;br /&gt;
&lt;br /&gt;
*Esports is [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ popular with millennials] in the UK, with the 21-35 age group representing 63% of the market. Women make up 31% of the audience and are most likely to watch when aged between 21-35.&lt;br /&gt;
&lt;br /&gt;
*The largest prize pool event held in the UK to date was [https://www.eslgaming.com/press/esl-one-dota-2-major-comes-birmingham ESL One Birmingham], with a prize pool of $1 million, held at Arena Birmingham in May 2018. &lt;br /&gt;
&lt;br /&gt;
*The UK is the home to some of the world's top esports talent. One of the UK's leading esports teams, Team Dignitas [http://team-dignitas.net/articles/news/Team-Dignitas/10251/philadelphia-76ers-acquire-merge-and-manage-leading-esports-teams-dignitas-and-apex were acquired] by the owners of the US basketball's Philadelphia 76ers in September 2016.&lt;br /&gt;
&lt;br /&gt;
*Major UK football clubs including [http://www.bbc.co.uk/news/technology-36734518 Manchester City] and [http://www.bbc.co.uk/sport/football/36231379 West Ham United] have signed professional esports players.&lt;br /&gt;
&lt;br /&gt;
*The UK's largest gaming retailer, Game, [http://www.mcvuk.com/news/read/game-acquires-multiplay-for-20m/0145947 acquired Multiplay], one of the UK's longest established esports businesses, for £20m.&lt;br /&gt;
&lt;br /&gt;
*There is also [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf growing grassroots esports scene] in the UK's universities, with 3,000 players in the National University Esports League, representing 110 universities.&lt;br /&gt;
&lt;br /&gt;
== UK Mobile Games ==&lt;br /&gt;
&lt;br /&gt;
*There are [https://gamesmap.uk/ 1,483 active games companies] making mobile games in the UK (as of August 2017).&lt;br /&gt;
&lt;br /&gt;
*The UK has the [http://www.isfe.eu/about-isfe/news/isfe-report-deloitte-illustrates-economic-impact-new-business-models largest mobile games workforce] in the EU, with 5,000 full-time employees.  This represents nearly a quarter of all 21,000 mobile game jobs across the EU.&lt;br /&gt;
&lt;br /&gt;
*[https://www.ofcom.org.uk/research-and-data/cmr/cmr16 71% of UK adults] (approx 40m) own a smartphone and 59% of UK households (approx 15.9m) own a tablet.&lt;br /&gt;
&lt;br /&gt;
*47% of [https://www.deloitte.co.uk/mobileuk/ UK smartphone owners] use apps on their phones to play games – more that use apps for online banking (40%) or reading the news (33%).&lt;br /&gt;
&lt;br /&gt;
*44% households [https://www.isfe.eu/industry-facts own an iPhone], 46% and Android phone and 12% a Windows phone.&lt;br /&gt;
&lt;br /&gt;
*The free apps with in-app purchase model is king, representing 76% of the revenue share of the UK for apps.&lt;br /&gt;
&lt;br /&gt;
*In terms of revenue per download, the UK is best positioned in western Europe with a potential profit of $0.47 per download. The UK is more profitable than Germany, United States and China.&lt;br /&gt;
&lt;br /&gt;
== UK Player Demographics ==&lt;br /&gt;
&lt;br /&gt;
There are several different estimations for UK player demographics available:&lt;br /&gt;
&lt;br /&gt;
Newzoo:&lt;br /&gt;
&lt;br /&gt;
*In 2017, [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32.4 million people] play games in the UK. Spending $4.2 billion this year, they make the UK the 5th largest games market in the world.&lt;br /&gt;
&lt;br /&gt;
*The UK mobile market is very evenly represented between the genders, with a [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 48% female / 52% male split] between those who are playing more than once a month.&lt;br /&gt;
&lt;br /&gt;
*[https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32% of UK players] play mobile, console and PC games.&lt;br /&gt;
&lt;br /&gt;
*In 2016, there were 31.6m players in the UK, approximately 50% of the total population. Of those that play games, 59% of them spend money on games, annually spending an average of [https://newzoo.com/insights/infographics/the-uk-games-market-2016/ $206 per player].&lt;br /&gt;
&lt;br /&gt;
[https://www.isfe.eu/industry-facts GameTrack]:&lt;br /&gt;
&lt;br /&gt;
*There are 20.6m people aged between 6 and 64 playing games in the UK, or 43% of the population in that age group. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*On average, 11 to 64 year-olds in the UK spend 9.5 hours per week playing games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Across all UK 6-64 year olds, 25% (11.7m) played packaged games, 22% app games (10.6m) and 24% (11.4m) online games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Similarly, 27% (12.7m) play on consoles, 24% (11.4m) on computers, 22% (10.6m) on smartphones, 17% (7.9m) on tablets and 10% on handhelds (4.5m). (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*57% players in the UK are male and 43% female. The largest single age/gender demographic is 15-24 year-old males, making up 15% of all players. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
== Specialised Courses and Qualified Workforce ==&lt;br /&gt;
&lt;br /&gt;
*UK higher education is a strong supporter of the games industry. 60 universities/colleges provide 215 undergraduate and 40 master video game courses throughout the UK in 2014. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*23% of the courses are in London, 18% in the West Midlands and 16% in Yorkshire and the Humber: these 3 regions cover 57% of all courses provided. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The top 3 universities in number of courses provided are: Staffordshire University (29 courses), University of East London (17 courses) and Sheffield Hallam University (16 courses). (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The computer games workforce is highly qualified, with 63% having a degree compared to 57% of the wider Creative Media workforce and 37% of the wider UK economy in 2011. (Creative Skillset)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1468</id>
		<title>UK Industry Headlines</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1468"/>
		<updated>2019-11-21T14:38:37Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* UK Success Stories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== UK Success Stories ==&lt;br /&gt;
&lt;br /&gt;
The UK has a long history of making world class video games. With the global games audience estimated between [https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ 2.2] and [http://dq756f9pzlyr3.cloudfront.net/file/Internet+Trends+2017+Report.pdf 2.6] billion people and the global software market expected to grow from [https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf?utm_campaign=Games%20Market%20Report&amp;amp;utm_medium=email&amp;amp;_hsenc=p2ANqtz-93Xu8VqDs6szT503OsLWrNNaKrt0gC8gEVhgGWm4HCOdz_4JcVHLNfcA8Eo33XqdhwnBW-dVGouT3Th4F0FOyfGAlYfQ&amp;amp;_hsmi=63907018&amp;amp;utm_content=63906677&amp;amp;utm_source=hs_email&amp;amp;hsCtaTracking=ffa42eb3-9f57-4ca1-bccb-425a3cd98d81%7C075c1c69-ce55-4aba-9c03-5d441d779476 $137.9 billion] in 2018 to an estimated $180.1 billion by the end of 2021, the opportunities for the UK games industry have never been greater.&lt;br /&gt;
&lt;br /&gt;
As of June 2018, there are [https://gamesmap.uk/ 2,261 active games companies] in the UK, operating at all sizes and scales, with world-class talent across the full spectrum of games technologies - from mobile, PC and console, to fast-developing sectors such as VR / AR, esports and Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
Recent global UK successes include:&lt;br /&gt;
&lt;br /&gt;
*'''Grand Theft Auto V''' by Rockstar Games, is the [https://www.gamesindustry.biz/articles/2018-04-09-gta-v-is-the-most-profitable-entertainment-product-of-all-time most financially successful media product] of all time, selling over [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsarticle&amp;amp;ID=2349458 95 million units] worldwide and over $6bn in global revenue. It is the fastest selling entertainment product ever, grossing $1bn worldwide in just 3 days and the top selling game of all time in the UK, generating over £240m from more than 6 million physical copies sold - or roughly [http://ukie.org.uk/press-release/2016/12/grand-theft-auto-v-breaks-6m-boxed-copies-sold-uk 3.5 sales per minute], as well as being the top-selling game [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsArticle&amp;amp;ID=2315089 in the US] in terms of both revenue and units. GTAV still continues to defy expectations, returning to the top of the UK chart in [http://ukie.org.uk/news/2018/03/its-15th-week-top-charts-gta-v March 2018], 4.5 years after it was first launched.&lt;br /&gt;
&lt;br /&gt;
*'''Batman: Arkham Knight''' by Rocksteady Studios, the [https://www.videogamer.com/news/batman-arkham-knight-becomes-the-fastest-selling-game-of-2015 fastest-selling game of 2015] and winner of multiple awards, including the 2016 BATFA for [http://www.bafta.org/games/awards/games-awards-winners-in-2016#british-game---batman-arkham-knight Best British game].&lt;br /&gt;
&lt;br /&gt;
*'''Monument Valley / Monument Valley 2''' by ustwo, downloaded over [https://medium.com/@ustwogames/monument-valley-in-numbers-year-2-440cf5562fe#.6blva9j2z 26 million times] and winner of 20 international awards, including Apple iPad Game of the Year 2014 and the 2015 BATFAs for both Best Mobile &amp;amp; Handheld and Best British game. The 2017 sequel has achieved [https://en.wikipedia.org/wiki/Monument_Valley_2#Reception revenues of $10.4 million] and been [https://www.gamesindustry.biz/articles/2018-06-26-monument-valley-2-sold-almost-3-5-million-copies-in-its-first-year downloaded over 30 million times, primarily due to its release for free in China]. &lt;br /&gt;
&lt;br /&gt;
*'''Hellblade: Senua’s Sacrifice''' by Ninja Theory, winner of [http://awards.bafta.org/award/2018/games 5 BAFTAs] in 2018, including Best British Game, as well as numerous other awards and accolades. It was one of the [http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 top selling games] on Steam in 2017 and was the best-selling PlayStation game in Europe the month it was released. The game was widely recognised for its pioneering work depicting the mental health of the main character, based on research partnerships with the University of Cambridge, the University of Durham and the Wellcome Trust.&lt;br /&gt;
&lt;br /&gt;
*'''Blood &amp;amp; Truth''' by Sony London Studio, the [https://www.gamespot.com/articles/top-10-uk-games-chart-blood-and-truth-becomes-firs/1100-6467310/? first virtual reality title to top the UK charts]. The game was described by its developers as a [https://en.wikipedia.org/wiki/Blood_%26_Truth#Development &amp;quot;love letter to classic cockney gangster movies&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
*'''Lego: Star Wars / Batman / Harry Potter / Avengers''' by Traveller's Tales. The Knutsford-based studio has built a name for itself with its Lego adaptations of much loved film franchises, achieving [https://www.gamesradar.com/uk/best-lego-games/ critical and commercial success] with its charming and humorous family-friendly games.  &lt;br /&gt;
&lt;br /&gt;
*'''Runescape''' by Jagex, the [https://secure.runescape.com/m=news/runescape-in-guinness-world-records world's most popular free MMORPG]. With a [https://www.runescape.com/mobile mobile version of the game now in early access], Runescape's success looks set to continue.&lt;br /&gt;
&lt;br /&gt;
*'''Forza Horizon 4''' by Playground Games, the fourth spin-off from the Forza Motorsport series has won multiple awards including the [https://www.bbc.co.uk/news/technology-47817730 2019 BAFTA for &amp;quot;Best British Game&amp;quot;]. In June 2019, Playground Games announced that [https://en.wikipedia.org/wiki/Forza_Horizon_4#Reception the racing game had reached 10 million users].&lt;br /&gt;
&lt;br /&gt;
*'''LittleBigPlanet 3''' by Media Molecule and Sumo Digital, developed collaboratively [https://en.wikipedia.org/wiki/LittleBigPlanet_3#Development between Media Molecule in Guildford and Sumo Digital in Sheffield]. With an all-star cast of narrators [https://blog.us.playstation.com/2014/10/07/littlebigplanet-3-hugh-laurie-stephen-fry-in-all-star-cast/ including Stephen Fry and Hugh Laurie], the platformer was praised for its creation mode being [https://en.wikipedia.org/wiki/LittleBigPlanet_3#Reception &amp;quot;made more accessible than ever before&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
*'''Until Dawn''' by Supermassive Games, the [https://en.wikipedia.org/wiki/Until_Dawn#Accolades BAFTA winning] narrative survival horror game was described as a [https://www.gamespot.com/articles/until-dawn-sales-better-than-expected-sequel-ideas/1100-6431319/ &amp;quot;sleeper hit&amp;quot; by Sony Worldwide Studios President Shuhei Yoshida] after its sales surpassed the companies expectations.&lt;br /&gt;
&lt;br /&gt;
*'''Football Manager''' by Sports Interactive. The long running series which sees players take control of a football club of their choice has an influence that extends into the real world of football. [https://en.wikipedia.org/wiki/Football_Manager#Influence Premier League clubs including Everton FC have used the game as a source for scouting real players] and in Azerbaijan [https://web.archive.org/web/20121128073332/http://uk.eurosport.yahoo.com/blogs/world-of-sport/student-lands-job-running-football-team-thanks-football-140446068.html a student was even promoted to manager of FC Baku's reserve team, based on his success in Football Manager]. &lt;br /&gt;
&lt;br /&gt;
There are plenty more. We support the [http://www.thecreativeindustries.co.uk/industries/games Creative Industries website] which features more great UK games stories.&lt;br /&gt;
&lt;br /&gt;
== UK Consumer Market == &lt;br /&gt;
&lt;br /&gt;
The UK is the [https://newzoo.com/insights/infographics/uk-games-market-2018/ 6th largest] video game market in 2017 in terms of consumer revenues, after China , USA, Japan and Germany. Approximately [https://newzoo.com/insights/infographics/uk-games-market-2018/ 37.3m people] in the UK play games.&lt;br /&gt;
&lt;br /&gt;
According to the 2018 [[Ukie UK Consumer Games Market Valuation]], UK spend on games was valued at a record [https://ukie.org.uk/news/2019/04/uk-consumer-spend-games-grows-10-record-%C2%A357bn-2018 £5.7bn] in 2018, up 10.0% [http://ukie.org.uk/news/2018/02/uk-games-market-grows-124-record-%C2%A3511bn-2017 from 2017] (£5.18bn, revised figures):&lt;br /&gt;
&lt;br /&gt;
*2018 was the biggest ever year for games software, growing +10.3% to a record £4.01bn in sales, driven by record results in both Digital and Online sales, which eclipsed £2.01bn for the first time, up +20.3%, and Mobile Games, which grew +8.2% to £1.17bn . Boxed software remains a substantial factor in software sales, experiencing a slight drop of -2.6% to £770m, however pre-owned games dropped significantly -30.8% to £67.9m.  &lt;br /&gt;
&lt;br /&gt;
*Game hardware continued to be a core driver of spend in 2018, up +10.7% to £1.57bn. Consoles sales grew a solid +6.5% to £702m, despite no new consoles being released. PC game hardware sales saw a strong year, up +18.4% to £445m, and the peripherals and accessories market similarly increase +19.9% to £355m. VR Hardware had a more difficult year, dropping -20.9% to £72m, as early adopters await the next generation of headsets.&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on wider game culture contributed an additional £109.6m in revenues across game-related toys, merchandise, books, movies and soundtracks, as well as game-based events around the UK.&lt;br /&gt;
&lt;br /&gt;
According to the [https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ Entertainment Retailers Association] (ERA), combined physical and digital sales UK games sales in 2018 generated a record £3.86bn, increasing 9.1% on the previous year.  &lt;br /&gt;
&lt;br /&gt;
This figure is now greater than that of home music and video sales combined, comprising 51.3% of the overall value of the sector, making the UK games market 1.65 times the size of the video market (£2.3bn) and 2.9 times the size of music (£1.3bn).&lt;br /&gt;
&lt;br /&gt;
Digital games sales provided the majority of growth, increasing 9.1% to £3.01bn, while physical game sales declined slightly by -2.1% to £769m, although not as drastically as in physical sales for both music (-16.6%) and video (-17.1%).&lt;br /&gt;
&lt;br /&gt;
In 2016, Electronic Art's FIFA 17 was the [https://eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ highest selling entertainment product] in the UK, selling 2.5m units, approximately 9% more sales than Star Wars: The Force Awakens, which sold 2.3m units.&lt;br /&gt;
&lt;br /&gt;
== UK Games Map ==&lt;br /&gt;
&lt;br /&gt;
In September 2016, Ukie launched the [https://gamesmap.uk/ UK Games Map], the first interactive, real-time map of the UK games industry. &lt;br /&gt;
&lt;br /&gt;
Built in partnership with Nesta, the UK's innovation foundation, the UK Games Map builds on the methodology established in the 2014 Ukie/Nesta report '[http://ukie.org.uk/research#Report A Map of The UK Games Industry]' to provide the most complete dataset of the geography of the UK games industry ever compiled. A more detailed description of the UK Games Map can be found [http://ukie.org.uk/news/2016/09/uk-games-map-puts-uk-games-businesses-map here].&lt;br /&gt;
&lt;br /&gt;
The UK Games Map is constantly being updated with new data from across the industry - since launch in September 2016 there have been more than 1,000 updates to company data on the platform.&lt;br /&gt;
&lt;br /&gt;
Key findings:&lt;br /&gt;
&lt;br /&gt;
*There are 2,277 active games companies in the UK (listed in the map, as of December 2018)&lt;br /&gt;
*2,728 UK games companies have been mapped to date&lt;br /&gt;
*62% of UK games companies were founded since the beginning of 2010&lt;br /&gt;
*Only 41% of UK games companies use the right Standard Industrial Classification codes&lt;br /&gt;
*The map also lists 149 games industry service companies and 231 games-related courses across 95 universities and academic institutions.&lt;br /&gt;
*As of June 2018, there 21 towns / cities that are home to more than 20 games companies, the top 10 of which are listed below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top 10 Towns by Company Count (Jun 2018)&lt;br /&gt;
|-&lt;br /&gt;
|'''Town / City'''&lt;br /&gt;
|'''No. Companies'''&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|614&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|Guildford &amp;amp; Aldershot&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Slough &amp;amp; Heathrow&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|41&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economic Contribution ==&lt;br /&gt;
&lt;br /&gt;
In October 2018, the BFI published a report covering the games industry's economic contribution to the UK in 2016, entitled '[[BFI_Screen_Business|Screen Business]]'. Both the full and summary versions of the report and can be downloaded in full via the [https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy BFI website].&lt;br /&gt;
&lt;br /&gt;
Findings from the BFI's Economic Contribution report:&lt;br /&gt;
&lt;br /&gt;
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contributed £2.87bn in GVA to the UK economy.&lt;br /&gt;
&lt;br /&gt;
*The UK games industry directly employs 20,430 FTEs in development, publishing and retail roles, which contribute £1.52bn in direct GVA to the economy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Direct economic contribution of the UK Games Industry in 2016&lt;br /&gt;
|-&lt;br /&gt;
|'''Subsector'''&lt;br /&gt;
|'''Employment (FTEs)'''&lt;br /&gt;
|'''GVA (£m)'''&lt;br /&gt;
|-&lt;br /&gt;
|Development&lt;br /&gt;
|13,840&lt;br /&gt;
|826.0&lt;br /&gt;
|-&lt;br /&gt;
|Publishing&lt;br /&gt;
|2,300&lt;br /&gt;
|526.6&lt;br /&gt;
|-&lt;br /&gt;
|Digital Retail&lt;br /&gt;
|310&lt;br /&gt;
|31.7&lt;br /&gt;
|-&lt;br /&gt;
|Physical Retail&lt;br /&gt;
|3,980&lt;br /&gt;
|132.0&lt;br /&gt;
|-&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''20,430'''&lt;br /&gt;
|'''1.52'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The economic impact of the growing UK Esports sector was also assessed for the first time and was shown to have supported 470 FTE jobs and contributed £18.4m in GVA in 2016. &lt;br /&gt;
&lt;br /&gt;
*In 2016, the UK games industry spent £1.25bn on game development.&lt;br /&gt;
&lt;br /&gt;
*In the period 2015-2017, there was at least £1.75bn of inward investment in the UK games industry.&lt;br /&gt;
&lt;br /&gt;
More detail on the economic impact of the UK games industry can be found via the '[[BFI_Screen_Business|Screen Business]]' page.&lt;br /&gt;
&lt;br /&gt;
== Video Games Tax Relief ==&lt;br /&gt;
&lt;br /&gt;
Video Games Tax Relief (VGTR) has been available for qualifying games companies to claim since April 2014.&lt;br /&gt;
&lt;br /&gt;
The BFI '[[BFI_Screen_Business|Screen Business]]' report, released in October 2018, showed the economic impacts of the relief in 2016&lt;br /&gt;
&lt;br /&gt;
*The VGTR supports 9,240 FTE jobs across the UK games industry, including 4,320 directly in development roles (31% of the total UK development workforce).&lt;br /&gt;
&lt;br /&gt;
*VGTR games represented £389.9m of UK development spend, 31% of the total development spend. Overall, projects supported by the VGTR contibuted £525m in GVA to the UK economy and £158m in tax revenue.&lt;br /&gt;
&lt;br /&gt;
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place.&lt;br /&gt;
&lt;br /&gt;
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy.&lt;br /&gt;
&lt;br /&gt;
*Of all the screen sector tax reliefs, the games sector was shown to have the highest rate of productivity, where each employee generated an average of £83,800 in GVA for the economy, significantly above the national industrial average of £62,100.&lt;br /&gt;
&lt;br /&gt;
According to data released by HMRC in [https://www.gov.uk/government/statistics/creative-industries-statistics-july-2018 July 2018], VGTR has provided £230m to UK studios across 770 claims since the relief was launched in April 2014.  Of that total, £105m was paid out to 345 claims in the financial year 2017-18.&lt;br /&gt;
&lt;br /&gt;
To date, VGTR has been claimed by 480 video game productions, accounting for over £1bn in UK expenditure.&lt;br /&gt;
&lt;br /&gt;
The latest annual figures from the [http://www.bfi.org.uk/supporting-uk-film/british-certification-tax-relief BFI Certification Unit] on how many games passed the cultural test for qualification for VGTR were released in May 2017. The full BFI release is [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q1-2017-v1.pdf available here].&lt;br /&gt;
&lt;br /&gt;
The latest end-of year figures for games certification numbers are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|VGTR Cultural Test Certification, Apr 2014 – Mar 2017&lt;br /&gt;
|-&lt;br /&gt;
|'''Certification'''&lt;br /&gt;
|'''Number'''&lt;br /&gt;
|'''EEA/UK spend £m'''&lt;br /&gt;
|'''Total Budget £m'''&lt;br /&gt;
|'''EEA/UK spend as a % of total budget'''&lt;br /&gt;
|-&lt;br /&gt;
|Final&lt;br /&gt;
|364&lt;br /&gt;
|423.9&lt;br /&gt;
|548.4&lt;br /&gt;
|77.3%&lt;br /&gt;
|-&lt;br /&gt;
|Interim&lt;br /&gt;
|370&lt;br /&gt;
|1,146.4&lt;br /&gt;
|1,280.6&lt;br /&gt;
|89.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However, in [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q3-2017.pdf October 2017] the BFI released further data showing that 161 games received final certification between 1st Jan to 30th September 2017, representing £136.8m EEA/UK spend from a total budget of £159.5m. This is a 25% increase in the number of games, but a slight decrease of -3.8% in EEA/UK spend over the same period the previous year. Looking at interim certifcication in the same period, 130 games were interim certified (-9.7%) representing an £296.6m of EEA/UK spend (-2.3%) and a total budget of £319.6m (-11.5%).&lt;br /&gt;
&lt;br /&gt;
*Final certification covers games that have been completed and released, and have claimed their tax relief.&lt;br /&gt;
*Interim certification covers games that are still in development but have been approved for the cultural test. &lt;br /&gt;
*Some games that have progressed from development to completed and released since the launch of the VGTR may be counted in both Interim and Final categories.&lt;br /&gt;
&lt;br /&gt;
Since the relief was introduced in Apr 2014, the number of games gaining final and interim certification has increased significantly year-on-year. In the financial year 2016/17, 212 games received final certification while 187 received interim certification, an increase of +59.4% and +38.5% on the previous year respectively.&lt;br /&gt;
&lt;br /&gt;
*In FY2016/17, the 212 games that received final certification had a total budget of £258m, £220.4m of which was spent in the UK. For the 187 games recieving interim certification, the total budget was £482.2, £412.2m of which was spent in the UK.&lt;br /&gt;
*Median budget for the projects applying for VGTR has also shown a huge year on year increase, rising from £0.2 million in 2014 to £0.7 million in Q1 2017.&lt;br /&gt;
*Games qualifying through the 'cultural test' typically receive a return of about 20 per cent of their development costs.&lt;br /&gt;
*The BFI publish as list of all video games certified as British through the video games cultural test, which can be downloaded here.&lt;br /&gt;
&lt;br /&gt;
== UK Esports ==&lt;br /&gt;
&lt;br /&gt;
*In 2016, the [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ UK esports audience] will grow to 6.5 million people, with 3.1 million watching more than once a month. The audience is expected to grow [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf 7.5% year-on-year] to reach 8 million people by 2019.&lt;br /&gt;
&lt;br /&gt;
*According to [https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], the UK esports market will see a 27.6% CAGR, reaching £8m in consumer ticket sales by 2021. Digital advertising in esports will increase to £12m by 2021, a CAGR of 46.2%.&lt;br /&gt;
&lt;br /&gt;
*Esports is [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ popular with millennials] in the UK, with the 21-35 age group representing 63% of the market. Women make up 31% of the audience and are most likely to watch when aged between 21-35.&lt;br /&gt;
&lt;br /&gt;
*The largest prize pool event held in the UK to date was [https://www.eslgaming.com/press/esl-one-dota-2-major-comes-birmingham ESL One Birmingham], with a prize pool of $1 million, held at Arena Birmingham in May 2018. &lt;br /&gt;
&lt;br /&gt;
*The UK is the home to some of the world's top esports talent. One of the UK's leading esports teams, Team Dignitas [http://team-dignitas.net/articles/news/Team-Dignitas/10251/philadelphia-76ers-acquire-merge-and-manage-leading-esports-teams-dignitas-and-apex were acquired] by the owners of the US basketball's Philadelphia 76ers in September 2016.&lt;br /&gt;
&lt;br /&gt;
*Major UK football clubs including [http://www.bbc.co.uk/news/technology-36734518 Manchester City] and [http://www.bbc.co.uk/sport/football/36231379 West Ham United] have signed professional esports players.&lt;br /&gt;
&lt;br /&gt;
*The UK's largest gaming retailer, Game, [http://www.mcvuk.com/news/read/game-acquires-multiplay-for-20m/0145947 acquired Multiplay], one of the UK's longest established esports businesses, for £20m.&lt;br /&gt;
&lt;br /&gt;
*There is also [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf growing grassroots esports scene] in the UK's universities, with 3,000 players in the National University Esports League, representing 110 universities.&lt;br /&gt;
&lt;br /&gt;
== UK Mobile Games ==&lt;br /&gt;
&lt;br /&gt;
*There are [https://gamesmap.uk/ 1,483 active games companies] making mobile games in the UK (as of August 2017).&lt;br /&gt;
&lt;br /&gt;
*The UK has the [http://www.isfe.eu/about-isfe/news/isfe-report-deloitte-illustrates-economic-impact-new-business-models largest mobile games workforce] in the EU, with 5,000 full-time employees.  This represents nearly a quarter of all 21,000 mobile game jobs across the EU.&lt;br /&gt;
&lt;br /&gt;
*[https://www.ofcom.org.uk/research-and-data/cmr/cmr16 71% of UK adults] (approx 40m) own a smartphone and 59% of UK households (approx 15.9m) own a tablet.&lt;br /&gt;
&lt;br /&gt;
*47% of [https://www.deloitte.co.uk/mobileuk/ UK smartphone owners] use apps on their phones to play games – more that use apps for online banking (40%) or reading the news (33%).&lt;br /&gt;
&lt;br /&gt;
*44% households [https://www.isfe.eu/industry-facts own an iPhone], 46% and Android phone and 12% a Windows phone.&lt;br /&gt;
&lt;br /&gt;
*The free apps with in-app purchase model is king, representing 76% of the revenue share of the UK for apps.&lt;br /&gt;
&lt;br /&gt;
*In terms of revenue per download, the UK is best positioned in western Europe with a potential profit of $0.47 per download. The UK is more profitable than Germany, United States and China.&lt;br /&gt;
&lt;br /&gt;
== UK Player Demographics ==&lt;br /&gt;
&lt;br /&gt;
There are several different estimations for UK player demographics available:&lt;br /&gt;
&lt;br /&gt;
Newzoo:&lt;br /&gt;
&lt;br /&gt;
*In 2017, [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32.4 million people] play games in the UK. Spending $4.2 billion this year, they make the UK the 5th largest games market in the world.&lt;br /&gt;
&lt;br /&gt;
*The UK mobile market is very evenly represented between the genders, with a [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 48% female / 52% male split] between those who are playing more than once a month.&lt;br /&gt;
&lt;br /&gt;
*[https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32% of UK players] play mobile, console and PC games.&lt;br /&gt;
&lt;br /&gt;
*In 2016, there were 31.6m players in the UK, approximately 50% of the total population. Of those that play games, 59% of them spend money on games, annually spending an average of [https://newzoo.com/insights/infographics/the-uk-games-market-2016/ $206 per player].&lt;br /&gt;
&lt;br /&gt;
[https://www.isfe.eu/industry-facts GameTrack]:&lt;br /&gt;
&lt;br /&gt;
*There are 20.6m people aged between 6 and 64 playing games in the UK, or 43% of the population in that age group. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*On average, 11 to 64 year-olds in the UK spend 9.5 hours per week playing games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Across all UK 6-64 year olds, 25% (11.7m) played packaged games, 22% app games (10.6m) and 24% (11.4m) online games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Similarly, 27% (12.7m) play on consoles, 24% (11.4m) on computers, 22% (10.6m) on smartphones, 17% (7.9m) on tablets and 10% on handhelds (4.5m). (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*57% players in the UK are male and 43% female. The largest single age/gender demographic is 15-24 year-old males, making up 15% of all players. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
== Specialised Courses and Qualified Workforce ==&lt;br /&gt;
&lt;br /&gt;
*UK higher education is a strong supporter of the games industry. 60 universities/colleges provide 215 undergraduate and 40 master video game courses throughout the UK in 2014. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*23% of the courses are in London, 18% in the West Midlands and 16% in Yorkshire and the Humber: these 3 regions cover 57% of all courses provided. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The top 3 universities in number of courses provided are: Staffordshire University (29 courses), University of East London (17 courses) and Sheffield Hallam University (16 courses). (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The computer games workforce is highly qualified, with 63% having a degree compared to 57% of the wider Creative Media workforce and 37% of the wider UK economy in 2011. (Creative Skillset)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1467</id>
		<title>UK Industry Headlines</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1467"/>
		<updated>2019-11-21T12:29:47Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* UK Success Stories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== UK Success Stories ==&lt;br /&gt;
&lt;br /&gt;
The UK has a long history of making world class video games. With the global games audience estimated between [https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ 2.2] and [http://dq756f9pzlyr3.cloudfront.net/file/Internet+Trends+2017+Report.pdf 2.6] billion people and the global software market expected to grow from [https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf?utm_campaign=Games%20Market%20Report&amp;amp;utm_medium=email&amp;amp;_hsenc=p2ANqtz-93Xu8VqDs6szT503OsLWrNNaKrt0gC8gEVhgGWm4HCOdz_4JcVHLNfcA8Eo33XqdhwnBW-dVGouT3Th4F0FOyfGAlYfQ&amp;amp;_hsmi=63907018&amp;amp;utm_content=63906677&amp;amp;utm_source=hs_email&amp;amp;hsCtaTracking=ffa42eb3-9f57-4ca1-bccb-425a3cd98d81%7C075c1c69-ce55-4aba-9c03-5d441d779476 $137.9 billion] in 2018 to an estimated $180.1 billion by the end of 2021, the opportunities for the UK games industry have never been greater.&lt;br /&gt;
&lt;br /&gt;
As of June 2018, there are [https://gamesmap.uk/ 2,261 active games companies] in the UK, operating at all sizes and scales, with world-class talent across the full spectrum of games technologies - from mobile, PC and console, to fast-developing sectors such as VR / AR, esports and Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
Recent global UK successes include:&lt;br /&gt;
&lt;br /&gt;
*'''Grand Theft Auto V''' by Rockstar Games, is the [https://www.gamesindustry.biz/articles/2018-04-09-gta-v-is-the-most-profitable-entertainment-product-of-all-time most financially successful media product] of all time, selling over [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsarticle&amp;amp;ID=2349458 95 million units] worldwide and over $6bn in global revenue. It is the fastest selling entertainment product ever, grossing $1bn worldwide in just 3 days and the top selling game of all time in the UK, generating over £240m from more than 6 million physical copies sold - or roughly [http://ukie.org.uk/press-release/2016/12/grand-theft-auto-v-breaks-6m-boxed-copies-sold-uk 3.5 sales per minute], as well as being the top-selling game [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsArticle&amp;amp;ID=2315089 in the US] in terms of both revenue and units. GTAV still continues to defy expectations, returning to the top of the UK chart in [http://ukie.org.uk/news/2018/03/its-15th-week-top-charts-gta-v March 2018], 4.5 years after it was first launched.&lt;br /&gt;
&lt;br /&gt;
*'''Batman: Arkham Knight''' by Rocksteady Studios, the [https://www.videogamer.com/news/batman-arkham-knight-becomes-the-fastest-selling-game-of-2015 fastest-selling game of 2015] and winner of multiple awards, including the 2016 BATFA for [http://www.bafta.org/games/awards/games-awards-winners-in-2016#british-game---batman-arkham-knight Best British game].&lt;br /&gt;
&lt;br /&gt;
*'''Monument Valley / Monument Valley 2''' by ustwo, downloaded over [https://medium.com/@ustwogames/monument-valley-in-numbers-year-2-440cf5562fe#.6blva9j2z 26 million times] and winner of 20 international awards, including Apple iPad Game of the Year 2014 and the 2015 BATFAs for both Best Mobile &amp;amp; Handheld and Best British game. The 2017 sequel has achieved [https://en.wikipedia.org/wiki/Monument_Valley_2#Reception revenues of $10.4 million] and been [https://www.gamesindustry.biz/articles/2018-06-26-monument-valley-2-sold-almost-3-5-million-copies-in-its-first-year downloaded over 30 million times, primarily due to its release for free in China]. &lt;br /&gt;
&lt;br /&gt;
*'''Hellblade: Senua’s Sacrifice''' by Ninja Theory, winner of [http://awards.bafta.org/award/2018/games 5 BAFTAs] in 2018, including Best British Game, as well as numerous other awards and accolades. It was one of the [http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 top selling games] on Steam in 2017 and was the best-selling PlayStation game in Europe the month it was released. The game was widely recognised for its pioneering work depicting the mental health of the main character, based on research partnerships with the University of Cambridge, the University of Durham and the Wellcome Trust.&lt;br /&gt;
&lt;br /&gt;
*'''Blood &amp;amp; Truth''' by Sony London Studio, the [https://www.gamespot.com/articles/top-10-uk-games-chart-blood-and-truth-becomes-firs/1100-6467310/? first virtual reality title to top the UK charts]. The game was described by its developers as a [https://en.wikipedia.org/wiki/Blood_%26_Truth#Development &amp;quot;love letter to classic cockney gangster movies&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
*'''Lego: Star Wars / Batman / Harry Potter / Avengers''' by Traveller's Tales. The Knutsford-based studio has built a name for itself with its Lego adaptations of much loved film franchises, achieving [https://www.gamesradar.com/uk/best-lego-games/ critical and commercial success] with its charming and humorous family-friendly games.  &lt;br /&gt;
&lt;br /&gt;
*'''Runescape''' by Jagex, the [https://secure.runescape.com/m=news/runescape-in-guinness-world-records world's most popular free MMORPG]. With a [https://www.runescape.com/mobile mobile version of the game now in early access], Runescape's success looks set to continue.&lt;br /&gt;
&lt;br /&gt;
*'''Forza Horizon 4''' by Playground Games, the fourth spin-off from the Forza Motorsport series has won multiple awards including the [https://www.bbc.co.uk/news/technology-47817730 2019 BAFTA for &amp;quot;Best British Game&amp;quot;]. In June 2019, Playground Games announced that [https://en.wikipedia.org/wiki/Forza_Horizon_4#Reception the racing game had reached 10 million users].&lt;br /&gt;
&lt;br /&gt;
*'''LittleBigPlanet 3''' by Media Molecule and Sumo Digital, developed collaboratively [https://en.wikipedia.org/wiki/LittleBigPlanet_3#Development between Media Molecule in Guildford and Sumo Digital in Sheffield]. With an all-star cast of narrators [https://blog.us.playstation.com/2014/10/07/littlebigplanet-3-hugh-laurie-stephen-fry-in-all-star-cast/ including Stephen Fry and Hugh Laurie], the platformer was praised for its creation mode being [https://en.wikipedia.org/wiki/LittleBigPlanet_3#Reception &amp;quot;made more accessible than ever before&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
*'''Until Dawn''' by Supermassive Games, the [https://en.wikipedia.org/wiki/Until_Dawn#Accolades BAFTA winning] narrative survival horror game was described as a [https://www.gamespot.com/articles/until-dawn-sales-better-than-expected-sequel-ideas/1100-6431319/ &amp;quot;sleeper hit&amp;quot; by Sony Worldwide Studios President Shuhei Yoshida] after its sales surpassed the companies expectations.&lt;br /&gt;
&lt;br /&gt;
There are plenty more. We support the [http://www.thecreativeindustries.co.uk/industries/games Creative Industries website] which features more great UK games stories.&lt;br /&gt;
&lt;br /&gt;
== UK Consumer Market == &lt;br /&gt;
&lt;br /&gt;
The UK is the [https://newzoo.com/insights/infographics/uk-games-market-2018/ 6th largest] video game market in 2017 in terms of consumer revenues, after China , USA, Japan and Germany. Approximately [https://newzoo.com/insights/infographics/uk-games-market-2018/ 37.3m people] in the UK play games.&lt;br /&gt;
&lt;br /&gt;
According to the 2018 [[Ukie UK Consumer Games Market Valuation]], UK spend on games was valued at a record [https://ukie.org.uk/news/2019/04/uk-consumer-spend-games-grows-10-record-%C2%A357bn-2018 £5.7bn] in 2018, up 10.0% [http://ukie.org.uk/news/2018/02/uk-games-market-grows-124-record-%C2%A3511bn-2017 from 2017] (£5.18bn, revised figures):&lt;br /&gt;
&lt;br /&gt;
*2018 was the biggest ever year for games software, growing +10.3% to a record £4.01bn in sales, driven by record results in both Digital and Online sales, which eclipsed £2.01bn for the first time, up +20.3%, and Mobile Games, which grew +8.2% to £1.17bn . Boxed software remains a substantial factor in software sales, experiencing a slight drop of -2.6% to £770m, however pre-owned games dropped significantly -30.8% to £67.9m.  &lt;br /&gt;
&lt;br /&gt;
*Game hardware continued to be a core driver of spend in 2018, up +10.7% to £1.57bn. Consoles sales grew a solid +6.5% to £702m, despite no new consoles being released. PC game hardware sales saw a strong year, up +18.4% to £445m, and the peripherals and accessories market similarly increase +19.9% to £355m. VR Hardware had a more difficult year, dropping -20.9% to £72m, as early adopters await the next generation of headsets.&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on wider game culture contributed an additional £109.6m in revenues across game-related toys, merchandise, books, movies and soundtracks, as well as game-based events around the UK.&lt;br /&gt;
&lt;br /&gt;
According to the [https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ Entertainment Retailers Association] (ERA), combined physical and digital sales UK games sales in 2018 generated a record £3.86bn, increasing 9.1% on the previous year.  &lt;br /&gt;
&lt;br /&gt;
This figure is now greater than that of home music and video sales combined, comprising 51.3% of the overall value of the sector, making the UK games market 1.65 times the size of the video market (£2.3bn) and 2.9 times the size of music (£1.3bn).&lt;br /&gt;
&lt;br /&gt;
Digital games sales provided the majority of growth, increasing 9.1% to £3.01bn, while physical game sales declined slightly by -2.1% to £769m, although not as drastically as in physical sales for both music (-16.6%) and video (-17.1%).&lt;br /&gt;
&lt;br /&gt;
In 2016, Electronic Art's FIFA 17 was the [https://eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ highest selling entertainment product] in the UK, selling 2.5m units, approximately 9% more sales than Star Wars: The Force Awakens, which sold 2.3m units.&lt;br /&gt;
&lt;br /&gt;
== UK Games Map ==&lt;br /&gt;
&lt;br /&gt;
In September 2016, Ukie launched the [https://gamesmap.uk/ UK Games Map], the first interactive, real-time map of the UK games industry. &lt;br /&gt;
&lt;br /&gt;
Built in partnership with Nesta, the UK's innovation foundation, the UK Games Map builds on the methodology established in the 2014 Ukie/Nesta report '[http://ukie.org.uk/research#Report A Map of The UK Games Industry]' to provide the most complete dataset of the geography of the UK games industry ever compiled. A more detailed description of the UK Games Map can be found [http://ukie.org.uk/news/2016/09/uk-games-map-puts-uk-games-businesses-map here].&lt;br /&gt;
&lt;br /&gt;
The UK Games Map is constantly being updated with new data from across the industry - since launch in September 2016 there have been more than 1,000 updates to company data on the platform.&lt;br /&gt;
&lt;br /&gt;
Key findings:&lt;br /&gt;
&lt;br /&gt;
*There are 2,277 active games companies in the UK (listed in the map, as of December 2018)&lt;br /&gt;
*2,728 UK games companies have been mapped to date&lt;br /&gt;
*62% of UK games companies were founded since the beginning of 2010&lt;br /&gt;
*Only 41% of UK games companies use the right Standard Industrial Classification codes&lt;br /&gt;
*The map also lists 149 games industry service companies and 231 games-related courses across 95 universities and academic institutions.&lt;br /&gt;
*As of June 2018, there 21 towns / cities that are home to more than 20 games companies, the top 10 of which are listed below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top 10 Towns by Company Count (Jun 2018)&lt;br /&gt;
|-&lt;br /&gt;
|'''Town / City'''&lt;br /&gt;
|'''No. Companies'''&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|614&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|Guildford &amp;amp; Aldershot&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Slough &amp;amp; Heathrow&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|41&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economic Contribution ==&lt;br /&gt;
&lt;br /&gt;
In October 2018, the BFI published a report covering the games industry's economic contribution to the UK in 2016, entitled '[[BFI_Screen_Business|Screen Business]]'. Both the full and summary versions of the report and can be downloaded in full via the [https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy BFI website].&lt;br /&gt;
&lt;br /&gt;
Findings from the BFI's Economic Contribution report:&lt;br /&gt;
&lt;br /&gt;
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contributed £2.87bn in GVA to the UK economy.&lt;br /&gt;
&lt;br /&gt;
*The UK games industry directly employs 20,430 FTEs in development, publishing and retail roles, which contribute £1.52bn in direct GVA to the economy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Direct economic contribution of the UK Games Industry in 2016&lt;br /&gt;
|-&lt;br /&gt;
|'''Subsector'''&lt;br /&gt;
|'''Employment (FTEs)'''&lt;br /&gt;
|'''GVA (£m)'''&lt;br /&gt;
|-&lt;br /&gt;
|Development&lt;br /&gt;
|13,840&lt;br /&gt;
|826.0&lt;br /&gt;
|-&lt;br /&gt;
|Publishing&lt;br /&gt;
|2,300&lt;br /&gt;
|526.6&lt;br /&gt;
|-&lt;br /&gt;
|Digital Retail&lt;br /&gt;
|310&lt;br /&gt;
|31.7&lt;br /&gt;
|-&lt;br /&gt;
|Physical Retail&lt;br /&gt;
|3,980&lt;br /&gt;
|132.0&lt;br /&gt;
|-&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''20,430'''&lt;br /&gt;
|'''1.52'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The economic impact of the growing UK Esports sector was also assessed for the first time and was shown to have supported 470 FTE jobs and contributed £18.4m in GVA in 2016. &lt;br /&gt;
&lt;br /&gt;
*In 2016, the UK games industry spent £1.25bn on game development.&lt;br /&gt;
&lt;br /&gt;
*In the period 2015-2017, there was at least £1.75bn of inward investment in the UK games industry.&lt;br /&gt;
&lt;br /&gt;
More detail on the economic impact of the UK games industry can be found via the '[[BFI_Screen_Business|Screen Business]]' page.&lt;br /&gt;
&lt;br /&gt;
== Video Games Tax Relief ==&lt;br /&gt;
&lt;br /&gt;
Video Games Tax Relief (VGTR) has been available for qualifying games companies to claim since April 2014.&lt;br /&gt;
&lt;br /&gt;
The BFI '[[BFI_Screen_Business|Screen Business]]' report, released in October 2018, showed the economic impacts of the relief in 2016&lt;br /&gt;
&lt;br /&gt;
*The VGTR supports 9,240 FTE jobs across the UK games industry, including 4,320 directly in development roles (31% of the total UK development workforce).&lt;br /&gt;
&lt;br /&gt;
*VGTR games represented £389.9m of UK development spend, 31% of the total development spend. Overall, projects supported by the VGTR contibuted £525m in GVA to the UK economy and £158m in tax revenue.&lt;br /&gt;
&lt;br /&gt;
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place.&lt;br /&gt;
&lt;br /&gt;
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy.&lt;br /&gt;
&lt;br /&gt;
*Of all the screen sector tax reliefs, the games sector was shown to have the highest rate of productivity, where each employee generated an average of £83,800 in GVA for the economy, significantly above the national industrial average of £62,100.&lt;br /&gt;
&lt;br /&gt;
According to data released by HMRC in [https://www.gov.uk/government/statistics/creative-industries-statistics-july-2018 July 2018], VGTR has provided £230m to UK studios across 770 claims since the relief was launched in April 2014.  Of that total, £105m was paid out to 345 claims in the financial year 2017-18.&lt;br /&gt;
&lt;br /&gt;
To date, VGTR has been claimed by 480 video game productions, accounting for over £1bn in UK expenditure.&lt;br /&gt;
&lt;br /&gt;
The latest annual figures from the [http://www.bfi.org.uk/supporting-uk-film/british-certification-tax-relief BFI Certification Unit] on how many games passed the cultural test for qualification for VGTR were released in May 2017. The full BFI release is [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q1-2017-v1.pdf available here].&lt;br /&gt;
&lt;br /&gt;
The latest end-of year figures for games certification numbers are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|VGTR Cultural Test Certification, Apr 2014 – Mar 2017&lt;br /&gt;
|-&lt;br /&gt;
|'''Certification'''&lt;br /&gt;
|'''Number'''&lt;br /&gt;
|'''EEA/UK spend £m'''&lt;br /&gt;
|'''Total Budget £m'''&lt;br /&gt;
|'''EEA/UK spend as a % of total budget'''&lt;br /&gt;
|-&lt;br /&gt;
|Final&lt;br /&gt;
|364&lt;br /&gt;
|423.9&lt;br /&gt;
|548.4&lt;br /&gt;
|77.3%&lt;br /&gt;
|-&lt;br /&gt;
|Interim&lt;br /&gt;
|370&lt;br /&gt;
|1,146.4&lt;br /&gt;
|1,280.6&lt;br /&gt;
|89.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However, in [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q3-2017.pdf October 2017] the BFI released further data showing that 161 games received final certification between 1st Jan to 30th September 2017, representing £136.8m EEA/UK spend from a total budget of £159.5m. This is a 25% increase in the number of games, but a slight decrease of -3.8% in EEA/UK spend over the same period the previous year. Looking at interim certifcication in the same period, 130 games were interim certified (-9.7%) representing an £296.6m of EEA/UK spend (-2.3%) and a total budget of £319.6m (-11.5%).&lt;br /&gt;
&lt;br /&gt;
*Final certification covers games that have been completed and released, and have claimed their tax relief.&lt;br /&gt;
*Interim certification covers games that are still in development but have been approved for the cultural test. &lt;br /&gt;
*Some games that have progressed from development to completed and released since the launch of the VGTR may be counted in both Interim and Final categories.&lt;br /&gt;
&lt;br /&gt;
Since the relief was introduced in Apr 2014, the number of games gaining final and interim certification has increased significantly year-on-year. In the financial year 2016/17, 212 games received final certification while 187 received interim certification, an increase of +59.4% and +38.5% on the previous year respectively.&lt;br /&gt;
&lt;br /&gt;
*In FY2016/17, the 212 games that received final certification had a total budget of £258m, £220.4m of which was spent in the UK. For the 187 games recieving interim certification, the total budget was £482.2, £412.2m of which was spent in the UK.&lt;br /&gt;
*Median budget for the projects applying for VGTR has also shown a huge year on year increase, rising from £0.2 million in 2014 to £0.7 million in Q1 2017.&lt;br /&gt;
*Games qualifying through the 'cultural test' typically receive a return of about 20 per cent of their development costs.&lt;br /&gt;
*The BFI publish as list of all video games certified as British through the video games cultural test, which can be downloaded here.&lt;br /&gt;
&lt;br /&gt;
== UK Esports ==&lt;br /&gt;
&lt;br /&gt;
*In 2016, the [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ UK esports audience] will grow to 6.5 million people, with 3.1 million watching more than once a month. The audience is expected to grow [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf 7.5% year-on-year] to reach 8 million people by 2019.&lt;br /&gt;
&lt;br /&gt;
*According to [https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], the UK esports market will see a 27.6% CAGR, reaching £8m in consumer ticket sales by 2021. Digital advertising in esports will increase to £12m by 2021, a CAGR of 46.2%.&lt;br /&gt;
&lt;br /&gt;
*Esports is [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ popular with millennials] in the UK, with the 21-35 age group representing 63% of the market. Women make up 31% of the audience and are most likely to watch when aged between 21-35.&lt;br /&gt;
&lt;br /&gt;
*The largest prize pool event held in the UK to date was [https://www.eslgaming.com/press/esl-one-dota-2-major-comes-birmingham ESL One Birmingham], with a prize pool of $1 million, held at Arena Birmingham in May 2018. &lt;br /&gt;
&lt;br /&gt;
*The UK is the home to some of the world's top esports talent. One of the UK's leading esports teams, Team Dignitas [http://team-dignitas.net/articles/news/Team-Dignitas/10251/philadelphia-76ers-acquire-merge-and-manage-leading-esports-teams-dignitas-and-apex were acquired] by the owners of the US basketball's Philadelphia 76ers in September 2016.&lt;br /&gt;
&lt;br /&gt;
*Major UK football clubs including [http://www.bbc.co.uk/news/technology-36734518 Manchester City] and [http://www.bbc.co.uk/sport/football/36231379 West Ham United] have signed professional esports players.&lt;br /&gt;
&lt;br /&gt;
*The UK's largest gaming retailer, Game, [http://www.mcvuk.com/news/read/game-acquires-multiplay-for-20m/0145947 acquired Multiplay], one of the UK's longest established esports businesses, for £20m.&lt;br /&gt;
&lt;br /&gt;
*There is also [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf growing grassroots esports scene] in the UK's universities, with 3,000 players in the National University Esports League, representing 110 universities.&lt;br /&gt;
&lt;br /&gt;
== UK Mobile Games ==&lt;br /&gt;
&lt;br /&gt;
*There are [https://gamesmap.uk/ 1,483 active games companies] making mobile games in the UK (as of August 2017).&lt;br /&gt;
&lt;br /&gt;
*The UK has the [http://www.isfe.eu/about-isfe/news/isfe-report-deloitte-illustrates-economic-impact-new-business-models largest mobile games workforce] in the EU, with 5,000 full-time employees.  This represents nearly a quarter of all 21,000 mobile game jobs across the EU.&lt;br /&gt;
&lt;br /&gt;
*[https://www.ofcom.org.uk/research-and-data/cmr/cmr16 71% of UK adults] (approx 40m) own a smartphone and 59% of UK households (approx 15.9m) own a tablet.&lt;br /&gt;
&lt;br /&gt;
*47% of [https://www.deloitte.co.uk/mobileuk/ UK smartphone owners] use apps on their phones to play games – more that use apps for online banking (40%) or reading the news (33%).&lt;br /&gt;
&lt;br /&gt;
*44% households [https://www.isfe.eu/industry-facts own an iPhone], 46% and Android phone and 12% a Windows phone.&lt;br /&gt;
&lt;br /&gt;
*The free apps with in-app purchase model is king, representing 76% of the revenue share of the UK for apps.&lt;br /&gt;
&lt;br /&gt;
*In terms of revenue per download, the UK is best positioned in western Europe with a potential profit of $0.47 per download. The UK is more profitable than Germany, United States and China.&lt;br /&gt;
&lt;br /&gt;
== UK Player Demographics ==&lt;br /&gt;
&lt;br /&gt;
There are several different estimations for UK player demographics available:&lt;br /&gt;
&lt;br /&gt;
Newzoo:&lt;br /&gt;
&lt;br /&gt;
*In 2017, [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32.4 million people] play games in the UK. Spending $4.2 billion this year, they make the UK the 5th largest games market in the world.&lt;br /&gt;
&lt;br /&gt;
*The UK mobile market is very evenly represented between the genders, with a [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 48% female / 52% male split] between those who are playing more than once a month.&lt;br /&gt;
&lt;br /&gt;
*[https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32% of UK players] play mobile, console and PC games.&lt;br /&gt;
&lt;br /&gt;
*In 2016, there were 31.6m players in the UK, approximately 50% of the total population. Of those that play games, 59% of them spend money on games, annually spending an average of [https://newzoo.com/insights/infographics/the-uk-games-market-2016/ $206 per player].&lt;br /&gt;
&lt;br /&gt;
[https://www.isfe.eu/industry-facts GameTrack]:&lt;br /&gt;
&lt;br /&gt;
*There are 20.6m people aged between 6 and 64 playing games in the UK, or 43% of the population in that age group. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*On average, 11 to 64 year-olds in the UK spend 9.5 hours per week playing games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Across all UK 6-64 year olds, 25% (11.7m) played packaged games, 22% app games (10.6m) and 24% (11.4m) online games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Similarly, 27% (12.7m) play on consoles, 24% (11.4m) on computers, 22% (10.6m) on smartphones, 17% (7.9m) on tablets and 10% on handhelds (4.5m). (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*57% players in the UK are male and 43% female. The largest single age/gender demographic is 15-24 year-old males, making up 15% of all players. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
== Specialised Courses and Qualified Workforce ==&lt;br /&gt;
&lt;br /&gt;
*UK higher education is a strong supporter of the games industry. 60 universities/colleges provide 215 undergraduate and 40 master video game courses throughout the UK in 2014. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*23% of the courses are in London, 18% in the West Midlands and 16% in Yorkshire and the Humber: these 3 regions cover 57% of all courses provided. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The top 3 universities in number of courses provided are: Staffordshire University (29 courses), University of East London (17 courses) and Sheffield Hallam University (16 courses). (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The computer games workforce is highly qualified, with 63% having a degree compared to 57% of the wider Creative Media workforce and 37% of the wider UK economy in 2011. (Creative Skillset)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1466</id>
		<title>UK Industry Headlines</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1466"/>
		<updated>2019-11-21T12:14:45Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* UK Success Stories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== UK Success Stories ==&lt;br /&gt;
&lt;br /&gt;
The UK has a long history of making world class video games. With the global games audience estimated between [https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ 2.2] and [http://dq756f9pzlyr3.cloudfront.net/file/Internet+Trends+2017+Report.pdf 2.6] billion people and the global software market expected to grow from [https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf?utm_campaign=Games%20Market%20Report&amp;amp;utm_medium=email&amp;amp;_hsenc=p2ANqtz-93Xu8VqDs6szT503OsLWrNNaKrt0gC8gEVhgGWm4HCOdz_4JcVHLNfcA8Eo33XqdhwnBW-dVGouT3Th4F0FOyfGAlYfQ&amp;amp;_hsmi=63907018&amp;amp;utm_content=63906677&amp;amp;utm_source=hs_email&amp;amp;hsCtaTracking=ffa42eb3-9f57-4ca1-bccb-425a3cd98d81%7C075c1c69-ce55-4aba-9c03-5d441d779476 $137.9 billion] in 2018 to an estimated $180.1 billion by the end of 2021, the opportunities for the UK games industry have never been greater.&lt;br /&gt;
&lt;br /&gt;
As of June 2018, there are [https://gamesmap.uk/ 2,261 active games companies] in the UK, operating at all sizes and scales, with world-class talent across the full spectrum of games technologies - from mobile, PC and console, to fast-developing sectors such as VR / AR, esports and Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
Recent global UK successes include:&lt;br /&gt;
&lt;br /&gt;
*'''Grand Theft Auto V''' by Rockstar Games, is the [https://www.gamesindustry.biz/articles/2018-04-09-gta-v-is-the-most-profitable-entertainment-product-of-all-time most financially successful media product] of all time, selling over [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsarticle&amp;amp;ID=2349458 95 million units] worldwide and over $6bn in global revenue. It is the fastest selling entertainment product ever, grossing $1bn worldwide in just 3 days and the top selling game of all time in the UK, generating over £240m from more than 6 million physical copies sold - or roughly [http://ukie.org.uk/press-release/2016/12/grand-theft-auto-v-breaks-6m-boxed-copies-sold-uk 3.5 sales per minute], as well as being the top-selling game [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsArticle&amp;amp;ID=2315089 in the US] in terms of both revenue and units. GTAV still continues to defy expectations, returning to the top of the UK chart in [http://ukie.org.uk/news/2018/03/its-15th-week-top-charts-gta-v March 2018], 4.5 years after it was first launched.&lt;br /&gt;
&lt;br /&gt;
*'''Batman: Arkham Knight''' by Rocksteady Studios, the [https://www.videogamer.com/news/batman-arkham-knight-becomes-the-fastest-selling-game-of-2015 fastest-selling game of 2015] and winner of multiple awards, including the 2016 BATFA for [http://www.bafta.org/games/awards/games-awards-winners-in-2016#british-game---batman-arkham-knight Best British game].&lt;br /&gt;
&lt;br /&gt;
*'''Monument Valley / Monument Valley 2''' by ustwo, downloaded over [https://medium.com/@ustwogames/monument-valley-in-numbers-year-2-440cf5562fe#.6blva9j2z 26 million times] and winner of 20 international awards, including Apple iPad Game of the Year 2014 and the 2015 BATFAs for both Best Mobile &amp;amp; Handheld and Best British game. The 2017 sequel has achieved [https://en.wikipedia.org/wiki/Monument_Valley_2#Reception revenues of $10.4 million] and been [https://www.gamesindustry.biz/articles/2018-06-26-monument-valley-2-sold-almost-3-5-million-copies-in-its-first-year downloaded over 30 million times, primarily due to its release for free in China]. &lt;br /&gt;
&lt;br /&gt;
*'''Hellblade: Senua’s Sacrifice''' by Ninja Theory, winner of [http://awards.bafta.org/award/2018/games 5 BAFTAs] in 2018, including Best British Game, as well as numerous other awards and accolades. It was one of the [http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 top selling games] on Steam in 2017 and was the best-selling PlayStation game in Europe the month it was released. The game was widely recognised for its pioneering work depicting the mental health of the main character, based on research partnerships with the University of Cambridge, the University of Durham and the Wellcome Trust.&lt;br /&gt;
&lt;br /&gt;
*'''Blood &amp;amp; Truth''' by Sony London Studio, the [https://www.gamespot.com/articles/top-10-uk-games-chart-blood-and-truth-becomes-firs/1100-6467310/? first virtual reality title to top the UK charts]. The game was described by its developers as a [https://en.wikipedia.org/wiki/Blood_%26_Truth#Development &amp;quot;love letter to classic cockney gangster movies&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
*'''Lego: Star Wars / Batman / Harry Potter / Avengers''' by Traveller's Tales. The Knutsford-based studio has built a name for itself with its Lego adaptations of much loved film franchises, achieving [https://www.gamesradar.com/uk/best-lego-games/ critical and commercial success] with its charming and humorous family-friendly games.  &lt;br /&gt;
&lt;br /&gt;
*'''Runescape''' by Jagex, the [https://secure.runescape.com/m=news/runescape-in-guinness-world-records world's most popular free MMORPG]. With a [https://www.runescape.com/mobile mobile version of the game now in early access], Runescape's success looks set to continue.&lt;br /&gt;
&lt;br /&gt;
*'''Forza Horizon 4''' by Playground Games, the fourth spin-off from the Forza Motorsport series has won multiple awards including the [https://www.bbc.co.uk/news/technology-47817730 2019 BAFTA for &amp;quot;Best British Game&amp;quot;]. In June 2019, Playground Games announced that [https://en.wikipedia.org/wiki/Forza_Horizon_4#Reception the racing game had reached 10 million users].&lt;br /&gt;
&lt;br /&gt;
*'''LittleBigPlanet 3''' by Media Molecule and Sumo Digital, developed collaboratively [https://en.wikipedia.org/wiki/LittleBigPlanet_3#Development between Media Molecule in Guildford and Sumo Digital in Sheffield]. With an all-star cast of narrators [https://blog.us.playstation.com/2014/10/07/littlebigplanet-3-hugh-laurie-stephen-fry-in-all-star-cast/ including Stephen Fry and Hugh Laurie], the platformer was praised for its creation mode being [https://en.wikipedia.org/wiki/LittleBigPlanet_3#Reception &amp;quot;made more accessible than ever before&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
There are plenty more. We support the [http://www.thecreativeindustries.co.uk/industries/games Creative Industries website] which features more great UK games stories.&lt;br /&gt;
&lt;br /&gt;
== UK Consumer Market == &lt;br /&gt;
&lt;br /&gt;
The UK is the [https://newzoo.com/insights/infographics/uk-games-market-2018/ 6th largest] video game market in 2017 in terms of consumer revenues, after China , USA, Japan and Germany. Approximately [https://newzoo.com/insights/infographics/uk-games-market-2018/ 37.3m people] in the UK play games.&lt;br /&gt;
&lt;br /&gt;
According to the 2018 [[Ukie UK Consumer Games Market Valuation]], UK spend on games was valued at a record [https://ukie.org.uk/news/2019/04/uk-consumer-spend-games-grows-10-record-%C2%A357bn-2018 £5.7bn] in 2018, up 10.0% [http://ukie.org.uk/news/2018/02/uk-games-market-grows-124-record-%C2%A3511bn-2017 from 2017] (£5.18bn, revised figures):&lt;br /&gt;
&lt;br /&gt;
*2018 was the biggest ever year for games software, growing +10.3% to a record £4.01bn in sales, driven by record results in both Digital and Online sales, which eclipsed £2.01bn for the first time, up +20.3%, and Mobile Games, which grew +8.2% to £1.17bn . Boxed software remains a substantial factor in software sales, experiencing a slight drop of -2.6% to £770m, however pre-owned games dropped significantly -30.8% to £67.9m.  &lt;br /&gt;
&lt;br /&gt;
*Game hardware continued to be a core driver of spend in 2018, up +10.7% to £1.57bn. Consoles sales grew a solid +6.5% to £702m, despite no new consoles being released. PC game hardware sales saw a strong year, up +18.4% to £445m, and the peripherals and accessories market similarly increase +19.9% to £355m. VR Hardware had a more difficult year, dropping -20.9% to £72m, as early adopters await the next generation of headsets.&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on wider game culture contributed an additional £109.6m in revenues across game-related toys, merchandise, books, movies and soundtracks, as well as game-based events around the UK.&lt;br /&gt;
&lt;br /&gt;
According to the [https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ Entertainment Retailers Association] (ERA), combined physical and digital sales UK games sales in 2018 generated a record £3.86bn, increasing 9.1% on the previous year.  &lt;br /&gt;
&lt;br /&gt;
This figure is now greater than that of home music and video sales combined, comprising 51.3% of the overall value of the sector, making the UK games market 1.65 times the size of the video market (£2.3bn) and 2.9 times the size of music (£1.3bn).&lt;br /&gt;
&lt;br /&gt;
Digital games sales provided the majority of growth, increasing 9.1% to £3.01bn, while physical game sales declined slightly by -2.1% to £769m, although not as drastically as in physical sales for both music (-16.6%) and video (-17.1%).&lt;br /&gt;
&lt;br /&gt;
In 2016, Electronic Art's FIFA 17 was the [https://eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ highest selling entertainment product] in the UK, selling 2.5m units, approximately 9% more sales than Star Wars: The Force Awakens, which sold 2.3m units.&lt;br /&gt;
&lt;br /&gt;
== UK Games Map ==&lt;br /&gt;
&lt;br /&gt;
In September 2016, Ukie launched the [https://gamesmap.uk/ UK Games Map], the first interactive, real-time map of the UK games industry. &lt;br /&gt;
&lt;br /&gt;
Built in partnership with Nesta, the UK's innovation foundation, the UK Games Map builds on the methodology established in the 2014 Ukie/Nesta report '[http://ukie.org.uk/research#Report A Map of The UK Games Industry]' to provide the most complete dataset of the geography of the UK games industry ever compiled. A more detailed description of the UK Games Map can be found [http://ukie.org.uk/news/2016/09/uk-games-map-puts-uk-games-businesses-map here].&lt;br /&gt;
&lt;br /&gt;
The UK Games Map is constantly being updated with new data from across the industry - since launch in September 2016 there have been more than 1,000 updates to company data on the platform.&lt;br /&gt;
&lt;br /&gt;
Key findings:&lt;br /&gt;
&lt;br /&gt;
*There are 2,277 active games companies in the UK (listed in the map, as of December 2018)&lt;br /&gt;
*2,728 UK games companies have been mapped to date&lt;br /&gt;
*62% of UK games companies were founded since the beginning of 2010&lt;br /&gt;
*Only 41% of UK games companies use the right Standard Industrial Classification codes&lt;br /&gt;
*The map also lists 149 games industry service companies and 231 games-related courses across 95 universities and academic institutions.&lt;br /&gt;
*As of June 2018, there 21 towns / cities that are home to more than 20 games companies, the top 10 of which are listed below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top 10 Towns by Company Count (Jun 2018)&lt;br /&gt;
|-&lt;br /&gt;
|'''Town / City'''&lt;br /&gt;
|'''No. Companies'''&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|614&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|Guildford &amp;amp; Aldershot&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Slough &amp;amp; Heathrow&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|41&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economic Contribution ==&lt;br /&gt;
&lt;br /&gt;
In October 2018, the BFI published a report covering the games industry's economic contribution to the UK in 2016, entitled '[[BFI_Screen_Business|Screen Business]]'. Both the full and summary versions of the report and can be downloaded in full via the [https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy BFI website].&lt;br /&gt;
&lt;br /&gt;
Findings from the BFI's Economic Contribution report:&lt;br /&gt;
&lt;br /&gt;
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contributed £2.87bn in GVA to the UK economy.&lt;br /&gt;
&lt;br /&gt;
*The UK games industry directly employs 20,430 FTEs in development, publishing and retail roles, which contribute £1.52bn in direct GVA to the economy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Direct economic contribution of the UK Games Industry in 2016&lt;br /&gt;
|-&lt;br /&gt;
|'''Subsector'''&lt;br /&gt;
|'''Employment (FTEs)'''&lt;br /&gt;
|'''GVA (£m)'''&lt;br /&gt;
|-&lt;br /&gt;
|Development&lt;br /&gt;
|13,840&lt;br /&gt;
|826.0&lt;br /&gt;
|-&lt;br /&gt;
|Publishing&lt;br /&gt;
|2,300&lt;br /&gt;
|526.6&lt;br /&gt;
|-&lt;br /&gt;
|Digital Retail&lt;br /&gt;
|310&lt;br /&gt;
|31.7&lt;br /&gt;
|-&lt;br /&gt;
|Physical Retail&lt;br /&gt;
|3,980&lt;br /&gt;
|132.0&lt;br /&gt;
|-&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''20,430'''&lt;br /&gt;
|'''1.52'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The economic impact of the growing UK Esports sector was also assessed for the first time and was shown to have supported 470 FTE jobs and contributed £18.4m in GVA in 2016. &lt;br /&gt;
&lt;br /&gt;
*In 2016, the UK games industry spent £1.25bn on game development.&lt;br /&gt;
&lt;br /&gt;
*In the period 2015-2017, there was at least £1.75bn of inward investment in the UK games industry.&lt;br /&gt;
&lt;br /&gt;
More detail on the economic impact of the UK games industry can be found via the '[[BFI_Screen_Business|Screen Business]]' page.&lt;br /&gt;
&lt;br /&gt;
== Video Games Tax Relief ==&lt;br /&gt;
&lt;br /&gt;
Video Games Tax Relief (VGTR) has been available for qualifying games companies to claim since April 2014.&lt;br /&gt;
&lt;br /&gt;
The BFI '[[BFI_Screen_Business|Screen Business]]' report, released in October 2018, showed the economic impacts of the relief in 2016&lt;br /&gt;
&lt;br /&gt;
*The VGTR supports 9,240 FTE jobs across the UK games industry, including 4,320 directly in development roles (31% of the total UK development workforce).&lt;br /&gt;
&lt;br /&gt;
*VGTR games represented £389.9m of UK development spend, 31% of the total development spend. Overall, projects supported by the VGTR contibuted £525m in GVA to the UK economy and £158m in tax revenue.&lt;br /&gt;
&lt;br /&gt;
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place.&lt;br /&gt;
&lt;br /&gt;
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy.&lt;br /&gt;
&lt;br /&gt;
*Of all the screen sector tax reliefs, the games sector was shown to have the highest rate of productivity, where each employee generated an average of £83,800 in GVA for the economy, significantly above the national industrial average of £62,100.&lt;br /&gt;
&lt;br /&gt;
According to data released by HMRC in [https://www.gov.uk/government/statistics/creative-industries-statistics-july-2018 July 2018], VGTR has provided £230m to UK studios across 770 claims since the relief was launched in April 2014.  Of that total, £105m was paid out to 345 claims in the financial year 2017-18.&lt;br /&gt;
&lt;br /&gt;
To date, VGTR has been claimed by 480 video game productions, accounting for over £1bn in UK expenditure.&lt;br /&gt;
&lt;br /&gt;
The latest annual figures from the [http://www.bfi.org.uk/supporting-uk-film/british-certification-tax-relief BFI Certification Unit] on how many games passed the cultural test for qualification for VGTR were released in May 2017. The full BFI release is [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q1-2017-v1.pdf available here].&lt;br /&gt;
&lt;br /&gt;
The latest end-of year figures for games certification numbers are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|VGTR Cultural Test Certification, Apr 2014 – Mar 2017&lt;br /&gt;
|-&lt;br /&gt;
|'''Certification'''&lt;br /&gt;
|'''Number'''&lt;br /&gt;
|'''EEA/UK spend £m'''&lt;br /&gt;
|'''Total Budget £m'''&lt;br /&gt;
|'''EEA/UK spend as a % of total budget'''&lt;br /&gt;
|-&lt;br /&gt;
|Final&lt;br /&gt;
|364&lt;br /&gt;
|423.9&lt;br /&gt;
|548.4&lt;br /&gt;
|77.3%&lt;br /&gt;
|-&lt;br /&gt;
|Interim&lt;br /&gt;
|370&lt;br /&gt;
|1,146.4&lt;br /&gt;
|1,280.6&lt;br /&gt;
|89.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However, in [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q3-2017.pdf October 2017] the BFI released further data showing that 161 games received final certification between 1st Jan to 30th September 2017, representing £136.8m EEA/UK spend from a total budget of £159.5m. This is a 25% increase in the number of games, but a slight decrease of -3.8% in EEA/UK spend over the same period the previous year. Looking at interim certifcication in the same period, 130 games were interim certified (-9.7%) representing an £296.6m of EEA/UK spend (-2.3%) and a total budget of £319.6m (-11.5%).&lt;br /&gt;
&lt;br /&gt;
*Final certification covers games that have been completed and released, and have claimed their tax relief.&lt;br /&gt;
*Interim certification covers games that are still in development but have been approved for the cultural test. &lt;br /&gt;
*Some games that have progressed from development to completed and released since the launch of the VGTR may be counted in both Interim and Final categories.&lt;br /&gt;
&lt;br /&gt;
Since the relief was introduced in Apr 2014, the number of games gaining final and interim certification has increased significantly year-on-year. In the financial year 2016/17, 212 games received final certification while 187 received interim certification, an increase of +59.4% and +38.5% on the previous year respectively.&lt;br /&gt;
&lt;br /&gt;
*In FY2016/17, the 212 games that received final certification had a total budget of £258m, £220.4m of which was spent in the UK. For the 187 games recieving interim certification, the total budget was £482.2, £412.2m of which was spent in the UK.&lt;br /&gt;
*Median budget for the projects applying for VGTR has also shown a huge year on year increase, rising from £0.2 million in 2014 to £0.7 million in Q1 2017.&lt;br /&gt;
*Games qualifying through the 'cultural test' typically receive a return of about 20 per cent of their development costs.&lt;br /&gt;
*The BFI publish as list of all video games certified as British through the video games cultural test, which can be downloaded here.&lt;br /&gt;
&lt;br /&gt;
== UK Esports ==&lt;br /&gt;
&lt;br /&gt;
*In 2016, the [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ UK esports audience] will grow to 6.5 million people, with 3.1 million watching more than once a month. The audience is expected to grow [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf 7.5% year-on-year] to reach 8 million people by 2019.&lt;br /&gt;
&lt;br /&gt;
*According to [https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], the UK esports market will see a 27.6% CAGR, reaching £8m in consumer ticket sales by 2021. Digital advertising in esports will increase to £12m by 2021, a CAGR of 46.2%.&lt;br /&gt;
&lt;br /&gt;
*Esports is [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ popular with millennials] in the UK, with the 21-35 age group representing 63% of the market. Women make up 31% of the audience and are most likely to watch when aged between 21-35.&lt;br /&gt;
&lt;br /&gt;
*The largest prize pool event held in the UK to date was [https://www.eslgaming.com/press/esl-one-dota-2-major-comes-birmingham ESL One Birmingham], with a prize pool of $1 million, held at Arena Birmingham in May 2018. &lt;br /&gt;
&lt;br /&gt;
*The UK is the home to some of the world's top esports talent. One of the UK's leading esports teams, Team Dignitas [http://team-dignitas.net/articles/news/Team-Dignitas/10251/philadelphia-76ers-acquire-merge-and-manage-leading-esports-teams-dignitas-and-apex were acquired] by the owners of the US basketball's Philadelphia 76ers in September 2016.&lt;br /&gt;
&lt;br /&gt;
*Major UK football clubs including [http://www.bbc.co.uk/news/technology-36734518 Manchester City] and [http://www.bbc.co.uk/sport/football/36231379 West Ham United] have signed professional esports players.&lt;br /&gt;
&lt;br /&gt;
*The UK's largest gaming retailer, Game, [http://www.mcvuk.com/news/read/game-acquires-multiplay-for-20m/0145947 acquired Multiplay], one of the UK's longest established esports businesses, for £20m.&lt;br /&gt;
&lt;br /&gt;
*There is also [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf growing grassroots esports scene] in the UK's universities, with 3,000 players in the National University Esports League, representing 110 universities.&lt;br /&gt;
&lt;br /&gt;
== UK Mobile Games ==&lt;br /&gt;
&lt;br /&gt;
*There are [https://gamesmap.uk/ 1,483 active games companies] making mobile games in the UK (as of August 2017).&lt;br /&gt;
&lt;br /&gt;
*The UK has the [http://www.isfe.eu/about-isfe/news/isfe-report-deloitte-illustrates-economic-impact-new-business-models largest mobile games workforce] in the EU, with 5,000 full-time employees.  This represents nearly a quarter of all 21,000 mobile game jobs across the EU.&lt;br /&gt;
&lt;br /&gt;
*[https://www.ofcom.org.uk/research-and-data/cmr/cmr16 71% of UK adults] (approx 40m) own a smartphone and 59% of UK households (approx 15.9m) own a tablet.&lt;br /&gt;
&lt;br /&gt;
*47% of [https://www.deloitte.co.uk/mobileuk/ UK smartphone owners] use apps on their phones to play games – more that use apps for online banking (40%) or reading the news (33%).&lt;br /&gt;
&lt;br /&gt;
*44% households [https://www.isfe.eu/industry-facts own an iPhone], 46% and Android phone and 12% a Windows phone.&lt;br /&gt;
&lt;br /&gt;
*The free apps with in-app purchase model is king, representing 76% of the revenue share of the UK for apps.&lt;br /&gt;
&lt;br /&gt;
*In terms of revenue per download, the UK is best positioned in western Europe with a potential profit of $0.47 per download. The UK is more profitable than Germany, United States and China.&lt;br /&gt;
&lt;br /&gt;
== UK Player Demographics ==&lt;br /&gt;
&lt;br /&gt;
There are several different estimations for UK player demographics available:&lt;br /&gt;
&lt;br /&gt;
Newzoo:&lt;br /&gt;
&lt;br /&gt;
*In 2017, [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32.4 million people] play games in the UK. Spending $4.2 billion this year, they make the UK the 5th largest games market in the world.&lt;br /&gt;
&lt;br /&gt;
*The UK mobile market is very evenly represented between the genders, with a [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 48% female / 52% male split] between those who are playing more than once a month.&lt;br /&gt;
&lt;br /&gt;
*[https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32% of UK players] play mobile, console and PC games.&lt;br /&gt;
&lt;br /&gt;
*In 2016, there were 31.6m players in the UK, approximately 50% of the total population. Of those that play games, 59% of them spend money on games, annually spending an average of [https://newzoo.com/insights/infographics/the-uk-games-market-2016/ $206 per player].&lt;br /&gt;
&lt;br /&gt;
[https://www.isfe.eu/industry-facts GameTrack]:&lt;br /&gt;
&lt;br /&gt;
*There are 20.6m people aged between 6 and 64 playing games in the UK, or 43% of the population in that age group. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*On average, 11 to 64 year-olds in the UK spend 9.5 hours per week playing games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Across all UK 6-64 year olds, 25% (11.7m) played packaged games, 22% app games (10.6m) and 24% (11.4m) online games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Similarly, 27% (12.7m) play on consoles, 24% (11.4m) on computers, 22% (10.6m) on smartphones, 17% (7.9m) on tablets and 10% on handhelds (4.5m). (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*57% players in the UK are male and 43% female. The largest single age/gender demographic is 15-24 year-old males, making up 15% of all players. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
== Specialised Courses and Qualified Workforce ==&lt;br /&gt;
&lt;br /&gt;
*UK higher education is a strong supporter of the games industry. 60 universities/colleges provide 215 undergraduate and 40 master video game courses throughout the UK in 2014. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*23% of the courses are in London, 18% in the West Midlands and 16% in Yorkshire and the Humber: these 3 regions cover 57% of all courses provided. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The top 3 universities in number of courses provided are: Staffordshire University (29 courses), University of East London (17 courses) and Sheffield Hallam University (16 courses). (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The computer games workforce is highly qualified, with 63% having a degree compared to 57% of the wider Creative Media workforce and 37% of the wider UK economy in 2011. (Creative Skillset)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1465</id>
		<title>UK Industry Headlines</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1465"/>
		<updated>2019-11-21T11:58:04Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* UK Success Stories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== UK Success Stories ==&lt;br /&gt;
&lt;br /&gt;
The UK has a long history of making world class video games. With the global games audience estimated between [https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ 2.2] and [http://dq756f9pzlyr3.cloudfront.net/file/Internet+Trends+2017+Report.pdf 2.6] billion people and the global software market expected to grow from [https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf?utm_campaign=Games%20Market%20Report&amp;amp;utm_medium=email&amp;amp;_hsenc=p2ANqtz-93Xu8VqDs6szT503OsLWrNNaKrt0gC8gEVhgGWm4HCOdz_4JcVHLNfcA8Eo33XqdhwnBW-dVGouT3Th4F0FOyfGAlYfQ&amp;amp;_hsmi=63907018&amp;amp;utm_content=63906677&amp;amp;utm_source=hs_email&amp;amp;hsCtaTracking=ffa42eb3-9f57-4ca1-bccb-425a3cd98d81%7C075c1c69-ce55-4aba-9c03-5d441d779476 $137.9 billion] in 2018 to an estimated $180.1 billion by the end of 2021, the opportunities for the UK games industry have never been greater.&lt;br /&gt;
&lt;br /&gt;
As of June 2018, there are [https://gamesmap.uk/ 2,261 active games companies] in the UK, operating at all sizes and scales, with world-class talent across the full spectrum of games technologies - from mobile, PC and console, to fast-developing sectors such as VR / AR, esports and Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
Recent global UK successes include:&lt;br /&gt;
&lt;br /&gt;
*'''Grand Theft Auto V''' by Rockstar Games, is the [https://www.gamesindustry.biz/articles/2018-04-09-gta-v-is-the-most-profitable-entertainment-product-of-all-time most financially successful media product] of all time, selling over [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsarticle&amp;amp;ID=2349458 95 million units] worldwide and over $6bn in global revenue. It is the fastest selling entertainment product ever, grossing $1bn worldwide in just 3 days and the top selling game of all time in the UK, generating over £240m from more than 6 million physical copies sold - or roughly [http://ukie.org.uk/press-release/2016/12/grand-theft-auto-v-breaks-6m-boxed-copies-sold-uk 3.5 sales per minute], as well as being the top-selling game [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsArticle&amp;amp;ID=2315089 in the US] in terms of both revenue and units. GTAV still continues to defy expectations, returning to the top of the UK chart in [http://ukie.org.uk/news/2018/03/its-15th-week-top-charts-gta-v March 2018], 4.5 years after it was first launched.&lt;br /&gt;
&lt;br /&gt;
*'''Batman: Arkham Knight''' by Rocksteady Studios, the [https://www.videogamer.com/news/batman-arkham-knight-becomes-the-fastest-selling-game-of-2015 fastest-selling game of 2015] and winner of multiple awards, including the 2016 BATFA for [http://www.bafta.org/games/awards/games-awards-winners-in-2016#british-game---batman-arkham-knight Best British game].&lt;br /&gt;
&lt;br /&gt;
*'''Monument Valley / Monument Valley 2''' by ustwo, downloaded over [https://medium.com/@ustwogames/monument-valley-in-numbers-year-2-440cf5562fe#.6blva9j2z 26 million times] and winner of 20 international awards, including Apple iPad Game of the Year 2014 and the 2015 BATFAs for both Best Mobile &amp;amp; Handheld and Best British game. The 2017 sequel has achieved [https://en.wikipedia.org/wiki/Monument_Valley_2#Reception revenues of $10.4 million] and been [https://www.gamesindustry.biz/articles/2018-06-26-monument-valley-2-sold-almost-3-5-million-copies-in-its-first-year downloaded over 30 million times, primarily due to its release for free in China]. &lt;br /&gt;
&lt;br /&gt;
*'''Hellblade: Senua’s Sacrifice''' by Ninja Theory, winner of [http://awards.bafta.org/award/2018/games 5 BAFTAs] in 2018, including Best British Game, as well as numerous other awards and accolades. It was one of the [http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 top selling games] on Steam in 2017 and was the best-selling PlayStation game in Europe the month it was released. The game was widely recognised for its pioneering work depicting the mental health of the main character, based on research partnerships with the University of Cambridge, the University of Durham and the Wellcome Trust.&lt;br /&gt;
&lt;br /&gt;
*'''Blood &amp;amp; Truth''' by Sony London Studio, the [https://www.gamespot.com/articles/top-10-uk-games-chart-blood-and-truth-becomes-firs/1100-6467310/? first virtual reality title to top the UK charts]. The game was described by its developers as a [https://en.wikipedia.org/wiki/Blood_%26_Truth#Development &amp;quot;love letter to classic cockney gangster movies&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
*'''Lego: Star Wars / Batman / Harry Potter / Avengers''' by Traveller's Tales. The Knutsford-based studio has built a name for itself with its Lego adaptations of much loved film franchises, achieving [https://www.gamesradar.com/uk/best-lego-games/ critical and commercial success] with its charming and humorous family-friendly games.  &lt;br /&gt;
&lt;br /&gt;
*'''Runescape''' by Jagex, the [https://secure.runescape.com/m=news/runescape-in-guinness-world-records world's most popular free MMORPG]. With a [https://www.runescape.com/mobile mobile version of the game now in early access], Runescape's success looks set to continue.&lt;br /&gt;
&lt;br /&gt;
*'''Forza Horizon 4''' by Playground Games, the fourth spin-off from the Forza Motorsport series has won multiple awards including the [https://www.bbc.co.uk/news/technology-47817730 2019 BAFTA for &amp;quot;Best British Game&amp;quot;]. In June 2019, Playground Games announced that [https://en.wikipedia.org/wiki/Forza_Horizon_4#Reception the racing game had reached 10 million users].&lt;br /&gt;
&lt;br /&gt;
There are plenty more. We support the [http://www.thecreativeindustries.co.uk/industries/games Creative Industries website] which features more great UK games stories.&lt;br /&gt;
&lt;br /&gt;
== UK Consumer Market == &lt;br /&gt;
&lt;br /&gt;
The UK is the [https://newzoo.com/insights/infographics/uk-games-market-2018/ 6th largest] video game market in 2017 in terms of consumer revenues, after China , USA, Japan and Germany. Approximately [https://newzoo.com/insights/infographics/uk-games-market-2018/ 37.3m people] in the UK play games.&lt;br /&gt;
&lt;br /&gt;
According to the 2018 [[Ukie UK Consumer Games Market Valuation]], UK spend on games was valued at a record [https://ukie.org.uk/news/2019/04/uk-consumer-spend-games-grows-10-record-%C2%A357bn-2018 £5.7bn] in 2018, up 10.0% [http://ukie.org.uk/news/2018/02/uk-games-market-grows-124-record-%C2%A3511bn-2017 from 2017] (£5.18bn, revised figures):&lt;br /&gt;
&lt;br /&gt;
*2018 was the biggest ever year for games software, growing +10.3% to a record £4.01bn in sales, driven by record results in both Digital and Online sales, which eclipsed £2.01bn for the first time, up +20.3%, and Mobile Games, which grew +8.2% to £1.17bn . Boxed software remains a substantial factor in software sales, experiencing a slight drop of -2.6% to £770m, however pre-owned games dropped significantly -30.8% to £67.9m.  &lt;br /&gt;
&lt;br /&gt;
*Game hardware continued to be a core driver of spend in 2018, up +10.7% to £1.57bn. Consoles sales grew a solid +6.5% to £702m, despite no new consoles being released. PC game hardware sales saw a strong year, up +18.4% to £445m, and the peripherals and accessories market similarly increase +19.9% to £355m. VR Hardware had a more difficult year, dropping -20.9% to £72m, as early adopters await the next generation of headsets.&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on wider game culture contributed an additional £109.6m in revenues across game-related toys, merchandise, books, movies and soundtracks, as well as game-based events around the UK.&lt;br /&gt;
&lt;br /&gt;
According to the [https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ Entertainment Retailers Association] (ERA), combined physical and digital sales UK games sales in 2018 generated a record £3.86bn, increasing 9.1% on the previous year.  &lt;br /&gt;
&lt;br /&gt;
This figure is now greater than that of home music and video sales combined, comprising 51.3% of the overall value of the sector, making the UK games market 1.65 times the size of the video market (£2.3bn) and 2.9 times the size of music (£1.3bn).&lt;br /&gt;
&lt;br /&gt;
Digital games sales provided the majority of growth, increasing 9.1% to £3.01bn, while physical game sales declined slightly by -2.1% to £769m, although not as drastically as in physical sales for both music (-16.6%) and video (-17.1%).&lt;br /&gt;
&lt;br /&gt;
In 2016, Electronic Art's FIFA 17 was the [https://eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ highest selling entertainment product] in the UK, selling 2.5m units, approximately 9% more sales than Star Wars: The Force Awakens, which sold 2.3m units.&lt;br /&gt;
&lt;br /&gt;
== UK Games Map ==&lt;br /&gt;
&lt;br /&gt;
In September 2016, Ukie launched the [https://gamesmap.uk/ UK Games Map], the first interactive, real-time map of the UK games industry. &lt;br /&gt;
&lt;br /&gt;
Built in partnership with Nesta, the UK's innovation foundation, the UK Games Map builds on the methodology established in the 2014 Ukie/Nesta report '[http://ukie.org.uk/research#Report A Map of The UK Games Industry]' to provide the most complete dataset of the geography of the UK games industry ever compiled. A more detailed description of the UK Games Map can be found [http://ukie.org.uk/news/2016/09/uk-games-map-puts-uk-games-businesses-map here].&lt;br /&gt;
&lt;br /&gt;
The UK Games Map is constantly being updated with new data from across the industry - since launch in September 2016 there have been more than 1,000 updates to company data on the platform.&lt;br /&gt;
&lt;br /&gt;
Key findings:&lt;br /&gt;
&lt;br /&gt;
*There are 2,277 active games companies in the UK (listed in the map, as of December 2018)&lt;br /&gt;
*2,728 UK games companies have been mapped to date&lt;br /&gt;
*62% of UK games companies were founded since the beginning of 2010&lt;br /&gt;
*Only 41% of UK games companies use the right Standard Industrial Classification codes&lt;br /&gt;
*The map also lists 149 games industry service companies and 231 games-related courses across 95 universities and academic institutions.&lt;br /&gt;
*As of June 2018, there 21 towns / cities that are home to more than 20 games companies, the top 10 of which are listed below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top 10 Towns by Company Count (Jun 2018)&lt;br /&gt;
|-&lt;br /&gt;
|'''Town / City'''&lt;br /&gt;
|'''No. Companies'''&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|614&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|Guildford &amp;amp; Aldershot&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Slough &amp;amp; Heathrow&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|41&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economic Contribution ==&lt;br /&gt;
&lt;br /&gt;
In October 2018, the BFI published a report covering the games industry's economic contribution to the UK in 2016, entitled '[[BFI_Screen_Business|Screen Business]]'. Both the full and summary versions of the report and can be downloaded in full via the [https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy BFI website].&lt;br /&gt;
&lt;br /&gt;
Findings from the BFI's Economic Contribution report:&lt;br /&gt;
&lt;br /&gt;
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contributed £2.87bn in GVA to the UK economy.&lt;br /&gt;
&lt;br /&gt;
*The UK games industry directly employs 20,430 FTEs in development, publishing and retail roles, which contribute £1.52bn in direct GVA to the economy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Direct economic contribution of the UK Games Industry in 2016&lt;br /&gt;
|-&lt;br /&gt;
|'''Subsector'''&lt;br /&gt;
|'''Employment (FTEs)'''&lt;br /&gt;
|'''GVA (£m)'''&lt;br /&gt;
|-&lt;br /&gt;
|Development&lt;br /&gt;
|13,840&lt;br /&gt;
|826.0&lt;br /&gt;
|-&lt;br /&gt;
|Publishing&lt;br /&gt;
|2,300&lt;br /&gt;
|526.6&lt;br /&gt;
|-&lt;br /&gt;
|Digital Retail&lt;br /&gt;
|310&lt;br /&gt;
|31.7&lt;br /&gt;
|-&lt;br /&gt;
|Physical Retail&lt;br /&gt;
|3,980&lt;br /&gt;
|132.0&lt;br /&gt;
|-&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''20,430'''&lt;br /&gt;
|'''1.52'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The economic impact of the growing UK Esports sector was also assessed for the first time and was shown to have supported 470 FTE jobs and contributed £18.4m in GVA in 2016. &lt;br /&gt;
&lt;br /&gt;
*In 2016, the UK games industry spent £1.25bn on game development.&lt;br /&gt;
&lt;br /&gt;
*In the period 2015-2017, there was at least £1.75bn of inward investment in the UK games industry.&lt;br /&gt;
&lt;br /&gt;
More detail on the economic impact of the UK games industry can be found via the '[[BFI_Screen_Business|Screen Business]]' page.&lt;br /&gt;
&lt;br /&gt;
== Video Games Tax Relief ==&lt;br /&gt;
&lt;br /&gt;
Video Games Tax Relief (VGTR) has been available for qualifying games companies to claim since April 2014.&lt;br /&gt;
&lt;br /&gt;
The BFI '[[BFI_Screen_Business|Screen Business]]' report, released in October 2018, showed the economic impacts of the relief in 2016&lt;br /&gt;
&lt;br /&gt;
*The VGTR supports 9,240 FTE jobs across the UK games industry, including 4,320 directly in development roles (31% of the total UK development workforce).&lt;br /&gt;
&lt;br /&gt;
*VGTR games represented £389.9m of UK development spend, 31% of the total development spend. Overall, projects supported by the VGTR contibuted £525m in GVA to the UK economy and £158m in tax revenue.&lt;br /&gt;
&lt;br /&gt;
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place.&lt;br /&gt;
&lt;br /&gt;
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy.&lt;br /&gt;
&lt;br /&gt;
*Of all the screen sector tax reliefs, the games sector was shown to have the highest rate of productivity, where each employee generated an average of £83,800 in GVA for the economy, significantly above the national industrial average of £62,100.&lt;br /&gt;
&lt;br /&gt;
According to data released by HMRC in [https://www.gov.uk/government/statistics/creative-industries-statistics-july-2018 July 2018], VGTR has provided £230m to UK studios across 770 claims since the relief was launched in April 2014.  Of that total, £105m was paid out to 345 claims in the financial year 2017-18.&lt;br /&gt;
&lt;br /&gt;
To date, VGTR has been claimed by 480 video game productions, accounting for over £1bn in UK expenditure.&lt;br /&gt;
&lt;br /&gt;
The latest annual figures from the [http://www.bfi.org.uk/supporting-uk-film/british-certification-tax-relief BFI Certification Unit] on how many games passed the cultural test for qualification for VGTR were released in May 2017. The full BFI release is [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q1-2017-v1.pdf available here].&lt;br /&gt;
&lt;br /&gt;
The latest end-of year figures for games certification numbers are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|VGTR Cultural Test Certification, Apr 2014 – Mar 2017&lt;br /&gt;
|-&lt;br /&gt;
|'''Certification'''&lt;br /&gt;
|'''Number'''&lt;br /&gt;
|'''EEA/UK spend £m'''&lt;br /&gt;
|'''Total Budget £m'''&lt;br /&gt;
|'''EEA/UK spend as a % of total budget'''&lt;br /&gt;
|-&lt;br /&gt;
|Final&lt;br /&gt;
|364&lt;br /&gt;
|423.9&lt;br /&gt;
|548.4&lt;br /&gt;
|77.3%&lt;br /&gt;
|-&lt;br /&gt;
|Interim&lt;br /&gt;
|370&lt;br /&gt;
|1,146.4&lt;br /&gt;
|1,280.6&lt;br /&gt;
|89.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However, in [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q3-2017.pdf October 2017] the BFI released further data showing that 161 games received final certification between 1st Jan to 30th September 2017, representing £136.8m EEA/UK spend from a total budget of £159.5m. This is a 25% increase in the number of games, but a slight decrease of -3.8% in EEA/UK spend over the same period the previous year. Looking at interim certifcication in the same period, 130 games were interim certified (-9.7%) representing an £296.6m of EEA/UK spend (-2.3%) and a total budget of £319.6m (-11.5%).&lt;br /&gt;
&lt;br /&gt;
*Final certification covers games that have been completed and released, and have claimed their tax relief.&lt;br /&gt;
*Interim certification covers games that are still in development but have been approved for the cultural test. &lt;br /&gt;
*Some games that have progressed from development to completed and released since the launch of the VGTR may be counted in both Interim and Final categories.&lt;br /&gt;
&lt;br /&gt;
Since the relief was introduced in Apr 2014, the number of games gaining final and interim certification has increased significantly year-on-year. In the financial year 2016/17, 212 games received final certification while 187 received interim certification, an increase of +59.4% and +38.5% on the previous year respectively.&lt;br /&gt;
&lt;br /&gt;
*In FY2016/17, the 212 games that received final certification had a total budget of £258m, £220.4m of which was spent in the UK. For the 187 games recieving interim certification, the total budget was £482.2, £412.2m of which was spent in the UK.&lt;br /&gt;
*Median budget for the projects applying for VGTR has also shown a huge year on year increase, rising from £0.2 million in 2014 to £0.7 million in Q1 2017.&lt;br /&gt;
*Games qualifying through the 'cultural test' typically receive a return of about 20 per cent of their development costs.&lt;br /&gt;
*The BFI publish as list of all video games certified as British through the video games cultural test, which can be downloaded here.&lt;br /&gt;
&lt;br /&gt;
== UK Esports ==&lt;br /&gt;
&lt;br /&gt;
*In 2016, the [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ UK esports audience] will grow to 6.5 million people, with 3.1 million watching more than once a month. The audience is expected to grow [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf 7.5% year-on-year] to reach 8 million people by 2019.&lt;br /&gt;
&lt;br /&gt;
*According to [https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], the UK esports market will see a 27.6% CAGR, reaching £8m in consumer ticket sales by 2021. Digital advertising in esports will increase to £12m by 2021, a CAGR of 46.2%.&lt;br /&gt;
&lt;br /&gt;
*Esports is [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ popular with millennials] in the UK, with the 21-35 age group representing 63% of the market. Women make up 31% of the audience and are most likely to watch when aged between 21-35.&lt;br /&gt;
&lt;br /&gt;
*The largest prize pool event held in the UK to date was [https://www.eslgaming.com/press/esl-one-dota-2-major-comes-birmingham ESL One Birmingham], with a prize pool of $1 million, held at Arena Birmingham in May 2018. &lt;br /&gt;
&lt;br /&gt;
*The UK is the home to some of the world's top esports talent. One of the UK's leading esports teams, Team Dignitas [http://team-dignitas.net/articles/news/Team-Dignitas/10251/philadelphia-76ers-acquire-merge-and-manage-leading-esports-teams-dignitas-and-apex were acquired] by the owners of the US basketball's Philadelphia 76ers in September 2016.&lt;br /&gt;
&lt;br /&gt;
*Major UK football clubs including [http://www.bbc.co.uk/news/technology-36734518 Manchester City] and [http://www.bbc.co.uk/sport/football/36231379 West Ham United] have signed professional esports players.&lt;br /&gt;
&lt;br /&gt;
*The UK's largest gaming retailer, Game, [http://www.mcvuk.com/news/read/game-acquires-multiplay-for-20m/0145947 acquired Multiplay], one of the UK's longest established esports businesses, for £20m.&lt;br /&gt;
&lt;br /&gt;
*There is also [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf growing grassroots esports scene] in the UK's universities, with 3,000 players in the National University Esports League, representing 110 universities.&lt;br /&gt;
&lt;br /&gt;
== UK Mobile Games ==&lt;br /&gt;
&lt;br /&gt;
*There are [https://gamesmap.uk/ 1,483 active games companies] making mobile games in the UK (as of August 2017).&lt;br /&gt;
&lt;br /&gt;
*The UK has the [http://www.isfe.eu/about-isfe/news/isfe-report-deloitte-illustrates-economic-impact-new-business-models largest mobile games workforce] in the EU, with 5,000 full-time employees.  This represents nearly a quarter of all 21,000 mobile game jobs across the EU.&lt;br /&gt;
&lt;br /&gt;
*[https://www.ofcom.org.uk/research-and-data/cmr/cmr16 71% of UK adults] (approx 40m) own a smartphone and 59% of UK households (approx 15.9m) own a tablet.&lt;br /&gt;
&lt;br /&gt;
*47% of [https://www.deloitte.co.uk/mobileuk/ UK smartphone owners] use apps on their phones to play games – more that use apps for online banking (40%) or reading the news (33%).&lt;br /&gt;
&lt;br /&gt;
*44% households [https://www.isfe.eu/industry-facts own an iPhone], 46% and Android phone and 12% a Windows phone.&lt;br /&gt;
&lt;br /&gt;
*The free apps with in-app purchase model is king, representing 76% of the revenue share of the UK for apps.&lt;br /&gt;
&lt;br /&gt;
*In terms of revenue per download, the UK is best positioned in western Europe with a potential profit of $0.47 per download. The UK is more profitable than Germany, United States and China.&lt;br /&gt;
&lt;br /&gt;
== UK Player Demographics ==&lt;br /&gt;
&lt;br /&gt;
There are several different estimations for UK player demographics available:&lt;br /&gt;
&lt;br /&gt;
Newzoo:&lt;br /&gt;
&lt;br /&gt;
*In 2017, [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32.4 million people] play games in the UK. Spending $4.2 billion this year, they make the UK the 5th largest games market in the world.&lt;br /&gt;
&lt;br /&gt;
*The UK mobile market is very evenly represented between the genders, with a [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 48% female / 52% male split] between those who are playing more than once a month.&lt;br /&gt;
&lt;br /&gt;
*[https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32% of UK players] play mobile, console and PC games.&lt;br /&gt;
&lt;br /&gt;
*In 2016, there were 31.6m players in the UK, approximately 50% of the total population. Of those that play games, 59% of them spend money on games, annually spending an average of [https://newzoo.com/insights/infographics/the-uk-games-market-2016/ $206 per player].&lt;br /&gt;
&lt;br /&gt;
[https://www.isfe.eu/industry-facts GameTrack]:&lt;br /&gt;
&lt;br /&gt;
*There are 20.6m people aged between 6 and 64 playing games in the UK, or 43% of the population in that age group. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*On average, 11 to 64 year-olds in the UK spend 9.5 hours per week playing games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Across all UK 6-64 year olds, 25% (11.7m) played packaged games, 22% app games (10.6m) and 24% (11.4m) online games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Similarly, 27% (12.7m) play on consoles, 24% (11.4m) on computers, 22% (10.6m) on smartphones, 17% (7.9m) on tablets and 10% on handhelds (4.5m). (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*57% players in the UK are male and 43% female. The largest single age/gender demographic is 15-24 year-old males, making up 15% of all players. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
== Specialised Courses and Qualified Workforce ==&lt;br /&gt;
&lt;br /&gt;
*UK higher education is a strong supporter of the games industry. 60 universities/colleges provide 215 undergraduate and 40 master video game courses throughout the UK in 2014. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*23% of the courses are in London, 18% in the West Midlands and 16% in Yorkshire and the Humber: these 3 regions cover 57% of all courses provided. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The top 3 universities in number of courses provided are: Staffordshire University (29 courses), University of East London (17 courses) and Sheffield Hallam University (16 courses). (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The computer games workforce is highly qualified, with 63% having a degree compared to 57% of the wider Creative Media workforce and 37% of the wider UK economy in 2011. (Creative Skillset)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1464</id>
		<title>UK Industry Headlines</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1464"/>
		<updated>2019-11-21T11:34:29Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* UK Success Stories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== UK Success Stories ==&lt;br /&gt;
&lt;br /&gt;
The UK has a long history of making world class video games. With the global games audience estimated between [https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ 2.2] and [http://dq756f9pzlyr3.cloudfront.net/file/Internet+Trends+2017+Report.pdf 2.6] billion people and the global software market expected to grow from [https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf?utm_campaign=Games%20Market%20Report&amp;amp;utm_medium=email&amp;amp;_hsenc=p2ANqtz-93Xu8VqDs6szT503OsLWrNNaKrt0gC8gEVhgGWm4HCOdz_4JcVHLNfcA8Eo33XqdhwnBW-dVGouT3Th4F0FOyfGAlYfQ&amp;amp;_hsmi=63907018&amp;amp;utm_content=63906677&amp;amp;utm_source=hs_email&amp;amp;hsCtaTracking=ffa42eb3-9f57-4ca1-bccb-425a3cd98d81%7C075c1c69-ce55-4aba-9c03-5d441d779476 $137.9 billion] in 2018 to an estimated $180.1 billion by the end of 2021, the opportunities for the UK games industry have never been greater.&lt;br /&gt;
&lt;br /&gt;
As of June 2018, there are [https://gamesmap.uk/ 2,261 active games companies] in the UK, operating at all sizes and scales, with world-class talent across the full spectrum of games technologies - from mobile, PC and console, to fast-developing sectors such as VR / AR, esports and Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
Recent global UK successes include:&lt;br /&gt;
&lt;br /&gt;
*'''Grand Theft Auto V''' by Rockstar Games, is the [https://www.gamesindustry.biz/articles/2018-04-09-gta-v-is-the-most-profitable-entertainment-product-of-all-time most financially successful media product] of all time, selling over [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsarticle&amp;amp;ID=2349458 95 million units] worldwide and over $6bn in global revenue. It is the fastest selling entertainment product ever, grossing $1bn worldwide in just 3 days and the top selling game of all time in the UK, generating over £240m from more than 6 million physical copies sold - or roughly [http://ukie.org.uk/press-release/2016/12/grand-theft-auto-v-breaks-6m-boxed-copies-sold-uk 3.5 sales per minute], as well as being the top-selling game [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsArticle&amp;amp;ID=2315089 in the US] in terms of both revenue and units. GTAV still continues to defy expectations, returning to the top of the UK chart in [http://ukie.org.uk/news/2018/03/its-15th-week-top-charts-gta-v March 2018], 4.5 years after it was first launched.&lt;br /&gt;
&lt;br /&gt;
*'''Batman: Arkham Knight''' by Rocksteady Studios, the [https://www.videogamer.com/news/batman-arkham-knight-becomes-the-fastest-selling-game-of-2015 fastest-selling game of 2015] and winner of multiple awards, including the 2016 BATFA for [http://www.bafta.org/games/awards/games-awards-winners-in-2016#british-game---batman-arkham-knight Best British game].&lt;br /&gt;
&lt;br /&gt;
*'''Monument Valley''' by ustwo, downloaded over [https://medium.com/@ustwogames/monument-valley-in-numbers-year-2-440cf5562fe#.6blva9j2z 26 million times] and winner of 20 international awards, including Apple iPad Game of the Year 2014 and the 2015 BATFAs for both Best Mobile &amp;amp; Handheld and Best British game.&lt;br /&gt;
&lt;br /&gt;
*'''Hellblade: Senua’s Sacrifice''' by Ninja Theory, winner of [http://awards.bafta.org/award/2018/games 5 BAFTAs] in 2018, including Best British Game, as well as numerous other awards and accolades. It was one of the [http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 top selling games] on Steam in 2017 and was the best-selling PlayStation game in Europe the month it was released. The game was widely recognised for its pioneering work depicting the mental health of the main character, based on research partnerships with the University of Cambridge, the University of Durham and the Wellcome Trust.&lt;br /&gt;
&lt;br /&gt;
*'''Blood &amp;amp; Truth''' by Sony London Studio, the [https://www.gamespot.com/articles/top-10-uk-games-chart-blood-and-truth-becomes-firs/1100-6467310/? first virtual reality title to top the UK charts]. The game was described by its developers as a [https://en.wikipedia.org/wiki/Blood_%26_Truth#Development &amp;quot;love letter to classic cockney gangster movies&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
*'''Lego: Star Wars / Batman / Harry Potter / Avengers''' by Traveller's Tales. The Knutsford-based studio has built a name for itself with its Lego adaptations of much loved film franchises, achieving [https://www.gamesradar.com/uk/best-lego-games/ critical and commercial success] with its charming and humorous family-friendly games.  &lt;br /&gt;
&lt;br /&gt;
*'''Runescape''' by Jagex, the [https://secure.runescape.com/m=news/runescape-in-guinness-world-records world's most popular free MMORPG]. With a [https://www.runescape.com/mobile mobile version of the game now in early access], Runescape's success looks set to continue.&lt;br /&gt;
&lt;br /&gt;
*'''Forza Horizon 4''' by Playground Games, the fourth spin-off from the Forza Motorsport series has won multiple awards including the [https://www.bbc.co.uk/news/technology-47817730 2019 BAFTA for &amp;quot;Best British Game&amp;quot;]. In June 2019, Playground Games announced that [https://en.wikipedia.org/wiki/Forza_Horizon_4#Reception the racing game had reached 10 million users].&lt;br /&gt;
&lt;br /&gt;
There are plenty more. We support the [http://www.thecreativeindustries.co.uk/industries/games Creative Industries website] which features more great UK games stories.&lt;br /&gt;
&lt;br /&gt;
== UK Consumer Market == &lt;br /&gt;
&lt;br /&gt;
The UK is the [https://newzoo.com/insights/infographics/uk-games-market-2018/ 6th largest] video game market in 2017 in terms of consumer revenues, after China , USA, Japan and Germany. Approximately [https://newzoo.com/insights/infographics/uk-games-market-2018/ 37.3m people] in the UK play games.&lt;br /&gt;
&lt;br /&gt;
According to the 2018 [[Ukie UK Consumer Games Market Valuation]], UK spend on games was valued at a record [https://ukie.org.uk/news/2019/04/uk-consumer-spend-games-grows-10-record-%C2%A357bn-2018 £5.7bn] in 2018, up 10.0% [http://ukie.org.uk/news/2018/02/uk-games-market-grows-124-record-%C2%A3511bn-2017 from 2017] (£5.18bn, revised figures):&lt;br /&gt;
&lt;br /&gt;
*2018 was the biggest ever year for games software, growing +10.3% to a record £4.01bn in sales, driven by record results in both Digital and Online sales, which eclipsed £2.01bn for the first time, up +20.3%, and Mobile Games, which grew +8.2% to £1.17bn . Boxed software remains a substantial factor in software sales, experiencing a slight drop of -2.6% to £770m, however pre-owned games dropped significantly -30.8% to £67.9m.  &lt;br /&gt;
&lt;br /&gt;
*Game hardware continued to be a core driver of spend in 2018, up +10.7% to £1.57bn. Consoles sales grew a solid +6.5% to £702m, despite no new consoles being released. PC game hardware sales saw a strong year, up +18.4% to £445m, and the peripherals and accessories market similarly increase +19.9% to £355m. VR Hardware had a more difficult year, dropping -20.9% to £72m, as early adopters await the next generation of headsets.&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on wider game culture contributed an additional £109.6m in revenues across game-related toys, merchandise, books, movies and soundtracks, as well as game-based events around the UK.&lt;br /&gt;
&lt;br /&gt;
According to the [https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ Entertainment Retailers Association] (ERA), combined physical and digital sales UK games sales in 2018 generated a record £3.86bn, increasing 9.1% on the previous year.  &lt;br /&gt;
&lt;br /&gt;
This figure is now greater than that of home music and video sales combined, comprising 51.3% of the overall value of the sector, making the UK games market 1.65 times the size of the video market (£2.3bn) and 2.9 times the size of music (£1.3bn).&lt;br /&gt;
&lt;br /&gt;
Digital games sales provided the majority of growth, increasing 9.1% to £3.01bn, while physical game sales declined slightly by -2.1% to £769m, although not as drastically as in physical sales for both music (-16.6%) and video (-17.1%).&lt;br /&gt;
&lt;br /&gt;
In 2016, Electronic Art's FIFA 17 was the [https://eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ highest selling entertainment product] in the UK, selling 2.5m units, approximately 9% more sales than Star Wars: The Force Awakens, which sold 2.3m units.&lt;br /&gt;
&lt;br /&gt;
== UK Games Map ==&lt;br /&gt;
&lt;br /&gt;
In September 2016, Ukie launched the [https://gamesmap.uk/ UK Games Map], the first interactive, real-time map of the UK games industry. &lt;br /&gt;
&lt;br /&gt;
Built in partnership with Nesta, the UK's innovation foundation, the UK Games Map builds on the methodology established in the 2014 Ukie/Nesta report '[http://ukie.org.uk/research#Report A Map of The UK Games Industry]' to provide the most complete dataset of the geography of the UK games industry ever compiled. A more detailed description of the UK Games Map can be found [http://ukie.org.uk/news/2016/09/uk-games-map-puts-uk-games-businesses-map here].&lt;br /&gt;
&lt;br /&gt;
The UK Games Map is constantly being updated with new data from across the industry - since launch in September 2016 there have been more than 1,000 updates to company data on the platform.&lt;br /&gt;
&lt;br /&gt;
Key findings:&lt;br /&gt;
&lt;br /&gt;
*There are 2,277 active games companies in the UK (listed in the map, as of December 2018)&lt;br /&gt;
*2,728 UK games companies have been mapped to date&lt;br /&gt;
*62% of UK games companies were founded since the beginning of 2010&lt;br /&gt;
*Only 41% of UK games companies use the right Standard Industrial Classification codes&lt;br /&gt;
*The map also lists 149 games industry service companies and 231 games-related courses across 95 universities and academic institutions.&lt;br /&gt;
*As of June 2018, there 21 towns / cities that are home to more than 20 games companies, the top 10 of which are listed below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top 10 Towns by Company Count (Jun 2018)&lt;br /&gt;
|-&lt;br /&gt;
|'''Town / City'''&lt;br /&gt;
|'''No. Companies'''&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|614&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|Guildford &amp;amp; Aldershot&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Slough &amp;amp; Heathrow&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|41&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economic Contribution ==&lt;br /&gt;
&lt;br /&gt;
In October 2018, the BFI published a report covering the games industry's economic contribution to the UK in 2016, entitled '[[BFI_Screen_Business|Screen Business]]'. Both the full and summary versions of the report and can be downloaded in full via the [https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy BFI website].&lt;br /&gt;
&lt;br /&gt;
Findings from the BFI's Economic Contribution report:&lt;br /&gt;
&lt;br /&gt;
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contributed £2.87bn in GVA to the UK economy.&lt;br /&gt;
&lt;br /&gt;
*The UK games industry directly employs 20,430 FTEs in development, publishing and retail roles, which contribute £1.52bn in direct GVA to the economy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Direct economic contribution of the UK Games Industry in 2016&lt;br /&gt;
|-&lt;br /&gt;
|'''Subsector'''&lt;br /&gt;
|'''Employment (FTEs)'''&lt;br /&gt;
|'''GVA (£m)'''&lt;br /&gt;
|-&lt;br /&gt;
|Development&lt;br /&gt;
|13,840&lt;br /&gt;
|826.0&lt;br /&gt;
|-&lt;br /&gt;
|Publishing&lt;br /&gt;
|2,300&lt;br /&gt;
|526.6&lt;br /&gt;
|-&lt;br /&gt;
|Digital Retail&lt;br /&gt;
|310&lt;br /&gt;
|31.7&lt;br /&gt;
|-&lt;br /&gt;
|Physical Retail&lt;br /&gt;
|3,980&lt;br /&gt;
|132.0&lt;br /&gt;
|-&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''20,430'''&lt;br /&gt;
|'''1.52'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The economic impact of the growing UK Esports sector was also assessed for the first time and was shown to have supported 470 FTE jobs and contributed £18.4m in GVA in 2016. &lt;br /&gt;
&lt;br /&gt;
*In 2016, the UK games industry spent £1.25bn on game development.&lt;br /&gt;
&lt;br /&gt;
*In the period 2015-2017, there was at least £1.75bn of inward investment in the UK games industry.&lt;br /&gt;
&lt;br /&gt;
More detail on the economic impact of the UK games industry can be found via the '[[BFI_Screen_Business|Screen Business]]' page.&lt;br /&gt;
&lt;br /&gt;
== Video Games Tax Relief ==&lt;br /&gt;
&lt;br /&gt;
Video Games Tax Relief (VGTR) has been available for qualifying games companies to claim since April 2014.&lt;br /&gt;
&lt;br /&gt;
The BFI '[[BFI_Screen_Business|Screen Business]]' report, released in October 2018, showed the economic impacts of the relief in 2016&lt;br /&gt;
&lt;br /&gt;
*The VGTR supports 9,240 FTE jobs across the UK games industry, including 4,320 directly in development roles (31% of the total UK development workforce).&lt;br /&gt;
&lt;br /&gt;
*VGTR games represented £389.9m of UK development spend, 31% of the total development spend. Overall, projects supported by the VGTR contibuted £525m in GVA to the UK economy and £158m in tax revenue.&lt;br /&gt;
&lt;br /&gt;
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place.&lt;br /&gt;
&lt;br /&gt;
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy.&lt;br /&gt;
&lt;br /&gt;
*Of all the screen sector tax reliefs, the games sector was shown to have the highest rate of productivity, where each employee generated an average of £83,800 in GVA for the economy, significantly above the national industrial average of £62,100.&lt;br /&gt;
&lt;br /&gt;
According to data released by HMRC in [https://www.gov.uk/government/statistics/creative-industries-statistics-july-2018 July 2018], VGTR has provided £230m to UK studios across 770 claims since the relief was launched in April 2014.  Of that total, £105m was paid out to 345 claims in the financial year 2017-18.&lt;br /&gt;
&lt;br /&gt;
To date, VGTR has been claimed by 480 video game productions, accounting for over £1bn in UK expenditure.&lt;br /&gt;
&lt;br /&gt;
The latest annual figures from the [http://www.bfi.org.uk/supporting-uk-film/british-certification-tax-relief BFI Certification Unit] on how many games passed the cultural test for qualification for VGTR were released in May 2017. The full BFI release is [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q1-2017-v1.pdf available here].&lt;br /&gt;
&lt;br /&gt;
The latest end-of year figures for games certification numbers are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|VGTR Cultural Test Certification, Apr 2014 – Mar 2017&lt;br /&gt;
|-&lt;br /&gt;
|'''Certification'''&lt;br /&gt;
|'''Number'''&lt;br /&gt;
|'''EEA/UK spend £m'''&lt;br /&gt;
|'''Total Budget £m'''&lt;br /&gt;
|'''EEA/UK spend as a % of total budget'''&lt;br /&gt;
|-&lt;br /&gt;
|Final&lt;br /&gt;
|364&lt;br /&gt;
|423.9&lt;br /&gt;
|548.4&lt;br /&gt;
|77.3%&lt;br /&gt;
|-&lt;br /&gt;
|Interim&lt;br /&gt;
|370&lt;br /&gt;
|1,146.4&lt;br /&gt;
|1,280.6&lt;br /&gt;
|89.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However, in [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q3-2017.pdf October 2017] the BFI released further data showing that 161 games received final certification between 1st Jan to 30th September 2017, representing £136.8m EEA/UK spend from a total budget of £159.5m. This is a 25% increase in the number of games, but a slight decrease of -3.8% in EEA/UK spend over the same period the previous year. Looking at interim certifcication in the same period, 130 games were interim certified (-9.7%) representing an £296.6m of EEA/UK spend (-2.3%) and a total budget of £319.6m (-11.5%).&lt;br /&gt;
&lt;br /&gt;
*Final certification covers games that have been completed and released, and have claimed their tax relief.&lt;br /&gt;
*Interim certification covers games that are still in development but have been approved for the cultural test. &lt;br /&gt;
*Some games that have progressed from development to completed and released since the launch of the VGTR may be counted in both Interim and Final categories.&lt;br /&gt;
&lt;br /&gt;
Since the relief was introduced in Apr 2014, the number of games gaining final and interim certification has increased significantly year-on-year. In the financial year 2016/17, 212 games received final certification while 187 received interim certification, an increase of +59.4% and +38.5% on the previous year respectively.&lt;br /&gt;
&lt;br /&gt;
*In FY2016/17, the 212 games that received final certification had a total budget of £258m, £220.4m of which was spent in the UK. For the 187 games recieving interim certification, the total budget was £482.2, £412.2m of which was spent in the UK.&lt;br /&gt;
*Median budget for the projects applying for VGTR has also shown a huge year on year increase, rising from £0.2 million in 2014 to £0.7 million in Q1 2017.&lt;br /&gt;
*Games qualifying through the 'cultural test' typically receive a return of about 20 per cent of their development costs.&lt;br /&gt;
*The BFI publish as list of all video games certified as British through the video games cultural test, which can be downloaded here.&lt;br /&gt;
&lt;br /&gt;
== UK Esports ==&lt;br /&gt;
&lt;br /&gt;
*In 2016, the [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ UK esports audience] will grow to 6.5 million people, with 3.1 million watching more than once a month. The audience is expected to grow [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf 7.5% year-on-year] to reach 8 million people by 2019.&lt;br /&gt;
&lt;br /&gt;
*According to [https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], the UK esports market will see a 27.6% CAGR, reaching £8m in consumer ticket sales by 2021. Digital advertising in esports will increase to £12m by 2021, a CAGR of 46.2%.&lt;br /&gt;
&lt;br /&gt;
*Esports is [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ popular with millennials] in the UK, with the 21-35 age group representing 63% of the market. Women make up 31% of the audience and are most likely to watch when aged between 21-35.&lt;br /&gt;
&lt;br /&gt;
*The largest prize pool event held in the UK to date was [https://www.eslgaming.com/press/esl-one-dota-2-major-comes-birmingham ESL One Birmingham], with a prize pool of $1 million, held at Arena Birmingham in May 2018. &lt;br /&gt;
&lt;br /&gt;
*The UK is the home to some of the world's top esports talent. One of the UK's leading esports teams, Team Dignitas [http://team-dignitas.net/articles/news/Team-Dignitas/10251/philadelphia-76ers-acquire-merge-and-manage-leading-esports-teams-dignitas-and-apex were acquired] by the owners of the US basketball's Philadelphia 76ers in September 2016.&lt;br /&gt;
&lt;br /&gt;
*Major UK football clubs including [http://www.bbc.co.uk/news/technology-36734518 Manchester City] and [http://www.bbc.co.uk/sport/football/36231379 West Ham United] have signed professional esports players.&lt;br /&gt;
&lt;br /&gt;
*The UK's largest gaming retailer, Game, [http://www.mcvuk.com/news/read/game-acquires-multiplay-for-20m/0145947 acquired Multiplay], one of the UK's longest established esports businesses, for £20m.&lt;br /&gt;
&lt;br /&gt;
*There is also [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf growing grassroots esports scene] in the UK's universities, with 3,000 players in the National University Esports League, representing 110 universities.&lt;br /&gt;
&lt;br /&gt;
== UK Mobile Games ==&lt;br /&gt;
&lt;br /&gt;
*There are [https://gamesmap.uk/ 1,483 active games companies] making mobile games in the UK (as of August 2017).&lt;br /&gt;
&lt;br /&gt;
*The UK has the [http://www.isfe.eu/about-isfe/news/isfe-report-deloitte-illustrates-economic-impact-new-business-models largest mobile games workforce] in the EU, with 5,000 full-time employees.  This represents nearly a quarter of all 21,000 mobile game jobs across the EU.&lt;br /&gt;
&lt;br /&gt;
*[https://www.ofcom.org.uk/research-and-data/cmr/cmr16 71% of UK adults] (approx 40m) own a smartphone and 59% of UK households (approx 15.9m) own a tablet.&lt;br /&gt;
&lt;br /&gt;
*47% of [https://www.deloitte.co.uk/mobileuk/ UK smartphone owners] use apps on their phones to play games – more that use apps for online banking (40%) or reading the news (33%).&lt;br /&gt;
&lt;br /&gt;
*44% households [https://www.isfe.eu/industry-facts own an iPhone], 46% and Android phone and 12% a Windows phone.&lt;br /&gt;
&lt;br /&gt;
*The free apps with in-app purchase model is king, representing 76% of the revenue share of the UK for apps.&lt;br /&gt;
&lt;br /&gt;
*In terms of revenue per download, the UK is best positioned in western Europe with a potential profit of $0.47 per download. The UK is more profitable than Germany, United States and China.&lt;br /&gt;
&lt;br /&gt;
== UK Player Demographics ==&lt;br /&gt;
&lt;br /&gt;
There are several different estimations for UK player demographics available:&lt;br /&gt;
&lt;br /&gt;
Newzoo:&lt;br /&gt;
&lt;br /&gt;
*In 2017, [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32.4 million people] play games in the UK. Spending $4.2 billion this year, they make the UK the 5th largest games market in the world.&lt;br /&gt;
&lt;br /&gt;
*The UK mobile market is very evenly represented between the genders, with a [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 48% female / 52% male split] between those who are playing more than once a month.&lt;br /&gt;
&lt;br /&gt;
*[https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32% of UK players] play mobile, console and PC games.&lt;br /&gt;
&lt;br /&gt;
*In 2016, there were 31.6m players in the UK, approximately 50% of the total population. Of those that play games, 59% of them spend money on games, annually spending an average of [https://newzoo.com/insights/infographics/the-uk-games-market-2016/ $206 per player].&lt;br /&gt;
&lt;br /&gt;
[https://www.isfe.eu/industry-facts GameTrack]:&lt;br /&gt;
&lt;br /&gt;
*There are 20.6m people aged between 6 and 64 playing games in the UK, or 43% of the population in that age group. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*On average, 11 to 64 year-olds in the UK spend 9.5 hours per week playing games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Across all UK 6-64 year olds, 25% (11.7m) played packaged games, 22% app games (10.6m) and 24% (11.4m) online games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Similarly, 27% (12.7m) play on consoles, 24% (11.4m) on computers, 22% (10.6m) on smartphones, 17% (7.9m) on tablets and 10% on handhelds (4.5m). (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*57% players in the UK are male and 43% female. The largest single age/gender demographic is 15-24 year-old males, making up 15% of all players. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
== Specialised Courses and Qualified Workforce ==&lt;br /&gt;
&lt;br /&gt;
*UK higher education is a strong supporter of the games industry. 60 universities/colleges provide 215 undergraduate and 40 master video game courses throughout the UK in 2014. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*23% of the courses are in London, 18% in the West Midlands and 16% in Yorkshire and the Humber: these 3 regions cover 57% of all courses provided. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The top 3 universities in number of courses provided are: Staffordshire University (29 courses), University of East London (17 courses) and Sheffield Hallam University (16 courses). (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The computer games workforce is highly qualified, with 63% having a degree compared to 57% of the wider Creative Media workforce and 37% of the wider UK economy in 2011. (Creative Skillset)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Europe&amp;diff=1463</id>
		<title>Europe</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Europe&amp;diff=1463"/>
		<updated>2019-11-21T11:16:40Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Europe as a Whole ==&lt;br /&gt;
&lt;br /&gt;
*2019 has seen $574m invested in European games companies ([https://2019.stateofeuropeantech.com/chapter/investments/article/investment-industry/ Atomico], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Since 2015, this fugure stands at $2.86b ([https://2019.stateofeuropeantech.com/chapter/investments/article/investment-industry/ Atomico], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
== France ==&lt;br /&gt;
*France has 32.8million players, who spent $3.1billion in 2018. ([https://newzoo.com/insights/infographics/france-games-market-2018/ Newzoo], Aug 2018) &lt;br /&gt;
&lt;br /&gt;
*As of 2018, France is the world's 7th largest games market. ([https://newzoo.com/insights/infographics/france-games-market-2018/ Newzoo], Aug 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2017, the turnover of the French video game amounted to 4.3 billion euros (up 18% from 2016), making France the third European market for the sector after Germany and the United Kingdom. ([http://www.sell.fr/sites/default/files/essential_video_game_news_sell_2018-eng-hr.pdf SELL], Feb 2018)&lt;br /&gt;
&lt;br /&gt;
*Growth in sales vs 2016: console ecosystem +23%, PC gaming ecosystem +6%, and mobile ecosystem +22%. ([http://www.sell.fr/sites/default/files/essential_video_game_news_sell_2018-eng-hr.pdf SELL], Feb 2018 )&lt;br /&gt;
&lt;br /&gt;
*77% of French people consider video gaming a leisure for the whole family ([http://www.sell.fr/sites/default/files/essential_video_game_news_sell_2018-eng-hr.pdf SELL], Feb 2018 )&lt;br /&gt;
&lt;br /&gt;
*The most popular gaming platform is the console (61%), followed by smartphone (60%), PC (55%), tablet (38%), handheld devices (23%),online broadband (10%) ([http://www.sell.fr/sites/default/files/essential_video_game_news_sell_2018-eng-hr.pdf SELL], Feb 2018 )&lt;br /&gt;
&lt;br /&gt;
*53% of French people play games regularly ([http://www.sell.fr/sites/default/files/essential_video_game_news_sell_2018-eng-hr.pdf SELL], Feb 2018 )&lt;br /&gt;
&lt;br /&gt;
*64% of those aged 6-64 in France said that they played games in 2018. ([http://www.sell.fr/sites/default/files/essential_video_game_news_sell_2018-eng-hr.pdf ISFE], 2018)&lt;br /&gt;
&lt;br /&gt;
*In 2015, the turnover of the video game amounted to 2.87 billion euros, making France the third European market for the sector after Germany and the United Kingdom. ([http://www.sell.fr/lindustrie SELL], Jan 2017, LINK)&lt;br /&gt;
&lt;br /&gt;
== Germany ==&lt;br /&gt;
&lt;br /&gt;
*In 2019, there were 614 games companies developing and distributing games in Germany. ([https://www.game.de/en/despite-strong-market-growth-employee-number-in-german-games-industry-drops/ GAME], Aug 2019)&lt;br /&gt;
**This breaks down as 312 development studios, 20 publishers and 272 companies that both develop and publish games.&lt;br /&gt;
**These companies employ 11,014 people in Germany, a decrease of -5.9% from the previous year. &lt;br /&gt;
**Including employment in the wider German games industry’s extended labour market (service providers, retailers and the media, among other categories) there was a small decrease of -1.2%, to 27,854 employees.&lt;br /&gt;
&lt;br /&gt;
*The German games market in 2018 increased 9% to €4.37bn in 2018. In-game purchases (including DLC) were the largest single segment, contributing €1.95bn, up from €1.5bn the previous year. ([https://www.game.de/en/a-9-per-cent-gain-german-games-market-shows-significant-growth-in-2018/ GAME], Mar 2019)  &lt;br /&gt;
**Overall, games software revenues grew +14% to €3.5bn. Game hardware revenues decreased -8% to €859m.&lt;br /&gt;
**Full-game purchases (physical and digital) declined -10% to €1.1bn, whereas revenues from online services nearly doubled to €353m. Subscription revenues fell -25% to €125m.&lt;br /&gt;
&lt;br /&gt;
*In 2018, there were 524 games companies operating in Germany, comprising 368 development studios, 38 publishers and 118 companies operating as both developer and publisher. ([https://www.game.de/wp-content/uploads/2017/02/2019_Guide-to-the-German-Games-Industry_web.pdf GAME], Feb 2019)&lt;br /&gt;
&lt;br /&gt;
*In 2018 the German games industry employed 11,705 people in development or publishing roles, and up to 28,746 people if broader industry role such as journalism and retail are included. ([https://www.game.de/wp-content/uploads/2017/02/2019_Guide-to-the-German-Games-Industry_web.pdf GAME], Feb 2019)&lt;br /&gt;
&lt;br /&gt;
*Hamburg and Berlin are considered the key games development hubs, and at least 9 games companies in Germany each employ more that 200 staff. ([https://www.game.de/wp-content/uploads/2017/02/2019_Guide-to-the-German-Games-Industry_web.pdf GAME], Feb 2019)&lt;br /&gt;
&lt;br /&gt;
*The German games market grew to €3.3billion in 2017 (game, Aug 2018)&lt;br /&gt;
&lt;br /&gt;
*Germany has 44.3million players, the 5th largest games market. ([https://newzoo.com/insights/infographics/germany-games-market-2018/ Newzoo], Aug 2018)&lt;br /&gt;
&lt;br /&gt;
*German players spent $4.7billion in 2018. ([https://newzoo.com/insights/infographics/germany-games-market-2018/ Newzoo], Aug 2018)&lt;br /&gt;
&lt;br /&gt;
*German games market will total $4.7 billion by the end of 2018, placing it at #5 and the largest market by game revenues in Europe. ([https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/ Newzoo], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Games sales in Germany achieved 1.5 billion euros in the first half of 2018. ([https://www.game.de/en/blog/2018/08/27/german-games-market-grows-by-17-per-cent-in-the-first-six-months-of-2018/ game], Aug 2018)&lt;br /&gt;
&lt;br /&gt;
*However, market share of German developed games fell to 5.4% in 2017 from 6.4% in 2016. ([https://www.game.de/en/blog/2018/08/27/german-games-market-grows-by-17-per-cent-in-the-first-six-months-of-2018/ game], Aug 2018)&lt;br /&gt;
&lt;br /&gt;
*The market share achieved by German game app developers fell from 4.2% to 3.7%, in 2016 and 2017 respectively. ([https://www.game.de/en/blog/2018/08/27/german-games-market-grows-by-17-per-cent-in-the-first-six-months-of-2018/ game], 2018) &lt;br /&gt;
&lt;br /&gt;
*Only in PC and console games did the market share of German game developers rise: from 0.5% to nearly 1% in 2017. (game, 2018)&lt;br /&gt;
&lt;br /&gt;
*53% of Germans aged 6-64 play any type of game (2018) ([https://www.isfe.eu/sites/isfe.eu/files/gametrack_european_summary_data_2018_q1.pdf ISFE], 2018)&lt;br /&gt;
&lt;br /&gt;
*The most popular platform for gaming in 2018 was PC – 36% of Germans said they played games on computers, followed by consoles (23%), smartphones (22%), tablets (9%), and handhelds (8%). ([https://www.isfe.eu/sites/isfe.eu/files/gametrack_european_summary_data_2018_q1.pdf ISFE], 2018)&lt;br /&gt;
&lt;br /&gt;
*As of July 2018, there are 35 games companies in Germany employing over 50 people. The largest employer is Nintendo of Europe at 850 people and the largest developer is InnoGames at 420 employees. ([https://www.gameswirtschaft.de/wirtschaft/deutschlands-groesste-spielehersteller-2018/ gameswirtschaft.de], Jul 2108)&lt;br /&gt;
&lt;br /&gt;
*12,726 people were employed in the development and publishing of games at 450 companies in Germany. ([https://www.biu-online.de/en/labour-market/ BIU], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*As of 31 March 2015, 12,726 people were employed in the development and publishing of games at 450 companies in Germany. ([https://www.biu-online.de/en/labour-market/ BIU], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*Of the 450 games companies in Germany, 276 primarily focus on development, while 67 concentrate on publishing. The remaining 107 companies are both developers and publishers. ([https://www.biu-online.de/en/labour-market/ BIU], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
*Considering the multiplier effect of associated roles such as journalists, government agencies and retail sales people, the number of jobs created by the computer and video games industry in Germany totals 30,231. ([https://www.biu-online.de/en/labour-market/ BIU], Jan 2017)&lt;br /&gt;
&lt;br /&gt;
== Italy ==&lt;br /&gt;
&lt;br /&gt;
*Italy's 26.2million players spent $2billion in 2018, making it the 10th largest games market in the work. ([https://newzoo.com/insights/infographics/italy-games-market-2018/ Newzoo], Aug 2018) &lt;br /&gt;
&lt;br /&gt;
*The Italian trade body AESVI has revealed that the Italian games market was worth $1.8 billion in 2017. ([http://www.aesvi.it/cms/view.php?cms_pk=2898&amp;amp;dir_pk=902 AESVI], [https://www.gamesindustry.biz/articles/2018-04-20-italian-games-market-hit-usd1-8-billion-in-2017 GI.biz], Apr 2018)&lt;br /&gt;
&lt;br /&gt;
*€1.05 billion was made from video game software, with a further €428 million from hardware and accessories. ([http://www.aesvi.it/cms/view.php?cms_pk=2898&amp;amp;dir_pk=902 AESVI], [https://www.gamesindustry.biz/articles/2018-04-20-italian-games-market-hit-usd1-8-billion-in-2017 GI.biz], Apr 2018)&lt;br /&gt;
&lt;br /&gt;
*The accessories sector was worth €94 million (driven primarily by controller sales), while console hardware generated €333 million (portable sales made up €16 million of that number). In total, 1.115 million home consoles were sold in Italy last year, and 135,747 portable machines. Retro games devices (such as Nintendo's SNES Mini) accounted for 86,946 machines. ([http://www.aesvi.it/cms/view.php?cms_pk=2898&amp;amp;dir_pk=902 AESVI], [https://www.gamesindustry.biz/articles/2018-04-20-italian-games-market-hit-usd1-8-billion-in-2017 GI.biz], Apr 2018)&lt;br /&gt;
&lt;br /&gt;
*Physical sales make up 1/3 of the market and generating €370 million. Mobile is the largest segment, accounting for 37% of all game revenue and generating €385 million. Digital console and PC is the smallest area, with a 28% market share, or €294 million. ([http://www.aesvi.it/cms/view.php?cms_pk=2898&amp;amp;dir_pk=902 AESVI], [https://www.gamesindustry.biz/articles/2018-04-20-italian-games-market-hit-usd1-8-billion-in-2017 GI.biz], Apr 2018)&lt;br /&gt;
&lt;br /&gt;
*In Italy 17 million people have had a gaming experience in the last 12 months, of which 59% are men and 41% women. Gaming is a practice that is widespread across all age groups, with a particular concentration on the 25-34 years old group. ([http://www.aesvi.it/cms/view.php?cms_pk=2898&amp;amp;dir_pk=902 AESVI], [https://www.gamesindustry.biz/articles/2018-04-20-italian-games-market-hit-usd1-8-billion-in-2017 GI.biz], Apr 2018)&lt;br /&gt;
&lt;br /&gt;
== Spain ==&lt;br /&gt;
&lt;br /&gt;
*Spain has 24.6million players who spent $2billion in 2018, making it the world 9th largest games market. ([https://newzoo.com/insights/infographics/spain-games-market-2018/ Newzoo], Aug 2018)&lt;br /&gt;
&lt;br /&gt;
== Sweden ==&lt;br /&gt;
&lt;br /&gt;
*Swedish games jobs increased by 24 percent, over 1047 new full-time positions to 5338 employees. It is almost the double amount of new positions compared with 2016. ([https://dataspelsbranschen.se/english Dataspelsbranschen], Sep 2018)&lt;br /&gt;
&lt;br /&gt;
*There were 287 active games studios in Sweden in 2016, an increase of 22% on the previous year.  ([http://www.swedishgamesindustry.com/news/2017/9/4/2017-swedish-game-developer-index-reveals-steady-growth-in-exports,-boom-in-new-companies-and-revenue.aspx Dataspelsbranschen], Sept 2017)&lt;br /&gt;
&lt;br /&gt;
*These companies employed 4,267 full-time positions, increasing 15% (558 FTEs) from 2015. The Swedish games workforce is 82% male, 18% female. ([http://www.swedishgamesindustry.com/news/2017/9/4/2017-swedish-game-developer-index-reveals-steady-growth-in-exports,-boom-in-new-companies-and-revenue.aspx Dataspelsbranschen], Sept 2017)&lt;br /&gt;
&lt;br /&gt;
*Revenue (turnover) of Swedish game developers increased to €1.4 billion in 2016, representing a 1000 percent increase since 2010. ([http://www.swedishgamesindustry.com/news/2017/9/4/2017-swedish-game-developer-index-reveals-steady-growth-in-exports,-boom-in-new-companies-and-revenue.aspx Dataspelsbranschen], Sept 2017)&lt;br /&gt;
&lt;br /&gt;
*Nearly 10 percent of Swedish games companies are working on virtual reality experiences. ([http://www.swedishgamesindustry.com/news/2017/9/4/2017-swedish-game-developer-index-reveals-steady-growth-in-exports,-boom-in-new-companies-and-revenue.aspx Dataspelsbranschen], Sept 2017)&lt;br /&gt;
&lt;br /&gt;
*1 in 10 players worldwide have played a game made in Sweden. ([http://www.swedishgamesindustry.com/news/2017/9/4/2017-swedish-game-developer-index-reveals-steady-growth-in-exports,-boom-in-new-companies-and-revenue.aspx Dataspelsbranschen], Sept 2017)&lt;br /&gt;
&lt;br /&gt;
*Swedish game development looks in good shape: in 2014 its turnover increased by +35%, to reach €930m.  The compound annual growth rate for the 2006-2014 period is an impressive +39%. The majority of companies were profitable, and the combined profits were also the largest so far, with a record €353m (+35% vs 2013). ([http://www.dataspelsbranschen.se Dataspelsbranschen, Game Developer Index], Sept 2015)&lt;br /&gt;
&lt;br /&gt;
*Employment increased by +23%, an additional 583 full-time positions, of which 17% (roughly 100) were hired by newly established companies. This brings the total of employees to 3,117, of which over three quarters (78%) are located in 2 cities: Stockholm and Malmö. ([http://www.dataspelsbranschen.se Dataspelsbranschen, Game Developer Index], Sept 2015)&lt;br /&gt;
&lt;br /&gt;
*In terms of diversity the number of women has grown by +39%, compared to a +17% for men, and since 2010 the number of women working in games development has increased by nearly 5 times in 5 years. They are mainly found in mid- to large-sized companies. The largest companies are multicultural and have employees representing over 30 different nationalities. ([http://www.dataspelsbranschen.se Dataspelsbranschen, Game Developer Index], Sept 2015)&lt;br /&gt;
&lt;br /&gt;
*The 5 biggest companies in number of employees represented 52% of all employment and the 5 biggest in turnover accounted for 77% of the whole turnover. ([http://www.dataspelsbranschen.se Dataspelsbranschen, Game Developer Index], Sept 2015)&lt;br /&gt;
&lt;br /&gt;
*The total value of Swedish game developers was estimated to be over €2.75bn in 2014 (this includes the value of acquisitions). ([http://www.dataspelsbranschen.se Dataspelsbranschen, Game Developer Index], Sept 2015)&lt;br /&gt;
&lt;br /&gt;
== Turkey ==&lt;br /&gt;
&lt;br /&gt;
Turkey has more than 30 million active gamers, spending 70% of their gaming time on PC ([https://www.slideshare.net/ozanamrasaydemir/turkey-game-market-report-2017-gaming-in-turkey GamingInTurkey], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
Total Turkish game generated revenue in 2017 was $810m, increasing from $755m in 2016. The 2017 figure is split $437.6m  PC / console revenues, $372.4m mobile. ([https://www.slideshare.net/ozanamrasaydemir/turkey-game-market-report-2017-gaming-in-turkey GamingInTurkey], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
There are approximately 20,000 cyber cafes in Turkey, visited by 7.5m players a month. ([https://www.slideshare.net/ozanamrasaydemir/turkey-game-market-report-2017-gaming-in-turkey GamingInTurkey], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
== Eastern Europe ==&lt;br /&gt;
&lt;br /&gt;
*The Digital market is worth $2.2bn in 2014. Interestingly the 3 key countries cover a 84% share at $1.9bn. Russia is a clear leader, with a 50% share ($1.1bn). ([http://www.slideshare.net/StephanieLlamas/eastern-europe-digital-games-market-2014 Superdata], Dec 2014, LINK)&lt;br /&gt;
&lt;br /&gt;
*The digital market saw a +7% growth in 2014 vs 2013, with free-to-play MMOs ($794m, +6%) and social games ($451m, +16%) having the largest market share. Social games also grew strongly - localization seems to be key. Pay-to-play MMO decreased by -6%, but shows a slower decline than in other regions. Digital PC ($267m, +9%) grew thanks to full game conversion and average revenue per paying user - there’s wariness toward regular in-game payment and full game spending is preferred. ([http://www.slideshare.net/StephanieLlamas/eastern-europe-digital-games-market-2014 Superdata], Dec 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Digital Console, smallest market share in region, still grew the most in percentage terms (+23%). ([http://www.slideshare.net/StephanieLlamas/eastern-europe-digital-games-market-2014 Superdata], Dec 2014)&lt;br /&gt;
&lt;br /&gt;
*In 2014, Mobile, a hype segment in Asia (+30% there) and the third largest in Eastern Europe (mostly Android), still has potential for growth in Eastern Europe, which faced small mobile penetration and doubts about payment security so far. ([http://www.slideshare.net/StephanieLlamas/eastern-europe-digital-games-market-2014 Superdata], Dec 2014)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1462</id>
		<title>UK Industry Headlines</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1462"/>
		<updated>2019-11-20T17:26:00Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* UK Success Stories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== UK Success Stories ==&lt;br /&gt;
&lt;br /&gt;
The UK has a long history of making world class video games. With the global games audience estimated between [https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ 2.2] and [http://dq756f9pzlyr3.cloudfront.net/file/Internet+Trends+2017+Report.pdf 2.6] billion people and the global software market expected to grow from [https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf?utm_campaign=Games%20Market%20Report&amp;amp;utm_medium=email&amp;amp;_hsenc=p2ANqtz-93Xu8VqDs6szT503OsLWrNNaKrt0gC8gEVhgGWm4HCOdz_4JcVHLNfcA8Eo33XqdhwnBW-dVGouT3Th4F0FOyfGAlYfQ&amp;amp;_hsmi=63907018&amp;amp;utm_content=63906677&amp;amp;utm_source=hs_email&amp;amp;hsCtaTracking=ffa42eb3-9f57-4ca1-bccb-425a3cd98d81%7C075c1c69-ce55-4aba-9c03-5d441d779476 $137.9 billion] in 2018 to an estimated $180.1 billion by the end of 2021, the opportunities for the UK games industry have never been greater.&lt;br /&gt;
&lt;br /&gt;
As of June 2018, there are [https://gamesmap.uk/ 2,261 active games companies] in the UK, operating at all sizes and scales, with world-class talent across the full spectrum of games technologies - from mobile, PC and console, to fast-developing sectors such as VR / AR, esports and Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
Recent global UK successes include:&lt;br /&gt;
&lt;br /&gt;
*'''Grand Theft Auto V''' by Rockstar Games, is the [https://www.gamesindustry.biz/articles/2018-04-09-gta-v-is-the-most-profitable-entertainment-product-of-all-time most financially successful media product] of all time, selling over [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsarticle&amp;amp;ID=2349458 95 million units] worldwide and over $6bn in global revenue. It is the fastest selling entertainment product ever, grossing $1bn worldwide in just 3 days and the top selling game of all time in the UK, generating over £240m from more than 6 million physical copies sold - or roughly [http://ukie.org.uk/press-release/2016/12/grand-theft-auto-v-breaks-6m-boxed-copies-sold-uk 3.5 sales per minute], as well as being the top-selling game [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsArticle&amp;amp;ID=2315089 in the US] in terms of both revenue and units. GTAV still continues to defy expectations, returning to the top of the UK chart in [http://ukie.org.uk/news/2018/03/its-15th-week-top-charts-gta-v March 2018], 4.5 years after it was first launched.&lt;br /&gt;
&lt;br /&gt;
*'''Batman: Arkham Knight''' by Rocksteady Studios, the [https://www.videogamer.com/news/batman-arkham-knight-becomes-the-fastest-selling-game-of-2015 fastest-selling game of 2015] and winner of multiple awards, including the 2016 BATFA for [http://www.bafta.org/games/awards/games-awards-winners-in-2016#british-game---batman-arkham-knight Best British game].&lt;br /&gt;
&lt;br /&gt;
*'''Monument Valley''' by ustwo, downloaded over [https://medium.com/@ustwogames/monument-valley-in-numbers-year-2-440cf5562fe#.6blva9j2z 26 million times] and winner of 20 international awards, including Apple iPad Game of the Year 2014 and the 2015 BATFAs for both Best Mobile &amp;amp; Handheld and Best British game.&lt;br /&gt;
&lt;br /&gt;
*'''Hellblade: Senua’s Sacrifice''' by Ninja Theory, winner of [http://awards.bafta.org/award/2018/games 5 BAFTAs] in 2018, including Best British Game, as well as numerous other awards and accolades. It was one of the [http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 top selling games] on Steam in 2017 and was the best-selling PlayStation game in Europe the month it was released. The game was widely recognised for its pioneering work depicting the mental health of the main character, based on research partnerships with the University of Cambridge, the University of Durham and the Wellcome Trust.&lt;br /&gt;
&lt;br /&gt;
*'''Blood &amp;amp; Truth''' by Sony London Studio, the [https://www.gamespot.com/articles/top-10-uk-games-chart-blood-and-truth-becomes-firs/1100-6467310/? first virtual reality title to top the UK charts]. The game was described by its developers as a [https://en.wikipedia.org/wiki/Blood_%26_Truth#Development &amp;quot;love letter to classic cockney gangster movies&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
*'''Lego: Star Wars / Batman / Harry Potter / Avengers''' by Traveller's Tales. The Knutsford-based studio has built a name for itself with its Lego adaptations of much loved film franchises, achieving [https://www.gamesradar.com/uk/best-lego-games/ critical and commercial success] with its charming and humorous family-friendly games.  &lt;br /&gt;
&lt;br /&gt;
*'''Runescape''' by Jagex, the [https://secure.runescape.com/m=news/runescape-in-guinness-world-records world's most popular free MMORPG]. With a [https://www.runescape.com/mobile mobile version of the game now in early access], Runescape's success looks set to continue&lt;br /&gt;
&lt;br /&gt;
There are plenty more. We support the [http://www.thecreativeindustries.co.uk/industries/games Creative Industries website] which features more great UK games stories.&lt;br /&gt;
&lt;br /&gt;
== UK Consumer Market == &lt;br /&gt;
&lt;br /&gt;
The UK is the [https://newzoo.com/insights/infographics/uk-games-market-2018/ 6th largest] video game market in 2017 in terms of consumer revenues, after China , USA, Japan and Germany. Approximately [https://newzoo.com/insights/infographics/uk-games-market-2018/ 37.3m people] in the UK play games.&lt;br /&gt;
&lt;br /&gt;
According to the 2018 [[Ukie UK Consumer Games Market Valuation]], UK spend on games was valued at a record [https://ukie.org.uk/news/2019/04/uk-consumer-spend-games-grows-10-record-%C2%A357bn-2018 £5.7bn] in 2018, up 10.0% [http://ukie.org.uk/news/2018/02/uk-games-market-grows-124-record-%C2%A3511bn-2017 from 2017] (£5.18bn, revised figures):&lt;br /&gt;
&lt;br /&gt;
*2018 was the biggest ever year for games software, growing +10.3% to a record £4.01bn in sales, driven by record results in both Digital and Online sales, which eclipsed £2.01bn for the first time, up +20.3%, and Mobile Games, which grew +8.2% to £1.17bn . Boxed software remains a substantial factor in software sales, experiencing a slight drop of -2.6% to £770m, however pre-owned games dropped significantly -30.8% to £67.9m.  &lt;br /&gt;
&lt;br /&gt;
*Game hardware continued to be a core driver of spend in 2018, up +10.7% to £1.57bn. Consoles sales grew a solid +6.5% to £702m, despite no new consoles being released. PC game hardware sales saw a strong year, up +18.4% to £445m, and the peripherals and accessories market similarly increase +19.9% to £355m. VR Hardware had a more difficult year, dropping -20.9% to £72m, as early adopters await the next generation of headsets.&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on wider game culture contributed an additional £109.6m in revenues across game-related toys, merchandise, books, movies and soundtracks, as well as game-based events around the UK.&lt;br /&gt;
&lt;br /&gt;
According to the [https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ Entertainment Retailers Association] (ERA), combined physical and digital sales UK games sales in 2018 generated a record £3.86bn, increasing 9.1% on the previous year.  &lt;br /&gt;
&lt;br /&gt;
This figure is now greater than that of home music and video sales combined, comprising 51.3% of the overall value of the sector, making the UK games market 1.65 times the size of the video market (£2.3bn) and 2.9 times the size of music (£1.3bn).&lt;br /&gt;
&lt;br /&gt;
Digital games sales provided the majority of growth, increasing 9.1% to £3.01bn, while physical game sales declined slightly by -2.1% to £769m, although not as drastically as in physical sales for both music (-16.6%) and video (-17.1%).&lt;br /&gt;
&lt;br /&gt;
In 2016, Electronic Art's FIFA 17 was the [https://eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ highest selling entertainment product] in the UK, selling 2.5m units, approximately 9% more sales than Star Wars: The Force Awakens, which sold 2.3m units.&lt;br /&gt;
&lt;br /&gt;
== UK Games Map ==&lt;br /&gt;
&lt;br /&gt;
In September 2016, Ukie launched the [https://gamesmap.uk/ UK Games Map], the first interactive, real-time map of the UK games industry. &lt;br /&gt;
&lt;br /&gt;
Built in partnership with Nesta, the UK's innovation foundation, the UK Games Map builds on the methodology established in the 2014 Ukie/Nesta report '[http://ukie.org.uk/research#Report A Map of The UK Games Industry]' to provide the most complete dataset of the geography of the UK games industry ever compiled. A more detailed description of the UK Games Map can be found [http://ukie.org.uk/news/2016/09/uk-games-map-puts-uk-games-businesses-map here].&lt;br /&gt;
&lt;br /&gt;
The UK Games Map is constantly being updated with new data from across the industry - since launch in September 2016 there have been more than 1,000 updates to company data on the platform.&lt;br /&gt;
&lt;br /&gt;
Key findings:&lt;br /&gt;
&lt;br /&gt;
*There are 2,277 active games companies in the UK (listed in the map, as of December 2018)&lt;br /&gt;
*2,728 UK games companies have been mapped to date&lt;br /&gt;
*62% of UK games companies were founded since the beginning of 2010&lt;br /&gt;
*Only 41% of UK games companies use the right Standard Industrial Classification codes&lt;br /&gt;
*The map also lists 149 games industry service companies and 231 games-related courses across 95 universities and academic institutions.&lt;br /&gt;
*As of June 2018, there 21 towns / cities that are home to more than 20 games companies, the top 10 of which are listed below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top 10 Towns by Company Count (Jun 2018)&lt;br /&gt;
|-&lt;br /&gt;
|'''Town / City'''&lt;br /&gt;
|'''No. Companies'''&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|614&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|Guildford &amp;amp; Aldershot&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Slough &amp;amp; Heathrow&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|41&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economic Contribution ==&lt;br /&gt;
&lt;br /&gt;
In October 2018, the BFI published a report covering the games industry's economic contribution to the UK in 2016, entitled '[[BFI_Screen_Business|Screen Business]]'. Both the full and summary versions of the report and can be downloaded in full via the [https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy BFI website].&lt;br /&gt;
&lt;br /&gt;
Findings from the BFI's Economic Contribution report:&lt;br /&gt;
&lt;br /&gt;
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contributed £2.87bn in GVA to the UK economy.&lt;br /&gt;
&lt;br /&gt;
*The UK games industry directly employs 20,430 FTEs in development, publishing and retail roles, which contribute £1.52bn in direct GVA to the economy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Direct economic contribution of the UK Games Industry in 2016&lt;br /&gt;
|-&lt;br /&gt;
|'''Subsector'''&lt;br /&gt;
|'''Employment (FTEs)'''&lt;br /&gt;
|'''GVA (£m)'''&lt;br /&gt;
|-&lt;br /&gt;
|Development&lt;br /&gt;
|13,840&lt;br /&gt;
|826.0&lt;br /&gt;
|-&lt;br /&gt;
|Publishing&lt;br /&gt;
|2,300&lt;br /&gt;
|526.6&lt;br /&gt;
|-&lt;br /&gt;
|Digital Retail&lt;br /&gt;
|310&lt;br /&gt;
|31.7&lt;br /&gt;
|-&lt;br /&gt;
|Physical Retail&lt;br /&gt;
|3,980&lt;br /&gt;
|132.0&lt;br /&gt;
|-&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''20,430'''&lt;br /&gt;
|'''1.52'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The economic impact of the growing UK Esports sector was also assessed for the first time and was shown to have supported 470 FTE jobs and contributed £18.4m in GVA in 2016. &lt;br /&gt;
&lt;br /&gt;
*In 2016, the UK games industry spent £1.25bn on game development.&lt;br /&gt;
&lt;br /&gt;
*In the period 2015-2017, there was at least £1.75bn of inward investment in the UK games industry.&lt;br /&gt;
&lt;br /&gt;
More detail on the economic impact of the UK games industry can be found via the '[[BFI_Screen_Business|Screen Business]]' page.&lt;br /&gt;
&lt;br /&gt;
== Video Games Tax Relief ==&lt;br /&gt;
&lt;br /&gt;
Video Games Tax Relief (VGTR) has been available for qualifying games companies to claim since April 2014.&lt;br /&gt;
&lt;br /&gt;
The BFI '[[BFI_Screen_Business|Screen Business]]' report, released in October 2018, showed the economic impacts of the relief in 2016&lt;br /&gt;
&lt;br /&gt;
*The VGTR supports 9,240 FTE jobs across the UK games industry, including 4,320 directly in development roles (31% of the total UK development workforce).&lt;br /&gt;
&lt;br /&gt;
*VGTR games represented £389.9m of UK development spend, 31% of the total development spend. Overall, projects supported by the VGTR contibuted £525m in GVA to the UK economy and £158m in tax revenue.&lt;br /&gt;
&lt;br /&gt;
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place.&lt;br /&gt;
&lt;br /&gt;
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy.&lt;br /&gt;
&lt;br /&gt;
*Of all the screen sector tax reliefs, the games sector was shown to have the highest rate of productivity, where each employee generated an average of £83,800 in GVA for the economy, significantly above the national industrial average of £62,100.&lt;br /&gt;
&lt;br /&gt;
According to data released by HMRC in [https://www.gov.uk/government/statistics/creative-industries-statistics-july-2018 July 2018], VGTR has provided £230m to UK studios across 770 claims since the relief was launched in April 2014.  Of that total, £105m was paid out to 345 claims in the financial year 2017-18.&lt;br /&gt;
&lt;br /&gt;
To date, VGTR has been claimed by 480 video game productions, accounting for over £1bn in UK expenditure.&lt;br /&gt;
&lt;br /&gt;
The latest annual figures from the [http://www.bfi.org.uk/supporting-uk-film/british-certification-tax-relief BFI Certification Unit] on how many games passed the cultural test for qualification for VGTR were released in May 2017. The full BFI release is [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q1-2017-v1.pdf available here].&lt;br /&gt;
&lt;br /&gt;
The latest end-of year figures for games certification numbers are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|VGTR Cultural Test Certification, Apr 2014 – Mar 2017&lt;br /&gt;
|-&lt;br /&gt;
|'''Certification'''&lt;br /&gt;
|'''Number'''&lt;br /&gt;
|'''EEA/UK spend £m'''&lt;br /&gt;
|'''Total Budget £m'''&lt;br /&gt;
|'''EEA/UK spend as a % of total budget'''&lt;br /&gt;
|-&lt;br /&gt;
|Final&lt;br /&gt;
|364&lt;br /&gt;
|423.9&lt;br /&gt;
|548.4&lt;br /&gt;
|77.3%&lt;br /&gt;
|-&lt;br /&gt;
|Interim&lt;br /&gt;
|370&lt;br /&gt;
|1,146.4&lt;br /&gt;
|1,280.6&lt;br /&gt;
|89.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However, in [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q3-2017.pdf October 2017] the BFI released further data showing that 161 games received final certification between 1st Jan to 30th September 2017, representing £136.8m EEA/UK spend from a total budget of £159.5m. This is a 25% increase in the number of games, but a slight decrease of -3.8% in EEA/UK spend over the same period the previous year. Looking at interim certifcication in the same period, 130 games were interim certified (-9.7%) representing an £296.6m of EEA/UK spend (-2.3%) and a total budget of £319.6m (-11.5%).&lt;br /&gt;
&lt;br /&gt;
*Final certification covers games that have been completed and released, and have claimed their tax relief.&lt;br /&gt;
*Interim certification covers games that are still in development but have been approved for the cultural test. &lt;br /&gt;
*Some games that have progressed from development to completed and released since the launch of the VGTR may be counted in both Interim and Final categories.&lt;br /&gt;
&lt;br /&gt;
Since the relief was introduced in Apr 2014, the number of games gaining final and interim certification has increased significantly year-on-year. In the financial year 2016/17, 212 games received final certification while 187 received interim certification, an increase of +59.4% and +38.5% on the previous year respectively.&lt;br /&gt;
&lt;br /&gt;
*In FY2016/17, the 212 games that received final certification had a total budget of £258m, £220.4m of which was spent in the UK. For the 187 games recieving interim certification, the total budget was £482.2, £412.2m of which was spent in the UK.&lt;br /&gt;
*Median budget for the projects applying for VGTR has also shown a huge year on year increase, rising from £0.2 million in 2014 to £0.7 million in Q1 2017.&lt;br /&gt;
*Games qualifying through the 'cultural test' typically receive a return of about 20 per cent of their development costs.&lt;br /&gt;
*The BFI publish as list of all video games certified as British through the video games cultural test, which can be downloaded here.&lt;br /&gt;
&lt;br /&gt;
== UK Esports ==&lt;br /&gt;
&lt;br /&gt;
*In 2016, the [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ UK esports audience] will grow to 6.5 million people, with 3.1 million watching more than once a month. The audience is expected to grow [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf 7.5% year-on-year] to reach 8 million people by 2019.&lt;br /&gt;
&lt;br /&gt;
*According to [https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], the UK esports market will see a 27.6% CAGR, reaching £8m in consumer ticket sales by 2021. Digital advertising in esports will increase to £12m by 2021, a CAGR of 46.2%.&lt;br /&gt;
&lt;br /&gt;
*Esports is [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ popular with millennials] in the UK, with the 21-35 age group representing 63% of the market. Women make up 31% of the audience and are most likely to watch when aged between 21-35.&lt;br /&gt;
&lt;br /&gt;
*The largest prize pool event held in the UK to date was [https://www.eslgaming.com/press/esl-one-dota-2-major-comes-birmingham ESL One Birmingham], with a prize pool of $1 million, held at Arena Birmingham in May 2018. &lt;br /&gt;
&lt;br /&gt;
*The UK is the home to some of the world's top esports talent. One of the UK's leading esports teams, Team Dignitas [http://team-dignitas.net/articles/news/Team-Dignitas/10251/philadelphia-76ers-acquire-merge-and-manage-leading-esports-teams-dignitas-and-apex were acquired] by the owners of the US basketball's Philadelphia 76ers in September 2016.&lt;br /&gt;
&lt;br /&gt;
*Major UK football clubs including [http://www.bbc.co.uk/news/technology-36734518 Manchester City] and [http://www.bbc.co.uk/sport/football/36231379 West Ham United] have signed professional esports players.&lt;br /&gt;
&lt;br /&gt;
*The UK's largest gaming retailer, Game, [http://www.mcvuk.com/news/read/game-acquires-multiplay-for-20m/0145947 acquired Multiplay], one of the UK's longest established esports businesses, for £20m.&lt;br /&gt;
&lt;br /&gt;
*There is also [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf growing grassroots esports scene] in the UK's universities, with 3,000 players in the National University Esports League, representing 110 universities.&lt;br /&gt;
&lt;br /&gt;
== UK Mobile Games ==&lt;br /&gt;
&lt;br /&gt;
*There are [https://gamesmap.uk/ 1,483 active games companies] making mobile games in the UK (as of August 2017).&lt;br /&gt;
&lt;br /&gt;
*The UK has the [http://www.isfe.eu/about-isfe/news/isfe-report-deloitte-illustrates-economic-impact-new-business-models largest mobile games workforce] in the EU, with 5,000 full-time employees.  This represents nearly a quarter of all 21,000 mobile game jobs across the EU.&lt;br /&gt;
&lt;br /&gt;
*[https://www.ofcom.org.uk/research-and-data/cmr/cmr16 71% of UK adults] (approx 40m) own a smartphone and 59% of UK households (approx 15.9m) own a tablet.&lt;br /&gt;
&lt;br /&gt;
*47% of [https://www.deloitte.co.uk/mobileuk/ UK smartphone owners] use apps on their phones to play games – more that use apps for online banking (40%) or reading the news (33%).&lt;br /&gt;
&lt;br /&gt;
*44% households [https://www.isfe.eu/industry-facts own an iPhone], 46% and Android phone and 12% a Windows phone.&lt;br /&gt;
&lt;br /&gt;
*The free apps with in-app purchase model is king, representing 76% of the revenue share of the UK for apps.&lt;br /&gt;
&lt;br /&gt;
*In terms of revenue per download, the UK is best positioned in western Europe with a potential profit of $0.47 per download. The UK is more profitable than Germany, United States and China.&lt;br /&gt;
&lt;br /&gt;
== UK Player Demographics ==&lt;br /&gt;
&lt;br /&gt;
There are several different estimations for UK player demographics available:&lt;br /&gt;
&lt;br /&gt;
Newzoo:&lt;br /&gt;
&lt;br /&gt;
*In 2017, [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32.4 million people] play games in the UK. Spending $4.2 billion this year, they make the UK the 5th largest games market in the world.&lt;br /&gt;
&lt;br /&gt;
*The UK mobile market is very evenly represented between the genders, with a [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 48% female / 52% male split] between those who are playing more than once a month.&lt;br /&gt;
&lt;br /&gt;
*[https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32% of UK players] play mobile, console and PC games.&lt;br /&gt;
&lt;br /&gt;
*In 2016, there were 31.6m players in the UK, approximately 50% of the total population. Of those that play games, 59% of them spend money on games, annually spending an average of [https://newzoo.com/insights/infographics/the-uk-games-market-2016/ $206 per player].&lt;br /&gt;
&lt;br /&gt;
[https://www.isfe.eu/industry-facts GameTrack]:&lt;br /&gt;
&lt;br /&gt;
*There are 20.6m people aged between 6 and 64 playing games in the UK, or 43% of the population in that age group. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*On average, 11 to 64 year-olds in the UK spend 9.5 hours per week playing games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Across all UK 6-64 year olds, 25% (11.7m) played packaged games, 22% app games (10.6m) and 24% (11.4m) online games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Similarly, 27% (12.7m) play on consoles, 24% (11.4m) on computers, 22% (10.6m) on smartphones, 17% (7.9m) on tablets and 10% on handhelds (4.5m). (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*57% players in the UK are male and 43% female. The largest single age/gender demographic is 15-24 year-old males, making up 15% of all players. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
== Specialised Courses and Qualified Workforce ==&lt;br /&gt;
&lt;br /&gt;
*UK higher education is a strong supporter of the games industry. 60 universities/colleges provide 215 undergraduate and 40 master video game courses throughout the UK in 2014. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*23% of the courses are in London, 18% in the West Midlands and 16% in Yorkshire and the Humber: these 3 regions cover 57% of all courses provided. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The top 3 universities in number of courses provided are: Staffordshire University (29 courses), University of East London (17 courses) and Sheffield Hallam University (16 courses). (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The computer games workforce is highly qualified, with 63% having a degree compared to 57% of the wider Creative Media workforce and 37% of the wider UK economy in 2011. (Creative Skillset)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1461</id>
		<title>UK Industry Headlines</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=UK_Industry_Headlines&amp;diff=1461"/>
		<updated>2019-11-20T16:28:15Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* UK Success Stories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== UK Success Stories ==&lt;br /&gt;
&lt;br /&gt;
The UK has a long history of making world class video games. With the global games audience estimated between [https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ 2.2] and [http://dq756f9pzlyr3.cloudfront.net/file/Internet+Trends+2017+Report.pdf 2.6] billion people and the global software market expected to grow from [https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf?utm_campaign=Games%20Market%20Report&amp;amp;utm_medium=email&amp;amp;_hsenc=p2ANqtz-93Xu8VqDs6szT503OsLWrNNaKrt0gC8gEVhgGWm4HCOdz_4JcVHLNfcA8Eo33XqdhwnBW-dVGouT3Th4F0FOyfGAlYfQ&amp;amp;_hsmi=63907018&amp;amp;utm_content=63906677&amp;amp;utm_source=hs_email&amp;amp;hsCtaTracking=ffa42eb3-9f57-4ca1-bccb-425a3cd98d81%7C075c1c69-ce55-4aba-9c03-5d441d779476 $137.9 billion] in 2018 to an estimated $180.1 billion by the end of 2021, the opportunities for the UK games industry have never been greater.&lt;br /&gt;
&lt;br /&gt;
As of June 2018, there are [https://gamesmap.uk/ 2,261 active games companies] in the UK, operating at all sizes and scales, with world-class talent across the full spectrum of games technologies - from mobile, PC and console, to fast-developing sectors such as VR / AR, esports and Artificial Intelligence.&lt;br /&gt;
&lt;br /&gt;
Recent global UK successes include:&lt;br /&gt;
&lt;br /&gt;
*'''Grand Theft Auto V''' by Rockstar Games, is the [https://www.gamesindustry.biz/articles/2018-04-09-gta-v-is-the-most-profitable-entertainment-product-of-all-time most financially successful media product] of all time, selling over [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsarticle&amp;amp;ID=2349458 95 million units] worldwide and over $6bn in global revenue. It is the fastest selling entertainment product ever, grossing $1bn worldwide in just 3 days and the top selling game of all time in the UK, generating over £240m from more than 6 million physical copies sold - or roughly [http://ukie.org.uk/press-release/2016/12/grand-theft-auto-v-breaks-6m-boxed-copies-sold-uk 3.5 sales per minute], as well as being the top-selling game [http://ir.take2games.com/phoenix.zhtml?c=86428&amp;amp;p=irol-newsArticle&amp;amp;ID=2315089 in the US] in terms of both revenue and units. GTAV still continues to defy expectations, returning to the top of the UK chart in [http://ukie.org.uk/news/2018/03/its-15th-week-top-charts-gta-v March 2018], 4.5 years after it was first launched.&lt;br /&gt;
&lt;br /&gt;
*'''Batman: Arkham Knight''' by Rocksteady Studios, the [https://www.videogamer.com/news/batman-arkham-knight-becomes-the-fastest-selling-game-of-2015 fastest-selling game of 2015] and winner of multiple awards, including the 2016 BATFA for [http://www.bafta.org/games/awards/games-awards-winners-in-2016#british-game---batman-arkham-knight Best British game].&lt;br /&gt;
&lt;br /&gt;
*'''Monument Valley''' by ustwo, downloaded over [https://medium.com/@ustwogames/monument-valley-in-numbers-year-2-440cf5562fe#.6blva9j2z 26 million times] and winner of 20 international awards, including Apple iPad Game of the Year 2014 and the 2015 BATFAs for both Best Mobile &amp;amp; Handheld and Best British game.&lt;br /&gt;
&lt;br /&gt;
*'''Hellblade: Senua’s Sacrifice''' by Ninja Theory, winner of [http://awards.bafta.org/award/2018/games 5 BAFTAs] in 2018, including Best British Game, as well as numerous other awards and accolades. It was one of the [http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 top selling games] on Steam in 2017 and was the best-selling PlayStation game in Europe the month it was released. The game was widely recognised for its pioneering work depicting the mental health of the main character, based on research partnerships with the University of Cambridge, the University of Durham and the Wellcome Trust.&lt;br /&gt;
&lt;br /&gt;
*'''Lego: Star Wars / Batman / Harry Potter / Avengers''' by Traveller's Tales. The Knutsford-based studio has built a name for itself with its Lego adaptations of much loved film franchises, achieving [https://www.gamesradar.com/uk/best-lego-games/ critical and commercial success] with its charming and humorous family-friendly games.  &lt;br /&gt;
&lt;br /&gt;
There are plenty more. We support the [http://www.thecreativeindustries.co.uk/industries/games Creative Industries website] which features more great UK games stories.&lt;br /&gt;
&lt;br /&gt;
== UK Consumer Market == &lt;br /&gt;
&lt;br /&gt;
The UK is the [https://newzoo.com/insights/infographics/uk-games-market-2018/ 6th largest] video game market in 2017 in terms of consumer revenues, after China , USA, Japan and Germany. Approximately [https://newzoo.com/insights/infographics/uk-games-market-2018/ 37.3m people] in the UK play games.&lt;br /&gt;
&lt;br /&gt;
According to the 2018 [[Ukie UK Consumer Games Market Valuation]], UK spend on games was valued at a record [https://ukie.org.uk/news/2019/04/uk-consumer-spend-games-grows-10-record-%C2%A357bn-2018 £5.7bn] in 2018, up 10.0% [http://ukie.org.uk/news/2018/02/uk-games-market-grows-124-record-%C2%A3511bn-2017 from 2017] (£5.18bn, revised figures):&lt;br /&gt;
&lt;br /&gt;
*2018 was the biggest ever year for games software, growing +10.3% to a record £4.01bn in sales, driven by record results in both Digital and Online sales, which eclipsed £2.01bn for the first time, up +20.3%, and Mobile Games, which grew +8.2% to £1.17bn . Boxed software remains a substantial factor in software sales, experiencing a slight drop of -2.6% to £770m, however pre-owned games dropped significantly -30.8% to £67.9m.  &lt;br /&gt;
&lt;br /&gt;
*Game hardware continued to be a core driver of spend in 2018, up +10.7% to £1.57bn. Consoles sales grew a solid +6.5% to £702m, despite no new consoles being released. PC game hardware sales saw a strong year, up +18.4% to £445m, and the peripherals and accessories market similarly increase +19.9% to £355m. VR Hardware had a more difficult year, dropping -20.9% to £72m, as early adopters await the next generation of headsets.&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on wider game culture contributed an additional £109.6m in revenues across game-related toys, merchandise, books, movies and soundtracks, as well as game-based events around the UK.&lt;br /&gt;
&lt;br /&gt;
According to the [https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ Entertainment Retailers Association] (ERA), combined physical and digital sales UK games sales in 2018 generated a record £3.86bn, increasing 9.1% on the previous year.  &lt;br /&gt;
&lt;br /&gt;
This figure is now greater than that of home music and video sales combined, comprising 51.3% of the overall value of the sector, making the UK games market 1.65 times the size of the video market (£2.3bn) and 2.9 times the size of music (£1.3bn).&lt;br /&gt;
&lt;br /&gt;
Digital games sales provided the majority of growth, increasing 9.1% to £3.01bn, while physical game sales declined slightly by -2.1% to £769m, although not as drastically as in physical sales for both music (-16.6%) and video (-17.1%).&lt;br /&gt;
&lt;br /&gt;
In 2016, Electronic Art's FIFA 17 was the [https://eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ highest selling entertainment product] in the UK, selling 2.5m units, approximately 9% more sales than Star Wars: The Force Awakens, which sold 2.3m units.&lt;br /&gt;
&lt;br /&gt;
== UK Games Map ==&lt;br /&gt;
&lt;br /&gt;
In September 2016, Ukie launched the [https://gamesmap.uk/ UK Games Map], the first interactive, real-time map of the UK games industry. &lt;br /&gt;
&lt;br /&gt;
Built in partnership with Nesta, the UK's innovation foundation, the UK Games Map builds on the methodology established in the 2014 Ukie/Nesta report '[http://ukie.org.uk/research#Report A Map of The UK Games Industry]' to provide the most complete dataset of the geography of the UK games industry ever compiled. A more detailed description of the UK Games Map can be found [http://ukie.org.uk/news/2016/09/uk-games-map-puts-uk-games-businesses-map here].&lt;br /&gt;
&lt;br /&gt;
The UK Games Map is constantly being updated with new data from across the industry - since launch in September 2016 there have been more than 1,000 updates to company data on the platform.&lt;br /&gt;
&lt;br /&gt;
Key findings:&lt;br /&gt;
&lt;br /&gt;
*There are 2,277 active games companies in the UK (listed in the map, as of December 2018)&lt;br /&gt;
*2,728 UK games companies have been mapped to date&lt;br /&gt;
*62% of UK games companies were founded since the beginning of 2010&lt;br /&gt;
*Only 41% of UK games companies use the right Standard Industrial Classification codes&lt;br /&gt;
*The map also lists 149 games industry service companies and 231 games-related courses across 95 universities and academic institutions.&lt;br /&gt;
*As of June 2018, there 21 towns / cities that are home to more than 20 games companies, the top 10 of which are listed below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top 10 Towns by Company Count (Jun 2018)&lt;br /&gt;
|-&lt;br /&gt;
|'''Town / City'''&lt;br /&gt;
|'''No. Companies'''&lt;br /&gt;
|-&lt;br /&gt;
|London&lt;br /&gt;
|614&lt;br /&gt;
|-&lt;br /&gt;
|Manchester&lt;br /&gt;
|96&lt;br /&gt;
|-&lt;br /&gt;
|Brighton&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|Guildford &amp;amp; Aldershot&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Slough &amp;amp; Heathrow&lt;br /&gt;
|67&lt;br /&gt;
|-&lt;br /&gt;
|Cambridge&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|Bristol&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Sheffield&lt;br /&gt;
|41&lt;br /&gt;
|-&lt;br /&gt;
|Glasgow&lt;br /&gt;
|37&lt;br /&gt;
|-&lt;br /&gt;
|Liverpool&lt;br /&gt;
|37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economic Contribution ==&lt;br /&gt;
&lt;br /&gt;
In October 2018, the BFI published a report covering the games industry's economic contribution to the UK in 2016, entitled '[[BFI_Screen_Business|Screen Business]]'. Both the full and summary versions of the report and can be downloaded in full via the [https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy BFI website].&lt;br /&gt;
&lt;br /&gt;
Findings from the BFI's Economic Contribution report:&lt;br /&gt;
&lt;br /&gt;
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contributed £2.87bn in GVA to the UK economy.&lt;br /&gt;
&lt;br /&gt;
*The UK games industry directly employs 20,430 FTEs in development, publishing and retail roles, which contribute £1.52bn in direct GVA to the economy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Direct economic contribution of the UK Games Industry in 2016&lt;br /&gt;
|-&lt;br /&gt;
|'''Subsector'''&lt;br /&gt;
|'''Employment (FTEs)'''&lt;br /&gt;
|'''GVA (£m)'''&lt;br /&gt;
|-&lt;br /&gt;
|Development&lt;br /&gt;
|13,840&lt;br /&gt;
|826.0&lt;br /&gt;
|-&lt;br /&gt;
|Publishing&lt;br /&gt;
|2,300&lt;br /&gt;
|526.6&lt;br /&gt;
|-&lt;br /&gt;
|Digital Retail&lt;br /&gt;
|310&lt;br /&gt;
|31.7&lt;br /&gt;
|-&lt;br /&gt;
|Physical Retail&lt;br /&gt;
|3,980&lt;br /&gt;
|132.0&lt;br /&gt;
|-&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''20,430'''&lt;br /&gt;
|'''1.52'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The economic impact of the growing UK Esports sector was also assessed for the first time and was shown to have supported 470 FTE jobs and contributed £18.4m in GVA in 2016. &lt;br /&gt;
&lt;br /&gt;
*In 2016, the UK games industry spent £1.25bn on game development.&lt;br /&gt;
&lt;br /&gt;
*In the period 2015-2017, there was at least £1.75bn of inward investment in the UK games industry.&lt;br /&gt;
&lt;br /&gt;
More detail on the economic impact of the UK games industry can be found via the '[[BFI_Screen_Business|Screen Business]]' page.&lt;br /&gt;
&lt;br /&gt;
== Video Games Tax Relief ==&lt;br /&gt;
&lt;br /&gt;
Video Games Tax Relief (VGTR) has been available for qualifying games companies to claim since April 2014.&lt;br /&gt;
&lt;br /&gt;
The BFI '[[BFI_Screen_Business|Screen Business]]' report, released in October 2018, showed the economic impacts of the relief in 2016&lt;br /&gt;
&lt;br /&gt;
*The VGTR supports 9,240 FTE jobs across the UK games industry, including 4,320 directly in development roles (31% of the total UK development workforce).&lt;br /&gt;
&lt;br /&gt;
*VGTR games represented £389.9m of UK development spend, 31% of the total development spend. Overall, projects supported by the VGTR contibuted £525m in GVA to the UK economy and £158m in tax revenue.&lt;br /&gt;
&lt;br /&gt;
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place.&lt;br /&gt;
&lt;br /&gt;
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy.&lt;br /&gt;
&lt;br /&gt;
*Of all the screen sector tax reliefs, the games sector was shown to have the highest rate of productivity, where each employee generated an average of £83,800 in GVA for the economy, significantly above the national industrial average of £62,100.&lt;br /&gt;
&lt;br /&gt;
According to data released by HMRC in [https://www.gov.uk/government/statistics/creative-industries-statistics-july-2018 July 2018], VGTR has provided £230m to UK studios across 770 claims since the relief was launched in April 2014.  Of that total, £105m was paid out to 345 claims in the financial year 2017-18.&lt;br /&gt;
&lt;br /&gt;
To date, VGTR has been claimed by 480 video game productions, accounting for over £1bn in UK expenditure.&lt;br /&gt;
&lt;br /&gt;
The latest annual figures from the [http://www.bfi.org.uk/supporting-uk-film/british-certification-tax-relief BFI Certification Unit] on how many games passed the cultural test for qualification for VGTR were released in May 2017. The full BFI release is [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q1-2017-v1.pdf available here].&lt;br /&gt;
&lt;br /&gt;
The latest end-of year figures for games certification numbers are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|VGTR Cultural Test Certification, Apr 2014 – Mar 2017&lt;br /&gt;
|-&lt;br /&gt;
|'''Certification'''&lt;br /&gt;
|'''Number'''&lt;br /&gt;
|'''EEA/UK spend £m'''&lt;br /&gt;
|'''Total Budget £m'''&lt;br /&gt;
|'''EEA/UK spend as a % of total budget'''&lt;br /&gt;
|-&lt;br /&gt;
|Final&lt;br /&gt;
|364&lt;br /&gt;
|423.9&lt;br /&gt;
|548.4&lt;br /&gt;
|77.3%&lt;br /&gt;
|-&lt;br /&gt;
|Interim&lt;br /&gt;
|370&lt;br /&gt;
|1,146.4&lt;br /&gt;
|1,280.6&lt;br /&gt;
|89.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However, in [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q3-2017.pdf October 2017] the BFI released further data showing that 161 games received final certification between 1st Jan to 30th September 2017, representing £136.8m EEA/UK spend from a total budget of £159.5m. This is a 25% increase in the number of games, but a slight decrease of -3.8% in EEA/UK spend over the same period the previous year. Looking at interim certifcication in the same period, 130 games were interim certified (-9.7%) representing an £296.6m of EEA/UK spend (-2.3%) and a total budget of £319.6m (-11.5%).&lt;br /&gt;
&lt;br /&gt;
*Final certification covers games that have been completed and released, and have claimed their tax relief.&lt;br /&gt;
*Interim certification covers games that are still in development but have been approved for the cultural test. &lt;br /&gt;
*Some games that have progressed from development to completed and released since the launch of the VGTR may be counted in both Interim and Final categories.&lt;br /&gt;
&lt;br /&gt;
Since the relief was introduced in Apr 2014, the number of games gaining final and interim certification has increased significantly year-on-year. In the financial year 2016/17, 212 games received final certification while 187 received interim certification, an increase of +59.4% and +38.5% on the previous year respectively.&lt;br /&gt;
&lt;br /&gt;
*In FY2016/17, the 212 games that received final certification had a total budget of £258m, £220.4m of which was spent in the UK. For the 187 games recieving interim certification, the total budget was £482.2, £412.2m of which was spent in the UK.&lt;br /&gt;
*Median budget for the projects applying for VGTR has also shown a huge year on year increase, rising from £0.2 million in 2014 to £0.7 million in Q1 2017.&lt;br /&gt;
*Games qualifying through the 'cultural test' typically receive a return of about 20 per cent of their development costs.&lt;br /&gt;
*The BFI publish as list of all video games certified as British through the video games cultural test, which can be downloaded here.&lt;br /&gt;
&lt;br /&gt;
== UK Esports ==&lt;br /&gt;
&lt;br /&gt;
*In 2016, the [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ UK esports audience] will grow to 6.5 million people, with 3.1 million watching more than once a month. The audience is expected to grow [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf 7.5% year-on-year] to reach 8 million people by 2019.&lt;br /&gt;
&lt;br /&gt;
*According to [https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], the UK esports market will see a 27.6% CAGR, reaching £8m in consumer ticket sales by 2021. Digital advertising in esports will increase to £12m by 2021, a CAGR of 46.2%.&lt;br /&gt;
&lt;br /&gt;
*Esports is [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ popular with millennials] in the UK, with the 21-35 age group representing 63% of the market. Women make up 31% of the audience and are most likely to watch when aged between 21-35.&lt;br /&gt;
&lt;br /&gt;
*The largest prize pool event held in the UK to date was [https://www.eslgaming.com/press/esl-one-dota-2-major-comes-birmingham ESL One Birmingham], with a prize pool of $1 million, held at Arena Birmingham in May 2018. &lt;br /&gt;
&lt;br /&gt;
*The UK is the home to some of the world's top esports talent. One of the UK's leading esports teams, Team Dignitas [http://team-dignitas.net/articles/news/Team-Dignitas/10251/philadelphia-76ers-acquire-merge-and-manage-leading-esports-teams-dignitas-and-apex were acquired] by the owners of the US basketball's Philadelphia 76ers in September 2016.&lt;br /&gt;
&lt;br /&gt;
*Major UK football clubs including [http://www.bbc.co.uk/news/technology-36734518 Manchester City] and [http://www.bbc.co.uk/sport/football/36231379 West Ham United] have signed professional esports players.&lt;br /&gt;
&lt;br /&gt;
*The UK's largest gaming retailer, Game, [http://www.mcvuk.com/news/read/game-acquires-multiplay-for-20m/0145947 acquired Multiplay], one of the UK's longest established esports businesses, for £20m.&lt;br /&gt;
&lt;br /&gt;
*There is also [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf growing grassroots esports scene] in the UK's universities, with 3,000 players in the National University Esports League, representing 110 universities.&lt;br /&gt;
&lt;br /&gt;
== UK Mobile Games ==&lt;br /&gt;
&lt;br /&gt;
*There are [https://gamesmap.uk/ 1,483 active games companies] making mobile games in the UK (as of August 2017).&lt;br /&gt;
&lt;br /&gt;
*The UK has the [http://www.isfe.eu/about-isfe/news/isfe-report-deloitte-illustrates-economic-impact-new-business-models largest mobile games workforce] in the EU, with 5,000 full-time employees.  This represents nearly a quarter of all 21,000 mobile game jobs across the EU.&lt;br /&gt;
&lt;br /&gt;
*[https://www.ofcom.org.uk/research-and-data/cmr/cmr16 71% of UK adults] (approx 40m) own a smartphone and 59% of UK households (approx 15.9m) own a tablet.&lt;br /&gt;
&lt;br /&gt;
*47% of [https://www.deloitte.co.uk/mobileuk/ UK smartphone owners] use apps on their phones to play games – more that use apps for online banking (40%) or reading the news (33%).&lt;br /&gt;
&lt;br /&gt;
*44% households [https://www.isfe.eu/industry-facts own an iPhone], 46% and Android phone and 12% a Windows phone.&lt;br /&gt;
&lt;br /&gt;
*The free apps with in-app purchase model is king, representing 76% of the revenue share of the UK for apps.&lt;br /&gt;
&lt;br /&gt;
*In terms of revenue per download, the UK is best positioned in western Europe with a potential profit of $0.47 per download. The UK is more profitable than Germany, United States and China.&lt;br /&gt;
&lt;br /&gt;
== UK Player Demographics ==&lt;br /&gt;
&lt;br /&gt;
There are several different estimations for UK player demographics available:&lt;br /&gt;
&lt;br /&gt;
Newzoo:&lt;br /&gt;
&lt;br /&gt;
*In 2017, [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32.4 million people] play games in the UK. Spending $4.2 billion this year, they make the UK the 5th largest games market in the world.&lt;br /&gt;
&lt;br /&gt;
*The UK mobile market is very evenly represented between the genders, with a [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 48% female / 52% male split] between those who are playing more than once a month.&lt;br /&gt;
&lt;br /&gt;
*[https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32% of UK players] play mobile, console and PC games.&lt;br /&gt;
&lt;br /&gt;
*In 2016, there were 31.6m players in the UK, approximately 50% of the total population. Of those that play games, 59% of them spend money on games, annually spending an average of [https://newzoo.com/insights/infographics/the-uk-games-market-2016/ $206 per player].&lt;br /&gt;
&lt;br /&gt;
[https://www.isfe.eu/industry-facts GameTrack]:&lt;br /&gt;
&lt;br /&gt;
*There are 20.6m people aged between 6 and 64 playing games in the UK, or 43% of the population in that age group. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*On average, 11 to 64 year-olds in the UK spend 9.5 hours per week playing games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Across all UK 6-64 year olds, 25% (11.7m) played packaged games, 22% app games (10.6m) and 24% (11.4m) online games. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*Similarly, 27% (12.7m) play on consoles, 24% (11.4m) on computers, 22% (10.6m) on smartphones, 17% (7.9m) on tablets and 10% on handhelds (4.5m). (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
*57% players in the UK are male and 43% female. The largest single age/gender demographic is 15-24 year-old males, making up 15% of all players. (2017 Q3)&lt;br /&gt;
&lt;br /&gt;
== Specialised Courses and Qualified Workforce ==&lt;br /&gt;
&lt;br /&gt;
*UK higher education is a strong supporter of the games industry. 60 universities/colleges provide 215 undergraduate and 40 master video game courses throughout the UK in 2014. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*23% of the courses are in London, 18% in the West Midlands and 16% in Yorkshire and the Humber: these 3 regions cover 57% of all courses provided. (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The top 3 universities in number of courses provided are: Staffordshire University (29 courses), University of East London (17 courses) and Sheffield Hallam University (16 courses). (Creative Skillset)&lt;br /&gt;
&lt;br /&gt;
*The computer games workforce is highly qualified, with 63% having a degree compared to 57% of the wider Creative Media workforce and 37% of the wider UK economy in 2011. (Creative Skillset)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1460</id>
		<title>Virtual reality</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1460"/>
		<updated>2019-11-20T15:49:06Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* 2019 Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
*In the UK in 2018, games made up 53% of spending on VR ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The global VR/AR market is expected to be worth $160b by 2023, with engineering and manufacturing applications of these technologies expected to be major drivers of this growth ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*The UK VR industry specifically is expected to be worth £294m by 2023 ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Outside of London, the largest regional hubs for VR/AR businesses include Manchester and the North West (52 companies) and Bristol and the South West (49 companies) ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of £62.5b ($69.3b) to UK GDP by 2030. Up from £1.8b ($2.0b) in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of $1,542.9b to global GDP by 2030. Up from $46.4b in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Use of VR and AR in healthcare alone in 2019 contributes $11.0b to global GDP. By 2030 this is predicted to be $350.9b ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*By the end of 2022, the market size for VR is predicted to reach $13.7bn ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*The market size for Augmented and Mixed reality is expected to reach $18.9bn by the end of 2022 ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*In 2019, 33% of Augmented and Mixed reality headsets are estimated to be purchased by consumers. The remaining 67% are purchased by developers and enterprise clients ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Magic Leap has secured a $280 million investment from Japanese mobile operator Docomo, bringing the total investment into Magic Leap to $2.6 billion since being formed in 2010. ([http://gamasutra.com/view/news/341674/Japanese_mobile_operator_Docomo_sinks_280_million_into_Magic_Leap.php Gamasutra] / [https://www.magicleap.com/news/press-release/magic-leap-partnership-ntt-docomo Magic Leap], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*Sony have announced that as of 3rd March 2019, they have sold through 4.2m PSVR systems worldwide. ([https://blog.us.playstation.com/2019/03/25/playstation-vr-the-next-wave-of-games-coming-in-spring-and-summer-2019/ Sony PlayStation Blog], March 2019)&lt;br /&gt;
&lt;br /&gt;
*Mixed reality hardware and software revenues rose from $4.5nn to $6.6bn from the years 2017 to 2018. In 2019, it is expected that $11.5billion will be generated. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The share of immersive technology revenue, such as Virtual and Augmented reality, grew from 27% to 25% in 2018. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Oculus Go sold 1million units after its May 2018 launch. It appealed to mainstream users by being a mobile headset that didn't require a connection to another device. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Social media apps such as SnapChat and Instagram drove mobile augmented reality (AR) user numbers to 1.1billion and helped push mixed reality revenue to $2.3billion. In the US, 84% of mobile AR audience used mixed reality technology in social media apps like TikTok, Snapchat and Instagram. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprises purchasing immersive technology surpassed $11b as businesses see the potential for return on investment. Training employees is the biggest reason why businesses purchase immersive technology, with 71% of firms using VR to develop their workforce in skills from performing surgery to practising customer service. For example, Walmart agreed to purchase 17,000 Oculus Go headsets to train retail employees in September 2018 in customer service.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprise clients are set to account for 85% mixed reality headsets sold in 2019 and will continue to represent the majority of demand through 2022.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market for VR installations and attractions such as Star Wars: Secrets of the Empire and Jurassic World VR Expedition grew 37% to $413m. These VR exhibitions are expected to introduce everyday consumers to high-end VR by offering experiences in busy locations such as airports and restaurants. This may alleviate the initial slower-than-anticipated adoption of high-end consumer VR headsets. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to analytics firm ABI and NVIDIA, 4 million PC VR headsets have been sold to date. [https://www.roadtovr.com/nvidia-claims-4-million-pc-vr-headsets-sold/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to the latest Steam Hardware &amp;amp; Software Survey, around 767,000 or 0.8% of all Steam users have VR headsets attached to their machines, almost double the numbers published 16 months previously.      ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market share for VR headsets among Steam users is 46.5% Oculus Rift and 40.1% HTC VIVE, although the HTC VIVE Pro which picks up an 2.81% for HTC. Windows VR headsets collectively make up 8.9% of the market. ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
*By 2022, VR content will generate $21.2bn a year by 2022, with game revenue ($12bn approx.) staying ahead of video ($9bn approx.). ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Total global revenues from VR apps, gaming and video will grow from $3.9bn in 2017 to over $20bn in 2022. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*By 2022, 175.2m VR headsets will be in consumers’ hands across ten major markets, up from an estimated 37.6m at the end of 2017. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s fastest growing entertainment and media sector is Virtual Reality, growing at 34 per cent annually to reach £1.2bn in revenue by 2022. VR headsets are forecast to sell with more than 7.8m cumulatively by the same period. ([http://www.cityam.com/287043/uks-entertainment-and-media-sector-forecast-grow-gbp76bn PwC / City AM], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s VR industry will generate more revenue than any other country in Western Europe over this time. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*There are 1,000 immersive-specialist companies in the UK (&amp;gt;50% of income from immersive projects), employing around 4,500 people and generating £660m in sales. This potentially represents as much as 9% of the global market. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Half of immersive-specialist businesses in the UK were incorporated since 2012. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*6 out of 10 of immersive-specialist businesses grew their turnover in the past 12 months and 90% were confident of their future prospects. 70% were exporting immersive-related products and services, with a particular focus on US markets. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*38% of immersive business are located in London. Other hubs for immersive businesses include Brighton, Bristol, Newcastle, Liverpool, Manchester, Cambridge, Oxford and Edinburgh. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*253 projects worth a total of £160m were identified in UK Research Councils, Innovate UK and EU Horizon 2020 open datasets. Funding for immersive tech projects was 9 times higher in 2016-2017 than in 2009-2010. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*3 in 10 immersive specialist companies benefitted from tax incentives in the last 12 months and 2 in 10 received some sort of national grant. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK augmented reality increased by around 40% to £48.4m in 217 but investment at seed stage was broadly flat year-on-year. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK virtual reality grew +260% from £50m in 2016 to £180m in 2017. Seed stage funding was down from £5m to £2m in the same period. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Extended reality (XR) revenue up by 37% to $4.0bn in 2017. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Consumer virtual reality revenue reached $2.2bn in 2017, with $1.7bn from hardware sales and $554m in software sales. In 2018, revenues are expected to increase 105% to $4.5bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Samsung’s Gear VR was the highest selling mobile headset in 2017 and Sony’s PlayStation VR was the highest selling console/PC headset (see chart below). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*$2.3bn of venture investments in XR were made in 2017, with Magic Leap accounting for $0.5bn of total revenues. The remainder was split $0.9bn in VR projects and $0.9bn in AR/MR projects. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture funding of VR/AR companies reached at least $1.9bn in 2017. The total number of companies raising venture capital during 2017 outpaced 2016, but the average deal size declined sharply by 35%. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*The majority of VR/AR venture funding deals in 2017 were early stage (Seed and Series A). The number of early stage deals in 2017 was up 27% YoY and 105 companies raised $2M or more from VCs. However, the average Seed and Series A deal size declined 9% and 17%, respectively. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
*Sony’s PlayStation VR headset (PSVR) has sold through 2m units globally. ([http://www.sie.com/en/corporate/release/2017/171207.html SIE], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*There are 463 VR / AR companies operating in the UK, split into 308 in content, 110 in technology and 45 services. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*London is the largest hub for VR/ AR companies, with 244 businesses located in the capital. These companies have attracted a combined VC investment of $645.7m. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*The UK will have the largest and fastest growing VR hardware market in EMEA, worth £0.8m in 2021, growing at 76% CAGR. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PlayStation VR has sold more than 1m units worldwide ($399 / £308 approx), Sony Interactive Entertainment have confirmed. ([http://www.mcvuk.com/news/read/psvr-hits-1m-sales-worldwide/0183302 MCV] / [http://www.bbc.co.uk/news/technology-40190448 BBC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*55% of the most frequent gamers are familiar with virtual reality; among those, 40% say they will likely purchase VR within the next year. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*The total virtual reality revenues to reach $7.2 billion globally by the end of 2017 with head-mounted displays (HMDs) accounting for $4.7 billion. By 2021, global revenues are expected to reach $74.8bn.  ([http://greenlightinsights.com/2017/04/virtual-reality-industry-report-7b-2017/ Greenlight Insights], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
*The world consumer VR headset installed base reached 28 million at the end of 2017 and will reach 75.7 million consumer VR headsets installed by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR headsets reached $2.4 billion in 2017 and is forecast to reach $5.8 billion by 2021. Spend will be driven by continued adoption of PC, console and standalone headsets offset by reduction in price points for these same headsets. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR games, interactive experiences and video reached $803 million in 2017 and is forecasted to reach $2.8 billion by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spending on location-based VR reached $385 million in 2017. This is forecast to grow to $906 million by 2021. In 2017, China’s share of the market was 65%. This is expected to decrease to 51% by 2021 as other regions and country markets become more established. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on all AR-related mobile apps is forecast to grow from $1.6bn in 2017 to $7.8bn in 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*The VR market generated $2.7bn in 2016 and will grow to $17.8bn by 2019. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Augmented Reality accounted for $1bn in 2016 revenue and Mixed Reality made up $100m. By 2019, Mixed Reality will become the dominant sector of the two, worth $9.4bn to AR’s $4.2bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*The Virtual, Augmented and Mixed Reality games market will be worth $1.2bn by the end of 2016 and is projected at up to $8.8bn by the end of 2020, with VR becoming the dominant sector in revenue terms. ([https://www.superdataresearch.com/superdata-vr-data-network/ Superdata], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*The total value of VR market (including hard- and software) will reach $6.7bn in 2016 and will reach $70bn by 2020. ([http://press.trendforce.com/node/view/2210.html TrendForce], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*London is the top hub for VR and AR talent in Europe, with the highest number of LinkedIn members with VR/AR skills. As a proportion of total local members, London has the 7th highest density of VR/AR talent, followed by Birmingham at 9th. Oxford and Cambridge also have high level of VR/AR talent. ([http://www.slush.org/news/state-european-tech-2016-future-invented-europe/ LinkedIn/ Atomico / Slush], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Of more than 800 companies working in the VR sector worldwide, more than 150 are based in Britain. ([http://www.growthenabler.com/download-tools GrowthEnabler], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to 01consulting, as of November 2016, Sony’s PSVR represents around one third (30%) of the total VR market. ([http://www.01consulting.net/#!portfolio-item/vr-virtual-reality-market-research-analysis-report-2016 01consulting], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Sales of Sony’s PlayStation VR headset are on track to outsell the combined sales of the HTC Vive and Oculus Rift by the end of 2016. ([https://fileexchangeemea.gfk.com/pickup/eJFVObTtdbNCgDBjdyGERUnrmSKLF7CHDOYeD4vG/VR Study TEASER DECK SENT TO CLIENTS 2016.pdf GfK] / [http://www.mcvuk.com/news/read/playstation-vr-set-to-eclipse-rift-and-vive-sales-in-the-uk/0175824 MCV], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on VR to hit $11.2bn by 2020, with headsets accounting for $7.9bn and VR entertainment $3.3bn. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*The installed base of VR headsets is set to increase from 4 million in 2015 to 81 million in 2020. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to IHS Markit, Samsung Gear VR will be the most widely used VR brand by the end of 2016, making up 30% of owned headsets. Playstation VR is expected to exceed both Oculus and HTC Vive headsets combines, covering 8% of the market. A large segment of the market (40%) is made up of many smaller entrants, mostly smartphone headsets. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*While generally consumers are excited by the potential of VR, many still see a lack of understanding of the products and the potentially high costs as barriers to purchase. 75% of consumers agreed that they do not understand enough about VR products, and 73% would like to wait before investing in the platform. ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*The opportunity to demo VR products is seen as the key factor in the decision to purchase VR by European consumers (79%), ahead of the cost of the product (68%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Cheaper VR products such as Google Cardboard show a higher level of penetration into the market, however, when asked which product they would most likely purchase, the UK’s consumers favoured the more advanced products from Sony PlayStation VR (18%) and Oculus Rift (10%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*UK consumers have a high level of awareness of VR (75% stating that they have heard of VR), ahead of Spain (72%), Italy (71%) and France (70%), although awareness is slightly higher in Germany (79.5%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Worldwide shipments of Virtual Reality hardware will reach 9.6 million units in 2016, generating revenues of approximately $2.3 billion. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Growing at a cumulative annual rate of 184%, VR shipments will reach 64.8 million units by 2020. Combined with Augmented Reality hardware, shipments will reach 110 million units by 2020. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*$2.8B has been invested in VR this year, bringing the total since 2012 up to $8.8B ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*As of April 2016, the market data company Superdata have revised their 2016 global VR hardware and software forecast down to $2.9 billion, a 43% drop from their [https://www.superdataresearch.com/market-data/ $5.1 billion] projection at the beginning of the year. ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Across key countries in North America and Europe, an average of 11% of the online population between 10 and 65 state that they are planning to buy VR products in the next six months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*On average, men comprise 68% of those who intend to buy VR. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*12% of the online US population is planning to buy VR products in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*10% of online brits intend to purchase VR within the next 6 months, with a further 26% who were undecided. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*For US eSport enthusiasts, 56% intend to buy in the next 6 months, making up 45% of the group that intends to buy VR in that period. Occasional eSport viewers are also keen, with 24% intending to buy in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
*Current VR hype is different from past attempts, in that systems will exceed the hype this time, as opposed to systems that can’t live up to the hype. In past VR were more gimmicks than launchable platforms, finally it’s really here. It’s now realistic to do VR at consumer pricing, whereas before it was too expensive. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The impact of having many companies involved in VR is that they are releasing products around the same time, so we’ll see a whole industry that wasn’t there before. VR and AR are going to be powerful drivers in PC growth, as you need better hardware to run the new experiences. It will push the ecosystem of PCs and transform the technology landscape. Having major players involved will accelerate things, but considering a 10-year span before the technology is widely available is reasonable, as PCs will be gradually upgraded with powerful hardware. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The challenges developers face to develop for VR are the misunderstanding of the medium (need for managing motion sickness, mixing gameplay styles to accommodate…) and the natural behaviour of recreating genres that already exist. Sometimes inspiration can be found in sci-fi books rather than in the current market. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*Digi-Capital has forecasted that augmented and virtual reality will be worth $150bn by 2020. Interestingly AR is forecasted to reach 4 times what VR will ($120bn vs $30bn). Digi-capital analysts state that while VR is great for games and 3D films, due to its need for full immersion you won’t be able to play anywhere. AR on the other hand will be easier to play on the tube, and there’s more potential market for the technology beyond games. ([http://www.gamesindustry.biz/articles/2015-04-06-ar-vr-forecast-at-usd150-billion-by-2020 Gamesindustry.biz], Apr 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
	</entry>
	<entry>
		<id>https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1459</id>
		<title>Virtual reality</title>
		<link rel="alternate" type="text/html" href="https://ukiepedia.ukie.org.uk/index.php?title=Virtual_reality&amp;diff=1459"/>
		<updated>2019-11-20T12:19:23Z</updated>

		<summary type="html">&lt;p&gt;UkieUser: /* 2019 Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2019 Stats ==&lt;br /&gt;
&lt;br /&gt;
*In the UK in 2018, games made up 53% of spending on VR ([https://assets.ctfassets.net/nubxhjiwc091/5wcen51tqGQSRl1SCgqRJQ/8dea5bd41ef7ded0c7491f2721329c2f/The_immersive_economy_in_the_UK_2019_Report_Nov19.pdf Catapult Digital], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of £62.5b ($69.3b) to UK GDP by 2030. Up from £1.8b ($2.0b) in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*VR and AR technologies are predicted to offer a boost of $1,542.9b to global GDP by 2030. Up from $46.4b in 2019 ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*Use of VR and AR in healthcare alone in 2019 contributes $11.0b to global GDP. By 2030 this is predicted to be $350.9b ([https://www.pwc.com/seeingisbelieving PwC], Nov 2019)&lt;br /&gt;
&lt;br /&gt;
*By the end of 2022, the market size for VR is predicted to reach $13.7bn ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*The market size for Augmented and Mixed reality is expected to reach $18.9bn by the end of 2022 ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*In 2019, 33% of Augmented and Mixed reality headsets are estimated to be purchased by consumers. The remaining 67% are purchased by developers and enterprise clients ([https://www.superdataresearch.com/state-of-consumer-xr-2019/ SuperData], Oct 2019)&lt;br /&gt;
&lt;br /&gt;
*Magic Leap has secured a $280 million investment from Japanese mobile operator Docomo, bringing the total investment into Magic Leap to $2.6 billion since being formed in 2010. ([http://gamasutra.com/view/news/341674/Japanese_mobile_operator_Docomo_sinks_280_million_into_Magic_Leap.php Gamasutra] / [https://www.magicleap.com/news/press-release/magic-leap-partnership-ntt-docomo Magic Leap], Apr 2019)&lt;br /&gt;
&lt;br /&gt;
*Sony have announced that as of 3rd March 2019, they have sold through 4.2m PSVR systems worldwide. ([https://blog.us.playstation.com/2019/03/25/playstation-vr-the-next-wave-of-games-coming-in-spring-and-summer-2019/ Sony PlayStation Blog], March 2019)&lt;br /&gt;
&lt;br /&gt;
*Mixed reality hardware and software revenues rose from $4.5nn to $6.6bn from the years 2017 to 2018. In 2019, it is expected that $11.5billion will be generated. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The share of immersive technology revenue, such as Virtual and Augmented reality, grew from 27% to 25% in 2018. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Oculus Go sold 1million units after its May 2018 launch. It appealed to mainstream users by being a mobile headset that didn't require a connection to another device. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Social media apps such as SnapChat and Instagram drove mobile augmented reality (AR) user numbers to 1.1billion and helped push mixed reality revenue to $2.3billion. In the US, 84% of mobile AR audience used mixed reality technology in social media apps like TikTok, Snapchat and Instagram. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprises purchasing immersive technology surpassed $11b as businesses see the potential for return on investment. Training employees is the biggest reason why businesses purchase immersive technology, with 71% of firms using VR to develop their workforce in skills from performing surgery to practising customer service. For example, Walmart agreed to purchase 17,000 Oculus Go headsets to train retail employees in September 2018 in customer service.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*Enterprise clients are set to account for 85% mixed reality headsets sold in 2019 and will continue to represent the majority of demand through 2022.  ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market for VR installations and attractions such as Star Wars: Secrets of the Empire and Jurassic World VR Expedition grew 37% to $413m. These VR exhibitions are expected to introduce everyday consumers to high-end VR by offering experiences in busy locations such as airports and restaurants. This may alleviate the initial slower-than-anticipated adoption of high-end consumer VR headsets. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to analytics firm ABI and NVIDIA, 4 million PC VR headsets have been sold to date. [https://www.roadtovr.com/nvidia-claims-4-million-pc-vr-headsets-sold/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*According to the latest Steam Hardware &amp;amp; Software Survey, around 767,000 or 0.8% of all Steam users have VR headsets attached to their machines, almost double the numbers published 16 months previously.      ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
*The market share for VR headsets among Steam users is 46.5% Oculus Rift and 40.1% HTC VIVE, although the HTC VIVE Pro which picks up an 2.81% for HTC. Windows VR headsets collectively make up 8.9% of the market. ([https://www.roadtovr.com/2018-ends-with-a-record-number-of-vr-headsets-on-steam/ Road to VR], Jan 2019)&lt;br /&gt;
&lt;br /&gt;
== 2018 Stats ==&lt;br /&gt;
&lt;br /&gt;
*By 2022, VR content will generate $21.2bn a year by 2022, with game revenue ($12bn approx.) staying ahead of video ($9bn approx.). ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*Total global revenues from VR apps, gaming and video will grow from $3.9bn in 2017 to over $20bn in 2022. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*By 2022, 175.2m VR headsets will be in consumers’ hands across ten major markets, up from an estimated 37.6m at the end of 2017. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s fastest growing entertainment and media sector is Virtual Reality, growing at 34 per cent annually to reach £1.2bn in revenue by 2022. VR headsets are forecast to sell with more than 7.8m cumulatively by the same period. ([http://www.cityam.com/287043/uks-entertainment-and-media-sector-forecast-grow-gbp76bn PwC / City AM], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*The UK’s VR industry will generate more revenue than any other country in Western Europe over this time. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)&lt;br /&gt;
&lt;br /&gt;
*There are 1,000 immersive-specialist companies in the UK (&amp;gt;50% of income from immersive projects), employing around 4,500 people and generating £660m in sales. This potentially represents as much as 9% of the global market. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Half of immersive-specialist businesses in the UK were incorporated since 2012. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*6 out of 10 of immersive-specialist businesses grew their turnover in the past 12 months and 90% were confident of their future prospects. 70% were exporting immersive-related products and services, with a particular focus on US markets. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*38% of immersive business are located in London. Other hubs for immersive businesses include Brighton, Bristol, Newcastle, Liverpool, Manchester, Cambridge, Oxford and Edinburgh. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*253 projects worth a total of £160m were identified in UK Research Councils, Innovate UK and EU Horizon 2020 open datasets. Funding for immersive tech projects was 9 times higher in 2016-2017 than in 2009-2010. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*3 in 10 immersive specialist companies benefitted from tax incentives in the last 12 months and 2 in 10 received some sort of national grant. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK augmented reality increased by around 40% to £48.4m in 217 but investment at seed stage was broadly flat year-on-year. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture capital investment in UK virtual reality grew +260% from £50m in 2016 to £180m in 2017. Seed stage funding was down from £5m to £2m in the same period. ([https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf ImmerseUK], May 2018)&lt;br /&gt;
&lt;br /&gt;
*Extended reality (XR) revenue up by 37% to $4.0bn in 2017. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Consumer virtual reality revenue reached $2.2bn in 2017, with $1.7bn from hardware sales and $554m in software sales. In 2018, revenues are expected to increase 105% to $4.5bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Samsung’s Gear VR was the highest selling mobile headset in 2017 and Sony’s PlayStation VR was the highest selling console/PC headset (see chart below). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*$2.3bn of venture investments in XR were made in 2017, with Magic Leap accounting for $0.5bn of total revenues. The remainder was split $0.9bn in VR projects and $0.9bn in AR/MR projects. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*Venture funding of VR/AR companies reached at least $1.9bn in 2017. The total number of companies raising venture capital during 2017 outpaced 2016, but the average deal size declined sharply by 35%. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
*The majority of VR/AR venture funding deals in 2017 were early stage (Seed and Series A). The number of early stage deals in 2017 was up 27% YoY and 105 companies raised $2M or more from VCs. However, the average Seed and Series A deal size declined 9% and 17%, respectively. ([https://www.roadtovr.com/investors-poured-record-breaking-2b-into-vrar-in-2017-but-early-stage-funding-slowed/ Greenlight Insights], Jan 2018)&lt;br /&gt;
&lt;br /&gt;
== 2017 Stats ==&lt;br /&gt;
&lt;br /&gt;
*Sony’s PlayStation VR headset (PSVR) has sold through 2m units globally. ([http://www.sie.com/en/corporate/release/2017/171207.html SIE], Dec 2017)&lt;br /&gt;
&lt;br /&gt;
*There are 463 VR / AR companies operating in the UK, split into 308 in content, 110 in technology and 45 services. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*London is the largest hub for VR/ AR companies, with 244 businesses located in the capital. These companies have attracted a combined VC investment of $645.7m. ([https://public.tableau.com/profile/jeremy.dalton#!/vizhome/VRARinteractiveUKmap_0/VRARCompaniesAcrosstheUK_ PWC / Immerse UK], July 2017)&lt;br /&gt;
&lt;br /&gt;
*The UK will have the largest and fastest growing VR hardware market in EMEA, worth £0.8m in 2021, growing at 76% CAGR. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*PlayStation VR has sold more than 1m units worldwide ($399 / £308 approx), Sony Interactive Entertainment have confirmed. ([http://www.mcvuk.com/news/read/psvr-hits-1m-sales-worldwide/0183302 MCV] / [http://www.bbc.co.uk/news/technology-40190448 BBC], June 2017)&lt;br /&gt;
&lt;br /&gt;
*55% of the most frequent gamers are familiar with virtual reality; among those, 40% say they will likely purchase VR within the next year. ([http://essentialfacts.theesa.com/ ESA], April 2017)&lt;br /&gt;
&lt;br /&gt;
*The total virtual reality revenues to reach $7.2 billion globally by the end of 2017 with head-mounted displays (HMDs) accounting for $4.7 billion. By 2021, global revenues are expected to reach $74.8bn.  ([http://greenlightinsights.com/2017/04/virtual-reality-industry-report-7b-2017/ Greenlight Insights], Apr 2017)&lt;br /&gt;
&lt;br /&gt;
== 2016 Stats ==&lt;br /&gt;
&lt;br /&gt;
*The world consumer VR headset installed base reached 28 million at the end of 2017 and will reach 75.7 million consumer VR headsets installed by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR headsets reached $2.4 billion in 2017 and is forecast to reach $5.8 billion by 2021. Spend will be driven by continued adoption of PC, console and standalone headsets offset by reduction in price points for these same headsets. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*World consumer spending on VR games, interactive experiences and video reached $803 million in 2017 and is forecasted to reach $2.8 billion by 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spending on location-based VR reached $385 million in 2017. This is forecast to grow to $906 million by 2021. In 2017, China’s share of the market was 65%. This is expected to decrease to 51% by 2021 as other regions and country markets become more established. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on all AR-related mobile apps is forecast to grow from $1.6bn in 2017 to $7.8bn in 2021. ([https://technology.ihs.com/591822/immersive-computing-consumer-augmented-virtual-reality-report-2018 IHS Markit], Feb 2016)&lt;br /&gt;
&lt;br /&gt;
*The VR market generated $2.7bn in 2016 and will grow to $17.8bn by 2019. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Augmented Reality accounted for $1bn in 2016 revenue and Mixed Reality made up $100m. By 2019, Mixed Reality will become the dominant sector of the two, worth $9.4bn to AR’s $4.2bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ SuperData], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*The Virtual, Augmented and Mixed Reality games market will be worth $1.2bn by the end of 2016 and is projected at up to $8.8bn by the end of 2020, with VR becoming the dominant sector in revenue terms. ([https://www.superdataresearch.com/superdata-vr-data-network/ Superdata], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*The total value of VR market (including hard- and software) will reach $6.7bn in 2016 and will reach $70bn by 2020. ([http://press.trendforce.com/node/view/2210.html TrendForce], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*London is the top hub for VR and AR talent in Europe, with the highest number of LinkedIn members with VR/AR skills. As a proportion of total local members, London has the 7th highest density of VR/AR talent, followed by Birmingham at 9th. Oxford and Cambridge also have high level of VR/AR talent. ([http://www.slush.org/news/state-european-tech-2016-future-invented-europe/ LinkedIn/ Atomico / Slush], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Of more than 800 companies working in the VR sector worldwide, more than 150 are based in Britain. ([http://www.growthenabler.com/download-tools GrowthEnabler], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to 01consulting, as of November 2016, Sony’s PSVR represents around one third (30%) of the total VR market. ([http://www.01consulting.net/#!portfolio-item/vr-virtual-reality-market-research-analysis-report-2016 01consulting], Dec 2016)&lt;br /&gt;
&lt;br /&gt;
*Sales of Sony’s PlayStation VR headset are on track to outsell the combined sales of the HTC Vive and Oculus Rift by the end of 2016. ([https://fileexchangeemea.gfk.com/pickup/eJFVObTtdbNCgDBjdyGERUnrmSKLF7CHDOYeD4vG/VR Study TEASER DECK SENT TO CLIENTS 2016.pdf GfK] / [http://www.mcvuk.com/news/read/playstation-vr-set-to-eclipse-rift-and-vive-sales-in-the-uk/0175824 MCV], Nov 2016)&lt;br /&gt;
&lt;br /&gt;
*Consumer spend on VR to hit $11.2bn by 2020, with headsets accounting for $7.9bn and VR entertainment $3.3bn. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*The installed base of VR headsets is set to increase from 4 million in 2015 to 81 million in 2020. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*According to IHS Markit, Samsung Gear VR will be the most widely used VR brand by the end of 2016, making up 30% of owned headsets. Playstation VR is expected to exceed both Oculus and HTC Vive headsets combines, covering 8% of the market. A large segment of the market (40%) is made up of many smaller entrants, mostly smartphone headsets. ([http://www.gamesindustry.biz/articles/2016-10-06-consumer-spend-on-vr-to-hit-usd11-2-billion-by-2020-ihs-markit IHS Markit], Sept 2016)&lt;br /&gt;
&lt;br /&gt;
*While generally consumers are excited by the potential of VR, many still see a lack of understanding of the products and the potentially high costs as barriers to purchase. 75% of consumers agreed that they do not understand enough about VR products, and 73% would like to wait before investing in the platform. ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*The opportunity to demo VR products is seen as the key factor in the decision to purchase VR by European consumers (79%), ahead of the cost of the product (68%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Cheaper VR products such as Google Cardboard show a higher level of penetration into the market, however, when asked which product they would most likely purchase, the UK’s consumers favoured the more advanced products from Sony PlayStation VR (18%) and Oculus Rift (10%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*UK consumers have a high level of awareness of VR (75% stating that they have heard of VR), ahead of Spain (72%), Italy (71%) and France (70%), although awareness is slightly higher in Germany (79.5%). ([http://ukie.org.uk/news/2016/07/consumer-vr-survey-%E2%80%93-results-ukie-member-discount CONTEXT], July 2016)&lt;br /&gt;
&lt;br /&gt;
*Worldwide shipments of Virtual Reality hardware will reach 9.6 million units in 2016, generating revenues of approximately $2.3 billion. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Growing at a cumulative annual rate of 184%, VR shipments will reach 64.8 million units by 2020. Combined with Augmented Reality hardware, shipments will reach 110 million units by 2020. ([http://www.idc.com/getdoc.jsp?containerId=prUS41199616 IDC], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*$2.8B has been invested in VR this year, bringing the total since 2012 up to $8.8B ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*As of April 2016, the market data company Superdata have revised their 2016 global VR hardware and software forecast down to $2.9 billion, a 43% drop from their [https://www.superdataresearch.com/market-data/ $5.1 billion] projection at the beginning of the year. ([https://www.superdataresearch.com/market-data/virtual-reality-industry-report/ Superdata], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*Across key countries in North America and Europe, an average of 11% of the online population between 10 and 65 state that they are planning to buy VR products in the next six months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*On average, men comprise 68% of those who intend to buy VR. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*12% of the online US population is planning to buy VR products in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*10% of online brits intend to purchase VR within the next 6 months, with a further 26% who were undecided. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
*For US eSport enthusiasts, 56% intend to buy in the next 6 months, making up 45% of the group that intends to buy VR in that period. Occasional eSport viewers are also keen, with 24% intending to buy in the next 6 months. ([https://newzoo.com/insights/articles/vr-buying-intention-europe-north-america/ Newzoo], Apr 2016)&lt;br /&gt;
&lt;br /&gt;
== 2015 Stats ==&lt;br /&gt;
&lt;br /&gt;
*Current VR hype is different from past attempts, in that systems will exceed the hype this time, as opposed to systems that can’t live up to the hype. In past VR were more gimmicks than launchable platforms, finally it’s really here. It’s now realistic to do VR at consumer pricing, whereas before it was too expensive. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The impact of having many companies involved in VR is that they are releasing products around the same time, so we’ll see a whole industry that wasn’t there before. VR and AR are going to be powerful drivers in PC growth, as you need better hardware to run the new experiences. It will push the ecosystem of PCs and transform the technology landscape. Having major players involved will accelerate things, but considering a 10-year span before the technology is widely available is reasonable, as PCs will be gradually upgraded with powerful hardware. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*The challenges developers face to develop for VR are the misunderstanding of the medium (need for managing motion sickness, mixing gameplay styles to accommodate…) and the natural behaviour of recreating genres that already exist. Sometimes inspiration can be found in sci-fi books rather than in the current market. ([http://1.fc-bi.com/LP=5230 VR Intelligence], Aug 2015)&lt;br /&gt;
&lt;br /&gt;
*Digi-Capital has forecasted that augmented and virtual reality will be worth $150bn by 2020. Interestingly AR is forecasted to reach 4 times what VR will ($120bn vs $30bn). Digi-capital analysts state that while VR is great for games and 3D films, due to its need for full immersion you won’t be able to play anywhere. AR on the other hand will be easier to play on the tube, and there’s more potential market for the technology beyond games. ([http://www.gamesindustry.biz/articles/2015-04-06-ar-vr-forecast-at-usd150-billion-by-2020 Gamesindustry.biz], Apr 2015)&lt;/div&gt;</summary>
		<author><name>UkieUser</name></author>
		
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