https://ukiepedia.ukie.org.uk/api.php?action=feedcontributions&user=UkieLuke&feedformat=atomUkie - User contributions [en]2024-03-28T16:29:46ZUser contributionsMediaWiki 1.31.0https://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Music&diff=2237Video Game Music2021-11-06T11:52:03Z<p>UkieLuke: /* Video Game Music Databases */</p>
<hr />
<div>== UK Games Composers ==<br />
<br />
*[https://www.gamescomposers.co.uk/ UK Games Composer Directory] - a directory of UK games composers (based in the UK or UK nationals), maintained by [https://twitter.com/ukieluke Luke Hebblethwaite].<br />
<br />
== Video Game Music Databases == <br />
<br />
*[https://blipblop.net/ Blip Blop] - comprehensive video game music vinyl database<br />
*[https://www.discogs.com/lists/Video-Game-Music-on-Vinyl/196505 Discogs] - video game vinyl collection<br />
*[https://vgmdb.net/db/main.php VGMdb] - video game and anime music database<br />
<br />
== Audio Professionals Directories ==<br />
<br />
*[https://www.remoterecordingdb.com/ The Remote Recording Database] - global directory of professional composers and musicians for hire<br />
*[https://soundbetter.com/ SoundBetter] - global directory of audio professionals and musicians, in which you can pitch your project <br />
*[https://soundlister.com/ SoundLister] - global directory of audio professionals, as well as some audio-related job listings</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Music&diff=2236Video Game Music2021-11-06T11:50:24Z<p>UkieLuke: /* Video Game Music Databases */</p>
<hr />
<div>== UK Games Composers ==<br />
<br />
*[https://www.gamescomposers.co.uk/ UK Games Composer Directory] - a directory of UK games composers (based in the UK or UK nationals), maintained by [https://twitter.com/ukieluke Luke Hebblethwaite].<br />
<br />
== Video Game Music Databases == <br />
<br />
*[https://blipblop.net/ Blip Blop] - database of video game music vinyl<br />
*[https://www.discogs.com/lists/Video-Game-Music-on-Vinyl/196505 Discogs] - video game vinyl collection<br />
*[https://vgmdb.net/db/main.php VGMdb] - database of video game and anime music<br />
<br />
== Audio Professionals Directories ==<br />
<br />
*[https://www.remoterecordingdb.com/ The Remote Recording Database] - global directory of professional composers and musicians for hire<br />
*[https://soundbetter.com/ SoundBetter] - global directory of audio professionals and musicians, in which you can pitch your project <br />
*[https://soundlister.com/ SoundLister] - global directory of audio professionals, as well as some audio-related job listings</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Video_Game_Music&diff=2235Video Game Music2021-11-06T11:44:54Z<p>UkieLuke: </p>
<hr />
<div>== UK Games Composers ==<br />
<br />
*[https://www.gamescomposers.co.uk/ UK Games Composer Directory] - a directory of UK games composers (based in the UK or UK nationals), maintained by [https://twitter.com/ukieluke Luke Hebblethwaite].<br />
<br />
== Video Game Music Databases == <br />
<br />
*[https://blipblop.net/ Blip Blop], database of video game music vinyl<br />
*[https://www.discogs.com/lists/Video-Game-Music-on-Vinyl/196505 Discogs] video game vinyl collection<br />
*[https://vgmdb.net/db/main.php VGMdb], database of video game and anime music<br />
<br />
== Audio Professionals Directories ==<br />
<br />
*[https://www.remoterecordingdb.com/ The Remote Recording Database] - global directory of professional composers and musicians for hire<br />
*[https://soundbetter.com/ SoundBetter] - global directory of audio professionals and musicians, in which you can pitch your project <br />
*[https://soundlister.com/ SoundLister] - global directory of audio professionals, as well as some audio-related job listings</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Template:ContentGrid&diff=2234Template:ContentGrid2021-11-05T16:28:42Z<p>UkieLuke: </p>
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<div><div class="wiki-template-contentgrid" style="margin-{{dir|{{pagelang}}|left|right}}: 1em; grid-template-columns: repeat(auto-fit, minmax({{{grid-columns-min-max|300px}}}, 1fr)); grid-gap: {{{grid-gap|10px}}}; grid-auto-rows: minmax({{{grid-rows-min-max|100px}}}, auto); width: {{{width|auto}}};">{{{content}}}</div></div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Template:ContentGrid&diff=2233Template:ContentGrid2021-11-05T16:28:27Z<p>UkieLuke: </p>
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<div><div style="margin-{{dir|{{pagelang}}|left|right}}: 1em; grid-template-columns: repeat(auto-fit, minmax({{{grid-columns-min-max|300px}}}, 1fr)); grid-gap: {{{grid-gap|10px}}}; grid-auto-rows: minmax({{{grid-rows-min-max|100px}}}, auto); width: {{{width|auto}}};">{{{content}}}</div></div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Template:ContentGrid&diff=2232Template:ContentGrid2021-11-05T16:24:39Z<p>UkieLuke: Created page with "<div class="wiki-template-contentgrid" style="margin-{{dir|{{pagelang}}|left|right}}: 1em; grid-template-columns: repeat(auto-fit, minmax({{{grid-columns-min-max|300px}}}, 1fr..."</p>
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<div><div class="wiki-template-contentgrid" style="margin-{{dir|{{pagelang}}|left|right}}: 1em; grid-template-columns: repeat(auto-fit, minmax({{{grid-columns-min-max|300px}}}, 1fr)); grid-gap: {{{grid-gap|10px}}}; grid-auto-rows: minmax({{{grid-rows-min-max|100px}}}, auto); width: {{{width|auto}}};">{{{content}}}</div></div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Test_Homepage&diff=2231Test Homepage2021-11-05T12:19:17Z<p>UkieLuke: /* Measuring the Industry */</p>
<hr />
<div>[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]<br />
<br />
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.<br />
<br />
If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].<br />
__FORCETOC__<br />
<br />
== Measuring the Industry ==<br />
<br />
{| class="wikitable"<br />
|'''UK Games Industry'''<br />
|'''Global Games Industry'''<br />
|-<br />
|'''Market'''<br />
<br />
*'''[[UK Video Games Market]]'''<br />
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]<br />
**[[UK Games Charts]]<br />
<br />
*[[Player Diversity & Demographics]]<br />
**[[GameTrack Quarterly Digests]]<br />
<br />
'''Industry'''<br />
<br />
*[[Job market and economic contribution]]<br />
**[[BFI_Screen_Business|BFI Screen Business Report (2018)]]<br />
**[[Regional Economic Impacts of the UK Games Industry]]<br />
*[[Geography of the UK industry]]<br />
*[[UK Investment]]<br />
*[[UK Crowdfunding]]<br />
*[[Exports and Imports]]<br />
<br />
*[[Qualified workforce]]<br />
*[[Industry Diversity]]<br />
**[[UK Games Industry Census 2020]]<br />
**[[Games Industry Careers & Salary Reports]]<br />
<br />
'''Other'''<br />
<br />
*[[Notable Dates in UK Games Industry History]]<br />
**[[UK Honours in the Games Industry]]<br />
<br />
|'''Market'''<br />
<br />
*'''[[Global Video Games Market]]'''<br />
**[[Mobile market]]<br />
**[[Esports]]<br />
**[[Game video content]]<br />
**[[Virtual reality]]<br />
**[[Global Game Sales]]<br />
<br />
'''Industry'''<br />
<br />
*[[Global Games Development Incentives]]<br />
**[[Acquisition and Investment]]<br />
<br />
'''International Market Breakdowns'''<br />
<br />
*[[International Games Markets & Industries]]<br />
|}<br />
<br />
== Business Resources ==<br />
<br />
*[[Indies and Small Businesses: Getting Started Guide |Indie Developer Resources]]<br />
*'''Sources of Funding'''<br />
**[[Video Game Tax Relief (VGTR)]]<br />
**[[UK Games Fund]]<br />
*[[Cybersecurity Resources]]<br />
<br />
*[[PEGI Age Ratings]]<br />
*[[Age Ratings & Parental Controls]]<br />
*[[Accessibility]]<br />
<br />
== Initiatives and Providers ==<br />
<br />
*[[Diversity & Inclusion Initiatives & Resources]]<br />
*[[List of Industry Data Providers|Industry Data Providers]]<br />
*[[List of Industry Media & News Outlets|Industry Media & News Outlets]]<br />
*[[List of UK and International Trade Associations|UK and International Trade Associations]]<br />
*[[List of UK Game Development Meetups & Groups|UK Game Development Meetups & Groups]]<br />
*[[Video Game Music]]<br />
<br />
== Working in Games ==<br />
<br />
*[[Careers in the Games Industry]]<br />
*[[Remote Working Resources]]<br />
*[[Coronavirus Resources]]<br />
<br />
*Education<br />
**[[Digital Schoolhouse]]<br />
**[[Computing Education Research and Resources]]<br />
**[[Game-related Teaching & Homeschooling Resources]]<br />
<br />
*Mental Health Resources (TBA)<br />
*[[Inappropriate behaviour and misconduct in the workplace resources]]<br />
<br />
== More Info ==<br />
<br />
*[[Glossary of Games Terminology]]<br />
*[[Stats About Ukie]]<br />
<br />
== About This Wiki & How To Get Involved==<br />
<br />
Ukiepedia is maintained and moderated by the Ukie team.<br />
<br />
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form], or contact [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Test_Homepage&diff=2230Test Homepage2021-11-05T12:19:01Z<p>UkieLuke: /* Measuring the Industry */</p>
<hr />
<div>[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]<br />
<br />
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.<br />
<br />
If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].<br />
__FORCETOC__<br />
<br />
== Measuring the Industry ==<br />
<br />
{| class="wikitable"<br />
|'''UK Industry'''<br />
|'''Global Games Industry'''<br />
|-<br />
|'''Market'''<br />
<br />
*'''[[UK Video Games Market]]'''<br />
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]<br />
**[[UK Games Charts]]<br />
<br />
*[[Player Diversity & Demographics]]<br />
**[[GameTrack Quarterly Digests]]<br />
<br />
'''Industry'''<br />
<br />
*[[Job market and economic contribution]]<br />
**[[BFI_Screen_Business|BFI Screen Business Report (2018)]]<br />
**[[Regional Economic Impacts of the UK Games Industry]]<br />
*[[Geography of the UK industry]]<br />
*[[UK Investment]]<br />
*[[UK Crowdfunding]]<br />
*[[Exports and Imports]]<br />
<br />
*[[Qualified workforce]]<br />
*[[Industry Diversity]]<br />
**[[UK Games Industry Census 2020]]<br />
**[[Games Industry Careers & Salary Reports]]<br />
<br />
'''Other'''<br />
<br />
*[[Notable Dates in UK Games Industry History]]<br />
**[[UK Honours in the Games Industry]]<br />
<br />
|'''Market'''<br />
<br />
*'''[[Global Video Games Market]]'''<br />
**[[Mobile market]]<br />
**[[Esports]]<br />
**[[Game video content]]<br />
**[[Virtual reality]]<br />
**[[Global Game Sales]]<br />
<br />
'''Industry'''<br />
<br />
*[[Global Games Development Incentives]]<br />
**[[Acquisition and Investment]]<br />
<br />
'''International Market Breakdowns'''<br />
<br />
*[[International Games Markets & Industries]]<br />
|}<br />
<br />
== Business Resources ==<br />
<br />
*[[Indies and Small Businesses: Getting Started Guide |Indie Developer Resources]]<br />
*'''Sources of Funding'''<br />
**[[Video Game Tax Relief (VGTR)]]<br />
**[[UK Games Fund]]<br />
*[[Cybersecurity Resources]]<br />
<br />
*[[PEGI Age Ratings]]<br />
*[[Age Ratings & Parental Controls]]<br />
*[[Accessibility]]<br />
<br />
== Initiatives and Providers ==<br />
<br />
*[[Diversity & Inclusion Initiatives & Resources]]<br />
*[[List of Industry Data Providers|Industry Data Providers]]<br />
*[[List of Industry Media & News Outlets|Industry Media & News Outlets]]<br />
*[[List of UK and International Trade Associations|UK and International Trade Associations]]<br />
*[[List of UK Game Development Meetups & Groups|UK Game Development Meetups & Groups]]<br />
*[[Video Game Music]]<br />
<br />
== Working in Games ==<br />
<br />
*[[Careers in the Games Industry]]<br />
*[[Remote Working Resources]]<br />
*[[Coronavirus Resources]]<br />
<br />
*Education<br />
**[[Digital Schoolhouse]]<br />
**[[Computing Education Research and Resources]]<br />
**[[Game-related Teaching & Homeschooling Resources]]<br />
<br />
*Mental Health Resources (TBA)<br />
*[[Inappropriate behaviour and misconduct in the workplace resources]]<br />
<br />
== More Info ==<br />
<br />
*[[Glossary of Games Terminology]]<br />
*[[Stats About Ukie]]<br />
<br />
== About This Wiki & How To Get Involved==<br />
<br />
Ukiepedia is maintained and moderated by the Ukie team.<br />
<br />
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form], or contact [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Test_Homepage&diff=2229Test Homepage2021-11-05T12:05:19Z<p>UkieLuke: Created page with "Ukiepedia, powered by [http://ukie.org.uk/ Ukie] Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and oth..."</p>
<hr />
<div>[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]<br />
<br />
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.<br />
<br />
If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].<br />
__FORCETOC__<br />
<br />
== Measuring the Industry ==<br />
<br />
=== UK Games Industry ===<br />
<br />
==== Market ====<br />
<br />
*'''[[UK Video Games Market]]'''<br />
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]<br />
**[[UK Games Charts]]<br />
<br />
*[[Player Diversity & Demographics]]<br />
**[[GameTrack Quarterly Digests]]<br />
<br />
==== Industry ====<br />
<br />
**[[Job market and economic contribution]]<br />
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]<br />
***[[Regional Economic Impacts of the UK Games Industry]]<br />
**[[Geography of the UK industry]]<br />
**[[UK Investment]]<br />
**[[UK Crowdfunding]]<br />
**[[Exports and Imports]]<br />
<br />
**[[Qualified workforce]]<br />
*[[Industry Diversity]]<br />
**[[UK Games Industry Census 2020]]<br />
**[[Games Industry Careers & Salary Reports]]<br />
<br />
==== Other ====<br />
<br />
*[[Notable Dates in UK Games Industry History]]<br />
**[[UK Honours in the Games Industry]]<br />
<br />
=== Global Games Industry ===<br />
<br />
==== Market ====<br />
<br />
*'''[[Global Video Games Market]]'''<br />
**[[Mobile market]]<br />
**[[Esports]]<br />
**[[Game video content]]<br />
**[[Virtual reality]]<br />
**[[Global Game Sales]]<br />
<br />
==== Industry ====<br />
<br />
*[[Global Games Development Incentives]]<br />
**[[Acquisition and Investment]]<br />
<br />
==== International Market Breakdowns ====<br />
<br />
*[[International Games Markets & Industries]]<br />
<br />
== Business Resources ==<br />
<br />
*[[Indies and Small Businesses: Getting Started Guide |Indie Developer Resources]]<br />
*'''Sources of Funding'''<br />
**[[Video Game Tax Relief (VGTR)]]<br />
**[[UK Games Fund]]<br />
*[[Cybersecurity Resources]]<br />
<br />
*[[PEGI Age Ratings]]<br />
*[[Age Ratings & Parental Controls]]<br />
*[[Accessibility]]<br />
<br />
== Initiatives and Providers ==<br />
<br />
*[[Diversity & Inclusion Initiatives & Resources]]<br />
*[[List of Industry Data Providers|Industry Data Providers]]<br />
*[[List of Industry Media & News Outlets|Industry Media & News Outlets]]<br />
*[[List of UK and International Trade Associations|UK and International Trade Associations]]<br />
*[[List of UK Game Development Meetups & Groups|UK Game Development Meetups & Groups]]<br />
*[[Video Game Music]]<br />
<br />
== Working in Games ==<br />
<br />
*[[Careers in the Games Industry]]<br />
*[[Remote Working Resources]]<br />
*[[Coronavirus Resources]]<br />
<br />
*Education<br />
**[[Digital Schoolhouse]]<br />
**[[Computing Education Research and Resources]]<br />
**[[Game-related Teaching & Homeschooling Resources]]<br />
<br />
*Mental Health Resources (TBA)<br />
*[[Inappropriate behaviour and misconduct in the workplace resources]]<br />
<br />
== More Info ==<br />
<br />
*[[Glossary of Games Terminology]]<br />
*[[Stats About Ukie]]<br />
<br />
== About This Wiki & How To Get Involved==<br />
<br />
Ukiepedia is maintained and moderated by the Ukie team.<br />
<br />
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form], or contact [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Global_Video_Games_Market&diff=2228Global Video Games Market2021-11-05T09:58:28Z<p>UkieLuke: </p>
<hr />
<div>== About This Page ==<br />
<br />
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.<br />
<br />
== Other Global Industry Categories ==<br />
<br />
*[[Install Base - Devices & Games]]<br />
*[[Mobile market]]<br />
*[[Acquisition and Investment]]<br />
*[[Esports]]<br />
*[[Gaming video content]]<br />
*[[Virtual reality]]<br />
<br />
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].<br />
<br />
== 2021 Stats ==<br />
<br />
*The global games market will be worth a record $175.8nm in 2021, rising +1.1% year-on-year. ([https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2021-free-version/ Newzoo], Jul 2021)<br />
*Looking across the major global markets <br />
**The Asia-Pacific region comprises the largest share of the global market, a full 50% or all revenues, or $88.2bn (+3.0% yoy). This is largely due to the impacts of the $45.6bn Chinese market.<br />
**North America represent 24% of global revenues, at $42.6bn (-7.2% yoy)<br />
**Europe is third largest with 18% of all revenues, or $31.5bn (-5.6% yoy)<br />
**The two smallest markets each comprise 4% of total revenues, with Latin America at $7.2bn (+5.1% yoy) and the Middle East & Africa at $6.3bn (+4.8% yoy)<br />
*Looking at device types:<br />
**Smartphone games comprise the largest share of all revenue at 45%, or $79.0bn (+4.7% yoy)<br />
**Console games represent 28% of the market at $49.2bn (-8.9% yoy)<br />
**PC games are 19% of the market, worth $33.3bn (1.4% yoy)<br />
**Tablet games make up 7% of global revenues, at $11.6bn (+2.0% yoy)<br />
** And browser games take up the remaining 1%, at $2.6bn (-18.0% yoy)<br />
*Globally, there will be almost 3bn people playing games in 2021, 55% of which are in the Asia-Pacific region. Europe represents 14% of all players, or 408m people (+4% yoy) and North America takes the smallest share at just 7% of all players (212m), despite being the second largest in revenue terms.<br />
*If trends continue, Newzoo predict global revenues reaching $218.7bn by 2024, with a global player base of 3.32bn.<br />
<br />
*In 2021, Newzoo predict a global cloud gaming market of $1.57bn from 24m paying users. Overall, a total serviceable obtainable market of 165m people is estimated, 56% of which comprises those in the Asia-Pacific region. ([https://newzoo.com/insights/trend-reports/global-cloud-gaming-report-2021-free-version/ Newzoo], Aug 2021)<br />
<br />
*The UK-made Grand Theft Auto V has surpassed 150 million lifetime sales, bringing the lifetime total for the Grand Theft Auto series to 360 million. Red Dead Redemption 2, also largely made in the UK, has now sold 60m units worldwide. ([https://www.eurogamer.net/articles/2021-08-02-take-two-is-announcing-an-exciting-new-franchise-later-this-month Eurogamer], Aug 2021)<br />
<br />
====Individual markets ranked====<br />
<br />
By revenue, the top 10 global markets in 2021 are ([https://newzoo.com/insights/rankings/top-10-countries-by-game-revenues/ Newzoo], 2021):<br />
# '''China''' - $44.3bn<br />
# '''USA''' - $42.1bn<br />
# '''Japan''' - $20.6bn<br />
# '''South Korea''' - $7.33bn<br />
# '''Germany''' - $6.08bn<br />
# '''UK''' - $5.53bn<br />
# '''France''' - $4.35bn<br />
# '''Canada''' - $3.84bn<br />
# '''Italy''' - $3.48bn<br />
# '''Spain''' - $2.46bn<br />
<br />
If revenues are considered against each country's internet-connected population, the ranking changes based on revenue per unit population.<br />
<br />
# '''Japan''' - $179 pp<br />
# '''South Korea''' - $151 pp<br />
# '''USA''' - $148 pp<br />
# '''Canada''' - $112 pp<br />
# '''UK''' - $89 pp<br />
# '''Germany''' - $80 pp<br />
# '''France''' - $74 pp<br />
# '''Italy''' - $65 pp<br />
# '''Spain''' - $59 pp<br />
# '''China''' - $47 pp<br />
<br />
== 2020 Stats ==<br />
<br />
[[File:Newzoo-2020-Global-Gamers.png|thumb|400px|Newzoo 2020 Global Gamers Infographic ([https://newzoo.com/key-numbers/ Newzoo], May 2020)]]<br />
<br />
*According to [https://newzoo.com/key-numbers/ Newzoo], in 2020 2.7 billion people globally play video games across any device type, growing +6.4% from the previous year. ([https://newzoo.com/key-numbers/ Newzoo], May 2020)<br />
**The Asia-Pacific region is the largest by total number of players at 1.5bn, increasing +7.7% year-on-year.<br />
**EMEA is the second largest region at 758m players (+6.6% yoy), followed by Latin America at 259m players (+4.3%) and finally North America at 203m, which was the only major region to see a slight decline in total players in 2020 (-0.9%).<br />
**However, of these 2.7bn players only 38% are expected to pay for games, with the rest opting for free-to-play options. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
<br />
[[File:Newzoo-2020-Global-Games-Market-per-Segment-1.png|thumb|400px|Newzoo 2020 Global Games Market per Segment ([https://newzoo.com/key-numbers/ Newzoo],May 2020)]]<br />
<br />
*According to [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], in 2020, the global games market will reach $159.3bn, an increase of +9.3% year-on-year. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
**The largest increase in was in global mobile game revenues, up +13.3% yoy to $77.2bn, partly driven by the prevalence of smartphones in the global population.<br />
**Global console game revenues will grow +6.8% year-on-year to $45.2bn, with over 729m players around the world. <br />
**The PC market will also see growth, with 1.3bn players generating revenues of $36.98bn, up +4.8%. This growth is tempered slightly by the decline in the now comparatively small browser-based games market, which will decline -13.4% to revenues of just $3bn. Comparatively, the rest of the PC boxed/download market saw greater growth at +6.7% year-on-year, to $33.9bn. <br />
<br />
*Overall, [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo] predict that the global games market will exceed the milestone of $200bn in 2023, with a cumulative annual growth (CAGR) of +8.3% to $200.8bn. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
<br />
*According to Newzoo, the global games market was worth $152.1bn in 2019, an increase of +9.6% on the previous year. The global market is expected to grow to $196bn by 2021. ([https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2019-light-version/ Newzoo], Jan 2020)<br />
**The Asia-Pacific regions is the largest overall, at $72.2bn which grew +7.6% year on year, now representing 47.4% of the global market. North America was second largest, up +11.7% to $39.6bn, with the EMEA third at $34.7bn, up +11.5%. Latin America was the smallest global region at $5.6bn, increasing 11.1%.<br />
**However, for the first time since 2015, the U.S. will be the largest single market by revenues globally with $36.9 billion this year. Driven by growth in console game revenues, it will overtake China for the #1 position.<br />
**Of EMEA revenues, Western Europe was by far the biggest segment, growing +12.3% to $25.7bn, representing 16.9% of the global market. By comparison, Eastern Europe reached $4.2bn and the Middle East and Africa $4.8bn.<br />
**Smartphone games were the largest platform in global terms, accounting for $54.9bn of revenues, up +11.6%. Console revenues saw a larger growth, increasing +13.4% to $47.9bn. PC games (downloaded or physical) also grew +6.6% to $32.2bn. The two smaller segments, tablet games and browser games reached $13.6bn and $3.5bn respectively. <br />
<br />
*According to Superdata, the global games and interactive entertainment industry earned $120.1bn in 2019, up 4% on the previous year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
**Mobile games again represented the largest global revenue stream, at $64.4bn, followed by PC games at $29.6bn and console games at $15.4bn.<br />
**The rest of the market made up of game video content (GVC), growing to $6.5bn and XR, up to $6.3bn.<br />
*The global games market is predicted to grow 4% to $124.8bn in 2020. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
<br />
*The top revenue earning game in 2019 was Fortnite for the second year in a row, generating an estimated $1.8bn. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
<br />
*Global digital game revenues reached $109.4bn in 2019, up 3% year-on-year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
**Mobile revenues dominated digital revenues at $64.4bn, but free-to-play PC games ($21.1bn) and premium console revenues ($13.8bn) were also significant factors.<br />
**80% of global digital game revenues in 2019 were driven from free-to-play games ($87.1bn).<br />
** Total digital premium game revenues declined 5% year-over-year to $18.9B.<br />
**Free-to-play revenues are largely driven by the Asian game market, accounting for 62% of mobile spend ($39.7bn) and 55% of free-to-play PC revenues ($11.7). In premium games (purchase up-front), North America and Europe are dominant.<br />
<br />
*8,415 games were released on Steam in 2019, an increase on the 8,167 released in 2018 but overall a slowdown in the number of games released each year, which has increased by roughly 2,000 every year since 2014. ([http://www.gamesindustry.biz/articles/2020-01-07-major-slowdown-for-number-of-new-releases-on-steam-in-2019 gamesindustry.biz / SteamSpy], Jan 2020)<br />
<br />
*Since launching in December 2018, Epic Games Store has attracted 108 million customers (users who have obtained at least one product), generating $680 million (£523m) in revenue. ([https://gamedaily.biz/article/1502/epic-games-store-has-generated-680m-so-far-with-exclusives-being-critical-says-tim-sweeney GameDaily.biz], Jan 2020)<br />
**$251m (£192m) of that revenue was generated by third-parties sales, with the remaining $429m (£330m) was raised by Epic’s own first-party titles, including Fortnite.<br />
<br />
*The most common languages for translations in game localisations are German (10.3%), French (9.8%), Japanese (9.7%), Russian (9.0% and Korean (8.9%), according to an analysis for 15 million translated words from 14,000 game orders. ([https://www.localizedirect.com/posts/top-game-localization-languages Localize Direct], May 2020)<br />
<br />
== 2019 Stats ==<br />
<br />
*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)<br />
**Mobile games made up the largest share of global revenues at $61.3bn, followed by PC at $35.7bn and console at $12.7bn.<br />
**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).<br />
<br />
*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)<br />
**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)<br />
**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)<br />
**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)<br />
<br />
*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. <br />
**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)<br />
<br />
*The size of the European video games market was €20 billion in 2018 ([https://www.isfe.eu/isfe-key-facts/ ISFE], May 2019)<br />
**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.<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
**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.<br />
<br />
[[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)]]<br />
<br />
*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)<br />
**Combined, the top 10 companies' revenue grew +19% year on year.<br />
**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.<br />
***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.<br />
***Sony (#2) generated revenues of $14.2 billion, a year-on-year growth of +41% — the highest in the top 10. <br />
***Microsoft generated revenues of $9.8 billion in 2018, growing +32% from 2017, overtaking Apple as the third-largest company by game revenues.<br />
***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.<br />
***Activision Blizzard (#5) earned revenues of $6.9 billion, growing +6% over last year, making it the fifth largest company.<br />
***Electronic Arts (#8) generated revenues of $5.3 billion in 2018 with year-on-year growth of +4%. <br />
***Ubisoft (#13) produced $2.2 billion in revenues, growing +3% year on year.<br />
<br />
*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)<br />
**23 games sold more than on million units, including Mario Kart 8 Deluxe which sold 7.47m units worldwide.<br />
**Full-game downloads on the Nintendo store almost doubled year-on-year to reach ¥118.8 billion ($1.1 billion).<br />
**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.<br />
**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.<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2018 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
[[File:Newzoo 2018 Global Market by Region.png|border|400px|Newzoo 2018 Global Market by Region]]<br />
<br />
*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)<br />
<br />
[[File:Newzoo 2018 Global Market by Device.png|border|400px|Newzoo 2018 Global Market by Device]]<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
*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)<br />
<br />
[[File:PwC Growth in All Major Video Game Subsegments.png|border|400px|PwC Growth Available in All Major Video Game Subsegments]]<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2017 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
== 2016 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2015 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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&mc_eid=93d0f69887 Superdata], Feb 2015)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2014 Stats ==<br />
<br />
*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)<br />
<br />
== 2013 Stats ==<br />
<br />
*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)</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Global_Video_Games_Market&diff=2227Global Video Games Market2021-11-05T09:57:45Z<p>UkieLuke: /* Install Base - Devices & Games */</p>
<hr />
<div>== About This Page ==<br />
<br />
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.<br />
<br />
== Other Global Industry Categories ==<br />
<br />
*[[Mobile market]]<br />
*[[Acquisition and Investment]]<br />
*[[Esports]]<br />
*[[Gaming video content]]<br />
*[[Virtual reality]]<br />
<br />
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].<br />
<br />
== Install Base - Devices & Games ==<br />
<br />
[[Install Base - Devices & Games]]<br />
<br />
== 2021 Stats ==<br />
<br />
*The global games market will be worth a record $175.8nm in 2021, rising +1.1% year-on-year. ([https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2021-free-version/ Newzoo], Jul 2021)<br />
*Looking across the major global markets <br />
**The Asia-Pacific region comprises the largest share of the global market, a full 50% or all revenues, or $88.2bn (+3.0% yoy). This is largely due to the impacts of the $45.6bn Chinese market.<br />
**North America represent 24% of global revenues, at $42.6bn (-7.2% yoy)<br />
**Europe is third largest with 18% of all revenues, or $31.5bn (-5.6% yoy)<br />
**The two smallest markets each comprise 4% of total revenues, with Latin America at $7.2bn (+5.1% yoy) and the Middle East & Africa at $6.3bn (+4.8% yoy)<br />
*Looking at device types:<br />
**Smartphone games comprise the largest share of all revenue at 45%, or $79.0bn (+4.7% yoy)<br />
**Console games represent 28% of the market at $49.2bn (-8.9% yoy)<br />
**PC games are 19% of the market, worth $33.3bn (1.4% yoy)<br />
**Tablet games make up 7% of global revenues, at $11.6bn (+2.0% yoy)<br />
** And browser games take up the remaining 1%, at $2.6bn (-18.0% yoy)<br />
*Globally, there will be almost 3bn people playing games in 2021, 55% of which are in the Asia-Pacific region. Europe represents 14% of all players, or 408m people (+4% yoy) and North America takes the smallest share at just 7% of all players (212m), despite being the second largest in revenue terms.<br />
*If trends continue, Newzoo predict global revenues reaching $218.7bn by 2024, with a global player base of 3.32bn.<br />
<br />
*In 2021, Newzoo predict a global cloud gaming market of $1.57bn from 24m paying users. Overall, a total serviceable obtainable market of 165m people is estimated, 56% of which comprises those in the Asia-Pacific region. ([https://newzoo.com/insights/trend-reports/global-cloud-gaming-report-2021-free-version/ Newzoo], Aug 2021)<br />
<br />
*The UK-made Grand Theft Auto V has surpassed 150 million lifetime sales, bringing the lifetime total for the Grand Theft Auto series to 360 million. Red Dead Redemption 2, also largely made in the UK, has now sold 60m units worldwide. ([https://www.eurogamer.net/articles/2021-08-02-take-two-is-announcing-an-exciting-new-franchise-later-this-month Eurogamer], Aug 2021)<br />
<br />
====Individual markets ranked====<br />
<br />
By revenue, the top 10 global markets in 2021 are ([https://newzoo.com/insights/rankings/top-10-countries-by-game-revenues/ Newzoo], 2021):<br />
# '''China''' - $44.3bn<br />
# '''USA''' - $42.1bn<br />
# '''Japan''' - $20.6bn<br />
# '''South Korea''' - $7.33bn<br />
# '''Germany''' - $6.08bn<br />
# '''UK''' - $5.53bn<br />
# '''France''' - $4.35bn<br />
# '''Canada''' - $3.84bn<br />
# '''Italy''' - $3.48bn<br />
# '''Spain''' - $2.46bn<br />
<br />
If revenues are considered against each country's internet-connected population, the ranking changes based on revenue per unit population.<br />
<br />
# '''Japan''' - $179 pp<br />
# '''South Korea''' - $151 pp<br />
# '''USA''' - $148 pp<br />
# '''Canada''' - $112 pp<br />
# '''UK''' - $89 pp<br />
# '''Germany''' - $80 pp<br />
# '''France''' - $74 pp<br />
# '''Italy''' - $65 pp<br />
# '''Spain''' - $59 pp<br />
# '''China''' - $47 pp<br />
<br />
== 2020 Stats ==<br />
<br />
[[File:Newzoo-2020-Global-Gamers.png|thumb|400px|Newzoo 2020 Global Gamers Infographic ([https://newzoo.com/key-numbers/ Newzoo], May 2020)]]<br />
<br />
*According to [https://newzoo.com/key-numbers/ Newzoo], in 2020 2.7 billion people globally play video games across any device type, growing +6.4% from the previous year. ([https://newzoo.com/key-numbers/ Newzoo], May 2020)<br />
**The Asia-Pacific region is the largest by total number of players at 1.5bn, increasing +7.7% year-on-year.<br />
**EMEA is the second largest region at 758m players (+6.6% yoy), followed by Latin America at 259m players (+4.3%) and finally North America at 203m, which was the only major region to see a slight decline in total players in 2020 (-0.9%).<br />
**However, of these 2.7bn players only 38% are expected to pay for games, with the rest opting for free-to-play options. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
<br />
[[File:Newzoo-2020-Global-Games-Market-per-Segment-1.png|thumb|400px|Newzoo 2020 Global Games Market per Segment ([https://newzoo.com/key-numbers/ Newzoo],May 2020)]]<br />
<br />
*According to [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], in 2020, the global games market will reach $159.3bn, an increase of +9.3% year-on-year. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
**The largest increase in was in global mobile game revenues, up +13.3% yoy to $77.2bn, partly driven by the prevalence of smartphones in the global population.<br />
**Global console game revenues will grow +6.8% year-on-year to $45.2bn, with over 729m players around the world. <br />
**The PC market will also see growth, with 1.3bn players generating revenues of $36.98bn, up +4.8%. This growth is tempered slightly by the decline in the now comparatively small browser-based games market, which will decline -13.4% to revenues of just $3bn. Comparatively, the rest of the PC boxed/download market saw greater growth at +6.7% year-on-year, to $33.9bn. <br />
<br />
*Overall, [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo] predict that the global games market will exceed the milestone of $200bn in 2023, with a cumulative annual growth (CAGR) of +8.3% to $200.8bn. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
<br />
*According to Newzoo, the global games market was worth $152.1bn in 2019, an increase of +9.6% on the previous year. The global market is expected to grow to $196bn by 2021. ([https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2019-light-version/ Newzoo], Jan 2020)<br />
**The Asia-Pacific regions is the largest overall, at $72.2bn which grew +7.6% year on year, now representing 47.4% of the global market. North America was second largest, up +11.7% to $39.6bn, with the EMEA third at $34.7bn, up +11.5%. Latin America was the smallest global region at $5.6bn, increasing 11.1%.<br />
**However, for the first time since 2015, the U.S. will be the largest single market by revenues globally with $36.9 billion this year. Driven by growth in console game revenues, it will overtake China for the #1 position.<br />
**Of EMEA revenues, Western Europe was by far the biggest segment, growing +12.3% to $25.7bn, representing 16.9% of the global market. By comparison, Eastern Europe reached $4.2bn and the Middle East and Africa $4.8bn.<br />
**Smartphone games were the largest platform in global terms, accounting for $54.9bn of revenues, up +11.6%. Console revenues saw a larger growth, increasing +13.4% to $47.9bn. PC games (downloaded or physical) also grew +6.6% to $32.2bn. The two smaller segments, tablet games and browser games reached $13.6bn and $3.5bn respectively. <br />
<br />
*According to Superdata, the global games and interactive entertainment industry earned $120.1bn in 2019, up 4% on the previous year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
**Mobile games again represented the largest global revenue stream, at $64.4bn, followed by PC games at $29.6bn and console games at $15.4bn.<br />
**The rest of the market made up of game video content (GVC), growing to $6.5bn and XR, up to $6.3bn.<br />
*The global games market is predicted to grow 4% to $124.8bn in 2020. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
<br />
*The top revenue earning game in 2019 was Fortnite for the second year in a row, generating an estimated $1.8bn. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
<br />
*Global digital game revenues reached $109.4bn in 2019, up 3% year-on-year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
**Mobile revenues dominated digital revenues at $64.4bn, but free-to-play PC games ($21.1bn) and premium console revenues ($13.8bn) were also significant factors.<br />
**80% of global digital game revenues in 2019 were driven from free-to-play games ($87.1bn).<br />
** Total digital premium game revenues declined 5% year-over-year to $18.9B.<br />
**Free-to-play revenues are largely driven by the Asian game market, accounting for 62% of mobile spend ($39.7bn) and 55% of free-to-play PC revenues ($11.7). In premium games (purchase up-front), North America and Europe are dominant.<br />
<br />
*8,415 games were released on Steam in 2019, an increase on the 8,167 released in 2018 but overall a slowdown in the number of games released each year, which has increased by roughly 2,000 every year since 2014. ([http://www.gamesindustry.biz/articles/2020-01-07-major-slowdown-for-number-of-new-releases-on-steam-in-2019 gamesindustry.biz / SteamSpy], Jan 2020)<br />
<br />
*Since launching in December 2018, Epic Games Store has attracted 108 million customers (users who have obtained at least one product), generating $680 million (£523m) in revenue. ([https://gamedaily.biz/article/1502/epic-games-store-has-generated-680m-so-far-with-exclusives-being-critical-says-tim-sweeney GameDaily.biz], Jan 2020)<br />
**$251m (£192m) of that revenue was generated by third-parties sales, with the remaining $429m (£330m) was raised by Epic’s own first-party titles, including Fortnite.<br />
<br />
*The most common languages for translations in game localisations are German (10.3%), French (9.8%), Japanese (9.7%), Russian (9.0% and Korean (8.9%), according to an analysis for 15 million translated words from 14,000 game orders. ([https://www.localizedirect.com/posts/top-game-localization-languages Localize Direct], May 2020)<br />
<br />
== 2019 Stats ==<br />
<br />
*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)<br />
**Mobile games made up the largest share of global revenues at $61.3bn, followed by PC at $35.7bn and console at $12.7bn.<br />
**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).<br />
<br />
*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)<br />
**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)<br />
**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)<br />
**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)<br />
<br />
*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. <br />
**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)<br />
<br />
*The size of the European video games market was €20 billion in 2018 ([https://www.isfe.eu/isfe-key-facts/ ISFE], May 2019)<br />
**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.<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
**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.<br />
<br />
[[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)]]<br />
<br />
*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)<br />
**Combined, the top 10 companies' revenue grew +19% year on year.<br />
**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.<br />
***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.<br />
***Sony (#2) generated revenues of $14.2 billion, a year-on-year growth of +41% — the highest in the top 10. <br />
***Microsoft generated revenues of $9.8 billion in 2018, growing +32% from 2017, overtaking Apple as the third-largest company by game revenues.<br />
***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.<br />
***Activision Blizzard (#5) earned revenues of $6.9 billion, growing +6% over last year, making it the fifth largest company.<br />
***Electronic Arts (#8) generated revenues of $5.3 billion in 2018 with year-on-year growth of +4%. <br />
***Ubisoft (#13) produced $2.2 billion in revenues, growing +3% year on year.<br />
<br />
*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)<br />
**23 games sold more than on million units, including Mario Kart 8 Deluxe which sold 7.47m units worldwide.<br />
**Full-game downloads on the Nintendo store almost doubled year-on-year to reach ¥118.8 billion ($1.1 billion).<br />
**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.<br />
**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.<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2018 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
[[File:Newzoo 2018 Global Market by Region.png|border|400px|Newzoo 2018 Global Market by Region]]<br />
<br />
*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)<br />
<br />
[[File:Newzoo 2018 Global Market by Device.png|border|400px|Newzoo 2018 Global Market by Device]]<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
*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)<br />
<br />
[[File:PwC Growth in All Major Video Game Subsegments.png|border|400px|PwC Growth Available in All Major Video Game Subsegments]]<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2017 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
== 2016 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2015 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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&mc_eid=93d0f69887 Superdata], Feb 2015)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2014 Stats ==<br />
<br />
*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)<br />
<br />
== 2013 Stats ==<br />
<br />
*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)</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Install_Base_-_Devices_%26_Games&diff=2226Install Base - Devices & Games2021-11-05T09:56:56Z<p>UkieLuke: Created page with "== Major platforms install base == *'''PlayStation 4''' - 106m ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan..."</p>
<hr />
<div>== Major platforms install base == <br />
<br />
*'''PlayStation 4''' - 106m ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020), previously 100m ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone The Verge], Jul 2019), 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)<br />
*'''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)<br />
*'''Switch''' - 90m ([https://www.nintendo.co.jp/ir/pdf/2021/211105e.pdf Nintendo], Oct 2021)<br />
*'''Steam''' - 90m Monthly Active Users, 47m Daily Active Users ([https://www.pcgamer.com/uk/steam-now-has-90-million-monthly-users/ PC Gamer], Jan 2019)<br />
*'''Epic Games Store''' - 108m lifetime total active users (accounts with at least one purchase). ([https://gamedaily.biz/article/1502/epic-games-store-has-generated-680m-so-far-with-exclusives-being-critical-says-tim-sweeney GameDaily.biz], Jan 2020<br />
<br />
== Total number of games available (globally) ==<br />
<br />
*'''STEAM: ~35,000 games'''<br />
**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)<br />
**As of June 2019, a further 4,124 games have been released on Steam so far in 2019. ([https://steamspy.com/ SteamSpy], Jun 2019)<br />
*'''PS4: ~2,089'''<br />
**According to Wikipedia, as of Jan 2020, there were 2,441 games released for the PlayStation 4. ([https://en.wikipedia.org/wiki/List_of_PlayStation_4_games Wikipedia], Jan 2020)<br />
**1.15bn games have been sold for PS4 worldwide. ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020)<br />
**103 monthly active users, 38.8 PS Plus Subscribers. ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020)<br />
*'''XBOX ONE: ~2,024'''<br />
**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)<br />
*'''SWITCH: ~1,728'''<br />
**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)<br />
*'''App Store (iPhone / iPad): 900,718'''<br />
**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)</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Global_Video_Games_Market&diff=2225Global Video Games Market2021-11-05T09:26:43Z<p>UkieLuke: /* Install Base - Devices & Games */</p>
<hr />
<div>== About This Page ==<br />
<br />
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.<br />
<br />
== Other Global Industry Categories ==<br />
<br />
*[[Mobile market]]<br />
*[[Acquisition and Investment]]<br />
*[[Esports]]<br />
*[[Gaming video content]]<br />
*[[Virtual reality]]<br />
<br />
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].<br />
<br />
== Install Base - Devices & Games ==<br />
<br />
'''Major platforms install base:'''<br />
*PlayStation 4 - 106m ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020), previously 100m ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone The Verge], Jul 2019), 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)<br />
*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)<br />
*Switch - 90m ([https://www.nintendo.co.jp/ir/pdf/2021/211105e.pdf Nintendo], Oct 2021)<br />
*Steam - 90m Monthly Active Users, 47m Daily Active Users ([https://www.pcgamer.com/uk/steam-now-has-90-million-monthly-users/ PC Gamer], Jan 2019)<br />
*Epic Games Store - 108m lifetime total active users (accounts with at least one purchase). ([https://gamedaily.biz/article/1502/epic-games-store-has-generated-680m-so-far-with-exclusives-being-critical-says-tim-sweeney GameDaily.biz], Jan 2020<br />
<br />
<br />
'''Total number of games available (globally):'''<br />
*STEAM: ~35,000 games<br />
**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)<br />
**As of June 2019, a further 4,124 games have been released on Steam so far in 2019. ([https://steamspy.com/ SteamSpy], Jun 2019)<br />
*PS4: ~2,089<br />
**According to Wikipedia, as of Jan 2020, there were 2,441 games released for the PlayStation 4. ([https://en.wikipedia.org/wiki/List_of_PlayStation_4_games Wikipedia], Jan 2020)<br />
**1.15bn games have been sold for PS4 worldwide. ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020)<br />
**103 monthly active users, 38.8 PS Plus Subscribers. ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020)<br />
*XBOX ONE: ~2,024<br />
**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)<br />
*SWITCH: ~1,728<br />
**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)<br />
*App Store (iPhone / iPad): 900,718<br />
**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)<br />
<br />
== 2021 Stats ==<br />
<br />
*The global games market will be worth a record $175.8nm in 2021, rising +1.1% year-on-year. ([https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2021-free-version/ Newzoo], Jul 2021)<br />
*Looking across the major global markets <br />
**The Asia-Pacific region comprises the largest share of the global market, a full 50% or all revenues, or $88.2bn (+3.0% yoy). This is largely due to the impacts of the $45.6bn Chinese market.<br />
**North America represent 24% of global revenues, at $42.6bn (-7.2% yoy)<br />
**Europe is third largest with 18% of all revenues, or $31.5bn (-5.6% yoy)<br />
**The two smallest markets each comprise 4% of total revenues, with Latin America at $7.2bn (+5.1% yoy) and the Middle East & Africa at $6.3bn (+4.8% yoy)<br />
*Looking at device types:<br />
**Smartphone games comprise the largest share of all revenue at 45%, or $79.0bn (+4.7% yoy)<br />
**Console games represent 28% of the market at $49.2bn (-8.9% yoy)<br />
**PC games are 19% of the market, worth $33.3bn (1.4% yoy)<br />
**Tablet games make up 7% of global revenues, at $11.6bn (+2.0% yoy)<br />
** And browser games take up the remaining 1%, at $2.6bn (-18.0% yoy)<br />
*Globally, there will be almost 3bn people playing games in 2021, 55% of which are in the Asia-Pacific region. Europe represents 14% of all players, or 408m people (+4% yoy) and North America takes the smallest share at just 7% of all players (212m), despite being the second largest in revenue terms.<br />
*If trends continue, Newzoo predict global revenues reaching $218.7bn by 2024, with a global player base of 3.32bn.<br />
<br />
*In 2021, Newzoo predict a global cloud gaming market of $1.57bn from 24m paying users. Overall, a total serviceable obtainable market of 165m people is estimated, 56% of which comprises those in the Asia-Pacific region. ([https://newzoo.com/insights/trend-reports/global-cloud-gaming-report-2021-free-version/ Newzoo], Aug 2021)<br />
<br />
*The UK-made Grand Theft Auto V has surpassed 150 million lifetime sales, bringing the lifetime total for the Grand Theft Auto series to 360 million. Red Dead Redemption 2, also largely made in the UK, has now sold 60m units worldwide. ([https://www.eurogamer.net/articles/2021-08-02-take-two-is-announcing-an-exciting-new-franchise-later-this-month Eurogamer], Aug 2021)<br />
<br />
====Individual markets ranked====<br />
<br />
By revenue, the top 10 global markets in 2021 are ([https://newzoo.com/insights/rankings/top-10-countries-by-game-revenues/ Newzoo], 2021):<br />
# '''China''' - $44.3bn<br />
# '''USA''' - $42.1bn<br />
# '''Japan''' - $20.6bn<br />
# '''South Korea''' - $7.33bn<br />
# '''Germany''' - $6.08bn<br />
# '''UK''' - $5.53bn<br />
# '''France''' - $4.35bn<br />
# '''Canada''' - $3.84bn<br />
# '''Italy''' - $3.48bn<br />
# '''Spain''' - $2.46bn<br />
<br />
If revenues are considered against each country's internet-connected population, the ranking changes based on revenue per unit population.<br />
<br />
# '''Japan''' - $179 pp<br />
# '''South Korea''' - $151 pp<br />
# '''USA''' - $148 pp<br />
# '''Canada''' - $112 pp<br />
# '''UK''' - $89 pp<br />
# '''Germany''' - $80 pp<br />
# '''France''' - $74 pp<br />
# '''Italy''' - $65 pp<br />
# '''Spain''' - $59 pp<br />
# '''China''' - $47 pp<br />
<br />
== 2020 Stats ==<br />
<br />
[[File:Newzoo-2020-Global-Gamers.png|thumb|400px|Newzoo 2020 Global Gamers Infographic ([https://newzoo.com/key-numbers/ Newzoo], May 2020)]]<br />
<br />
*According to [https://newzoo.com/key-numbers/ Newzoo], in 2020 2.7 billion people globally play video games across any device type, growing +6.4% from the previous year. ([https://newzoo.com/key-numbers/ Newzoo], May 2020)<br />
**The Asia-Pacific region is the largest by total number of players at 1.5bn, increasing +7.7% year-on-year.<br />
**EMEA is the second largest region at 758m players (+6.6% yoy), followed by Latin America at 259m players (+4.3%) and finally North America at 203m, which was the only major region to see a slight decline in total players in 2020 (-0.9%).<br />
**However, of these 2.7bn players only 38% are expected to pay for games, with the rest opting for free-to-play options. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
<br />
[[File:Newzoo-2020-Global-Games-Market-per-Segment-1.png|thumb|400px|Newzoo 2020 Global Games Market per Segment ([https://newzoo.com/key-numbers/ Newzoo],May 2020)]]<br />
<br />
*According to [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], in 2020, the global games market will reach $159.3bn, an increase of +9.3% year-on-year. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
**The largest increase in was in global mobile game revenues, up +13.3% yoy to $77.2bn, partly driven by the prevalence of smartphones in the global population.<br />
**Global console game revenues will grow +6.8% year-on-year to $45.2bn, with over 729m players around the world. <br />
**The PC market will also see growth, with 1.3bn players generating revenues of $36.98bn, up +4.8%. This growth is tempered slightly by the decline in the now comparatively small browser-based games market, which will decline -13.4% to revenues of just $3bn. Comparatively, the rest of the PC boxed/download market saw greater growth at +6.7% year-on-year, to $33.9bn. <br />
<br />
*Overall, [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo] predict that the global games market will exceed the milestone of $200bn in 2023, with a cumulative annual growth (CAGR) of +8.3% to $200.8bn. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
<br />
*According to Newzoo, the global games market was worth $152.1bn in 2019, an increase of +9.6% on the previous year. The global market is expected to grow to $196bn by 2021. ([https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2019-light-version/ Newzoo], Jan 2020)<br />
**The Asia-Pacific regions is the largest overall, at $72.2bn which grew +7.6% year on year, now representing 47.4% of the global market. North America was second largest, up +11.7% to $39.6bn, with the EMEA third at $34.7bn, up +11.5%. Latin America was the smallest global region at $5.6bn, increasing 11.1%.<br />
**However, for the first time since 2015, the U.S. will be the largest single market by revenues globally with $36.9 billion this year. Driven by growth in console game revenues, it will overtake China for the #1 position.<br />
**Of EMEA revenues, Western Europe was by far the biggest segment, growing +12.3% to $25.7bn, representing 16.9% of the global market. By comparison, Eastern Europe reached $4.2bn and the Middle East and Africa $4.8bn.<br />
**Smartphone games were the largest platform in global terms, accounting for $54.9bn of revenues, up +11.6%. Console revenues saw a larger growth, increasing +13.4% to $47.9bn. PC games (downloaded or physical) also grew +6.6% to $32.2bn. The two smaller segments, tablet games and browser games reached $13.6bn and $3.5bn respectively. <br />
<br />
*According to Superdata, the global games and interactive entertainment industry earned $120.1bn in 2019, up 4% on the previous year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
**Mobile games again represented the largest global revenue stream, at $64.4bn, followed by PC games at $29.6bn and console games at $15.4bn.<br />
**The rest of the market made up of game video content (GVC), growing to $6.5bn and XR, up to $6.3bn.<br />
*The global games market is predicted to grow 4% to $124.8bn in 2020. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
<br />
*The top revenue earning game in 2019 was Fortnite for the second year in a row, generating an estimated $1.8bn. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
<br />
*Global digital game revenues reached $109.4bn in 2019, up 3% year-on-year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
**Mobile revenues dominated digital revenues at $64.4bn, but free-to-play PC games ($21.1bn) and premium console revenues ($13.8bn) were also significant factors.<br />
**80% of global digital game revenues in 2019 were driven from free-to-play games ($87.1bn).<br />
** Total digital premium game revenues declined 5% year-over-year to $18.9B.<br />
**Free-to-play revenues are largely driven by the Asian game market, accounting for 62% of mobile spend ($39.7bn) and 55% of free-to-play PC revenues ($11.7). In premium games (purchase up-front), North America and Europe are dominant.<br />
<br />
*8,415 games were released on Steam in 2019, an increase on the 8,167 released in 2018 but overall a slowdown in the number of games released each year, which has increased by roughly 2,000 every year since 2014. ([http://www.gamesindustry.biz/articles/2020-01-07-major-slowdown-for-number-of-new-releases-on-steam-in-2019 gamesindustry.biz / SteamSpy], Jan 2020)<br />
<br />
*Since launching in December 2018, Epic Games Store has attracted 108 million customers (users who have obtained at least one product), generating $680 million (£523m) in revenue. ([https://gamedaily.biz/article/1502/epic-games-store-has-generated-680m-so-far-with-exclusives-being-critical-says-tim-sweeney GameDaily.biz], Jan 2020)<br />
**$251m (£192m) of that revenue was generated by third-parties sales, with the remaining $429m (£330m) was raised by Epic’s own first-party titles, including Fortnite.<br />
<br />
*The most common languages for translations in game localisations are German (10.3%), French (9.8%), Japanese (9.7%), Russian (9.0% and Korean (8.9%), according to an analysis for 15 million translated words from 14,000 game orders. ([https://www.localizedirect.com/posts/top-game-localization-languages Localize Direct], May 2020)<br />
<br />
== 2019 Stats ==<br />
<br />
*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)<br />
**Mobile games made up the largest share of global revenues at $61.3bn, followed by PC at $35.7bn and console at $12.7bn.<br />
**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).<br />
<br />
*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)<br />
**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)<br />
**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)<br />
**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)<br />
<br />
*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. <br />
**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)<br />
<br />
*The size of the European video games market was €20 billion in 2018 ([https://www.isfe.eu/isfe-key-facts/ ISFE], May 2019)<br />
**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.<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
**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.<br />
<br />
[[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)]]<br />
<br />
*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)<br />
**Combined, the top 10 companies' revenue grew +19% year on year.<br />
**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.<br />
***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.<br />
***Sony (#2) generated revenues of $14.2 billion, a year-on-year growth of +41% — the highest in the top 10. <br />
***Microsoft generated revenues of $9.8 billion in 2018, growing +32% from 2017, overtaking Apple as the third-largest company by game revenues.<br />
***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.<br />
***Activision Blizzard (#5) earned revenues of $6.9 billion, growing +6% over last year, making it the fifth largest company.<br />
***Electronic Arts (#8) generated revenues of $5.3 billion in 2018 with year-on-year growth of +4%. <br />
***Ubisoft (#13) produced $2.2 billion in revenues, growing +3% year on year.<br />
<br />
*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)<br />
**23 games sold more than on million units, including Mario Kart 8 Deluxe which sold 7.47m units worldwide.<br />
**Full-game downloads on the Nintendo store almost doubled year-on-year to reach ¥118.8 billion ($1.1 billion).<br />
**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.<br />
**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.<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2018 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
[[File:Newzoo 2018 Global Market by Region.png|border|400px|Newzoo 2018 Global Market by Region]]<br />
<br />
*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)<br />
<br />
[[File:Newzoo 2018 Global Market by Device.png|border|400px|Newzoo 2018 Global Market by Device]]<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
*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)<br />
<br />
[[File:PwC Growth in All Major Video Game Subsegments.png|border|400px|PwC Growth Available in All Major Video Game Subsegments]]<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2017 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
== 2016 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2015 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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&mc_eid=93d0f69887 Superdata], Feb 2015)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2014 Stats ==<br />
<br />
*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)<br />
<br />
== 2013 Stats ==<br />
<br />
*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)</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Glossary_of_Games_Terminology&diff=2224Glossary of Games Terminology2021-11-02T14:34:31Z<p>UkieLuke: /* D */</p>
<hr />
<div>A wider list of games-related terminology is available at [https://en.wikipedia.org/wiki/Glossary_of_video_game_terms Wikipedia]. The below collects those terms generally related to business, policy and related matters.<br />
<br />
== 0-9 ==<br />
<br />
*'''4X''' - A genre of strategy game encompassing founding, expanding and developing an empire or civilisation with victory attainable through cultural, diplomatic, enonomic, militaty or technological means. The term is an abbreviation of "explore, expand, exploit, exterminate".<br />
<br />
== A ==<br />
<br />
*'''AAA''' - Also '''triple-A'''. A high-budget game with a large development team, or game studios that make them. AAA games are usually multiplatform, have multimillion-dollar budgets, and expect to sell millions of copies.<br />
<br />
*'''abandonware''' - The idea of a game being forgotten about or abandoned by its developers for any number of reasons, including copyright issues.<br />
<br />
*'''alpha release''' - An initial, incomplete version of a game. Alpha versions are usually released early in the development process to test a game's most critical functionality and prototype design concepts.<br />
<br />
*'''API''' - Application Programming Interface. A software intermediary that allows two applications to transfer data between them.<br />
<br />
*'''ARPU''' - Average revenue per user, or sometimes per unit. <br />
<br />
*'''ARPDAU''' - Average revenue per daily active user.<br />
<br />
*'''ARPPU''' - Similar to '''ARPU''', but instead represents the average revenue per *paying* user.<br />
<br />
*'''artificial intelligence (AI)''' - Algorithms used to generate responsive, adaptive or intelligent game behavior, primarily in non-player characters. <br />
<br />
*'''asset flipping''' - The practice of creating a game using 'free' art and audio assets, either from an online marketplace or the default stock of assets included with many game engines. Asset-flips are often of very poor quality designed to catch onto a currently popular theme to turn a quick profit. It mimics the practice of flipping in real estate markets.<br />
<br />
*'''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.<br />
<br />
== B ==<br />
<br />
*'''battle pass''' - a monetisation strategy in video games that offers tiered rewards over a fixed '''season''' of play, often achieved primarily through time spent playing the game. Typically offered in standard and premium formats where rewards in the premium format are more frequent but premium access must be purchased. See also '''season pass'''.<br />
<br />
*'''battle royale game''' - A video game genre that blends elements of survival games with last-man-standing gameplay. Players search for equipment while eliminating competitors in a shrinking safe zone.<br />
<br />
*'''beta release / beta testing''' - An early release of a video game, following its alpha release, where the game developer seeks feedback from players and testers to remove bugs prior to the product's commercial release<br />
<br />
*'''bot''' - Short for robot. A non-playable character which is controlled by an artificial intelligence (AI). The player may compete against or work with a bot to complete objectives.<br />
<br />
== C ==<br />
<br />
*'''casual games''' - Casual games are played on an infrequent and spontaneous basis, without a long-term commitment. Casual video games are distinguished by a low learning curve and ease of access, often web-based for mobile phones or personal computers. Most casual games have simplified controls, with one or two buttons dominating play. Casual games can normally be played in small periods of time, and may not have a save feature.<br />
<br />
*'''chiptune''' - Music composed for the microchip-based audio hardware of early home computers and games consoles. Due to the technical limitations of earlier video game hardware, chiptune came to define a style of its own, known for its "soaring flutelike melodies, buzzing square wave bass, rapid arpeggios, and noisy gated percussion.<br />
<br />
*'''closed beta''' - A beta testing period where only specific people have access to the game.<br />
<br />
*'''cloud gaming''' - Cloud gaming operates with a cloud-gaming server running the game and performing all the processing, receiving controller input actions from networked users and streaming audio and video of the gameplay to these users. Essentially, cloud gaming is like a streaming video service, but interactive.<br />
<br />
*'''console''' - A computer specifically designed to playing games on, usually either connected to a TV or handheld with an inbuilt screen. Originating in the mid-80s, there have since been numerous generations of ever more powerful console hardware released as technology has improved.<br />
<br />
*'''content rating''' - Classifying video games according to suitability-related factors such as violent or sexual content contained within a game. Some countries use industry self-regulation models to accomplish this, while others have government rating boards. <br />
<br />
*'''cooperative gameplay (co-op)''' - Multiplayer gameplay where the players work together on the same team against computer-controlled opponents or challenges.<br />
<br />
*'''CPU''' - Central processing unit; the part of the computer or video game which executes the games' program. Historically, this also often referred to a non-player character controlled by the game software using artificial intelligence, usually serving as an opponent to the player or players.<br />
<br />
*'''crafting''' - A game mechanic that allows the player-character to construct game items, such as armor, weapons or medicine from combinations of other items. Most MMOGs feature a crafting system.<br />
<br />
== D ==<br />
<br />
*'''day one''' (also '''release date''') - The day of release for a video game; often accompanied by a 'day-one patch' to repair issues that could not be addressed in time for the game's distribution.<br />
<br />
*'''DAU''' - Daily active user. A user which plays or otherwise engages with the content on a daily basis.<br />
<br />
*'''developer''' - The production company which makes a video game, or the person(s) working for these companies who are actively involved in the game's creation.<br />
<br />
*'''dialog tree''' - A means of providing a menu of dialog choices to the player when interacting with a non-player character so as to learn more from that character, influence the character's actions, and otherwise progress the game's story. The tree nature comes from typically having multiple branching levels of questions and replies that can be explored.<br />
<br />
*'''digital rights management (DRM)''' - Software tools for copyright protection<br />
<br />
*'''discord''' - A freeware communications platform designed for creating communities, enabling audio, text, video and image communication between users. Popular with video games communities, the platform allows users to create communal channel topics as well as enabling direct one-to-one messaging. Discord communities may be run by individual users, groups or games companies themselves. Discord may also be used to refer to the community itself, e.g. "Would you like you like to join our discord?".<br />
<br />
*'''downloadable content (DLC)''' - Additional content for a video game that is acquired through a digital delivery system.<br />
<br />
*'''drop rate''' - The probability of obtaining a particular item from randomised selection. Often refers to the chances of receiving a given item in a paid randomised transaction (e.g. a loot box or booster pack), particularly in games featuring microtransactions.<br />
<br />
*'''dynamic game difficulty balancing''' - The automatic change in parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, with the aim of avoiding player boredom or frustration.<br />
<br />
== E ==<br />
<br />
*'''emergent gameplay''' - Gameplay that develops as a result of player creativity, rather than the game's programmed structure.<br />
<br />
*'''emulator''' - A software program that is designed to replicate the software and hardware of a video game console on more-modern computers and other devices. Emulators typically include the ability to load software images of cartridges and other similar hardware-based game distribution methods from the earlier hardware generations, in addition to more-traditional software images.<br />
<br />
*'''esports''' - Organized competitions around competitive video games, ranging from amateur to professional levels.<br />
<br />
*'''experience point (XP)''' - In games that feature the ability for the player-character to gain levels, such as role-playing video games, experience points are used to denote progress towards the next character level.<br />
<br />
*'''extended reality''' - See '''XR'''.<br />
<br />
== F ==<br />
<br />
*'''fangame''' - A video game made by fans, based on one or more established video games. Retrogamers may clone early video games to take advantage of more advanced hardware and game engines.<br />
<br />
*'''farming''' - Repeating a battle, quest, or other part of a game in order to receive more or duplicates of specific reward items that can be gained through that battle or quest, such as experience points, game money, or specific reward items. Gold farming is a type of farming done for in-game currency.<br />
<br />
*'''first-party developer''' - A developer that is either owned directly by a console maker or has special arrangements with the console maker.<br />
<br />
*'''first-person shooter (FPS)''' - A genre of video game where the player experiences the game from the first person perspective, and where the primary mechanic is the use of guns and other ranged weapons to defeat enemies.<br />
<br />
*'''frame rate''' - A measure of the rendering speed of a video game's graphics, typically in frames per second.<br />
<br />
*'''freemium''' - Freemium is a pricing strategy by which a product or service (typically a digital offering or an application such as software, media, games or web services) is provided free of charge, but money (premium) is charged for additional features, services, or virtual (online) or physical (offline) goods.<br />
<br />
*'''free-to-play (F2P or FtP)''' - Games that do not require purchase from a retailer, either physical or digital, to play. Common in the mobile market but increasingly so in console and PC markets, free-to-play games may also provide additional gameplay-enhancing purchases via an in-app purchase. (Compare 'freemium', a free-to-play game that follows such a model.)<br />
<br />
== G ==<br />
<br />
*'''game design''' - The practice of design and aesthetics to create a game. <br />
<br />
*'''game engine''' - The code on which a game runs. There are different subsets of engines such as physics engines and graphics engines. Often the game engine is only middleware which game specific behaviours are built upon, though end-users do not tend to make this distinction. Many games are built on a common game engine, provided by a software vendor. such as Unity or Unreal.<br />
<br />
*'''game mechanics''' - An overarching term that describes how a particular game functions and what is possible within the game's environment; the rules of the game. <br />
<br />
*'''game-of-the-year edition''' - A later re-release of a game that includes all previously released '''DLC''' and any other additional components into one package.<br />
<br />
*'''game port''' - When a game is ported from one platform to another (e.g. PC to console).<br />
<br />
*'''gameplay''' - A player's interaction with a video game, defined through game rules, player-game interface, challenges, plot, and the player's connection with the game.<br />
<br />
*'''GG''' - Abbreviation meaning "good game". Used as parting words exchanged at the end of a competitive game or match as a gesture of good sportsmanship. "GGWP" (good game, well played) is also used.<br />
<br />
*'''gone / going gold''' - The point in the software-development cycle where the software is considered final and ready to be shipped for commercial release. The term traditionally related to the production of games on CD-ROM, where the final version of the game, the master copy, would be written to a gold film-based writable CD and sent to be replicated for retail.<br />
<br />
*'''griefing / griefer''' - The act of, or a player in a multiplayer video game who deliberately irritates and harasses other players within the game. Many online multiplayer games enforce rules that forbid griefing.<br />
<br />
*'''grinding''' - Performing a repetitive and time-consuming action in a video game before being able to advance.<br />
<br />
== H ==<br />
<br />
== I ==<br />
<br />
*'''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'''<br />
<br />
*'''in-app purchase (IAP)''' or "in-game purchase" - The ability to purchase digital goods and services within a game, using real world currency. Purchases include but are not limited to bonus levels, skins, items, music, virtual coins and in-game currency, subscriptions, season passes and upgrades(e.g. to disable ads).<br />
<br />
*'''in-app advertising''' - A '''monetisation''' strategy to generate revenue by serving adverts to players inside the game.<br />
<br />
*'''indie game''' - Loosely defined as a game made by a single person or a small studio without the involvement of a large publisher, although there are exceptions. Due to the loose nature of the term, it is difficult to divide the industry neatly into those games or companies that are 'indie' and those that are not.<br />
<br />
*'''influencer''' - A video game player or social media personality that is used as part of a game's promotion. Typically the influencer will be given a pre-release copy of a game to play and review to those people that follow them on social media or streaming sites, with the intent that those subscribers will be influenced to buy the game.<br />
<br />
== J ==<br />
<br />
*'''JRPG''' - Japanese role-playing video game, typically referring to a subgenre of RPGs that originated from Japan.<br />
<br />
== K ==<br />
<br />
== L ==<br />
<br />
*'''lag''' - A delay between an input or action and its corresponding result, most commonly in an online environment. This is often the result of delayed network traffic.<br />
<br />
*'''launch title''' - A game released alongside its respective console, or the only titles available for a console at the time of its launch. One or more of these may be a pack-in game. They often provide first impressions for a console's abilities and are influential on its reputation.<br />
<br />
*'''Let's Play''' - A type of video game walkthrough done by players, through screenshots or video, where the player provides commentary about the game as they work through it. Common on video streaming platforms like Youtube and Twitch.<br />
<br />
*'''level editor''' - A program, either provided within the game software or as separate software product, that allows players to place objects or create new levels for a video game.<br />
<br />
*'''lifetime value (LTV)''' - The revenue a single user generates or is expected to generate throughout their entire lifetime within the game or app.<br />
<br />
*'''localisation''' - During publishing, the process of editing a game for audiences in another region or country, primarily by translating the text and dialog of a video game. Localization can also involve changing content of the game to reflect different cultural values and censoring material that is against local law, or in some cases self-censoring in an effort to obtain a more commercially-favorable content rating.<br />
<br />
*'''loot box / lootbox''' - Loot boxes (and other name variants such as booster packs for online collectible card games) are awarded to players for completing a match, gaining an experience level, or other in-game achievement. The box contains random items, typically cosmetic-only but may include gameplay-impacting items, often awarded based on a rarity system. In many cases, additional loot boxes can be obtained through microtransactions.<br />
<br />
== M ==<br />
<br />
*'''massively multiplayer online game (MMO)''' - A game that involves a large community of players co-existing in an online world, in cooperation or competition with one another.<br />
<br />
*'''massively multiplayer online role-playing game (MMORPG)''' - An MMO that incorporates traditional role-playing game mechanics. Games such as EverQuest and Dark Age of Camelot were progenitors of the genre. The most popular and most well-known game of this type is World of Warcraft.<br />
<br />
*'''matchmaking''' - A game system that automatically sorts players with similar playing styles, desires, objectives, or skill levels into a team or a group. In competitive games or modes, a matchmaking rating (MMR) is a number assigned to each player based on skill and is the basis for matching players. This rating goes up or down based on individual or team performance.<br />
<br />
*'''MAU''' - Monthly active user. A user which plays or otherwise engages with the content on at least a monthly basis.<br />
<br />
*'''microtransaction (MTX)''' - A business model used in games where players can purchase virtual goods via micropayments. Sometimes abbreviated as "MTX". See also '''in-app purchase'''.<br />
<br />
*'''minigame''' - A small 'game-within-a-game', often provided as a diversion from the game's plot or as a quick task to perform to solve a puzzle (such as to pick a lock, etc).<br />
<br />
*'''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.<br />
<br />
*'''mod''' - A third-party addition or alteration to a game. Mods may take the form of new character skins, altered game mechanics or the creation of a new story or an entirely new game-world. Some games provide tools to create game mods, while other games that don't officially support game modifications can be altered or extended with the use of third-party tools.<br />
<br />
*'''monetisation''' - The means by which companies generate revenue from their content.<br />
<br />
*'''MUD''' - An historic term to describe a multi-user domain or multi-user dungeon. A multiplayer real-time virtual world, usually in text-based games.<br />
<br />
*'''multiplatform''' - A game which can be played on multiple platforms.<br />
<br />
*'''multiplayer''' - A game that allows multiple players to play at once.<br />
<br />
*'''multiplayer online battle arena (MOBA)''' - A genre of real-time strategy games that pits teams of players to defend their home base from enemy attacks. Similar in some ways to a "capture the flag" game.<br />
<br />
== N ==<br />
<br />
*'''newbie''' - Someone new to the game, generally used as a pejorative, although usually light-heartedly. See '''noob'''.<br />
<br />
*'''non-player character (NPC)''' - A computer-controlled character or any character that is not under a player's direct control.<br />
<br />
*'''noob''' - A player who is making mistakes that an experienced player would be expected to avoid. See '''newbie'''.<br />
<br />
== O ==<br />
<br />
*'''online game''' - A game where part of the game engine is on a server and requires an internet connection. Many multiplayer games support online play.<br />
<br />
*'''open beta''' - The opposite of a '''closed beta'''; the test players are not bound by non-disclosure agreements and are free to show the game to others.<br />
<br />
*'''open world''' - A game world that the player may freely traverse, rather than being restricted to certain pre-defined areas. While 'open world' and 'sandbox' are sometimes used interchangeably, the terms refer to different concepts and are not synonymous.<br />
<br />
== P ==<br />
<br />
*'''patch''' - The process by which a developer of a video game creates an update to an already released game with the intention of possibly adding new content, fixing any bugs in the current game, balancing character issues (especially prevalent in online multiplayer games with competitive focuses), or updating the game to be compatible with DLC releases.<br />
<br />
*'''peer-to-peer (P2P)''' - A computer networking term, meaning two or more connected computers which can share files directly between systems (usually via the Internet) without the need of a central server. <br />
<br />
*'''persistent world (PSW)''' - An online game-world that exists independently of the players and is semi-permanently affected by their actions.<br />
<br />
*'''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.<br />
<br />
*'''ping''' - In online games, the network latency between the client and server. See also '''lag'''.<br />
<br />
*'''physical release''' - A version of a video game released on an optical disc or other storage device, as opposed to a digital download.<br />
<br />
*'''platform''' - The computer hardware, console type and operating system on which the video game operates.<br />
<br />
*'''platformer''' - An action-oriented game genre, usually referring to jumping from platform to platform.<br />
<br />
*'''player versus environment (PvE)''' - Refers to fighting computer-controlled enemies (non-player characters), as opposed to''' player versus player (PvP)'''.<br />
<br />
*'''player versus player (PvP) - Refers to competing against other players, as opposed to '''player versus environment (PvE)'''.<br />
<br />
*'''power-up''' - An object that gives extra abilities or buffs to the game character, usually as a temporary effect.<br />
<br />
*'''procedural generation''' - When the game algorithmically combines randomly generated elements, particularly in game world creation.<br />
<br />
*'''publisher''' - The company that (in whole or in part) finances, distributes and markets the game. This is distinct from the developer, though the publisher may own the developer.<br />
<br />
== Q ==<br />
<br />
*'''quality assurance (QA)''' - The process or job role for testing the quality and playability of the game, e.g. identiftying bugs and suggesting improvements.<br />
<br />
== R ==<br />
<br />
*'''real-time strategy (RTS)''' - A genre of video game where the player controls one or more units in real-time combat with human or computer opponents.<br />
<br />
*'''retro games / retro gaming''' - The playing or collecting of older personal computer, console, and arcade video games in contemporary times.<br />
<br />
*'''review bomb''' - Actions taken by players to leave negative reviews of a game or other form of media on a digital storefront or user-contributed as a form of protest due to actions typically unrelated to the game or media quality itself.<br />
<br />
*'''rhythm game''' - A genre of video game requiring the player to perform actions in time to the game's music.<br />
<br />
*'''roguelike''' - A genre that describes games of increasingly varied central mechanics where each playthrough of the game comprises unique map layouts, enemy placements, enemy types, available items etc. This effect is frequently acheived through use of '''procedural generation'''. Player-character death is often permanent, requiring that the game is restarted from the beginning. The term refers to the 1980 game ''Rogue''. A number of alternative and derivative words (such as "roguelite") exist to allow games employing the above ideas to be described with greater specificity.<br />
<br />
*'''role-playing video game (RPG)''' - An RPG is a game in which the human player takes on the role of a specific character "class" and advances the skills and abilities of that character within the game environment. RPG characters generally have a wide variety of skills and abilities available to them. Historically, RPG games had a 'Dungeons & Dragons' style theme although in contemporary times RPGs incorporate many genres and styles.<br />
<br />
*'''rubber banding''' - A game mechanic resulting from dynamic game difficulty balancing that alters the rules of the game to keep the game competitive and fun. It is most notable in racing games where human players may easily outdistance computer opponents; when this happens, the computer opponents are often given the ability to go faster than normal or to avoid certain obstacles as to allow them to catch up and outpace the player. The effect is likened to stretching and releasing a rubber band between the player and the computer opponent. This term is also used independently to describe some effects of '''lag''' where the player's position is constantly reset and they cannot make forward progress.<br />
<br />
== S ==<br />
<br />
*'''sandbox game''' - A game where the player has the ability to create, modify, or destroy their environment. The term alludes to a child's sandbox where the child can create and destroy with no given objective. A pure sandbox game like Minecraft has no objective except to modify the environment, but can be combined with a storyline or a hook to drive players. This differs from an open world where the player is free to roam and approach objectives at any time.<br />
<br />
*'''SDK''' - Software development kit. Typically a set of software development tools that allows the creation of applications for a certain software package, computer system, video game console, or operating system.<br />
<br />
*'''season''' - The full set of downloadable content that is planned to be added to a video game, which can be entirely purchased with a '''season pass''', or a finite period of time in a massively multiplayer online game in which new content, such as themes, rules, modes, et cetera, becomes available, sometimes replacing prior time-limited content.<br />
<br />
*'''season pass''' - A purchase made in addition to the cost of the base game that generally enables the purchaser access to all downloadable content that is planned for that title without further cost. See also '''battle pass'''.<br />
<br />
*'''shoutcaster''' - The common name for the commentator in '''esports'''. As with other sports, shoutcasters need an in-depth knowledge of the games, teams, players and strategies, as well as an engaging style in bringing the matches to life.<br />
<br />
*'''single-player''' - A game that can only have one player playing at a time. Usually offline, but not always. Compare with '''multiplayer'''.<br />
<br />
*'''skin''' - A cosmetic customization option for a player's in-game avatar or equipment that changes its appearance but not its function. Skins are usually rewarded to players for completing certain objectives or placing high in competitive modes, or can be purchased via '''microtransactions'''. Skins can allow players to showcase their online identity or achievements.<br />
<br />
*'''skin gambling''' or '''skin betting''' - the use of virtual goods, most commonly cosmetic elements such as '''skins''', as virtual currency to bet on the outcome of an event, whether a randomised digital game of chance or real-world events such as traditional sports or esports matches. In the vast majority of instances, skin gambling takes place outside of the video games themselves, often via unlicensed (hence illegal) third-party websites.<br />
<br />
*'''speedrun''' - An attempt to complete a game as fast as possible. Depending on the rules for the speedrun, players may exploit glitches or bugs in the game to speed their progress.<br />
<br />
*'''split-screen multiplayer''' - A game that presents two or more views seen by different players in a multiplayer game on the same display unit.<br />
<br />
*'''streaming''' - Video and audio that is continuously fed from a server to a client via the internet and presented to the end user. In games, this may be used to watch a live or recorded '''Let's Play''' demonstration of a game, or to play a game streamed via the cloud.<br />
<br />
== T ==<br />
<br />
*'''timed exclusive''' - When a game is temporarily released exclusively for one platform, but will release for other platforms after the exclusivity period.<br />
<br />
*'''triple A''' - See AAA.<br />
<br />
== U ==<br />
<br />
*'''user interface (UI)''' - The term used to describe how the player interacts with the game and how the player receives feedback on their interactions, e.g. via menus, character "health" bar, display of number of lives etc.<br />
<br />
*'''user experience (UX)''' - The term used to describe how the game is designed with the player's experience in consideration.<br />
<br />
== V ==<br />
<br />
*'''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 "look around" the artificial world, move around in it, and interact with virtual features or items.<br />
<br />
*'''visual novel''' - A genre of video games with interactive stories. These games typically use static imagery with character dialogue presented in text boxes. Players may alter the path of the story by choosing from dialog trees or a small list of actions.<br />
<br />
== W ==<br />
<br />
*'''walking simulator''' - A term sometimes used to classify exploration games, which generally involve exploring an environment for story and narrative but with few, if any, puzzles or gameplay elements. Initially conceived as a derogatory term, the phrase has been embraced and co-opted by developers to reflect the relaxed nature of the games.<br />
<br />
*'''walkthrough''' - A description of the gameplay experience for a level or playthrough, intended to guide players who are unsure how to complete it.<br />
<br />
*'''WASD keys''' - A common control-mechanism using a typical QWERTY keyboard, with the W, A, S, and D keys bound to movement controls. This allows arrow key-like control with the left hand.<br />
<br />
*'''whale''' - In free-to-play games, a user that spends a significantly larger amount of real-world money for in-game items, rather than acquiring said items through playing the game. These players are typically seen as the major segment for revenue production for free-to-play titles. "White whales" may also be used to describe exceptionally high spenders.<br />
<br />
== X ==<br />
<br />
*'''XP''' - See '''experience point'''.<br />
<br />
*'''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'''.<br />
<br />
== Y ==<br />
<br />
== Z ==<br />
<br />
*'''zero-day patch''' - A software patch that is set to be released on the day of the game's official release ("the 0th day").</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=UK_Video_Games_Market&diff=2217UK Video Games Market2021-10-14T14:52:18Z<p>UkieLuke: /* 2021 Stats */</p>
<hr />
<div>== About This Page ==<br />
<br />
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.<br />
<br />
== 2021 Stats ==<br />
<br />
*According to Ukie's annual [[2020_UK_Consumer_Games_Market_Valuation|UK Consumer Games Market Valuation]], UK consumer spent a record £7bn on game and game related activities in 2020, an increase of +29% on the previous year<br />
**Game software grew +18.5% to a record £4.55bn<br />
**Game hardware saw an explosive year, jumping +60.8% to £2.26bn<br />
**Spending on game culture products and activities grew to £199m, despite many areas experiencing significant difficulties due to the pandemic.<br />
**A full breakdown of consumer games spend can be found at the [[2020_UK_Consumer_Games_Market_Valuation|UK Consumer Games Market Valuation]] page.<br />
<br />
*In 2020, the retail value of games software was four-and-a-half times larger than it was in 2000, growing from £815m to £4.43bn over the ten-year period. ([https://eraltd.org/news-events/press-releases/2021/value-of-games-market-quadruples-since-2000/ ERA], May 2021)<br />
**Game software now represents 47.8% of the combined music, video and games sectors, making it almost as big as both other sectors put together.<br />
<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:UK Entertainment Retail Revenues ERA 2000 2020.PNG|thumb|500px|UK Entertainment Retail Revenues, 2000-2020 (ERA, May 2021)]] </li><br />
</ul></div><br />
<br />
*For 2020 revenues, Newzoo ranked the UK the 6th largest market globally, worth $5.5bn. This follows China at No.1, America, Japan, South Korea and Germany. ([https://newzoo.com/insights/rankings/top-10-countries-by-game-revenues/ Newzoo], Jan 2021)<br />
<br />
== 2020 Stats ==<br />
<br />
*In 2019, UK consumers spent £5.35bn on video games and game-related products, a -4.8% decline on 2018's record-breaking year. Full details are available in Ukie's [[Ukie UK Consumer Games Market Valuation|2019 UK Consumer Games Market Valuation]].<br />
**Game software saw a pause in the growth trend of the recent years, with revenues plateauing and a small -2.1% drop to £3.85bn. <br />
**Hardware saw a slower year, with a -14% decline to £1.35bn, mirroring demand for last-gen consoles.<br />
**Broader interest in games continues to grow with UK audiences, with game culture revenues climbing +28.5% to £146m.<br />
<br />
*According to the [https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ Entertainment Retailers' Association], the UK games software market was worth £3.77bn in 2019, accounting for 48% of the UK's £7.8bn entertainment media market. ([https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020)<br />
**Digital revenue made up 84% of all games software revenues at £3.17bn, compared to physical sales at £606.2m. Physical sales was split between £274.2m in online purchasing versus £328.4 in the high street.<br />
**At £3.17bn, digital game revenues were equal to the revenues of all digital video revenues (£2.1bn) such as Netflix and digital music revenues (£1.1bn) such as Spotify combined, despite the impacts of the end of the current console cycle.<br />
<br />
{| class="wikitable"<br />
!Revenue Type<br />
!Games<br />
!Video<br />
!Music<br />
!Total<br />
|-<br />
|Digital<br />
|£3,171.5<br />
|£2,109.4<br />
|£1,092.6<br />
|'''£6,373.5'''<br />
|-<br />
|Online physical<br />
|£274.2<br />
|£211.6<br />
|£137.4<br />
|'''£623.2'''<br />
|-<br />
|Bricks & mortar physical<br />
|£328.4<br />
|£289.0<br />
|£180.7<br />
|'''£798.1'''<br />
|-<br />
|'''Total'''<br />
|'''£3,774.1'''<br />
|'''£2,610.0'''<br />
|'''£1,410.7'''<br />
|'''£7,794.8'''<br />
|}<br />
Source: [https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020<br />
<br />
*In 2019, there were 5,544 physical outlets selling video games in the UK, compared to 10,001 outlets for video and 8,450 for music. ([https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020)<br />
<br />
[[File:UK Internet Consumption per Hour.PNG|thumb|400px|UK Internet Consumption per Hour for major media types (2020). [https://home.bt.com/tech-gadgets/internet/broadband/how-much-data-do-i-use-when-im-streaming-tv-and-films-or-playing-online-games-11364285810446 Source]]]<br />
<br />
*On average, playing online games consumes around 43MB of internet data per hour, compared to 429MB for Youtube (standard definition), 644MB for TV (standard definition), 3,000MB for HD TV and 7,000MB per hour for 4K TV. ([https://home.bt.com/tech-gadgets/internet/broadband/how-much-data-do-i-use-when-im-streaming-tv-and-films-or-playing-online-games-11364285810446 BT], Mar 2020)<br />
<br />
== 2019 Stats ==<br />
<br />
*Landmark figures released by the Entertainment Retailer's Association show that in 2018 UK sales of games have now eclipsed that of both music and video combined, reaching a record £3.86bn across both physical and digital, an increase of +9.1% on 2017. Game sales now represent 51.3% of the overall £7.54bn entertainment retail market. ([https://eraltd.org/news-events/press-releases/2019/streaming-drives-entertainment-sales-94-higher-in-2018-to-sixth-consecutive-year-of-growth/ ERA], Jan 2019)<br />
**Digital games sales were the key driver of growth, increasing +12.5% to £3.09bn, or 80.1% of overall game revenue. Physical sales saw a small decline of -2.8% to £769.9m. Overall, the UK games market has now more than doubled since 2007.<br />
<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:2018 ERA Entertainment Sector Value.PNG|thumb|500px|2018 Entertainment Sector Value (ERA, Jan 2019)]] </li><br />
</ul></div><br />
<br />
*22 million boxed games were sold in 2018, a drop of 7.1 per cent on 2017, despite physical revenues dropping only -2.8% . Nintendo Switch game sales, usually retailing at higher prices, were a major factor in bouying revenues, with Switch game unit sales increasing +90.1% and revenues +73.4% from 2017. ([https://www.gamesindustry.biz/articles/2019-01-02-uk-physical-games-market-falls-2-8-percent-in-2018 Gamesindustry.biz / Ukie/ GfK], Jan 2019)<br />
<br />
== 2018 Stats ==<br />
<br />
*The UK’s entertainment and media sector is predicted to grow by £8bn over the next four years to a total of £76bn, making the UK the second largest market in Europe, the Middle East and Africa (EMEA). ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*By 2020, total UK video games revenue (£5.5bn) is expected to overtake total spend on books (£4.9bn). ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)<br />
*UK Digital game purchases are forecast to reach £721m within the next four years and overtake physical game spend for the first time. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*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. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*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)<br />
*The UK’s second fastest growing entertainment and media sector is esports, growing 21% year on year to reach £48m in revenue by 2022. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)<br />
*Data consumption in the UK will grow by 22% year-on-year till 2022, overtaking France in 2021 to become the biggest market in Western Europe. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*Combined UK physical and digital sales reached a record £3.35bn in 2017, increasing 9.6% from 2016. The value of the UK games home sales market almost equals that of music and video combined, comprising 46.3% of the overall value of the sector. ([https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ ERA], Jan 2017)<br />
*Digital games sales grew 12.1% in the UK to £2.56bn in 2017, while physical game sales reversed recent trends, increasing 2.1% to £792m. ([https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ ERA], Jan 2017)<br />
*The UK is ranked as the 6th largest games market globally ($4.453m), after China, USA, Japan, South Korea and Germany ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)<br />
*37.3m people in the UK play video games. ([https://newzoo.com/insights/infographics/uk-games-market-2018/s Newzoo], Jun 2018)<br />
<br />
== 2017 Stats ==<br />
<br />
*The UK consumer market for games was valued at a record £4.33bn in 2016, up 1.2% from 2015 (£4.28bn). ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*2016 was the biggest ever year for games software, exceeding £3bn in sales for the first time, driven by record results in both Digital and Online sales (£1.22bn, +11.1%) and Mobile Games, which achieved revenues just short of £1bn (£995.1, +16.9%). Boxed software remains a substantial factor in software sales, despite the general trend towards digital, achieving £766.7m in sales in 2016 (-15.2%). ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The impact of VR and esports drove a huge increase in PC Game Hardware (£258m, +64.3%), with UK VR Hardware (headset) sales tracked for the first time, valued at £61.3m in 2016. ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The games industry's impact on broader sectors also showed a record year, with increased sales across game-related toys, merchandise, books, movies and soundtracks, as well as game-based events around the UK, contributing to a record £100.5m in revenues across these segments. ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The UK is the 5th largest video game market in 2017 in terms of consumer revenues, after China, USA, Japan, South Korea and Germany. ([https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ Newzoo], June 2017)<br />
*The UK games market will be Europe’s largest market and the fifth largest globally behind the US, China, Japan and South Korea, growing at 6.7% CAGR and worth £5.2bn in 2021. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)<br />
*By December 2017, 70.6m PS4 consoles and 617.8m PS4 games have been sold to date. ([http://www.sie.com/en/corporate/release/2017/171207.html SIEE], Dec 2017)<br />
*As of November 2017, the number of PS4 and Xbox One consoles now sold in the UK (the ‘installed base’) stands at 7.5 million, 14% ahead of the installed base at the same point in the previous console generation. ([http://www.gamedigitalplc.com/~/media/Files/G/Game-Corp-V2/documents/results-reports-presentations/2017/full-year-results-presentation-2016-17.pdf GAME / GfK], Nov 2017)<br />
*Since launch on 3rd March 2017, over 469,000 Nintendo Switches have been sold in the UK & Spain, despite a limited supply. ([http://www.gamedigitalplc.com/~/media/Files/G/Game-Corp-V2/documents/results-reports-presentations/2017/full-year-results-presentation-2016-17.pdf GAME / GfK], Nov 2017)<br />
*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)<br />
*Console gaming leads the market at $2bn (52%), nearly double mobile’s $1.1bn (28%). PC gaming makes up the remaining 20% at $800m. ([https://newzoo.com/insights/infographics/the-uk-games-market-2016/ Newzoo], Aug 2016) <br />
*The UK is estimated to be the sixth largest video game market in 2015 in terms of consumer revenues, after the China, the US, Japan, South Korean and Germany. The UK market is estimated to be worth $3.5bn. This figure excludes hardware sales and tax ([https://newzoo.com/insights/infographics/the-uk-games-market-2016/ Newzoo], Aug 2016)<br />
*In 2016, games sales in the UK generated more revenue than either video or music, increasing by +2.9% to £2.96bn. This record figure makes the games market 1.3 times the size of the video market (£2.25bn) and 2.6 times the size of music (£1.1bn). ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*While physical sales of games declined -16.4% from £927m to £776 in 2016, digital sales increased +12.1% to £2.18bn, more than making up the difference. Physical sales were also down in both video and music, with video seeing a greater decline of -17.1% and music down -7.3%. ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*ERA also found that the 2016 digital sales of games (£2.2bn) was larger than the combined digital sales of video and music (£1.9bn). ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017) <br />
*Electronic Art's FIFA 17 was the highest selling entertainment product in 2016, selling 2.5m units, approximately 9% more sales than Star Wars: The Force Awakens, which sold 2.3m units. ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*Pokémon GO was the most frequently-used gaming app in the UK and was opened an average of 4.82 times per day by its users, in the period 27 Sept - 23rd Dec 2016. ([https://www.ofcom.org.uk/__data/assets/pdf_file/0021/105438/uk-internet-online.pdf Ofcom], Aug 2017)<br />
*The UK is the 4th largest market for iOS apps & games, both in terms of downloads and revenues. It also places 6th for Google Play revenues. ([https://www.appannie.com/en/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)<br />
<br />
== 2016 Stats ==<br />
<br />
*The UK games market grew by 5% to £4.19bn in 2015, up from £3.94bn in 2014. Growth has slowed slightly from 2013-2014, when it was up 13% from £3.48bn (MCV and Ukie, Feb 2016, LINKS for [http://www.mcvuk.com/press-releases/read/uk-games-market-soars-past-pound-4-1bn/0162456 2015], [http://www.mcvuk.com/news/read/uk-games-market-worth-3-94bn-in-2014/0145088 2014])<br />
*Games sold more than video or music in 2015. The games market grew by +10% to reach £2.8bn, while video grew by +1.5% to reach £2.2bn and music by +3.5% to reach £1bn. ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016)<br />
*While physical boxed software sales decreased by -2.2% (to reach £928m), the digital sales grew by +17.1% (to reach £1,899m). ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016, LINK)<br />
*Games represented 46% of the combined games, video and music entertainment market in 2015. ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016, LINK)<br />
*The UK games market was worth nearly £4.2bn in consumer spend in 2015, up 7.4% from £3.94bn in 2014 (Ukie, March 2016)<br />
*The industry’s biggest consumer market revenue streams in 2015 were Digital Console and PC (£1,224m, +13.2%), Boxed Software (£904m, -3%), Consoles hardware (£689m, -28% after the initial sales peak for next-gen consoles) and Mobile gaming (£664m, +21.2%). (Ukie, March 2016)<br />
* The digital sales of games (£1.9bn) are bigger than the combined digital sales of video and music (£1.3bn). ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016)<br />
*47% of UK smartphone owners use apps on their phones to play games – more that use apps for online banking (40%) or reading the news (33%). ([https://www.deloitte.co.uk/mobileuk/ Deloitte], Oct 2016)<br />
[[File:DeloitteMobile.png|right|frame|Deloitte, Oct 2016]]<br />
<br />
== 2015 Stats ==<br />
*In the 6 months prior to 10th April 2016, people who bought Toys to Life spent an average of £59.77 on figures. 61% of people who bought a starter pack in the last 6 months also bought at least one additional figure. TTL shoppers also spent £36.99 on average on other new boxed games. (Kantar, May 2015)<br />
*UK is the Nbr1 territory for pre-orders across EU (23% of UK players stated they pre-ordered a title in the last year). ([http://www.mcvuk.com/news/read/pre-order-crisis-looms-as-3-4m-uk-gamers-hold-off/0148440 MCV and Ipsos MediaCT], Apr 2015)<br />
*The Entertainment Retailers Association found that games sold more than video or music in 2014. The games market grew by +7.5% to reach £2.5bn, while video decreased by -1.4% to reach £2.2bn and music by -1.6% to reach £1bn. ([http://www.eraltd.org/ ERA], Jan 2015)<br />
*ERA also found the digital sales of games (£1.5bn) to be bigger than the combined digital sales of video and music (£1.3bn). ([http://www.eraltd.org/ ERA], Jan 2015)<br />
*The PC digital market in 2014 was worth £741m (this includes DLC, MMO and social games revenue), the console digital market £118m and mobile £548m. (Superdata, MCV Issue 829, Apr 2015)<br />
*Digital segments’ audience that grew most over the past 4 years (until 2014) have been the social segment (from 13m monthly active users to 31m users, and free-to-play MMO going from 8m to 13m users). (Superdata, MCV Issue 829, Apr 2015)<br />
*81% of Total War: Attila units sold in its 1st week were digital copies. ([http://www.mcvuk.com/news/read/81-of-total-war-attila-sales-were-digital/0146196] MCV, Mar 2015)<br />
*Digital and online game sales were up from £891m to £1,048m in 2014, an 18% increase. (MCV and Ukie, Feb 2015)<br />
*Digital points cards were worth £158m in 2014, of which £26m were generated by points cards for specific individual titles. (MCV and Ukie, Feb 2015)<br />
*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/about-isfe/news/isfe-report-deloitte-illustrates-economic-impact-new-business-models Deloitte and ISFE Mobile Games in Europe] September 2015)<br />
*Household device ownership in Q1 2015: 44% households own an iPhone, 46% an Android phone and 12% a Windows phone (GameTrack (ISFE/Ipsos MediaCT) – Quarter 1 2015)<br />
*30% of the total UK game revenue is generated via apps games in Q3 2015. (GameTrack (ISFE/Ipsos MediaCT) – Quarter 3 2015)<br />
*10.2m (21%) of 6-64 year old play on smartphones and 8.4m (18%) on tablets in Q3 2015. (GameTrack (ISFE/Ipsos MediaCT) – Quarter 3 2015)<br />
<br />
== 2014 Stats ==<br />
<br />
*In the UK in 2014, 41% of players pay when playing mobile games. 5% of these payers are big spenders, lower than the 6% average for the 10 countries displayed in the report. It’s apparently opinion that gets people playing a game: 36% of UK players start a game because a friend or relative recommended it, and 35% because it had good reviews. Interestingly the UK is the country amongst the 4 measured on this where audience rely the most on good reviews to play. ([http://www.newzoo.com/trend-reports/newzoo-mobile-gaming-trend-report-spotting-mobile-spenders/ Newzoo] Dec 2014)<br />
*Looking at smartphones sales in the UK, for August-October 2014, the sales share was 52.3% for Android, 39.5% for iOS (iPhone 6 launch boosted sales), 7.7% for Windows phone and 0.3% for BlackBerry and Others. ([https://www.kantarworldpanel.com/global/News/Huge-iPhone-6-sales-put-Apple-on-course-for-record-quarter Kantar Worldpanel], Dec 2014)<br />
<br />
== Pre-2014 Stats ==<br />
<br />
We presently hold relatively little information on the UK market pre-2014. Below are some selected reports containing insights on this period.<br />
<br />
*[https://www.yumpu.com/en/document/read/15663234/from-exuberant-youth-to-sustainable-maturity-dti-home From Exuberant Youth to Sustainable Maturity - Competitiveness analysis of the UK games software sector]</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Global_Video_Games_Market&diff=2216Global Video Games Market2021-10-14T14:48:05Z<p>UkieLuke: /* 2021 Stats */</p>
<hr />
<div>== About This Page ==<br />
<br />
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.<br />
<br />
== Other Global Industry Categories ==<br />
<br />
*[[Mobile market]]<br />
*[[Acquisition and Investment]]<br />
*[[Esports]]<br />
*[[Gaming video content]]<br />
*[[Virtual reality]]<br />
<br />
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].<br />
<br />
== Install Base - Devices & Games ==<br />
<br />
'''Major platforms install base:'''<br />
*PlayStation 4 - 106m ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020), previously 100m ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone The Verge], Jul 2019), 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)<br />
*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)<br />
*Switch - 32.27m ([https://uk.ign.com/articles/2019/01/31/nintendo-switch-sales-pass-32-million IGN], Jan 2019)<br />
*Steam - 90m Monthly Active Users, 47m Daily Active Users ([https://www.pcgamer.com/uk/steam-now-has-90-million-monthly-users/ PC Gamer], Jan 2019)<br />
*Epic Games Store - 108m lifetime total active users (accounts with at least one purchase). ([https://gamedaily.biz/article/1502/epic-games-store-has-generated-680m-so-far-with-exclusives-being-critical-says-tim-sweeney GameDaily.biz], Jan 2020<br />
<br />
<br />
'''Total number of games available (globally):'''<br />
*STEAM: ~35,000 games<br />
**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)<br />
**As of June 2019, a further 4,124 games have been released on Steam so far in 2019. ([https://steamspy.com/ SteamSpy], Jun 2019)<br />
*PS4: ~2,089<br />
**According to Wikipedia, as of Jan 2020, there were 2,441 games released for the PlayStation 4. ([https://en.wikipedia.org/wiki/List_of_PlayStation_4_games Wikipedia], Jan 2020)<br />
**1.15bn games have been sold for PS4 worldwide. ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020)<br />
**103 monthly active users, 38.8 PS Plus Subscribers. ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020)<br />
*XBOX ONE: ~2,024<br />
**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)<br />
*SWITCH: ~1,728<br />
**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)<br />
*App Store (iPhone / iPad): 900,718<br />
**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)<br />
<br />
== 2021 Stats ==<br />
<br />
*The global games market will be worth a record $175.8nm in 2021, rising +1.1% year-on-year. ([https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2021-free-version/ Newzoo], Jul 2021)<br />
*Looking across the major global markets <br />
**The Asia-Pacific region comprises the largest share of the global market, a full 50% or all revenues, or $88.2bn (+3.0% yoy). This is largely due to the impacts of the $45.6bn Chinese market.<br />
**North America represent 24% of global revenues, at $42.6bn (-7.2% yoy)<br />
**Europe is third largest with 18% of all revenues, or $31.5bn (-5.6% yoy)<br />
**The two smallest markets each comprise 4% of total revenues, with Latin America at $7.2bn (+5.1% yoy) and the Middle East & Africa at $6.3bn (+4.8% yoy)<br />
*Looking at device types:<br />
**Smartphone games comprise the largest share of all revenue at 45%, or $79.0bn (+4.7% yoy)<br />
**Console games represent 28% of the market at $49.2bn (-8.9% yoy)<br />
**PC games are 19% of the market, worth $33.3bn (1.4% yoy)<br />
**Tablet games make up 7% of global revenues, at $11.6bn (+2.0% yoy)<br />
** And browser games take up the remaining 1%, at $2.6bn (-18.0% yoy)<br />
*Globally, there will be almost 3bn people playing games in 2021, 55% of which are in the Asia-Pacific region. Europe represents 14% of all players, or 408m people (+4% yoy) and North America takes the smallest share at just 7% of all players (212m), despite being the second largest in revenue terms.<br />
*If trends continue, Newzoo predict global revenues reaching $218.7bn by 2024, with a global player base of 3.32bn.<br />
<br />
*In 2021, Newzoo predict a global cloud gaming market of $1.57bn from 24m paying users. Overall, a total serviceable obtainable market of 165m people is estimated, 56% of which comprises those in the Asia-Pacific region. ([https://newzoo.com/insights/trend-reports/global-cloud-gaming-report-2021-free-version/ Newzoo], Aug 2021)<br />
<br />
*The UK-made Grand Theft Auto V has surpassed 150 million lifetime sales, bringing the lifetime total for the Grand Theft Auto series to 360 million. Red Dead Redemption 2, also largely made in the UK, has now sold 60m units worldwide. ([https://www.eurogamer.net/articles/2021-08-02-take-two-is-announcing-an-exciting-new-franchise-later-this-month Eurogamer], Aug 2021)<br />
<br />
== 2020 Stats ==<br />
<br />
[[File:Newzoo-2020-Global-Gamers.png|thumb|400px|Newzoo 2020 Global Gamers Infographic ([https://newzoo.com/key-numbers/ Newzoo], May 2020)]]<br />
<br />
*According to [https://newzoo.com/key-numbers/ Newzoo], in 2020 2.7 billion people globally play video games across any device type, growing +6.4% from the previous year. ([https://newzoo.com/key-numbers/ Newzoo], May 2020)<br />
**The Asia-Pacific region is the largest by total number of players at 1.5bn, increasing +7.7% year-on-year.<br />
**EMEA is the second largest region at 758m players (+6.6% yoy), followed by Latin America at 259m players (+4.3%) and finally North America at 203m, which was the only major region to see a slight decline in total players in 2020 (-0.9%).<br />
**However, of these 2.7bn players only 38% are expected to pay for games, with the rest opting for free-to-play options. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
<br />
[[File:Newzoo-2020-Global-Games-Market-per-Segment-1.png|thumb|400px|Newzoo 2020 Global Games Market per Segment ([https://newzoo.com/key-numbers/ Newzoo],May 2020)]]<br />
<br />
*According to [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], in 2020, the global games market will reach $159.3bn, an increase of +9.3% year-on-year. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
**The largest increase in was in global mobile game revenues, up +13.3% yoy to $77.2bn, partly driven by the prevalence of smartphones in the global population.<br />
**Global console game revenues will grow +6.8% year-on-year to $45.2bn, with over 729m players around the world. <br />
**The PC market will also see growth, with 1.3bn players generating revenues of $36.98bn, up +4.8%. This growth is tempered slightly by the decline in the now comparatively small browser-based games market, which will decline -13.4% to revenues of just $3bn. Comparatively, the rest of the PC boxed/download market saw greater growth at +6.7% year-on-year, to $33.9bn. <br />
<br />
*Overall, [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo] predict that the global games market will exceed the milestone of $200bn in 2023, with a cumulative annual growth (CAGR) of +8.3% to $200.8bn. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
<br />
*According to Newzoo, the global games market was worth $152.1bn in 2019, an increase of +9.6% on the previous year. The global market is expected to grow to $196bn by 2021. ([https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2019-light-version/ Newzoo], Jan 2020)<br />
**The Asia-Pacific regions is the largest overall, at $72.2bn which grew +7.6% year on year, now representing 47.4% of the global market. North America was second largest, up +11.7% to $39.6bn, with the EMEA third at $34.7bn, up +11.5%. Latin America was the smallest global region at $5.6bn, increasing 11.1%.<br />
**However, for the first time since 2015, the U.S. will be the largest single market by revenues globally with $36.9 billion this year. Driven by growth in console game revenues, it will overtake China for the #1 position.<br />
**Of EMEA revenues, Western Europe was by far the biggest segment, growing +12.3% to $25.7bn, representing 16.9% of the global market. By comparison, Eastern Europe reached $4.2bn and the Middle East and Africa $4.8bn.<br />
**Smartphone games were the largest platform in global terms, accounting for $54.9bn of revenues, up +11.6%. Console revenues saw a larger growth, increasing +13.4% to $47.9bn. PC games (downloaded or physical) also grew +6.6% to $32.2bn. The two smaller segments, tablet games and browser games reached $13.6bn and $3.5bn respectively. <br />
<br />
*According to Superdata, the global games and interactive entertainment industry earned $120.1bn in 2019, up 4% on the previous year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
**Mobile games again represented the largest global revenue stream, at $64.4bn, followed by PC games at $29.6bn and console games at $15.4bn.<br />
**The rest of the market made up of game video content (GVC), growing to $6.5bn and XR, up to $6.3bn.<br />
*The global games market is predicted to grow 4% to $124.8bn in 2020. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
<br />
*The top revenue earning game in 2019 was Fortnite for the second year in a row, generating an estimated $1.8bn. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
<br />
*Global digital game revenues reached $109.4bn in 2019, up 3% year-on-year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
**Mobile revenues dominated digital revenues at $64.4bn, but free-to-play PC games ($21.1bn) and premium console revenues ($13.8bn) were also significant factors.<br />
**80% of global digital game revenues in 2019 were driven from free-to-play games ($87.1bn).<br />
** Total digital premium game revenues declined 5% year-over-year to $18.9B.<br />
**Free-to-play revenues are largely driven by the Asian game market, accounting for 62% of mobile spend ($39.7bn) and 55% of free-to-play PC revenues ($11.7). In premium games (purchase up-front), North America and Europe are dominant.<br />
<br />
*8,415 games were released on Steam in 2019, an increase on the 8,167 released in 2018 but overall a slowdown in the number of games released each year, which has increased by roughly 2,000 every year since 2014. ([http://www.gamesindustry.biz/articles/2020-01-07-major-slowdown-for-number-of-new-releases-on-steam-in-2019 gamesindustry.biz / SteamSpy], Jan 2020)<br />
<br />
*Since launching in December 2018, Epic Games Store has attracted 108 million customers (users who have obtained at least one product), generating $680 million (£523m) in revenue. ([https://gamedaily.biz/article/1502/epic-games-store-has-generated-680m-so-far-with-exclusives-being-critical-says-tim-sweeney GameDaily.biz], Jan 2020)<br />
**$251m (£192m) of that revenue was generated by third-parties sales, with the remaining $429m (£330m) was raised by Epic’s own first-party titles, including Fortnite.<br />
<br />
*The most common languages for translations in game localisations are German (10.3%), French (9.8%), Japanese (9.7%), Russian (9.0% and Korean (8.9%), according to an analysis for 15 million translated words from 14,000 game orders. ([https://www.localizedirect.com/posts/top-game-localization-languages Localize Direct], May 2020)<br />
<br />
== 2019 Stats ==<br />
<br />
*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)<br />
**Mobile games made up the largest share of global revenues at $61.3bn, followed by PC at $35.7bn and console at $12.7bn.<br />
**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).<br />
<br />
*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)<br />
**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)<br />
**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)<br />
**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)<br />
<br />
*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. <br />
**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)<br />
<br />
*The size of the European video games market was €20 billion in 2018 ([https://www.isfe.eu/isfe-key-facts/ ISFE], May 2019)<br />
**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.<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
**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.<br />
<br />
[[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)]]<br />
<br />
*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)<br />
**Combined, the top 10 companies' revenue grew +19% year on year.<br />
**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.<br />
***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.<br />
***Sony (#2) generated revenues of $14.2 billion, a year-on-year growth of +41% — the highest in the top 10. <br />
***Microsoft generated revenues of $9.8 billion in 2018, growing +32% from 2017, overtaking Apple as the third-largest company by game revenues.<br />
***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.<br />
***Activision Blizzard (#5) earned revenues of $6.9 billion, growing +6% over last year, making it the fifth largest company.<br />
***Electronic Arts (#8) generated revenues of $5.3 billion in 2018 with year-on-year growth of +4%. <br />
***Ubisoft (#13) produced $2.2 billion in revenues, growing +3% year on year.<br />
<br />
*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)<br />
**23 games sold more than on million units, including Mario Kart 8 Deluxe which sold 7.47m units worldwide.<br />
**Full-game downloads on the Nintendo store almost doubled year-on-year to reach ¥118.8 billion ($1.1 billion).<br />
**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.<br />
**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.<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2018 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
[[File:Newzoo 2018 Global Market by Region.png|border|400px|Newzoo 2018 Global Market by Region]]<br />
<br />
*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)<br />
<br />
[[File:Newzoo 2018 Global Market by Device.png|border|400px|Newzoo 2018 Global Market by Device]]<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
*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)<br />
<br />
[[File:PwC Growth in All Major Video Game Subsegments.png|border|400px|PwC Growth Available in All Major Video Game Subsegments]]<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2017 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
== 2016 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2015 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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&mc_eid=93d0f69887 Superdata], Feb 2015)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2014 Stats ==<br />
<br />
*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)<br />
<br />
== 2013 Stats ==<br />
<br />
*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)</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Global_Video_Games_Market&diff=2215Global Video Games Market2021-10-14T14:31:11Z<p>UkieLuke: /* 2021 Stats */</p>
<hr />
<div>== About This Page ==<br />
<br />
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.<br />
<br />
== Other Global Industry Categories ==<br />
<br />
*[[Mobile market]]<br />
*[[Acquisition and Investment]]<br />
*[[Esports]]<br />
*[[Gaming video content]]<br />
*[[Virtual reality]]<br />
<br />
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].<br />
<br />
== Install Base - Devices & Games ==<br />
<br />
'''Major platforms install base:'''<br />
*PlayStation 4 - 106m ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020), previously 100m ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone The Verge], Jul 2019), 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)<br />
*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)<br />
*Switch - 32.27m ([https://uk.ign.com/articles/2019/01/31/nintendo-switch-sales-pass-32-million IGN], Jan 2019)<br />
*Steam - 90m Monthly Active Users, 47m Daily Active Users ([https://www.pcgamer.com/uk/steam-now-has-90-million-monthly-users/ PC Gamer], Jan 2019)<br />
*Epic Games Store - 108m lifetime total active users (accounts with at least one purchase). ([https://gamedaily.biz/article/1502/epic-games-store-has-generated-680m-so-far-with-exclusives-being-critical-says-tim-sweeney GameDaily.biz], Jan 2020<br />
<br />
<br />
'''Total number of games available (globally):'''<br />
*STEAM: ~35,000 games<br />
**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)<br />
**As of June 2019, a further 4,124 games have been released on Steam so far in 2019. ([https://steamspy.com/ SteamSpy], Jun 2019)<br />
*PS4: ~2,089<br />
**According to Wikipedia, as of Jan 2020, there were 2,441 games released for the PlayStation 4. ([https://en.wikipedia.org/wiki/List_of_PlayStation_4_games Wikipedia], Jan 2020)<br />
**1.15bn games have been sold for PS4 worldwide. ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020)<br />
**103 monthly active users, 38.8 PS Plus Subscribers. ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020)<br />
*XBOX ONE: ~2,024<br />
**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)<br />
*SWITCH: ~1,728<br />
**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)<br />
*App Store (iPhone / iPad): 900,718<br />
**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)<br />
<br />
== 2021 Stats ==<br />
<br />
*The global games market will be worth a record $175.8nm in 2021, rising +1.1% year-on-year. ([https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2021-free-version/ Newzoo], Jul 2021)<br />
*Looking across the major global markets <br />
**The Asia-Pacific region comprises the largest share of the global market, a full 50% or all revenues, or $88.2bn (+3.0% yoy). This is largely due to the impacts of the $45.6bn Chinese market.<br />
**North America represent 24% of global revenues, at $42.6bn (-7.2% yoy)<br />
**Europe is third largest with 18% of all revenues, or $31.5bn (-5.6% yoy)<br />
**The two smallest markets each comprise 4% of total revenues, with Latin America at $7.2bn (+5.1% yoy) and the Middle East & Africa at $6.3bn (+4.8% yoy)<br />
*Looking at device types:<br />
**Smartphone games comprise the largest share of all revenue at 45%, or $79.0bn (+4.7% yoy)<br />
**Console games represent 28% of the market at $49.2bn (-8.9% yoy)<br />
**PC games are 19% of the market, worth $33.3bn (1.4% yoy)<br />
**Tablet games make up 7% of global revenues, at $11.6bn (+2.0% yoy)<br />
** And browser games take up the remaining 1%, at $2.6bn (-18.0% yoy)<br />
*Globally, there will be almost 3bn people playing games in 2021, 55% of which are in the Asia-Pacific region. Europe represents 14% of all players, or 408m people (+4% yoy) and North America takes the smallest share at just 7% of all players (212m), despite being the second largest in revenue terms.<br />
*If trends continue, Newzoo predict global revenues reaching $218.7bn by 2024, with a global player base of 3.32bn.<br />
<br />
*The UK-made Grand Theft Auto V has surpassed 150 million lifetime sales, bringing the lifetime total for the Grand Theft Auto series to 360 million. Red Dead Redemption 2, also largely made in the UK, has now sold 60m units worldwide. ([https://www.eurogamer.net/articles/2021-08-02-take-two-is-announcing-an-exciting-new-franchise-later-this-month Eurogamer], Aug 2021)<br />
<br />
== 2020 Stats ==<br />
<br />
[[File:Newzoo-2020-Global-Gamers.png|thumb|400px|Newzoo 2020 Global Gamers Infographic ([https://newzoo.com/key-numbers/ Newzoo], May 2020)]]<br />
<br />
*According to [https://newzoo.com/key-numbers/ Newzoo], in 2020 2.7 billion people globally play video games across any device type, growing +6.4% from the previous year. ([https://newzoo.com/key-numbers/ Newzoo], May 2020)<br />
**The Asia-Pacific region is the largest by total number of players at 1.5bn, increasing +7.7% year-on-year.<br />
**EMEA is the second largest region at 758m players (+6.6% yoy), followed by Latin America at 259m players (+4.3%) and finally North America at 203m, which was the only major region to see a slight decline in total players in 2020 (-0.9%).<br />
**However, of these 2.7bn players only 38% are expected to pay for games, with the rest opting for free-to-play options. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
<br />
[[File:Newzoo-2020-Global-Games-Market-per-Segment-1.png|thumb|400px|Newzoo 2020 Global Games Market per Segment ([https://newzoo.com/key-numbers/ Newzoo],May 2020)]]<br />
<br />
*According to [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], in 2020, the global games market will reach $159.3bn, an increase of +9.3% year-on-year. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
**The largest increase in was in global mobile game revenues, up +13.3% yoy to $77.2bn, partly driven by the prevalence of smartphones in the global population.<br />
**Global console game revenues will grow +6.8% year-on-year to $45.2bn, with over 729m players around the world. <br />
**The PC market will also see growth, with 1.3bn players generating revenues of $36.98bn, up +4.8%. This growth is tempered slightly by the decline in the now comparatively small browser-based games market, which will decline -13.4% to revenues of just $3bn. Comparatively, the rest of the PC boxed/download market saw greater growth at +6.7% year-on-year, to $33.9bn. <br />
<br />
*Overall, [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo] predict that the global games market will exceed the milestone of $200bn in 2023, with a cumulative annual growth (CAGR) of +8.3% to $200.8bn. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
<br />
*According to Newzoo, the global games market was worth $152.1bn in 2019, an increase of +9.6% on the previous year. The global market is expected to grow to $196bn by 2021. ([https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2019-light-version/ Newzoo], Jan 2020)<br />
**The Asia-Pacific regions is the largest overall, at $72.2bn which grew +7.6% year on year, now representing 47.4% of the global market. North America was second largest, up +11.7% to $39.6bn, with the EMEA third at $34.7bn, up +11.5%. Latin America was the smallest global region at $5.6bn, increasing 11.1%.<br />
**However, for the first time since 2015, the U.S. will be the largest single market by revenues globally with $36.9 billion this year. Driven by growth in console game revenues, it will overtake China for the #1 position.<br />
**Of EMEA revenues, Western Europe was by far the biggest segment, growing +12.3% to $25.7bn, representing 16.9% of the global market. By comparison, Eastern Europe reached $4.2bn and the Middle East and Africa $4.8bn.<br />
**Smartphone games were the largest platform in global terms, accounting for $54.9bn of revenues, up +11.6%. Console revenues saw a larger growth, increasing +13.4% to $47.9bn. PC games (downloaded or physical) also grew +6.6% to $32.2bn. The two smaller segments, tablet games and browser games reached $13.6bn and $3.5bn respectively. <br />
<br />
*According to Superdata, the global games and interactive entertainment industry earned $120.1bn in 2019, up 4% on the previous year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
**Mobile games again represented the largest global revenue stream, at $64.4bn, followed by PC games at $29.6bn and console games at $15.4bn.<br />
**The rest of the market made up of game video content (GVC), growing to $6.5bn and XR, up to $6.3bn.<br />
*The global games market is predicted to grow 4% to $124.8bn in 2020. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
<br />
*The top revenue earning game in 2019 was Fortnite for the second year in a row, generating an estimated $1.8bn. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
<br />
*Global digital game revenues reached $109.4bn in 2019, up 3% year-on-year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
**Mobile revenues dominated digital revenues at $64.4bn, but free-to-play PC games ($21.1bn) and premium console revenues ($13.8bn) were also significant factors.<br />
**80% of global digital game revenues in 2019 were driven from free-to-play games ($87.1bn).<br />
** Total digital premium game revenues declined 5% year-over-year to $18.9B.<br />
**Free-to-play revenues are largely driven by the Asian game market, accounting for 62% of mobile spend ($39.7bn) and 55% of free-to-play PC revenues ($11.7). In premium games (purchase up-front), North America and Europe are dominant.<br />
<br />
*8,415 games were released on Steam in 2019, an increase on the 8,167 released in 2018 but overall a slowdown in the number of games released each year, which has increased by roughly 2,000 every year since 2014. ([http://www.gamesindustry.biz/articles/2020-01-07-major-slowdown-for-number-of-new-releases-on-steam-in-2019 gamesindustry.biz / SteamSpy], Jan 2020)<br />
<br />
*Since launching in December 2018, Epic Games Store has attracted 108 million customers (users who have obtained at least one product), generating $680 million (£523m) in revenue. ([https://gamedaily.biz/article/1502/epic-games-store-has-generated-680m-so-far-with-exclusives-being-critical-says-tim-sweeney GameDaily.biz], Jan 2020)<br />
**$251m (£192m) of that revenue was generated by third-parties sales, with the remaining $429m (£330m) was raised by Epic’s own first-party titles, including Fortnite.<br />
<br />
*The most common languages for translations in game localisations are German (10.3%), French (9.8%), Japanese (9.7%), Russian (9.0% and Korean (8.9%), according to an analysis for 15 million translated words from 14,000 game orders. ([https://www.localizedirect.com/posts/top-game-localization-languages Localize Direct], May 2020)<br />
<br />
== 2019 Stats ==<br />
<br />
*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)<br />
**Mobile games made up the largest share of global revenues at $61.3bn, followed by PC at $35.7bn and console at $12.7bn.<br />
**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).<br />
<br />
*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)<br />
**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)<br />
**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)<br />
**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)<br />
<br />
*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. <br />
**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)<br />
<br />
*The size of the European video games market was €20 billion in 2018 ([https://www.isfe.eu/isfe-key-facts/ ISFE], May 2019)<br />
**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.<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
**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.<br />
<br />
[[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)]]<br />
<br />
*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)<br />
**Combined, the top 10 companies' revenue grew +19% year on year.<br />
**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.<br />
***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.<br />
***Sony (#2) generated revenues of $14.2 billion, a year-on-year growth of +41% — the highest in the top 10. <br />
***Microsoft generated revenues of $9.8 billion in 2018, growing +32% from 2017, overtaking Apple as the third-largest company by game revenues.<br />
***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.<br />
***Activision Blizzard (#5) earned revenues of $6.9 billion, growing +6% over last year, making it the fifth largest company.<br />
***Electronic Arts (#8) generated revenues of $5.3 billion in 2018 with year-on-year growth of +4%. <br />
***Ubisoft (#13) produced $2.2 billion in revenues, growing +3% year on year.<br />
<br />
*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)<br />
**23 games sold more than on million units, including Mario Kart 8 Deluxe which sold 7.47m units worldwide.<br />
**Full-game downloads on the Nintendo store almost doubled year-on-year to reach ¥118.8 billion ($1.1 billion).<br />
**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.<br />
**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.<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2018 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
[[File:Newzoo 2018 Global Market by Region.png|border|400px|Newzoo 2018 Global Market by Region]]<br />
<br />
*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)<br />
<br />
[[File:Newzoo 2018 Global Market by Device.png|border|400px|Newzoo 2018 Global Market by Device]]<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
*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)<br />
<br />
[[File:PwC Growth in All Major Video Game Subsegments.png|border|400px|PwC Growth Available in All Major Video Game Subsegments]]<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2017 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
== 2016 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2015 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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&mc_eid=93d0f69887 Superdata], Feb 2015)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2014 Stats ==<br />
<br />
*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)<br />
<br />
== 2013 Stats ==<br />
<br />
*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)</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Global_Video_Games_Market&diff=2213Global Video Games Market2021-10-14T14:27:59Z<p>UkieLuke: /* 2021 Stats */</p>
<hr />
<div>== About This Page ==<br />
<br />
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.<br />
<br />
== Other Global Industry Categories ==<br />
<br />
*[[Mobile market]]<br />
*[[Acquisition and Investment]]<br />
*[[Esports]]<br />
*[[Gaming video content]]<br />
*[[Virtual reality]]<br />
<br />
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].<br />
<br />
== Install Base - Devices & Games ==<br />
<br />
'''Major platforms install base:'''<br />
*PlayStation 4 - 106m ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020), previously 100m ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone The Verge], Jul 2019), 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)<br />
*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)<br />
*Switch - 32.27m ([https://uk.ign.com/articles/2019/01/31/nintendo-switch-sales-pass-32-million IGN], Jan 2019)<br />
*Steam - 90m Monthly Active Users, 47m Daily Active Users ([https://www.pcgamer.com/uk/steam-now-has-90-million-monthly-users/ PC Gamer], Jan 2019)<br />
*Epic Games Store - 108m lifetime total active users (accounts with at least one purchase). ([https://gamedaily.biz/article/1502/epic-games-store-has-generated-680m-so-far-with-exclusives-being-critical-says-tim-sweeney GameDaily.biz], Jan 2020<br />
<br />
<br />
'''Total number of games available (globally):'''<br />
*STEAM: ~35,000 games<br />
**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)<br />
**As of June 2019, a further 4,124 games have been released on Steam so far in 2019. ([https://steamspy.com/ SteamSpy], Jun 2019)<br />
*PS4: ~2,089<br />
**According to Wikipedia, as of Jan 2020, there were 2,441 games released for the PlayStation 4. ([https://en.wikipedia.org/wiki/List_of_PlayStation_4_games Wikipedia], Jan 2020)<br />
**1.15bn games have been sold for PS4 worldwide. ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020)<br />
**103 monthly active users, 38.8 PS Plus Subscribers. ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020)<br />
*XBOX ONE: ~2,024<br />
**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)<br />
*SWITCH: ~1,728<br />
**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)<br />
*App Store (iPhone / iPad): 900,718<br />
**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)<br />
<br />
== 2021 Stats ==<br />
<br />
*The global games market will be worth a record $175.8nm in 2021, rising +1.1% year-on-year. ([https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2021-free-version/ Newzoo], Jul 2020)<br />
*Looking across the major global markets <br />
**The Asia-Pacific region comprises the largest share of the global market, a full 50% or all revenues, or $88.2bn (+3.0% yoy). This is largely due to the impacts of the $45.6bn Chinese market.<br />
**North America represent 24% of global revenues, at $42.6bn (-7.2% yoy)<br />
**Europe is third largest with 18% of all revenues, or $31.5bn (-5.6% yoy)<br />
**The two smallest markets each comprise 4% of total revenues, with Latin America at $7.2bn (+5.1% yoy) and the Middle East & Africa at $6.3bn (+4.8% yoy)<br />
*Looking at device types:<br />
**Smartphone games comprise the largest share of all revenue at 45%, or $79.0bn (+4.7% yoy)<br />
**Console games represent 28% of the market at $49.2bn (-8.9% yoy)<br />
**PC games are 19% of the market, worth $33.3bn (1.4% yoy)<br />
**Tablet games make up 7% of global revenues, at $11.6bn (+2.0% yoy)<br />
** And browser games take up the remaining 1%, at $2.6bn (-18.0% yoy)<br />
*Globally, there will be almost 3bn people playing games in 2021, 55% of which are in the Asia-Pacific region. Europe represents 14% of all players, or 408m people (+4% yoy) and North America takes the smallest share at just 7% of all players (212m), despite being the second largest in revenue terms.<br />
<br />
*The UK-made Grand Theft Auto V has surpassed 150 million lifetime sales, bringing the lifetime total for the Grand Theft Auto series to 360 million. Red Dead Redemption 2, also largely made in the UK, has now sold 60m units worldwide. ([https://www.eurogamer.net/articles/2021-08-02-take-two-is-announcing-an-exciting-new-franchise-later-this-month Eurogamer], Aug 2021)<br />
<br />
== 2020 Stats ==<br />
<br />
[[File:Newzoo-2020-Global-Gamers.png|thumb|400px|Newzoo 2020 Global Gamers Infographic ([https://newzoo.com/key-numbers/ Newzoo], May 2020)]]<br />
<br />
*According to [https://newzoo.com/key-numbers/ Newzoo], in 2020 2.7 billion people globally play video games across any device type, growing +6.4% from the previous year. ([https://newzoo.com/key-numbers/ Newzoo], May 2020)<br />
**The Asia-Pacific region is the largest by total number of players at 1.5bn, increasing +7.7% year-on-year.<br />
**EMEA is the second largest region at 758m players (+6.6% yoy), followed by Latin America at 259m players (+4.3%) and finally North America at 203m, which was the only major region to see a slight decline in total players in 2020 (-0.9%).<br />
**However, of these 2.7bn players only 38% are expected to pay for games, with the rest opting for free-to-play options. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
<br />
[[File:Newzoo-2020-Global-Games-Market-per-Segment-1.png|thumb|400px|Newzoo 2020 Global Games Market per Segment ([https://newzoo.com/key-numbers/ Newzoo],May 2020)]]<br />
<br />
*According to [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], in 2020, the global games market will reach $159.3bn, an increase of +9.3% year-on-year. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
**The largest increase in was in global mobile game revenues, up +13.3% yoy to $77.2bn, partly driven by the prevalence of smartphones in the global population.<br />
**Global console game revenues will grow +6.8% year-on-year to $45.2bn, with over 729m players around the world. <br />
**The PC market will also see growth, with 1.3bn players generating revenues of $36.98bn, up +4.8%. This growth is tempered slightly by the decline in the now comparatively small browser-based games market, which will decline -13.4% to revenues of just $3bn. Comparatively, the rest of the PC boxed/download market saw greater growth at +6.7% year-on-year, to $33.9bn. <br />
<br />
*Overall, [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo] predict that the global games market will exceed the milestone of $200bn in 2023, with a cumulative annual growth (CAGR) of +8.3% to $200.8bn. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
<br />
*According to Newzoo, the global games market was worth $152.1bn in 2019, an increase of +9.6% on the previous year. The global market is expected to grow to $196bn by 2021. ([https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2019-light-version/ Newzoo], Jan 2020)<br />
**The Asia-Pacific regions is the largest overall, at $72.2bn which grew +7.6% year on year, now representing 47.4% of the global market. North America was second largest, up +11.7% to $39.6bn, with the EMEA third at $34.7bn, up +11.5%. Latin America was the smallest global region at $5.6bn, increasing 11.1%.<br />
**However, for the first time since 2015, the U.S. will be the largest single market by revenues globally with $36.9 billion this year. Driven by growth in console game revenues, it will overtake China for the #1 position.<br />
**Of EMEA revenues, Western Europe was by far the biggest segment, growing +12.3% to $25.7bn, representing 16.9% of the global market. By comparison, Eastern Europe reached $4.2bn and the Middle East and Africa $4.8bn.<br />
**Smartphone games were the largest platform in global terms, accounting for $54.9bn of revenues, up +11.6%. Console revenues saw a larger growth, increasing +13.4% to $47.9bn. PC games (downloaded or physical) also grew +6.6% to $32.2bn. The two smaller segments, tablet games and browser games reached $13.6bn and $3.5bn respectively. <br />
<br />
*According to Superdata, the global games and interactive entertainment industry earned $120.1bn in 2019, up 4% on the previous year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
**Mobile games again represented the largest global revenue stream, at $64.4bn, followed by PC games at $29.6bn and console games at $15.4bn.<br />
**The rest of the market made up of game video content (GVC), growing to $6.5bn and XR, up to $6.3bn.<br />
*The global games market is predicted to grow 4% to $124.8bn in 2020. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
<br />
*The top revenue earning game in 2019 was Fortnite for the second year in a row, generating an estimated $1.8bn. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
<br />
*Global digital game revenues reached $109.4bn in 2019, up 3% year-on-year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
**Mobile revenues dominated digital revenues at $64.4bn, but free-to-play PC games ($21.1bn) and premium console revenues ($13.8bn) were also significant factors.<br />
**80% of global digital game revenues in 2019 were driven from free-to-play games ($87.1bn).<br />
** Total digital premium game revenues declined 5% year-over-year to $18.9B.<br />
**Free-to-play revenues are largely driven by the Asian game market, accounting for 62% of mobile spend ($39.7bn) and 55% of free-to-play PC revenues ($11.7). In premium games (purchase up-front), North America and Europe are dominant.<br />
<br />
*8,415 games were released on Steam in 2019, an increase on the 8,167 released in 2018 but overall a slowdown in the number of games released each year, which has increased by roughly 2,000 every year since 2014. ([http://www.gamesindustry.biz/articles/2020-01-07-major-slowdown-for-number-of-new-releases-on-steam-in-2019 gamesindustry.biz / SteamSpy], Jan 2020)<br />
<br />
*Since launching in December 2018, Epic Games Store has attracted 108 million customers (users who have obtained at least one product), generating $680 million (£523m) in revenue. ([https://gamedaily.biz/article/1502/epic-games-store-has-generated-680m-so-far-with-exclusives-being-critical-says-tim-sweeney GameDaily.biz], Jan 2020)<br />
**$251m (£192m) of that revenue was generated by third-parties sales, with the remaining $429m (£330m) was raised by Epic’s own first-party titles, including Fortnite.<br />
<br />
*The most common languages for translations in game localisations are German (10.3%), French (9.8%), Japanese (9.7%), Russian (9.0% and Korean (8.9%), according to an analysis for 15 million translated words from 14,000 game orders. ([https://www.localizedirect.com/posts/top-game-localization-languages Localize Direct], May 2020)<br />
<br />
== 2019 Stats ==<br />
<br />
*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)<br />
**Mobile games made up the largest share of global revenues at $61.3bn, followed by PC at $35.7bn and console at $12.7bn.<br />
**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).<br />
<br />
*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)<br />
**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)<br />
**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)<br />
**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)<br />
<br />
*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. <br />
**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)<br />
<br />
*The size of the European video games market was €20 billion in 2018 ([https://www.isfe.eu/isfe-key-facts/ ISFE], May 2019)<br />
**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.<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
**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.<br />
<br />
[[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)]]<br />
<br />
*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)<br />
**Combined, the top 10 companies' revenue grew +19% year on year.<br />
**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.<br />
***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.<br />
***Sony (#2) generated revenues of $14.2 billion, a year-on-year growth of +41% — the highest in the top 10. <br />
***Microsoft generated revenues of $9.8 billion in 2018, growing +32% from 2017, overtaking Apple as the third-largest company by game revenues.<br />
***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.<br />
***Activision Blizzard (#5) earned revenues of $6.9 billion, growing +6% over last year, making it the fifth largest company.<br />
***Electronic Arts (#8) generated revenues of $5.3 billion in 2018 with year-on-year growth of +4%. <br />
***Ubisoft (#13) produced $2.2 billion in revenues, growing +3% year on year.<br />
<br />
*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)<br />
**23 games sold more than on million units, including Mario Kart 8 Deluxe which sold 7.47m units worldwide.<br />
**Full-game downloads on the Nintendo store almost doubled year-on-year to reach ¥118.8 billion ($1.1 billion).<br />
**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.<br />
**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.<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2018 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
[[File:Newzoo 2018 Global Market by Region.png|border|400px|Newzoo 2018 Global Market by Region]]<br />
<br />
*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)<br />
<br />
[[File:Newzoo 2018 Global Market by Device.png|border|400px|Newzoo 2018 Global Market by Device]]<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
*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)<br />
<br />
[[File:PwC Growth in All Major Video Game Subsegments.png|border|400px|PwC Growth Available in All Major Video Game Subsegments]]<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2017 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
== 2016 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2015 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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&mc_eid=93d0f69887 Superdata], Feb 2015)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2014 Stats ==<br />
<br />
*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)<br />
<br />
== 2013 Stats ==<br />
<br />
*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)</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Job_market_and_economic_contribution&diff=2209Job market and economic contribution2021-10-14T10:25:07Z<p>UkieLuke: /* Industry Stats */</p>
<hr />
<div>== Official DCMS Statistics ==<br />
<br />
=== Gross Value Added ===<br />
<br />
'''GVA by current prices in £bn for the period 2010-2019 across multiple DCMS sectors and subsectors''' ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
{| class="wikitable"<br />
!Sector<br />
!2010<br />
!2011<br />
!2012<br />
!2013<br />
!2014<br />
!2015<br />
!2016<br />
!2017<br />
!2018<br />
!2019<br />
|-<br />
|style="text-align:left;" | '''Computer Games (£bn)'''<br />
|style="text-align:right;" | '''0.40'''<br />
|style="text-align:right;" | '''0.68'''<br />
|style="text-align:right;" | '''0.53'''<br />
|style="text-align:right;" | '''0.44'''<br />
|style="text-align:right;" | '''0.40'''<br />
|style="text-align:right;" | '''0.40'''<br />
|style="text-align:right;" | '''0.96'''<br />
|style="text-align:right;" | '''2.32*'''<br />
|style="text-align:right;" | '''2.67'''<br />
|style="text-align:right;" | '''2.91'''<br />
|-<br />
|style="text-align:left;" | Creative Industries (£bn)<br />
|style="text-align:right;" | 69.1<br />
|style="text-align:right;" | 72.1<br />
|style="text-align:right;" | 76.3<br />
|style="text-align:right;" | 81.0<br />
|style="text-align:right;" | 84.8<br />
|style="text-align:right;" | 93.8<br />
|style="text-align:right;" | 98.3<br />
|style="text-align:right;" | 102.8<br />
|style="text-align:right;" | 107.6<br />
|style="text-align:right;" | 115.9<br />
|-<br />
|style="text-align:left;" | Digital Sector (£bn)<br />
|style="text-align:right;" | 103.0<br />
|style="text-align:right;" | 108.4<br />
|style="text-align:right;" | 111.6<br />
|style="text-align:right;" | 113.6<br />
|style="text-align:right;" | 115.3<br />
|style="text-align:right;" | 118.1<br />
|style="text-align:right;" | 129.7<br />
|style="text-align:right;" | 134.3<br />
|style="text-align:right;" | 139.1<br />
|style="text-align:right;" | 150.6<br />
|-<br />
|style="text-align:left;" | UK Economy Total (£bn)<br />
|style="text-align:right;" | 1,446<br />
|style="text-align:right;" | 1,482<br />
|style="text-align:right;" | 1,530<br />
|style="text-align:right;" | 1,589<br />
|style="text-align:right;" | 1,661<br />
|style="text-align:right;" | 1,712<br />
|style="text-align:right;" | 1,777<br />
|style="text-align:right;" | 1,844<br />
|style="text-align:right;" | 1,910<br />
|style="text-align:right;" | 1,970<br />
|}<br />
<br />
''<nowiki>*</nowiki>The leap in computer games GVA between 2016 and 2017 is likely due to improvement in games companies assigning themselves correct SIC codes following [https://www.nesta.org.uk/press-release/ukie-and-nesta-team-up-to-put-uk-games-industry-on-the-map/ Ukie's campaign to achieve this], rather than owing purely to an increase in GVA.''<br />
<br />
*According to DCMS's Sector Economic Estimates, GVA for the whole of the creative industries was a record £113.6bn in 2019, up 5.6% on the total from the previous year. ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
*Video game development and publishing also contribute to the digital sector, which saw a record total GVA of 147.5bn in 2019, up 6.1% on 2018. ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
*Video games themselves contributed a record £2.91bn to the UK economy in 2019, though this figure does not account for inflation. ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
*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)<br />
<br />
=== Employment ===<br />
<br />
*The video games industry employs 27,000 people, 16,000 (59%) of whom are aged 16-39, with the remaining 11,000 people (41%) aged 40 and over. ([https://www.gov.uk/government/statistics/dcms-sectors-economic-estimates-2019-employment DCMS], Apr 2020)<br />
<br />
== Industry Stats ==<br />
<br />
=== Screen Business (2018) ===<br />
<br />
The 2018 BFI report [[BFI_Screen_Business|Screen Business: How tax incentives help power economic growth across the UK’,]] provided a range of updated and alternative economic measurements of the UK games industry's economic impact in 2016, including a detailed assessment of the impacts of VGTR. These include:<br />
<br />
''Overall UK Games Industry (all stats relate to 2016)'''<br />
*The UK games industry supported 47,620 FTE jobs and contributed £2.87bn in GVA to the UK economy.<br />
*The industry directly employs 20,430 FTEs in development, publishing and retail roles, which contribute £1.52bn in direct GVA to the economy.<br />
<br />
{| class="wikitable"<br />
|'''Subsector'''<br />
|'''Employment (FTEs)'''<br />
|'''GVA (£m)'''<br />
|-<br />
|Publishing<br />
|2,300<br />
|526.6<br />
|-<br />
|Digital Retail<br />
|310<br />
|31.7<br />
|-<br />
|Physical Retail<br />
|3,980<br />
|132.0<br />
|-<br />
|'''Total'''<br />
|'''20,430'''<br />
|'''1.52'''<br />
|}<br />
<br />
*In 2016, the UK games industry spent £1.25bn on game development.<br />
*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)<br />
<br />
'''VGTR'''<br />
*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).<br />
*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. <br />
*68% of VGTR-supported games would not be made in the UK, or at all, without the relief in place.<br />
*For every £1 the Government invested into the games sector via VGTR, an additional £4 in GVA was generated for the UK economy.<br />
*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.<br />
<br />
=== 2018 Stats ===<br />
<br />
*There are 2,277 active video game companies in the UK, as of October 2018. ([https://gamesmap.uk UK Games Map], Oct 2018)<br />
<br />
*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)<br />
<br />
*London is home to 357,900 professional developers, making it the largest hub of professional developers in Europe and considerably ahead of second-place Paris at 268,600. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)<br />
<br />
*THE UK remains 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)<br />
<br />
*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)<br />
<br />
*Valve’s Steam platforms 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)<br />
<br />
*Valve’s Steam platforms 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 "over 100k simultaneous players" tier and six games from the UK (or 40%) in the second "over 50k players" tier. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)<br />
<br />
*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)<br />
<br />
=== 2017 Stats ===<br />
<br />
*83% of UK games businesses predict growth in FY2017/18, up from 79% in the previous year. 82% of games companies are also looking to expand their workforce in the same period. ([http://ukie.org.uk/news/2017/11/ukie-member-survey-prospects-exports-satisfaction Ukie], Nov 2017)<br />
<br />
*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 (INSEAD, Jan 2017, [https://www.insead.edu/global-indices/gtci LINK] and [http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking LINK])<br />
<br />
*London, Birmingham and Cardiff act as talent magnets, helping the UK attract more highly-skilled workers. Cardiff is the 11th best city worldwide at attracting, growing and retaining talent, with London listed 16th and Birmingham 17th. (INSEAD, Jan 2017, [https://www.insead.edu/global-indices/gtci LINK] and [http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking LINK])<br />
<br />
*According to Creative Assembly, their game ‘Halo Wars 2’ contained 1,023,574 lines of code in 146,605 blocks. Their game ‘Alien: Isolation’ contained 691,685 lines of code in 159,050 blocks. ([https://www.creative-assembly.com/blog/creative-chronicles-programming Creative Assembly], 2017)<br />
<br />
*Creative Assembly employed 133 people in their art teams in 2017, 2.3 times larger than in 2012. The ratio of women employed has increased by 5.7 times in the same period. ([https://www.creative-assembly.com/blog/creative-chronicles-programming Creative Assembly], 2017)<br />
<br />
*Environment Artists are the largest group of specialists in the Creative Assembly art team, representing 23% of the workforce. Character Artists (15%), Animators (14%) and Concept Artists (12%) are large parts of the overall team. ([https://www.creative-assembly.com/blog/creative-chronicles-art Creative Assembly], 2017)<br />
<br />
*In terms of time spent across the three main art areas , 51.6% of time is spent on environment art, 28% on character art and 20% on concept art. ([https://www.creative-assembly.com/blog/creative-chronicles-programming Creative Assembly], 2017)<br />
<br />
=== 2016 Stats ===<br />
<br />
*European games industry professionals rate the UK as the place in Europe where both the best games are made today 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)<br />
<br />
*The UK’s creative industries are now worth a record £84.1 billion to the UK economy. 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)<br />
<br />
=== 2015 Stats ===<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*When looking at regional distribution of employment in 2013: for development most FTEs are in London (27%), the South East (21%), the East of England (10%) and West Midlands (10%). For publishing most FTEs are 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)</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Job_market_and_economic_contribution&diff=2208Job market and economic contribution2021-10-14T10:14:54Z<p>UkieLuke: /* Gross Value Added */</p>
<hr />
<div>== Official DCMS Statistics ==<br />
<br />
=== Gross Value Added ===<br />
<br />
'''GVA by current prices in £bn for the period 2010-2019 across multiple DCMS sectors and subsectors''' ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
{| class="wikitable"<br />
!Sector<br />
!2010<br />
!2011<br />
!2012<br />
!2013<br />
!2014<br />
!2015<br />
!2016<br />
!2017<br />
!2018<br />
!2019<br />
|-<br />
|style="text-align:left;" | '''Computer Games (£bn)'''<br />
|style="text-align:right;" | '''0.40'''<br />
|style="text-align:right;" | '''0.68'''<br />
|style="text-align:right;" | '''0.53'''<br />
|style="text-align:right;" | '''0.44'''<br />
|style="text-align:right;" | '''0.40'''<br />
|style="text-align:right;" | '''0.40'''<br />
|style="text-align:right;" | '''0.96'''<br />
|style="text-align:right;" | '''2.32*'''<br />
|style="text-align:right;" | '''2.67'''<br />
|style="text-align:right;" | '''2.91'''<br />
|-<br />
|style="text-align:left;" | Creative Industries (£bn)<br />
|style="text-align:right;" | 69.1<br />
|style="text-align:right;" | 72.1<br />
|style="text-align:right;" | 76.3<br />
|style="text-align:right;" | 81.0<br />
|style="text-align:right;" | 84.8<br />
|style="text-align:right;" | 93.8<br />
|style="text-align:right;" | 98.3<br />
|style="text-align:right;" | 102.8<br />
|style="text-align:right;" | 107.6<br />
|style="text-align:right;" | 115.9<br />
|-<br />
|style="text-align:left;" | Digital Sector (£bn)<br />
|style="text-align:right;" | 103.0<br />
|style="text-align:right;" | 108.4<br />
|style="text-align:right;" | 111.6<br />
|style="text-align:right;" | 113.6<br />
|style="text-align:right;" | 115.3<br />
|style="text-align:right;" | 118.1<br />
|style="text-align:right;" | 129.7<br />
|style="text-align:right;" | 134.3<br />
|style="text-align:right;" | 139.1<br />
|style="text-align:right;" | 150.6<br />
|-<br />
|style="text-align:left;" | UK Economy Total (£bn)<br />
|style="text-align:right;" | 1,446<br />
|style="text-align:right;" | 1,482<br />
|style="text-align:right;" | 1,530<br />
|style="text-align:right;" | 1,589<br />
|style="text-align:right;" | 1,661<br />
|style="text-align:right;" | 1,712<br />
|style="text-align:right;" | 1,777<br />
|style="text-align:right;" | 1,844<br />
|style="text-align:right;" | 1,910<br />
|style="text-align:right;" | 1,970<br />
|}<br />
<br />
''<nowiki>*</nowiki>The leap in computer games GVA between 2016 and 2017 is likely due to improvement in games companies assigning themselves correct SIC codes following [https://www.nesta.org.uk/press-release/ukie-and-nesta-team-up-to-put-uk-games-industry-on-the-map/ Ukie's campaign to achieve this], rather than owing purely to an increase in GVA.''<br />
<br />
*According to DCMS's Sector Economic Estimates, GVA for the whole of the creative industries was a record £113.6bn in 2019, up 5.6% on the total from the previous year. ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
*Video game development and publishing also contribute to the digital sector, which saw a record total GVA of 147.5bn in 2019, up 6.1% on 2018. ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
*Video games themselves contributed a record £2.91bn to the UK economy in 2019, though this figure does not account for inflation. ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
*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)<br />
<br />
=== Employment ===<br />
<br />
*The video games industry employs 27,000 people, 16,000 (59%) of whom are aged 16-39, with the remaining 11,000 people (41%) aged 40 and over. ([https://www.gov.uk/government/statistics/dcms-sectors-economic-estimates-2019-employment DCMS], Apr 2020)<br />
<br />
== Industry Stats ==<br />
<br />
=== 2018 Stats ===<br />
<br />
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contributed £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)<br />
<br />
*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. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)<br />
<br />
{| class="wikitable"<br />
|'''Subsector'''<br />
|'''Employment (FTEs)'''<br />
|'''GVA (£m)'''<br />
|-<br />
|Publishing<br />
|2,300<br />
|526.6<br />
|-<br />
|Digital Retail<br />
|310<br />
|31.7<br />
|-<br />
|Physical Retail<br />
|3,980<br />
|132.0<br />
|-<br />
|'''Total'''<br />
|'''20,430'''<br />
|'''1.52'''<br />
|}<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*There are 2,277 active video game companies in the UK, as of October 2018. ([https://gamesmap.uk UK Games Map], Oct 2018)<br />
<br />
*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)<br />
<br />
*London is home to 357,900 professional developers, making it the largest hub of professional developers in Europe and considerably ahead of second-place Paris at 268,600. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)<br />
<br />
*THE UK remains 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)<br />
<br />
*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)<br />
<br />
*Valve’s Steam platforms 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)<br />
<br />
*Valve’s Steam platforms 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 "over 100k simultaneous players" tier and six games from the UK (or 40%) in the second "over 50k players" tier. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)<br />
<br />
*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)<br />
<br />
=== 2017 Stats ===<br />
<br />
*83% of UK games businesses predict growth in FY2017/18, up from 79% in the previous year. 82% of games companies are also looking to expand their workforce in the same period. ([http://ukie.org.uk/news/2017/11/ukie-member-survey-prospects-exports-satisfaction Ukie], Nov 2017)<br />
<br />
*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 (INSEAD, Jan 2017, [https://www.insead.edu/global-indices/gtci LINK] and [http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking LINK])<br />
<br />
*London, Birmingham and Cardiff act as talent magnets, helping the UK attract more highly-skilled workers. Cardiff is the 11th best city worldwide at attracting, growing and retaining talent, with London listed 16th and Birmingham 17th. (INSEAD, Jan 2017, [https://www.insead.edu/global-indices/gtci LINK] and [http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking LINK])<br />
<br />
*According to Creative Assembly, their game ‘Halo Wars 2’ contained 1,023,574 lines of code in 146,605 blocks. Their game ‘Alien: Isolation’ contained 691,685 lines of code in 159,050 blocks. ([https://www.creative-assembly.com/blog/creative-chronicles-programming Creative Assembly], 2017)<br />
<br />
*Creative Assembly employed 133 people in their art teams in 2017, 2.3 times larger than in 2012. The ratio of women employed has increased by 5.7 times in the same period. ([https://www.creative-assembly.com/blog/creative-chronicles-programming Creative Assembly], 2017)<br />
<br />
*Environment Artists are the largest group of specialists in the Creative Assembly art team, representing 23% of the workforce. Character Artists (15%), Animators (14%) and Concept Artists (12%) are large parts of the overall team. ([https://www.creative-assembly.com/blog/creative-chronicles-art Creative Assembly], 2017)<br />
<br />
*In terms of time spent across the three main art areas , 51.6% of time is spent on environment art, 28% on character art and 20% on concept art. ([https://www.creative-assembly.com/blog/creative-chronicles-programming Creative Assembly], 2017)<br />
<br />
=== 2016 Stats ===<br />
<br />
*European games industry professionals rate the UK as the place in Europe where both the best games are made today 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)<br />
<br />
*The UK’s creative industries are now worth a record £84.1 billion to the UK economy. 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)<br />
<br />
=== 2015 Stats ===<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*When looking at regional distribution of employment in 2013: for development most FTEs are in London (27%), the South East (21%), the East of England (10%) and West Midlands (10%). For publishing most FTEs are 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)</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Job_market_and_economic_contribution&diff=2207Job market and economic contribution2021-10-14T10:13:17Z<p>UkieLuke: </p>
<hr />
<div>== Official DCMS Statistics ==<br />
<br />
=== Gross Value Added ===<br />
<br />
'''GVA by current prices in £bn for the period 2010-2019 across multiple DCMS sectors and subsectors''' ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
{| class="wikitable"<br />
!Sector<br />
!2010<br />
!2011<br />
!2012<br />
!2013<br />
!2014<br />
!2015<br />
!2016<br />
!2017<br />
!2018<br />
!2019<br />
|-<br />
|style="text-align:left;" | '''Computer Games (£bn)'''<br />
|style="text-align:right;" | '''0.40'''<br />
|style="text-align:right;" | '''0.68'''<br />
|style="text-align:right;" | '''0.53'''<br />
|style="text-align:right;" | '''0.44'''<br />
|style="text-align:right;" | '''0.40'''<br />
|style="text-align:right;" | '''0.40'''<br />
|style="text-align:right;" | '''0.96'''<br />
|style="text-align:right;" | '''2.32*'''<br />
|style="text-align:right;" | '''2.67'''<br />
|style="text-align:right;" | '''2.91'''<br />
|-<br />
|style="text-align:left;" | Creative Industries (£bn)<br />
|style="text-align:right;" | 69.1<br />
|style="text-align:right;" | 72.1<br />
|style="text-align:right;" | 76.3<br />
|style="text-align:right;" | 81.0<br />
|style="text-align:right;" | 84.8<br />
|style="text-align:right;" | 93.8<br />
|style="text-align:right;" | 98.3<br />
|style="text-align:right;" | 102.8<br />
|style="text-align:right;" | 107.6<br />
|style="text-align:right;" | 115.9<br />
|-<br />
|style="text-align:left;" | Digital Sector (£bn)<br />
|style="text-align:right;" | 103.0<br />
|style="text-align:right;" | 108.4<br />
|style="text-align:right;" | 111.6<br />
|style="text-align:right;" | 113.6<br />
|style="text-align:right;" | 115.3<br />
|style="text-align:right;" | 118.1<br />
|style="text-align:right;" | 129.7<br />
|style="text-align:right;" | 134.3<br />
|style="text-align:right;" | 139.1<br />
|style="text-align:right;" | 150.6<br />
|-<br />
|style="text-align:left;" | UK Economy Total (£bn)<br />
|style="text-align:right;" | 1,446<br />
|style="text-align:right;" | 1,482<br />
|style="text-align:right;" | 1,530<br />
|style="text-align:right;" | 1,589<br />
|style="text-align:right;" | 1,661<br />
|style="text-align:right;" | 1,712<br />
|style="text-align:right;" | 1,777<br />
|style="text-align:right;" | 1,844<br />
|style="text-align:right;" | 1,910<br />
|style="text-align:right;" | 1,970<br />
|}<br />
<br />
<nowiki>*</nowiki>The leap in computer games GVA between 2016 and 2017 is likely due to improvement in games companies assigning themselves correct SIC codes following [https://www.nesta.org.uk/press-release/ukie-and-nesta-team-up-to-put-uk-games-industry-on-the-map/ Ukie's campaign to achieve this], rather than owing purely to an increase in GVA.<br />
<br />
*According to DCMS's Sector Economic Estimates, GVA for the whole of the creative industries was a record £113.6bn in 2019, up 5.6% on the total from the previous year. ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
*Video game development and publishing also contribute to the digital sector, which saw a record total GVA of 147.5bn in 2019, up 6.1% on 2018. ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
*Video games themselves contributed a record £2.91bn to the UK economy in 2019, though this figure does not account for inflation. ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
*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)<br />
<br />
=== Employment ===<br />
<br />
*The video games industry employs 27,000 people, 16,000 (59%) of whom are aged 16-39, with the remaining 11,000 people (41%) aged 40 and over. ([https://www.gov.uk/government/statistics/dcms-sectors-economic-estimates-2019-employment DCMS], Apr 2020)<br />
<br />
== Industry Stats ==<br />
<br />
=== 2018 Stats ===<br />
<br />
*Overall in 2016, the UK games industry provided 47,620 FTE jobs and contributed £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)<br />
<br />
*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. ([https://www.bfi.org.uk/education-research/film-industry-statistics-research/reports/uk-film-economy Olsberg SPI / BFI], Oct 2018)<br />
<br />
{| class="wikitable"<br />
|'''Subsector'''<br />
|'''Employment (FTEs)'''<br />
|'''GVA (£m)'''<br />
|-<br />
|Publishing<br />
|2,300<br />
|526.6<br />
|-<br />
|Digital Retail<br />
|310<br />
|31.7<br />
|-<br />
|Physical Retail<br />
|3,980<br />
|132.0<br />
|-<br />
|'''Total'''<br />
|'''20,430'''<br />
|'''1.52'''<br />
|}<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*There are 2,277 active video game companies in the UK, as of October 2018. ([https://gamesmap.uk UK Games Map], Oct 2018)<br />
<br />
*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)<br />
<br />
*London is home to 357,900 professional developers, making it the largest hub of professional developers in Europe and considerably ahead of second-place Paris at 268,600. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)<br />
<br />
*THE UK remains 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)<br />
<br />
*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)<br />
<br />
*Valve’s Steam platforms 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)<br />
<br />
*Valve’s Steam platforms 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 "over 100k simultaneous players" tier and six games from the UK (or 40%) in the second "over 50k players" tier. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)<br />
<br />
*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)<br />
<br />
=== 2017 Stats ===<br />
<br />
*83% of UK games businesses predict growth in FY2017/18, up from 79% in the previous year. 82% of games companies are also looking to expand their workforce in the same period. ([http://ukie.org.uk/news/2017/11/ukie-member-survey-prospects-exports-satisfaction Ukie], Nov 2017)<br />
<br />
*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 (INSEAD, Jan 2017, [https://www.insead.edu/global-indices/gtci LINK] and [http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking LINK])<br />
<br />
*London, Birmingham and Cardiff act as talent magnets, helping the UK attract more highly-skilled workers. Cardiff is the 11th best city worldwide at attracting, growing and retaining talent, with London listed 16th and Birmingham 17th. (INSEAD, Jan 2017, [https://www.insead.edu/global-indices/gtci LINK] and [http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking LINK])<br />
<br />
*According to Creative Assembly, their game ‘Halo Wars 2’ contained 1,023,574 lines of code in 146,605 blocks. Their game ‘Alien: Isolation’ contained 691,685 lines of code in 159,050 blocks. ([https://www.creative-assembly.com/blog/creative-chronicles-programming Creative Assembly], 2017)<br />
<br />
*Creative Assembly employed 133 people in their art teams in 2017, 2.3 times larger than in 2012. The ratio of women employed has increased by 5.7 times in the same period. ([https://www.creative-assembly.com/blog/creative-chronicles-programming Creative Assembly], 2017)<br />
<br />
*Environment Artists are the largest group of specialists in the Creative Assembly art team, representing 23% of the workforce. Character Artists (15%), Animators (14%) and Concept Artists (12%) are large parts of the overall team. ([https://www.creative-assembly.com/blog/creative-chronicles-art Creative Assembly], 2017)<br />
<br />
*In terms of time spent across the three main art areas , 51.6% of time is spent on environment art, 28% on character art and 20% on concept art. ([https://www.creative-assembly.com/blog/creative-chronicles-programming Creative Assembly], 2017)<br />
<br />
=== 2016 Stats ===<br />
<br />
*European games industry professionals rate the UK as the place in Europe where both the best games are made today 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)<br />
<br />
*The UK’s creative industries are now worth a record £84.1 billion to the UK economy. 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)<br />
<br />
=== 2015 Stats ===<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*When looking at regional distribution of employment in 2013: for development most FTEs are in London (27%), the South East (21%), the East of England (10%) and West Midlands (10%). For publishing most FTEs are 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)</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Job_market_and_economic_contribution&diff=2206Job market and economic contribution2021-10-14T10:05:11Z<p>UkieLuke: /* Gross Value Added */</p>
<hr />
<div>== Gross Value Added ==<br />
<br />
'''GVA by current prices in £bn for the period 2010-2019 across multiple DCMS sectors and subsectors''' ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
{| class="wikitable"<br />
!Sector<br />
!2010<br />
!2011<br />
!2012<br />
!2013<br />
!2014<br />
!2015<br />
!2016<br />
!2017<br />
!2018<br />
!2019<br />
|-<br />
|style="text-align:left;" | '''Computer Games (£bn)'''<br />
|style="text-align:right;" | '''0.40'''<br />
|style="text-align:right;" | '''0.68'''<br />
|style="text-align:right;" | '''0.53'''<br />
|style="text-align:right;" | '''0.44'''<br />
|style="text-align:right;" | '''0.40'''<br />
|style="text-align:right;" | '''0.40'''<br />
|style="text-align:right;" | '''0.96'''<br />
|style="text-align:right;" | '''2.32*'''<br />
|style="text-align:right;" | '''2.67'''<br />
|style="text-align:right;" | '''2.91'''<br />
|-<br />
|style="text-align:left;" | Creative Industries (£bn)<br />
|style="text-align:right;" | 69.1<br />
|style="text-align:right;" | 72.1<br />
|style="text-align:right;" | 76.3<br />
|style="text-align:right;" | 81.0<br />
|style="text-align:right;" | 84.8<br />
|style="text-align:right;" | 93.8<br />
|style="text-align:right;" | 98.3<br />
|style="text-align:right;" | 102.8<br />
|style="text-align:right;" | 107.6<br />
|style="text-align:right;" | 115.9<br />
|-<br />
|style="text-align:left;" | Digital Sector (£bn)<br />
|style="text-align:right;" | 103.0<br />
|style="text-align:right;" | 108.4<br />
|style="text-align:right;" | 111.6<br />
|style="text-align:right;" | 113.6<br />
|style="text-align:right;" | 115.3<br />
|style="text-align:right;" | 118.1<br />
|style="text-align:right;" | 129.7<br />
|style="text-align:right;" | 134.3<br />
|style="text-align:right;" | 139.1<br />
|style="text-align:right;" | 150.6<br />
|-<br />
|style="text-align:left;" | UK Economy Total (£bn)<br />
|style="text-align:right;" | 1,446<br />
|style="text-align:right;" | 1,482<br />
|style="text-align:right;" | 1,530<br />
|style="text-align:right;" | 1,589<br />
|style="text-align:right;" | 1,661<br />
|style="text-align:right;" | 1,712<br />
|style="text-align:right;" | 1,777<br />
|style="text-align:right;" | 1,844<br />
|style="text-align:right;" | 1,910<br />
|style="text-align:right;" | 1,970<br />
|}<br />
<br />
<nowiki>*</nowiki>The leap in computer games GVA between 2016 and 2017 is likely due to improvement in games companies assigning themselves correct SIC codes following [https://www.nesta.org.uk/press-release/ukie-and-nesta-team-up-to-put-uk-games-industry-on-the-map/ Ukie's campaign to achieve this], rather than owing purely to an increase in GVA.<br />
<br />
== 2020 Stats ==<br />
<br />
*According to DCMS's Sector Economic Estimates, GVA for the whole of the creative industries was a record £113.6bn in 2019, up 5.6% on the total from the previous year. ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
*Video game development and publishing also contribute to the digital sector, which saw a record total GVA of 147.5bn in 2019, up 6.1% on 2018. ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
*Video games themselves contributed a record £2.91bn to the UK economy in 2019, though this figure does not account for inflation. ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
*The video games industry employs 27,000 people, 16,000 (59%) of whom are aged 16-39, with the remaining 11,000 people (41%) aged 40 and over. ([https://www.gov.uk/government/statistics/dcms-sectors-economic-estimates-2019-employment DCMS], Apr 2020)<br />
<br />
== 2018 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
{| class="wikitable"<br />
|'''Subsector'''<br />
|'''Employment (FTEs)'''<br />
|'''GVA (£m)'''<br />
|-<br />
|Publishing<br />
|2,300<br />
|526.6<br />
|-<br />
|Digital Retail<br />
|310<br />
|31.7<br />
|-<br />
|Physical Retail<br />
|3,980<br />
|132.0<br />
|-<br />
|'''Total'''<br />
|'''20,430'''<br />
|'''1.52'''<br />
|}<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*There are 2,277 active video game companies in the UK, as of October 2018. ([https://gamesmap.uk UK Games Map], Oct 2018)<br />
<br />
*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)<br />
<br />
*London is home to 357,900 professional developers, making it the largest hub of professional developers in Europe and considerably ahead of second-place Paris at 268,600. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)<br />
<br />
*THE UK remains 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)<br />
<br />
*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)<br />
<br />
*Valve’s Steam platforms 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)<br />
<br />
*Valve’s Steam platforms 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 "over 100k simultaneous players" tier and six games from the UK (or 40%) in the second "over 50k players" tier. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)<br />
<br />
*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)<br />
<br />
== 2017 Stats ==<br />
<br />
*83% of UK games businesses predict growth in FY2017/18, up from 79% in the previous year. 82% of games companies are also looking to expand their workforce in the same period. ([http://ukie.org.uk/news/2017/11/ukie-member-survey-prospects-exports-satisfaction Ukie], Nov 2017)<br />
<br />
*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 (INSEAD, Jan 2017, [https://www.insead.edu/global-indices/gtci LINK] and [http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking LINK])<br />
<br />
*London, Birmingham and Cardiff act as talent magnets, helping the UK attract more highly-skilled workers. Cardiff is the 11th best city worldwide at attracting, growing and retaining talent, with London listed 16th and Birmingham 17th. (INSEAD, Jan 2017, [https://www.insead.edu/global-indices/gtci LINK] and [http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking LINK])<br />
<br />
*According to Creative Assembly, their game ‘Halo Wars 2’ contained 1,023,574 lines of code in 146,605 blocks. Their game ‘Alien: Isolation’ contained 691,685 lines of code in 159,050 blocks. ([https://www.creative-assembly.com/blog/creative-chronicles-programming Creative Assembly], 2017)<br />
<br />
*Creative Assembly employed 133 people in their art teams in 2017, 2.3 times larger than in 2012. The ratio of women employed has increased by 5.7 times in the same period. ([https://www.creative-assembly.com/blog/creative-chronicles-programming Creative Assembly], 2017)<br />
<br />
*Environment Artists are the largest group of specialists in the Creative Assembly art team, representing 23% of the workforce. Character Artists (15%), Animators (14%) and Concept Artists (12%) are large parts of the overall team. ([https://www.creative-assembly.com/blog/creative-chronicles-art Creative Assembly], 2017)<br />
<br />
*In terms of time spent across the three main art areas , 51.6% of time is spent on environment art, 28% on character art and 20% on concept art. ([https://www.creative-assembly.com/blog/creative-chronicles-programming Creative Assembly], 2017)<br />
<br />
== 2016 Stats ==<br />
<br />
*European games industry professionals rate the UK as the place in Europe where both the best games are made today 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)<br />
<br />
*The UK’s creative industries are now worth a record £84.1 billion to the UK economy. 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)<br />
<br />
== 2015 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*When looking at regional distribution of employment in 2013: for development most FTEs are in London (27%), the South East (21%), the East of England (10%) and West Midlands (10%). For publishing most FTEs are 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)</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Job_market_and_economic_contribution&diff=2205Job market and economic contribution2021-10-14T10:04:08Z<p>UkieLuke: /* Gross Value Added */</p>
<hr />
<div>== Gross Value Added ==<br />
<br />
'''GVA by current prices in £bn for the period 2010-2019 across multiple DCMS sectors and subsectors''' ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
{| class="wikitable"<br />
!Sector<br />
!2010<br />
!2011<br />
!2012<br />
!2013<br />
!2014<br />
!2015<br />
!2016<br />
!2017<br />
!2018<br />
!2019<br />
|-<br />
|style="text-align:left;" | '''Computer Games (£bn)'''<br />
|style="text-align:right;" | '''0.40'''<br />
|style="text-align:right;" | '''0.68'''<br />
|style="text-align:right;" | '''0.53'''<br />
|style="text-align:right;" | '''0.44'''<br />
|style="text-align:right;" | '''0.40'''<br />
|style="text-align:right;" | '''0.40'''<br />
|style="text-align:right;" | '''0.96'''<br />
|style="text-align:right;" | '''2.32*'''<br />
|style="text-align:right;" | '''2.67'''<br />
|style="text-align:right;" | '''2.91'''<br />
|-<br />
|style="text-align:left;" | Creative Industries (£bn)<br />
|style="text-align:right;" | 69.1<br />
|style="text-align:right;" | 72.1<br />
|style="text-align:right;" | 76.3<br />
|style="text-align:right;" | 81.0<br />
|style="text-align:right;" | 84.8<br />
|style="text-align:right;" | 93.8<br />
|style="text-align:right;" | 98.3<br />
|style="text-align:right;" | 102.8<br />
|style="text-align:right;" | 107.6<br />
|style="text-align:right;" | 115.9<br />
|-<br />
|style="text-align:left;" | Digital Sector (£bn)<br />
|style="text-align:right;" | 103.0<br />
|style="text-align:right;" | 108.4<br />
|style="text-align:right;" | 111.6<br />
|style="text-align:right;" | 113.6<br />
|style="text-align:right;" | 115.3<br />
|style="text-align:right;" | 118.1<br />
|style="text-align:right;" | 129.7<br />
|style="text-align:right;" | 134.3<br />
|style="text-align:right;" | 139.1<br />
|style="text-align:right;" | 150.6<br />
|-<br />
|style="text-align:left;" | UK Economy Total (£bn)<br />
|style="text-align:right;" | 1,446<br />
|style="text-align:right;" | 1,482<br />
|style="text-align:right;" | 1,530<br />
|style="text-align:right;" | 1,589<br />
|style="text-align:right;" | 1,661<br />
|style="text-align:right;" | 1,712<br />
|style="text-align:right;" | 1,777<br />
|style="text-align:right;" | 1,844<br />
|style="text-align:right;" | 1,910<br />
|style="text-align:right;" | 1,970<br />
|}<br />
<br \><br />
<nowiki>*</nowiki>The leap in computer games GVA between 2016 and 2017 is likely due to improvement in games companies assigning themselves correct SIC codes following [https://www.nesta.org.uk/press-release/ukie-and-nesta-team-up-to-put-uk-games-industry-on-the-map/ Ukie's campaign to achieve this], rather than owing purely to an increase in GVA.<br />
<br />
== 2020 Stats ==<br />
<br />
*According to DCMS's Sector Economic Estimates, GVA for the whole of the creative industries was a record £113.6bn in 2019, up 5.6% on the total from the previous year. ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
*Video game development and publishing also contribute to the digital sector, which saw a record total GVA of 147.5bn in 2019, up 6.1% on 2018. ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
*Video games themselves contributed a record £2.91bn to the UK economy in 2019, though this figure does not account for inflation. ([https://www.gov.uk/government/statistics/dcms-economic-estimates-2019-gross-value-added DCMS], Feb 2021)<br />
<br />
*The video games industry employs 27,000 people, 16,000 (59%) of whom are aged 16-39, with the remaining 11,000 people (41%) aged 40 and over. ([https://www.gov.uk/government/statistics/dcms-sectors-economic-estimates-2019-employment DCMS], Apr 2020)<br />
<br />
== 2018 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
{| class="wikitable"<br />
|'''Subsector'''<br />
|'''Employment (FTEs)'''<br />
|'''GVA (£m)'''<br />
|-<br />
|Publishing<br />
|2,300<br />
|526.6<br />
|-<br />
|Digital Retail<br />
|310<br />
|31.7<br />
|-<br />
|Physical Retail<br />
|3,980<br />
|132.0<br />
|-<br />
|'''Total'''<br />
|'''20,430'''<br />
|'''1.52'''<br />
|}<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*There are 2,277 active video game companies in the UK, as of October 2018. ([https://gamesmap.uk UK Games Map], Oct 2018)<br />
<br />
*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)<br />
<br />
*London is home to 357,900 professional developers, making it the largest hub of professional developers in Europe and considerably ahead of second-place Paris at 268,600. ([https://2018.stateofeuropeantech.com/ Atomico], Dec 2018)<br />
<br />
*THE UK remains 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)<br />
<br />
*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)<br />
<br />
*Valve’s Steam platforms 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)<br />
<br />
*Valve’s Steam platforms 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 "over 100k simultaneous players" tier and six games from the UK (or 40%) in the second "over 50k players" tier. ([http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 Steam / Ukie], Jan 2018)<br />
<br />
*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)<br />
<br />
== 2017 Stats ==<br />
<br />
*83% of UK games businesses predict growth in FY2017/18, up from 79% in the previous year. 82% of games companies are also looking to expand their workforce in the same period. ([http://ukie.org.uk/news/2017/11/ukie-member-survey-prospects-exports-satisfaction Ukie], Nov 2017)<br />
<br />
*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 (INSEAD, Jan 2017, [https://www.insead.edu/global-indices/gtci LINK] and [http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking LINK])<br />
<br />
*London, Birmingham and Cardiff act as talent magnets, helping the UK attract more highly-skilled workers. Cardiff is the 11th best city worldwide at attracting, growing and retaining talent, with London listed 16th and Birmingham 17th. (INSEAD, Jan 2017, [https://www.insead.edu/global-indices/gtci LINK] and [http://www.onrec.com/news/news-archive/uk-ranks-third-in-global-talent-competitiveness-ranking LINK])<br />
<br />
*According to Creative Assembly, their game ‘Halo Wars 2’ contained 1,023,574 lines of code in 146,605 blocks. Their game ‘Alien: Isolation’ contained 691,685 lines of code in 159,050 blocks. ([https://www.creative-assembly.com/blog/creative-chronicles-programming Creative Assembly], 2017)<br />
<br />
*Creative Assembly employed 133 people in their art teams in 2017, 2.3 times larger than in 2012. The ratio of women employed has increased by 5.7 times in the same period. ([https://www.creative-assembly.com/blog/creative-chronicles-programming Creative Assembly], 2017)<br />
<br />
*Environment Artists are the largest group of specialists in the Creative Assembly art team, representing 23% of the workforce. Character Artists (15%), Animators (14%) and Concept Artists (12%) are large parts of the overall team. ([https://www.creative-assembly.com/blog/creative-chronicles-art Creative Assembly], 2017)<br />
<br />
*In terms of time spent across the three main art areas , 51.6% of time is spent on environment art, 28% on character art and 20% on concept art. ([https://www.creative-assembly.com/blog/creative-chronicles-programming Creative Assembly], 2017)<br />
<br />
== 2016 Stats ==<br />
<br />
*European games industry professionals rate the UK as the place in Europe where both the best games are made today 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)<br />
<br />
*The UK’s creative industries are now worth a record £84.1 billion to the UK economy. 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)<br />
<br />
== 2015 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*When looking at regional distribution of employment in 2013: for development most FTEs are in London (27%), the South East (21%), the East of England (10%) and West Midlands (10%). For publishing most FTEs are 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)</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Stats_About_Ukie&diff=2194Stats About Ukie2021-10-12T15:04:38Z<p>UkieLuke: /* Annual Reviews */</p>
<hr />
<div>== Overview ==<br />
<br />
Ukie is the trade association for the UK’s video game and interactive entertainment industry, which exists to support, grow and promote the UK interactive entertainment industry by fostering the right economic, cultural, political and social environment needed for games businesses to thrive. Ultimately, Ukie aims to make the UK the best place in the world to make, sell and play games.<br />
<br />
Founded in 1989 (under the name Elspa), Ukie is strictly a not-for-profit, funded by the industry, primarily via the membership fee and governed by a board of directors appointed or elected from member companies.<br />
<br />
== Annual Reviews ==<br />
<br />
*[https://ukie.org.uk/annual-review-2021 Annual Review 2021]<br />
*[https://ukie.org.uk/resources/ukie-annual-review-2020 Annual Review 2020]<br />
*[https://ukie.org.uk/resources/ukie-annual-review-2019 Annual Review 2019]<br />
*[https://ukie.org.uk/resources/ukie-annual-review-2018 Annual Review 2018]<br />
*[https://ukie.org.uk/resources/ukie-annual-review-2017 Annual Review 2017]<br />
*[https://ukie.org.uk/resources/ukie-annual-review-2016 Annual Review 2016]<br />
*[https://ukie.org.uk/resources/ukie-annual-review-2015 Annual Review 2015]<br />
*[https://ukie.org.uk/resources/ukie-annual-review-2014 Annual Review 2014]<br />
*[http://ukie.org.uk/sites/default/files/Ukie%20annual%20review%202013.pdf Annual Review 2013]<br />
*[http://ukie.org.uk/sites/default/files/Ukie-annual-review-2012.pdf Annual Review 2012]<br />
<br />
== Membership Over Time ==<br />
<br />
{| class="wikitable"<br />
! Year<br />
! Number of Members<br />
|-<br />
|2019 (as of July)<br />
|481<br />
|-<br />
|2018<br />
|410<br />
|-<br />
|2017<br />
|360<br />
|-<br />
|2016<br />
|305<br />
|-<br />
|2015<br />
|264<br />
|-<br />
|2014<br />
|229<br />
|-<br />
|2013<br />
|181<br />
|-<br />
|2012<br />
|136<br />
|-<br />
|2011<br />
|90<br />
|-<br />
|2010<br />
|42<br />
|}<br />
<br />
== Board Members Over Time ==<br />
<br />
[[List of Ukie Board Members Over Time]]</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Stats_About_Ukie&diff=2193Stats About Ukie2021-10-12T14:55:14Z<p>UkieLuke: /* Annual Reviews */</p>
<hr />
<div>== Overview ==<br />
<br />
Ukie is the trade association for the UK’s video game and interactive entertainment industry, which exists to support, grow and promote the UK interactive entertainment industry by fostering the right economic, cultural, political and social environment needed for games businesses to thrive. Ultimately, Ukie aims to make the UK the best place in the world to make, sell and play games.<br />
<br />
Founded in 1989 (under the name Elspa), Ukie is strictly a not-for-profit, funded by the industry, primarily via the membership fee and governed by a board of directors appointed or elected from member companies.<br />
<br />
== Annual Reviews ==<br />
<br />
*[https://ukie.org.uk/annual-review-2021 Annual Review 2021]<br />
*[https://ukie.org.uk/resources/ukie-annual-review-2020 Annual Review 2020]<br />
*[https://ukie.org.uk/sites/default/files/cms/docs/Ukie_Annual_Review_2019_web.pdf Annual Review 2019]<br />
*[https://ukie.org.uk/sites/default/files/ukie-AR18-v13-Digital-ilovepdf-compressed.pdf Annual Review 2018]<br />
*[http://ukie.org.uk/sites/default/files/cms/docs/Ukie%20review%202017%20Final_spreads_low_res.pdf Annual Review 2017]<br />
*[http://ukie.org.uk/sites/default/files/cms/docs/Ukie%20annual%20review%202016.pdf Annual Review 2016]<br />
*[http://ukie.org.uk/sites/default/files/cms/docs/Ukie%20Annual%20Review%202015_0.pdf Annual Review 2015]<br />
*[http://ukie.org.uk/sites/default/files/Ukie%20Review%202014%20Spreads.pdf Annual Review 2014]<br />
*[http://ukie.org.uk/sites/default/files/Ukie%20annual%20review%202013.pdf Annual Review 2013]<br />
*[http://ukie.org.uk/sites/default/files/Ukie-annual-review-2012.pdf Annual Review 2012]<br />
<br />
== Membership Over Time ==<br />
<br />
{| class="wikitable"<br />
! Year<br />
! Number of Members<br />
|-<br />
|2019 (as of July)<br />
|481<br />
|-<br />
|2018<br />
|410<br />
|-<br />
|2017<br />
|360<br />
|-<br />
|2016<br />
|305<br />
|-<br />
|2015<br />
|264<br />
|-<br />
|2014<br />
|229<br />
|-<br />
|2013<br />
|181<br />
|-<br />
|2012<br />
|136<br />
|-<br />
|2011<br />
|90<br />
|-<br />
|2010<br />
|42<br />
|}<br />
<br />
== Board Members Over Time ==<br />
<br />
[[List of Ukie Board Members Over Time]]</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Main_Page&diff=2183Main Page2021-10-07T13:10:34Z<p>UkieLuke: </p>
<hr />
<div>[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]<br />
<br />
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.<br />
<br />
If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].<br />
__FORCETOC__<br />
<br />
== UK Industry ==<br />
<br />
*'''[[UK Video Games Market]]'''<br />
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]<br />
**[[UK Games Charts]]<br />
*'''UK Industry'''<br />
**[[Job market and economic contribution]]<br />
***[[Video Game Tax Relief (VGTR)]]<br />
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]<br />
***[[Regional Economic Impacts of the UK Games Industry]]<br />
**[[Geography of the UK industry]]<br />
**[[UK Investment]]<br />
**[[UK Crowdfunding]]<br />
**[[UK Games Fund]]<br />
**[[Exports and Imports]]<br />
**[[Qualified workforce]]<br />
<br />
*[[PEGI Age Ratings]]<br />
*[[Notable Dates in UK Games Industry History]]<br />
**[[UK Honours in the Games Industry]]<br />
<br />
*[[Stats About Ukie]]<br />
<br />
== Global Industry ==<br />
<br />
*'''[[Global Video Games Market]]'''<br />
**[[Mobile market]]<br />
**[[Acquisition and Investment]]<br />
**[[Esports]]<br />
**[[Game video content]]<br />
**[[Virtual reality]]<br />
**[[Global Game Sales]]<br />
<br />
*[[Global Games Development Incentives]]<br />
<br />
== Demographics & Diversity ==<br />
<br />
*[[Industry Diversity]]<br />
**[[UK Games Industry Census 2020]]<br />
**[[Games Industry Careers & Salary Reports]]<br />
*[[Player Diversity & Demographics]]<br />
**[[GameTrack Quarterly Digests]]<br />
*[[Diversity & Inclusion Initiatives & Resources]]<br />
*[[Inappropriate behaviour and misconduct in the workplace resources]]<br />
<br />
== Education & Skills ==<br />
<br />
*[[Digital Schoolhouse]]<br />
*[[Computing Education Research and Resources]]<br />
*[[Age Ratings & Parental Controls]]<br />
*[[Game-related Teaching & Homeschooling Resources]]<br />
*[[Careers in the Games Industry]]<br />
<br />
== International Markets ==<br />
<br />
*[[North America]]<br />
**[[North_America#USA|USA]]<br />
**[[North_America#Canda|Canada]]<br />
*[[Latin America]]<br />
*[[Europe]]<br />
**[[Europe#France|France]]<br />
**[[Europe#Germany|Germany]]<br />
**[[Europe#Italy|Italy]]<br />
**[[Europe#Poland|Poland]]<br />
**[[Europe#Serbia|Serbia]]<br />
**[[Europe#Spain|Spain]]<br />
**[[Europe#Sweden|Sweden]]<br />
**[[Europe#Turkey|Turkey]]<br />
**[[Europe#Eastern Europe|Eastern Europe]]<br />
*[[Asia]]<br />
**[[Asia#China|China]]<br />
**[[Asia#India|India]]<br />
**[[Asia#Japan|Japan]]<br />
**[[Asia#South Korea|South Korea]]<br />
**[[Asia#Southeast Asia|Southeast Asia]]<br />
*[[Australia]]<br />
<br />
== Other Helpful Resources ==<br />
<br />
*[[List of Industry Data Providers|Industry Data Providers]]<br />
<br />
*[[List of Industry Media & News Outlets|Industry Media & News Outlets]]<br />
<br />
*[[List of UK and International Trade Associations|UK and International Trade Associations]]<br />
<br />
*[[List of UK Game Development Meetups & Groups|UK Game Development Meetups & Groups]]<br />
<br />
*[[Glossary of Games Terminology]]<br />
<br />
*[[Indie Developer Resources]]<br />
<br />
*[[Accessibility]]<br />
<br />
*[[Remote Working Resources]]<br />
<br />
*[[Video Game Music]]<br />
<br />
*[[Cybersecurity Resources]]<br />
<br />
== COVID-19 ==<br />
<br />
Ukiepedia hosts a range of games industry relevant resources, support and other content in relation to the Coronavirus outbreak. We will endeavour to keep these as up to date as possible, but please continue to refer to official sources for the latest information.<br />
<br />
*[[Coronavirus Resources]]<br />
<br />
== About This Wiki & How To Get Involved==<br />
<br />
Ukiepedia is maintained and moderated by the Ukie team.<br />
<br />
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form], or contact [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Inappropriate_behaviour_and_misconduct_in_the_workplace_resources&diff=2182Inappropriate behaviour and misconduct in the workplace resources2021-09-13T14:19:40Z<p>UkieLuke: </p>
<hr />
<div>This page lists UK resources, guidance and links to support for anyone who may have experienced inappropriate behaviour or misconduct in the workplace, including discrimination, bullying and harassment.<br />
<br />
*[https://www.acas.org.uk/discrimination-bullying-and-harassment ACAS Guidance for discrimination, bullying and harassment] - The Advisory, Conciliation and Arbitration Service's guidance for dealing with problems at work.<br />
*[https://www.thecalmzone.net/ CALM] - The Campaign Against Living Miserably offers a limited-hour phone and webchat support, open to anyone who needs someone to talk to. <br />
*[https://www.citizensadvice.org.uk/law-and-courts/discrimination/ Citizen's Advice - Discrimination] - Offers a range of advice and resources across a broad range of forms of discrimination.<br />
*[https://www.citizensadvice.org.uk/ Citizen's Advice - Discrimination at work] - Specific advice relating to discrimination in the workplace.<br />
*[https://www.gov.uk/discrimination-your-rights Discrimination: your rights] - UK Government guidance on your rights in relation to discrimination.<br />
*[https://www.lawworks.org.uk/ LawWorks] - The LawWorks charity provides guidance and free legal advice for anyone who has experienced issues in the workplace.<br />
*[https://www.spbristol.org/nsphuk National Suicide Prevention Helpline] - A helpline offering a supportive listening service to anyone with thoughts of suicide.<br />
*[https://rightsofwomen.org.uk/ Rights of Women] - A charity providing women with the legal advice and information they need to understand and use the law and their legal rights. <br />
*[https://www.samaritans.org/ Samaritans] - A charity offering free and immediate 24/7 contact and support from trained volunteers, for anyone struggling to cope.<br />
*[https://giveusashout.org/ Shout] - A textline offering 24/7 mental health support.</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Main_Page&diff=2181Main Page2021-09-13T11:24:02Z<p>UkieLuke: /* Demographics & Diversity */</p>
<hr />
<div>[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]<br />
<br />
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.<br />
<br />
If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].<br />
__FORCETOC__<br />
<br />
== COVID-19 ==<br />
<br />
Due to the current Coronavirus situation, Ukiepedia is temporarily collating a range of games industry relevant resources, support and other content in relation to the outbreak. We will endeavour to keep these as up to date as possible, but please continue to refer to official sources for the latest information.<br />
<br />
*[[Coronavirus Resources]]<br />
<br />
== UK Industry ==<br />
<br />
*'''[[UK Video Games Market]]'''<br />
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]<br />
**[[UK Games Charts]]<br />
*'''UK Industry'''<br />
**[[Job market and economic contribution]]<br />
***[[Video Game Tax Relief (VGTR)]]<br />
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]<br />
***[[Regional Economic Impacts of the UK Games Industry]]<br />
**[[Geography of the UK industry]]<br />
**[[UK Investment]]<br />
**[[UK Crowdfunding]]<br />
**[[UK Games Fund]]<br />
**[[Exports and Imports]]<br />
**[[Qualified workforce]]<br />
<br />
*[[PEGI Age Ratings]]<br />
*[[Notable Dates in UK Games Industry History]]<br />
**[[UK Honours in the Games Industry]]<br />
<br />
*[[Stats About Ukie]]<br />
<br />
== Global Industry ==<br />
<br />
*'''[[Global Video Games Market]]'''<br />
**[[Mobile market]]<br />
**[[Acquisition and Investment]]<br />
**[[Esports]]<br />
**[[Game video content]]<br />
**[[Virtual reality]]<br />
**[[Global Game Sales]]<br />
<br />
*[[Global Games Development Incentives]]<br />
<br />
== Demographics & Diversity ==<br />
<br />
*[[Industry Diversity]]<br />
**[[UK Games Industry Census 2020]]<br />
**[[Games Industry Careers & Salary Reports]]<br />
*[[Player Diversity & Demographics]]<br />
**[[GameTrack Quarterly Digests]]<br />
*[[Diversity & Inclusion Initiatives & Resources]]<br />
*[[Inappropriate behaviour and misconduct in the workplace resources]]<br />
<br />
== Education & Skills ==<br />
<br />
*[[Digital Schoolhouse]]<br />
*[[Computing Education Research and Resources]]<br />
*[[Age Ratings & Parental Controls]]<br />
*[[Game-related Teaching & Homeschooling Resources]]<br />
*[[Careers in the Games Industry]]<br />
<br />
== International Markets ==<br />
<br />
*[[North America]]<br />
**[[North_America#USA|USA]]<br />
**[[North_America#Canda|Canada]]<br />
*[[Latin America]]<br />
*[[Europe]]<br />
**[[Europe#France|France]]<br />
**[[Europe#Germany|Germany]]<br />
**[[Europe#Italy|Italy]]<br />
**[[Europe#Poland|Poland]]<br />
**[[Europe#Serbia|Serbia]]<br />
**[[Europe#Spain|Spain]]<br />
**[[Europe#Sweden|Sweden]]<br />
**[[Europe#Turkey|Turkey]]<br />
**[[Europe#Eastern Europe|Eastern Europe]]<br />
*[[Asia]]<br />
**[[Asia#China|China]]<br />
**[[Asia#India|India]]<br />
**[[Asia#Japan|Japan]]<br />
**[[Asia#South Korea|South Korea]]<br />
**[[Asia#Southeast Asia|Southeast Asia]]<br />
*[[Australia]]<br />
<br />
== Other Helpful Resources ==<br />
<br />
*[[List of Industry Data Providers|Industry Data Providers]]<br />
<br />
*[[List of Industry Media & News Outlets|Industry Media & News Outlets]]<br />
<br />
*[[List of UK and International Trade Associations|UK and International Trade Associations]]<br />
<br />
*[[List of UK Game Development Meetups & Groups|UK Game Development Meetups & Groups]]<br />
<br />
*[[Glossary of Games Terminology]]<br />
<br />
*[[Indie Developer Resources]]<br />
<br />
*[[Accessibility]]<br />
<br />
*[[Remote Working Resources]]<br />
<br />
*[[Video Game Music]]<br />
<br />
*[[Cybersecurity Resources]]<br />
<br />
== About This Wiki & How To Get Involved==<br />
<br />
Ukiepedia is maintained and moderated by the Ukie team.<br />
<br />
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form], or contact [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Resources_for_inappropriate_behaviour_and_misconduct_in_the_workplace&diff=2180Resources for inappropriate behaviour and misconduct in the workplace2021-09-13T11:23:27Z<p>UkieLuke: UkieLuke moved page Resources for inappropriate behaviour and misconduct in the workplace to Inappropriate behaviour and misconduct in the workplace resources: Better title</p>
<hr />
<div>#REDIRECT [[Inappropriate behaviour and misconduct in the workplace resources]]</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Inappropriate_behaviour_and_misconduct_in_the_workplace_resources&diff=2179Inappropriate behaviour and misconduct in the workplace resources2021-09-13T11:23:27Z<p>UkieLuke: UkieLuke moved page Resources for inappropriate behaviour and misconduct in the workplace to Inappropriate behaviour and misconduct in the workplace resources: Better title</p>
<hr />
<div>This page lists UK resources, guidance and links to support for anyone who may have experienced inappropriate behaviour or misconduct in the workplace, including discrimination, bullying and harassment.<br />
<br />
*[https://www.acas.org.uk/discrimination-bullying-and-harassment ACAS Guidance for discrimination, bullying and harassment] - The Advisory, Conciliation and Arbitration Service's guidance for dealing with problems at work.<br />
*[https://www.thecalmzone.net/ CALM] - The Campaign Against Living Miserably offers a limited-hour phone and webchat support, open to anyone who needs someone to talk to. <br />
*[https://www.citizensadvice.org.uk/law-and-courts/discrimination/ Citizen's Advice - Discrimination] - Offers a range of advice and resources across a broad range of forms of discrimination.<br />
*[https://www.citizensadvice.org.uk/ Citizen's Advice - Discrimination at work] - Specific advice relating to discrimination in the workplace.<br />
*[https://www.lawworks.org.uk/ LawWorks] - The LawWorks charity provides guidance and free legal advice for anyone who has experienced issues in the workplace.<br />
*[https://www.spbristol.org/nsphuk National Suicide Prevention Helpline] - A helpline offering a supportive listening service to anyone with thoughts of suicide.<br />
*[https://rightsofwomen.org.uk/ Rights of Women] - A charity providing women with the legal advice and information they need to understand and use the law and their legal rights. <br />
*[https://www.samaritans.org/ Samaritans] - A charity offering free and immediate 24/7 contact and support from trained volunteers, for anyone struggling to cope.<br />
*[https://giveusashout.org/ Shout] - A textline offering 24/7 mental health support.</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Inappropriate_behaviour_and_misconduct_in_the_workplace_resources&diff=2178Inappropriate behaviour and misconduct in the workplace resources2021-09-13T11:21:02Z<p>UkieLuke: </p>
<hr />
<div>This page lists UK resources, guidance and links to support for anyone who may have experienced inappropriate behaviour or misconduct in the workplace, including discrimination, bullying and harassment.<br />
<br />
*[https://www.acas.org.uk/discrimination-bullying-and-harassment ACAS Guidance for discrimination, bullying and harassment] - The Advisory, Conciliation and Arbitration Service's guidance for dealing with problems at work.<br />
*[https://www.thecalmzone.net/ CALM] - The Campaign Against Living Miserably offers a limited-hour phone and webchat support, open to anyone who needs someone to talk to. <br />
*[https://www.citizensadvice.org.uk/law-and-courts/discrimination/ Citizen's Advice - Discrimination] - Offers a range of advice and resources across a broad range of forms of discrimination.<br />
*[https://www.citizensadvice.org.uk/ Citizen's Advice - Discrimination at work] - Specific advice relating to discrimination in the workplace.<br />
*[https://www.lawworks.org.uk/ LawWorks] - The LawWorks charity provides guidance and free legal advice for anyone who has experienced issues in the workplace.<br />
*[https://www.spbristol.org/nsphuk National Suicide Prevention Helpline] - A helpline offering a supportive listening service to anyone with thoughts of suicide.<br />
*[https://rightsofwomen.org.uk/ Rights of Women] - A charity providing women with the legal advice and information they need to understand and use the law and their legal rights. <br />
*[https://www.samaritans.org/ Samaritans] - A charity offering free and immediate 24/7 contact and support from trained volunteers, for anyone struggling to cope.<br />
*[https://giveusashout.org/ Shout] - A textline offering 24/7 mental health support.</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Inappropriate_behaviour_and_misconduct_in_the_workplace_resources&diff=2177Inappropriate behaviour and misconduct in the workplace resources2021-09-13T11:17:40Z<p>UkieLuke: Created page with "This page lists resources, guidance and links to support for anyone who may have experienced inappropriate behaviour or misconduct in the workplace, including discrimination,..."</p>
<hr />
<div>This page lists resources, guidance and links to support for anyone who may have experienced inappropriate behaviour or misconduct in the workplace, including discrimination, bullying and harassment.<br />
<br />
*[https://www.acas.org.uk/discrimination-bullying-and-harassment ACAS Guidance for discrimination, bullying and harassment] - The Advisory, Conciliation and Arbitration Service's guidance for dealing with problems at work.<br />
*[https://www.thecalmzone.net/ CALM] - The Campaign Against Living Miserably offers a limited-hour phone and webchat support, open to anyone who needs someone to talk to. <br />
*[https://www.citizensadvice.org.uk/law-and-courts/discrimination/ Citizen's Advice - Discrimination] - Offers a range of advice and resources across a broad range of forms of discrimination.<br />
*[https://www.citizensadvice.org.uk/ Citizen's Advice - Discrimination at work] - Specific advice relating to discrimination in the workplace.<br />
*[https://www.lawworks.org.uk/ LawWorks] - The LawWorks charity provides guidance and free legal advice for anyone who has experienced issues in the workplace.<br />
*[https://www.spbristol.org/nsphuk National Suicide Prevention Helpline] - A helpline offering a supportive listening service to anyone with thoughts of suicide.<br />
*[https://rightsofwomen.org.uk/ Rights of Women] - A charity providing women with the legal advice and information they need to understand and use the law and their legal rights. <br />
*[https://www.samaritans.org/ Samaritans] - A charity offering free and immediate 24/7 contact and support from trained volunteers, for anyone struggling to cope.<br />
*[https://giveusashout.org/ Shout] - A textline offering 24/7 mental health support.</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Main_Page&diff=2176Main Page2021-09-13T10:52:48Z<p>UkieLuke: /* Demographics & Diversity */</p>
<hr />
<div>[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]<br />
<br />
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.<br />
<br />
If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].<br />
__FORCETOC__<br />
<br />
== COVID-19 ==<br />
<br />
Due to the current Coronavirus situation, Ukiepedia is temporarily collating a range of games industry relevant resources, support and other content in relation to the outbreak. We will endeavour to keep these as up to date as possible, but please continue to refer to official sources for the latest information.<br />
<br />
*[[Coronavirus Resources]]<br />
<br />
== UK Industry ==<br />
<br />
*'''[[UK Video Games Market]]'''<br />
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]<br />
**[[UK Games Charts]]<br />
*'''UK Industry'''<br />
**[[Job market and economic contribution]]<br />
***[[Video Game Tax Relief (VGTR)]]<br />
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]<br />
***[[Regional Economic Impacts of the UK Games Industry]]<br />
**[[Geography of the UK industry]]<br />
**[[UK Investment]]<br />
**[[UK Crowdfunding]]<br />
**[[UK Games Fund]]<br />
**[[Exports and Imports]]<br />
**[[Qualified workforce]]<br />
<br />
*[[PEGI Age Ratings]]<br />
*[[Notable Dates in UK Games Industry History]]<br />
**[[UK Honours in the Games Industry]]<br />
<br />
*[[Stats About Ukie]]<br />
<br />
== Global Industry ==<br />
<br />
*'''[[Global Video Games Market]]'''<br />
**[[Mobile market]]<br />
**[[Acquisition and Investment]]<br />
**[[Esports]]<br />
**[[Game video content]]<br />
**[[Virtual reality]]<br />
**[[Global Game Sales]]<br />
<br />
*[[Global Games Development Incentives]]<br />
<br />
== Demographics & Diversity ==<br />
<br />
*[[Industry Diversity]]<br />
**[[UK Games Industry Census 2020]]<br />
**[[Games Industry Careers & Salary Reports]]<br />
*[[Player Diversity & Demographics]]<br />
**[[GameTrack Quarterly Digests]]<br />
*[[Diversity & Inclusion Initiatives & Resources]]<br />
*[[Resources for inappropriate behaviour and misconduct in the workplace]]<br />
<br />
== Education & Skills ==<br />
<br />
*[[Digital Schoolhouse]]<br />
*[[Computing Education Research and Resources]]<br />
*[[Age Ratings & Parental Controls]]<br />
*[[Game-related Teaching & Homeschooling Resources]]<br />
*[[Careers in the Games Industry]]<br />
<br />
== International Markets ==<br />
<br />
*[[North America]]<br />
**[[North_America#USA|USA]]<br />
**[[North_America#Canda|Canada]]<br />
*[[Latin America]]<br />
*[[Europe]]<br />
**[[Europe#France|France]]<br />
**[[Europe#Germany|Germany]]<br />
**[[Europe#Italy|Italy]]<br />
**[[Europe#Poland|Poland]]<br />
**[[Europe#Serbia|Serbia]]<br />
**[[Europe#Spain|Spain]]<br />
**[[Europe#Sweden|Sweden]]<br />
**[[Europe#Turkey|Turkey]]<br />
**[[Europe#Eastern Europe|Eastern Europe]]<br />
*[[Asia]]<br />
**[[Asia#China|China]]<br />
**[[Asia#India|India]]<br />
**[[Asia#Japan|Japan]]<br />
**[[Asia#South Korea|South Korea]]<br />
**[[Asia#Southeast Asia|Southeast Asia]]<br />
*[[Australia]]<br />
<br />
== Other Helpful Resources ==<br />
<br />
*[[List of Industry Data Providers|Industry Data Providers]]<br />
<br />
*[[List of Industry Media & News Outlets|Industry Media & News Outlets]]<br />
<br />
*[[List of UK and International Trade Associations|UK and International Trade Associations]]<br />
<br />
*[[List of UK Game Development Meetups & Groups|UK Game Development Meetups & Groups]]<br />
<br />
*[[Glossary of Games Terminology]]<br />
<br />
*[[Indie Developer Resources]]<br />
<br />
*[[Accessibility]]<br />
<br />
*[[Remote Working Resources]]<br />
<br />
*[[Video Game Music]]<br />
<br />
*[[Cybersecurity Resources]]<br />
<br />
== About This Wiki & How To Get Involved==<br />
<br />
Ukiepedia is maintained and moderated by the Ukie team.<br />
<br />
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form], or contact [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Careers_in_the_Games_Industry&diff=2175Careers in the Games Industry2021-09-09T09:48:05Z<p>UkieLuke: /* UK Games Industry Jobs Listings */</p>
<hr />
<div>== Careers Guidance Resources ==<br />
*[http://guru.bafta.org/crafts/games BAFTA Guru: Games] - Interviews, lectures and articles from leading figures in the games industry, giving advice based on their own experiences.<br />
*[https://www.screenskills.com/careers/job-profiles/games/ ScreenSkills Games] - A breakdown of some of the most common job roles in the industry, with explanations of what each role involves and some of the skills required.<br />
*[https://discovercreative.careers/#/ Discover Creative Careers] - Resource which enables aspiring games workers to narrow down roles based on what they enjoy<br />
*[https://www.prospects.ac.uk/jobs-and-work-experience/job-sectors/information-technology/video-game-careers Prospects: Video game careers] - Games careers information from the graduate guidance organisation, Prospects<br />
*[https://www.askaboutgames.com/thriving-futures-a-rough-guide-to-game-careers/ Ask About Games: A Rough Guide to Game Careers] - A guide from Ask About Games on roles in the industry and what each role involves<br />
*[https://intogames.org/careers/ Into Games: Games Careers Explorer] - An extensive database of games industry roles, searchable by discipline or by your own interests, all explained in friendly language<br />
*[https://www.startmakinggames.com/ Start Making Games] - A simple, one-stop, shop for some sound advice for starting out making games, curated by US game designer [https://twitter.com/Silirrion Craig Morrison]<br />
*[https://www.screenskills.com/information-and-resources/#/ Screenskill's Information & Resources] - Screen sector research, masterclasses, career maps and other useful information published by ScreenSkills and trusted partners.<br />
<br />
== One Minute Mentor ==<br />
[https://www.youtube.com/playlist?list=PLA8lfpEv0vOvo5f78SHdtb3UgAsWfYnpR One Minute Mentor] is a careers resource from [https://www.digitalschoolhouse.org.uk/about Digital Schoolhouse] in which games industry professionals give short talks on what their roles involve and give advice to inspire future talent. Each of these videos is around a minute long, with a figures from a wide range of disciplines in the industry involved with the initiative.<br />
<br />
== UK Games Industry Jobs Listings ==<br />
<br />
*[https://www.amiqus.com/ Amiqus]<br />
*[https://aswift.com/video-games-jobs/ Aardvark Swift Video Games]<br />
*[https://datascope.co.uk/ Datascope]<br />
*[https://esportworks.com/esports-jobs EsportWorks]<br />
*[http://www.gamesjobsdirect.com Games Jobs Direct]<br />
*[https://gamesjobs.live/ Games Jobs Live]<br />
*[https://jobs.gamesindustry.biz/ GI Biz: Jobs]<br />
*[https://hitmarker.net/jobs Hitmarker]<br />
*[https://www.careerwebsite.com/?site_id=22898 MCV Jobs]<br />
*[https://opmjobs.com/ OPM Jobs]<br />
*[https://remotegamejobs.com/ Remote Games Jobs]<br />
*[https://www.skillsearch.com/jobsingames Skillsearch]<br />
<br />
== Other Resources ==<br />
*[https://gamesmap.uk/#/map Ukie Games Map] - An interactive map of games businesses throughout the UK<br />
*[https://docs.google.com/document/d/1CU1H-8ZQWUPIBrT3VaUjjSMpOrarfpfhI86q8Bkpr_8/edit JD's GamesJobs List] - A collection of globally-focused job sites, listings, boards at major companies and various national-level resources, compiled by [https://twitter.com/jandavidhassel @JanDavidHassel]</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=List_of_UK_Game_Development_Meetups_%26_Groups&diff=2174List of UK Game Development Meetups & Groups2021-09-06T15:00:04Z<p>UkieLuke: </p>
<hr />
<div>{| class="wikitable sortable"<br />
!Name<br />
!Location<br />
!Description<br />
!Website<br />
!Twitter<br />
!Facebook<br />
|-<br />
|Badonkadonk<br />
|Bradford<br />
|A chillaxed 2 hour get together in a pub for game creators in the Bradford area to play each others games. Second Wednesday of every month.<br />
|[http://xixs.com/badonkadonk Website]<br />
|[https://twitter.com/wetgenes Twitter]<br />
|<br />
|-<br />
|Brighton Game Collective<br />
|Brighton<br />
|Brighton Game Collective is a non-profit working space and community network managed by game developers in Brighton<br />
|[http://brightongamecollective.com/ Website]<br />
|[https://twitter.com/TheBrightonGC Twitter]<br />
|[https://www.facebook.com/BrightonGameCollective Facebook]<br />
|-<br />
|Brighton Indies<br />
|Brighton<br />
|Friendly pub meet for game makers in Brighton. We usually meet on the first Wednesday of the month at The Fountain Head. Organisers: @reallyfancy and @empika.<br />
|[http://brightonindies.com/ Website]<br />
|[https://twitter.com/BrightonIndies Twitter]<br />
|<br />
|-<br />
|Brighton Unity Group<br />
|Brighton<br />
|A Meetup for people interested in Unity3D.<br />
|[http://www.meetup.com/Brighton-Unity-Group/ Website]<br />
|<br />
|<br />
|-<br />
|Bristol Games Hub<br />
|Bristol<br />
|A centre of excellence in games development that attracts new business and job opportunities for Bristol’s thriving games development community.<br />
|[http://bristolgameshub.com/ Website]<br />
|[https://twitter.com/bristolgameshub Twitter]<br />
|[https://www.facebook.com/groups/bristolgamejam/ Facebook]<br />
|-<br />
|Brum Indies<br />
|Birmingham<br />
|A regular monthly meetup for those making video games, or wanting to. Welcoming of any budget or experience level, from pros to hobbyists. The evening is unstructured socialising. People have occasionally brought demos of games they're making, but there's no expectation. Just come and chat!<br />
|[https://www.meetup.com/brumindies/ Website]<br />
|[https://twitter.com/brumindies Twitter]<br />
|<br />
|-<br />
|Cambridge Game Creators<br />
|Cambridge<br />
|Cambridge Game Creators (CGC) is an active community of professionals and hobbyists who create, use, or have an interest in computer graphics, visualization, simulations, and games. <br />
|[http://www.meetup.com/Cambridge-Game-Creators/ Website]<br />
|[https://twitter.com/CamGameCreators Twitter]<br />
|<br />
|-<br />
|Cambridge Indies<br />
|Cambridge<br />
|Cambridge indie gamedev meetup. Coworking meets every Tuesday<br />
|<br />
|[https://twitter.com/cambridgeindiess Twitter]<br />
|<br />
|-<br />
|Cornwall Games<br />
|Cornwall<br />
|A community of Cornwall & Isles of Scilly-based game developers and businesses<br />
|[https://cornwall.games/ Website]<br />
|[https://twitter.com/CornwallGames Twitter]<br />
|<br />
|-<br />
|Coven Club<br />
|London<br />
|Coven Club is a new, monthly London meetup for women in the games industry. It aims to help women form friendships and networks with other ladygamers by providing a free venue and that incredibly supportive, well-wishy atmosphere you find at women-only events.<br />
|[http://weatherfactory.biz/coven-club/ Website]<br />
|[https://twitter.com/covenclub Twitter]<br />
|<br />
|-<br />
|East Midlands Indies<br />
|Nottingham<br />
|A group for the independent games developers of the East Midlands (Nottingham, Derby, Leicester, Lincoln and anywhere in between)<br />
|[https://www.facebook.com/groups/EastMidlandsIndies Website]<br />
|[https://twitter.com/EastMidsIndies Twitter]<br />
|[https://www.facebook.com/groups/EastMidlandsIndies Facebook]<br />
|-<br />
|EdIndies<br />
|Edinburgh<br />
|We're an inclusive group of game developers in Edinburgh, meeting up for co-working, playtesting and chat. We meet every Saturday from 1pm in the Levels cafe, everyone welcome, just bring yourself and something to work on, experience optional. <br />
|[http://edindi.es/ Website]<br />
|[https://twitter.com/edindies Twitter]<br />
|<br />
|-<br />
|Ga-Ma-Yo<br />
|Yorkshire<br />
|Game Makers Yorkshire - an informal nework for local game makers<br />
|[http://ga-ma-yo.com/welcome Website]<br />
|[https://twitter.com/Ga_Ma_Yo Twitter]<br />
|[https://www.facebook.com/groups/gamayo/ Facebook]<br />
|-<br />
|Game Bridge<br />
|Middlesbrough<br />
|A regular networking event, hosted in Middlesbrough, for those involved in video games development<br />
|<br />
|[https://twitter.com/Game_Bridge Twitter]<br />
|[https://www.facebook.com/gamebridge Facebook]<br />
|-<br />
|Game Dev Ed<br />
|Edinburgh<br />
|Edinburgh Game Developers meetup, every other Tuesday. <br />
|<br />
|[https://twitter.com/GameDevEd Twitter]<br />
|<br />
|-<br />
|Gamedev Liverpool<br />
|Liverpool<br />
|Liverpool games developers meetup<br />
|<br />
|<br />
|[https://www.facebook.com/events/606802006423370/ Facebook]<br />
|-<br />
|Gameopolis<br />
|Greater Manchester<br />
|Networking & promoting the Greater Manchester video games industry. <br />
|[http://gameopolis.org.uk/ Website]<br />
|[https://twitter.com/gameopolisMCR/ Twitter]<br />
|<br />
|-<br />
|Game Republic<br />
|Yorkshire<br />
|Game Republic is a business-focused games network for Yorkshire & Northern England devs, affiliate companies & universities.<br />
|[http://gamerepublic.net/ Website]<br />
|[https://twitter.com/gamerepublic Twitter]<br />
|[https://www.facebook.com/GameRepublic Facebook]<br />
|-<br />
|Games NI<br />
|Northern Ireland<br />
|Games NI is the association of Games Developers and Producers in Northern Ireland. We welcome members across all areas of game development, from artists and programmers to writers, designers and audio engineers.<br />
|[http://www.gamesni.com/ Website]<br />
|[https://twitter.com/Games_NI Twitter]<br />
|<br />
|-<br />
|Games Wales<br />
|Wales<br />
|We’re a voluntary organisation made up of people from within the games industry in Wales. Our mission is to champion and promote games-making in Wales, to support the industry here, and to make sure everyone keeps talking to each other.<br />
|[http://gameswales.org/ Website]<br />
|[https://twitter.com/gameswales Twitter]<br />
|[https://www.facebook.com/groups/gamesdevsw/ Facebook]<br />
|-<br />
|Guildford Game Developers<br />
|Guildford<br />
|A group for professional game devs that live/work in Guildford or have done in the past.<br />
|<br />
|<br />
|[https://www.facebook.com/groups/584711874962051/ Facebook]<br />
|-<br />
|HumberBundle<br />
|Hull<br />
|A network of game devs in and around Hull and East Riding of Yorkshire! All welcome<br />
|<br />
|[https://twitter.com/HumberBundle Twitter]<br />
|<br />
|-<br />
|IGDA Scotland<br />
|Scotland<br />
|Scotland's chapter of the IGDA. Serving the Scottish Game Development community since 2011.<br />
|[http://igdascotland.org/ Website]<br />
|[https://twitter.com/IGDAScotland Twitter]<br />
|[https://www.facebook.com/IGDAScotland/ Facebook]<br />
|-<br />
|Leamingston Spa: Arch Creatives<br />
|Leamington Spa<br />
|Bringing talent together in a vibrant and supportive community.<br />
|[http://archcreatives.com/ Website]<br />
|[https://twitter.com/ArchCreatives Twitter]<br />
|[http://www.facebook.com/thearchcreatives Facebook]<br />
|-<br />
|Leamington Unity Developers<br />
|Leamington <br />
|This is a group for anyone with an interest in using Unity3D (https://unity3d.com/). We generally hold meetings every month but we're not very consistent! Just follow us. Talks are on all things Unity (most of the time) and open to all whether you're new to Unity or an experienced developer.<br />
|[https://www.meetup.com/Leamington-Unity-Developers/ Website]<br />
|<br />
|<br />
|-<br />
|Leeds Games Toast<br />
|Leeds<br />
|A monthly social meetup and a monthly business brunch for local game developers.<br />
|[https://www.meetup.com/Leamington-Unity-Developers/ Website]<br />
|[https://twitter.com/LeedsGamesToast Twitter]<br />
|[https://www.facebook.com/groups/LeedsGamesToast Facebook]<br />
|-<br />
|Liverpool Games Cluster<br />
|Liverpool<br />
|Game Cluster Liverpool is an informal ‘coming together’ network of Liverpool game companies covering all platforms and aspects of game creation.<br />
|<br />
|[https://twitter.com/gameclusterLPL Twitter]<br />
|[https://www.facebook.com/GameClusterLiverpool Facebook]<br />
|-<br />
|London Indies<br />
|London<br />
|This group is for London's getting indie game developers to meet and connect.<br />
|[http://www.londonindies.com/ Website]<br />
|<br />
|<br />
|-<br />
|London Unreal Engine Meetup<br />
|London<br />
|London Unreal Engine Meetup provides a meeting-place for users of the Unreal Engine to meet up, learn, and show-off their projects. There will be talks, discussions and social time to meet with fellow users. All are welcome, both experienced users and newcomers looking to get started with the Unreal Engine.<br />
|[https://www.meetup.com/London-Unreal-Engine-Meetup/ Website]<br />
|[https://twitter.com/LondonIsUnreal/ Twitter]<br />
|<br />
|-<br />
|Norfolk Indie Game Developers<br />
|Norfolk<br />
|We are Norfolk Independent Game Developers - a collective of game designers and developers in the East of England. <br />
|[https://www.meetup.com/NorfolkIndieGameDevelopers/ Website]<br />
|<br />
|[https://www.facebook.com/NorfolkGameDevs/ Facebook]<br />
|-<br />
|Northern Ireland Game Dev Network<br />
|Northern Ireland<br />
|A community for everyone who makes games in Northern Ireland.<br />
|[https://nigame.dev/ Website]<br />
|[https://twitter.com/nigamedev Twitter]<br />
|[https://www.facebook.com/groups/nigamedevnetwork Facebook]<br />
|-<br />
|Oxford Indies<br />
|Oxford<br />
|Indie game developers in Oxford, England. Drinks meet first Saturday of the month and lunch on Fridays 1pm! Follow for updates.<br />
|[http://oxfordindies.co.uk/ Website]<br />
|[https://twitter.com/oxfordindies Twitter]<br />
|[https://discordapp.com/invite/x8YSeEv Discord]<br />
|-<br />
|Scottish Games<br />
|Scotland<br />
|An umbrella organisation bringing together everything relevant to the interactive entertainment sector in Scotland.<br />
|[http://scottishgames.net/ Website]<br />
|[https://twitter.com/scottishgames Twitter]<br />
|[https://www.facebook.com/groups/scottishgames/ Facebook]<br />
|-<br />
|Shindig<br />
|Sheffield<br />
|A meetup for indie game developers in Sheffield.<br />
|[http://shindigdev.com/ Website]<br />
|[https://twitter.com/ShindigDev Twitter]<br />
|[https://www.facebook.com/groups/shindigdev/ Facebook]<br />
|-<br />
|Silicon Spa<br />
|Leamingston Spa<br />
|Raising the awareness of games development in Leamington Spa by shouting about what we do and working together.<br />
|<br />
|[https://twitter.com/SiliconSpaGames Twitter]<br />
|[https://www.facebook.com/SiliconSpaGames Facebook]<br />
|-<br />
|WA Games<br />
|Warrington<br />
|WA Games is a video game development meetup for professionals, hobbyists and students held in Warrington.<br />
|[https://www.meetup.com/WA-Games/ Website]<br />
|[https://twitter.com/wa1games Twitter]<br />
| <br />
|-<br />
|Women Making Games North East<br />
|North East<br />
|Women Making Games North East - WOMGNE - we hold monthly meetups for Women in Games in the North East, UK.<br />
|[https://www.womenmakinggames.com/ Website]<br />
|[https://twitter.com/WOMGNE Twitter]<br />
| <br />
|-<br />
|}</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Cybersecurity_Resources&diff=2150Cybersecurity Resources2021-08-25T13:24:34Z<p>UkieLuke: Created page with "== The National Cyber Security Centre == The [https://www.ncsc.gov.uk/ National Cyber Security Centre] (NCSC), part of the UK's intelligence agency [https://www.gchq.gov.uk/..."</p>
<hr />
<div>== The National Cyber Security Centre ==<br />
<br />
The [https://www.ncsc.gov.uk/ National Cyber Security Centre] (NCSC), part of the UK's intelligence agency [https://www.gchq.gov.uk/ GCHQ], provides advice and support for the public and private sector in how to avoid computer security threats.<br />
<br />
Set up in 2016, it aims to make the UK the safest place to live and work online and supports the most critical organisations in the UK, the wider public sector, industry, SMEs as well as the general public. When incidents do occur, it offers effective incident response to minimise harm to the UK, help with recovery, and learn lessons for the future.<br />
<br />
As well as providing [https://www.ncsc.gov.uk/section/information-for/small-medium-sized-organisations general cyber security advice] for businesses of all sizes, the NCSC also recommends a range of specific cyber security resources, listed below.<br />
<br />
== NCSC's Cyber Security Resources ==<br />
<br />
*[https://www.ncsc.gov.uk/cyberaware/home Cyber Aware]] – Cyber Aware is the government’s advice on how to stay secure online. It outlines six actions to take to improve your cyber security and offers a tailored plan for you or your business. <br />
<br />
*[https://ncsc-production.microsoftcrmportals.com/SME_News/ NCSC Newsletter] – The National Cyber Security Centre's newsletter for small organisations.<br />
<br />
*[https://www.ncsc.gov.uk/collection/small-business-guide NCSC Small Business Guide] – Explains how to improve your cyber security; affordable, actionable advice for organisations. <br />
<br />
*[https://www.ncsc.gov.uk/training/cyber-security-for-small-organisations-scorm-v2/scormcontent/index.html#/ NCSC Cyber Security for Small Organisations E-learning] - Online cyber security training for small organisations <br />
<br />
*[https://www.ncsc.gov.uk/training/top-tips-for-staff-scorm-v2/scormcontent/index.html#/ Top Tips for Staff] - Online cyber security training for staff members.<br />
<br />
*[https://exerciseinabox.service.ncsc.gov.uk/ Exercise in a Box] - A free online tool which helps organisations find out how resilient they are to cyber attacks and practise their response in a safe environment. Exercises include from 15-minute micro exercises, 1-3 hour discussion based exercises and a 3-4 hour simulation exercise. <br />
<br />
*[https://www.ncsc.gov.uk/collection/small-business-guidance--response-and-recovery Response & Recovery Guide] - Guidance that helps organisations prepare their response to and plan their recovery from a cyber incident. <br />
<br />
*[https://www.ncsc.gov.uk/collection/10-steps Ten Steps to Cyber Security] - Take things a little further: breaks down the task of defending networks into ten essential components.<br />
<br />
*[https://www.ncsc.gov.uk/guidance/moving-business-from-physical-to-digital COVID-19 Guidance] – This guidance includes home working, video conferencing and moving your organisation from physical to digital.<br />
<br />
*[https://www.ncsc.gov.uk/collection/supply-chain-security Supply Chain Security] - The guidance will provide organisations with an improved awareness of supply chain security, as well as helping to raise the baseline level of competence in this regard, through the continued adoption of good practice.<br />
<br />
*[https://www.ncsc.gov.uk/cyberessentials/overview Cyber Essentials] – Cyber Essentials government backed certification scheme helps you to guard against the most common cyber threats and demonstrate your commitment to cyber security. M<any government and some private contracts are now requesting Cyber Certification as part of their tender process.<br />
<br />
*[https://getreadyforcyberessentials.iasme.co.uk/ Cyber Essentials Readiness Tool] - a free, online resource that guides organisations through a series of questions related to the Cyber Essentials criteria to help prepare them for certification. The tool asks questions about an organisation’s use of hardware, software, and boundary devices such as firewalls, as well as use of passwords and protections against malware and provides clear, non-technical advice for the user. Upon completion of the tool the user receives a tailored action plan that outlines the steps they need to take to achieve Cyber Essentials certification.</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Main_Page&diff=2149Main Page2021-08-25T13:04:11Z<p>UkieLuke: /* Other Helpful Resources */</p>
<hr />
<div>[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]<br />
<br />
Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.<br />
<br />
If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].<br />
__FORCETOC__<br />
<br />
== COVID-19 ==<br />
<br />
Due to the current Coronavirus situation, Ukiepedia is temporarily collating a range of games industry relevant resources, support and other content in relation to the outbreak. We will endeavour to keep these as up to date as possible, but please continue to refer to official sources for the latest information.<br />
<br />
*[[Coronavirus Resources]]<br />
<br />
== UK Industry ==<br />
<br />
*'''[[UK Video Games Market]]'''<br />
**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]<br />
**[[UK Games Charts]]<br />
*'''UK Industry'''<br />
**[[Job market and economic contribution]]<br />
***[[Video Game Tax Relief (VGTR)]]<br />
***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]<br />
***[[Regional Economic Impacts of the UK Games Industry]]<br />
**[[Geography of the UK industry]]<br />
**[[UK Investment]]<br />
**[[UK Crowdfunding]]<br />
**[[Exports and Imports]]<br />
**[[Qualified workforce]]<br />
<br />
*[[PEGI Age Ratings]]<br />
*[[Notable Dates in UK Games Industry History]]<br />
**[[UK Honours in the Games Industry]]<br />
<br />
*[[Stats About Ukie]]<br />
<br />
== Global Industry ==<br />
<br />
*'''[[Global Video Games Market]]'''<br />
**[[Mobile market]]<br />
**[[Acquisition and Investment]]<br />
**[[Esports]]<br />
**[[Game video content]]<br />
**[[Virtual reality]]<br />
**[[Global Game Sales]]<br />
<br />
*[[Global Games Development Incentives]]<br />
<br />
== Demographics & Diversity ==<br />
<br />
*[[Industry Diversity]]<br />
**[[UK Games Industry Census 2020]]<br />
**[[Games Industry Careers & Salary Reports]]<br />
*[[Player Diversity & Demographics]]<br />
**[[GameTrack Quarterly Digests]]<br />
*[[Diversity & Inclusion Initiatives & Resources]]<br />
<br />
== Education & Skills ==<br />
<br />
*[[Digital Schoolhouse]]<br />
*[[Computing Education Research and Resources]]<br />
*[[Age Ratings & Parental Controls]]<br />
*[[Game-related Teaching & Homeschooling Resources]]<br />
*[[Careers in the Games Industry]]<br />
<br />
== International Markets ==<br />
<br />
*[[North America]]<br />
**[[North_America#USA|USA]]<br />
**[[North_America#Canda|Canada]]<br />
*[[Latin America]]<br />
*[[Europe]]<br />
**[[Europe#France|France]]<br />
**[[Europe#Germany|Germany]]<br />
**[[Europe#Italy|Italy]]<br />
**[[Europe#Poland|Poland]]<br />
**[[Europe#Serbia|Serbia]]<br />
**[[Europe#Spain|Spain]]<br />
**[[Europe#Sweden|Sweden]]<br />
**[[Europe#Turkey|Turkey]]<br />
**[[Europe#Eastern Europe|Eastern Europe]]<br />
*[[Asia]]<br />
**[[Asia#China|China]]<br />
**[[Asia#India|India]]<br />
**[[Asia#Japan|Japan]]<br />
**[[Asia#South Korea|South Korea]]<br />
**[[Asia#Southeast Asia|Southeast Asia]]<br />
*[[Australia]]<br />
<br />
== Other Helpful Resources ==<br />
<br />
*[[List of Industry Data Providers|Industry Data Providers]]<br />
<br />
*[[List of Industry Media & News Outlets|Industry Media & News Outlets]]<br />
<br />
*[[List of UK and International Trade Associations|UK and International Trade Associations]]<br />
<br />
*[[List of UK Game Development Meetups & Groups|UK Game Development Meetups & Groups]]<br />
<br />
*[[Glossary of Games Terminology]]<br />
<br />
*[[Indie Developer Resources]]<br />
<br />
*[[Accessibility]]<br />
<br />
*[[Remote Working Resources]]<br />
<br />
*[[Video Game Music]]<br />
<br />
*[[Cybersecurity Resources]]<br />
<br />
== About This Wiki & How To Get Involved==<br />
<br />
Ukiepedia is maintained and moderated by the Ukie team.<br />
<br />
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form], or contact [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Indie_Developer_Resources&diff=2148Indie Developer Resources2021-08-25T10:31:44Z<p>UkieLuke: /* Pitching to Publishers */</p>
<hr />
<div><br />
== Business Guides ==<br />
<br />
*[https://www.gov.uk/browse/business/setting-up Gov.uk guides to business and self-employment]<br />
<br />
*[https://www.gov.uk/hmrc-internal-manuals/video-games-development-company-manual HMRC's Video Games Development Company Manual]<br />
<br />
*[https://ukie.org.uk/a2f Ukie's Access to Finance Guide]<br />
<br />
*[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)<br />
<br />
*[https://www.gamesindustry.biz/academy Gamesindustry.biz Academy] - written guides to understanding many aspects of the games industry, from the team at [https://www.gamesindustry.biz/ gamesindustry.biz].<br />
<br />
*[https://www.ncsc.gov.uk/collection/10-steps-to-cyber-security NCSC's Guide to Cyber Security] - Guidance from the National Cyber Security Centre on how organisations can protect themselves in cyberspace, including the 10 steps to cyber security.<br />
<br />
*[[Standard Industrial Classification (SIC)]]<br />
<br />
== Business Resources ==<br />
<br />
*[http://dotoolkit.com/ presskit()] - Rami Ismail's presskit template for game studios<br />
<br />
*[http://dotoolkit.com/ toolkit()] - Presskit, contract and media distribution tools from Vlambeer.<br />
<br />
*[http://ukie.org.uk/contracts Ukie Standard Contracts] - standard contract templates created specifically for games businesses<br />
<br />
*[https://trello.com/b/BRHxZpZ9/global-games-industry-guide-ggig20 Global Games Industry Guide] - a Trello board compiled by [https://twitter.com/liamtwose Liam Twose] of various industry resources.<br />
<br />
*[https://trello.com/b/zK32rcqN/global-games-industry-guide-virtual-events-calendar Global Games Industry Virtual Events Calendar] - a Trello board compiled by [https://twitter.com/liamtwose Liam Twose] of online games industry events.<br />
<br />
*[https://www.gameconfguide.com/ Games Conference Guide] - A filterable list of game developers and games industry events, conferences, trade shows and summits worldwide. <br />
<br />
*[https://gamesopportunities.curated.co/ Games Opportunities] - a free newsletter for opportunties in the UK games sector, curated by [https://twitter.com/ScottishColin Colin Macdonald].<br />
<br />
*[https://gamediscoverability.substack.com/ Game Discoverability Now] - A blog by [https://twitter.com/simoncarless/ Simon Carless] providing a regular look at how to help people find and buy your games.<br />
<br />
== Pitching to Publishers ==<br />
<br />
*[https://rawfury.com/developer-resources/ Raw Fury's Developer Resources] - an archive of helpful templates, including a publishing agreement, pitch deck template, mutual NDA and financial scenario planner.<br />
<br />
*[https://chucklefish.org/blog/guide-for-pitching-to-publishers/ Chucklefish's Pitching Guide] - Practical advice on how best to approach publishers and an example pitch deck, from indie publisher Chucklefish.<br />
<br />
*[https://docs.google.com/presentation/d/1utCfsSnV1MZnU8Q2oFucBz5JnDGelLdQdciFx1pUQr0/mobilepresent?slide=id.p1 Sample Pitch Deck] - A template pitch deck for showcasing games to funders, created by [https://twitter.com/ifnotnowgwen Gwen Foster] of [https://www.robotteddy.org/ Robot Teddy].<br />
<br />
*[https://www.notion.so/Pitch-Decks-f56e38c13fe6417f8379859e74367e1a Video Game Pitch Decks] - A collection of pitch presentations from game creators around the world and the outcomes of each sample, curated by [https://twitter.com/EvvaKarr Evva Karr].<br />
<br />
*[http://www.fundamentally.games/knowledge-base/templates/ Fundamentally Games' Templates] - Developer-friendly templates for pitching, marketing planning, LiveOps and business strategy.<br />
<br />
== Game Development Resources ==<br />
<br />
*[https://learn.unity.com/ Learn Unity] - how to get started programming in one of the most popular game engines<br />
<br />
*[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<br />
<br />
*[https://free-for.dev/#/ Free for Dev] - a list of software "as a service" (SaaS, PaaS, IaaS, etc.) and other offerings with a focus towards infrastructure / ops, that have free tiers for developers<br />
<br />
*[http://gameaccessibilityguidelines.com/ Game Accessibility Guidelines] - a straightforward reference for inclusive game design<br />
<br />
*[https://www.youtube.com/channel/UCqJ-Xo29CKyLTjn6z2XwYAw Game Maker's Toolkit] - a youtube channel deep diving into game design, level design, and game production<br />
<br />
*[https://www.gamespress.com/latest.asp Games Press] - one-stop archive of game press releases<br />
<br />
*[https://indieboothcraft.com/ Indie Boothcraft] - a guide to exhibiting your game at a convention<br />
<br />
*[https://github.com/mbrukman/awesome-gamedev Magic Tools] - a long list of tools, resources, assets and software for game development<br />
<br />
*[https://onlinegamedev.tumblr.com/ onlinegamedev] - an archive of online game development tools<br />
<br />
*[https://pixelprospector.com/ PixelProsepctor] - an archive of helpful resources for game developers<br />
<br />
*[https://docs.google.com/spreadsheets/d/1QhFyPfYSjHv7PjibGrslF3mNW_CIDXWv9o-iQgLbu1o/edit#gid=2131031661 Game Design Resources] - a collection of game design resources and guides, curated by [https://twitter.com/TychoBolt @TychoBolt]<br />
<br />
*[https://docs.google.com/document/d/1fAlf2MwEFTwePwzbP3try1H0aYa9kpVBHPBkyIq-caY/edit Level Design - In Pursuit of Better Levels] - a collated resource of level design tips, curated by [https://twitter.com/TychoBolt @TychoBolt]<br />
<br />
*[https://www.startmakinggames.com/ Start Making Games] - A simple, one-stop, shop for some sound advice for starting out making games, curated by US game designer [https://twitter.com/Silirrion Craig Morrison]<br />
<br />
== Community ==<br />
<br />
*[https://docs.google.com/forms/d/e/1FAIpQLScK2pOJp9CwKoj_hX58MAw4gU48dEmhd9dP1q0zAwM5hTP0ow/viewform UK Games Industry Slack Group]<br />
<br />
*[https://twitter.com/PitchYaGame PitchYaGame] - a Twitter initiative to help promote indie developers<br />
<br />
== Indie Dev Data Insights ==<br />
<br />
=== General ===<br />
<br />
*[http://icopartners.com/steam-newsletter/ ICO Partners Steam Newsletter] - free regular email rounding up all the games released on Steam each week<br />
<br />
=== 2020 ===<br />
<br />
*[https://datastudio.google.com/u/0/reporting/9c1cbd0f-653a-4046-ba69-d2381b192762/page/1qfAB 'Steam in 2019' Analysis] - by [https://twitter.com/sergiogarces/ Sergio Garcia]<br />
*[https://gamasutra.com/blogs/LottieBevan/20200402/360477/Data_special_Cultist_Simulators_first_year_on_mobile.php Cultist Simulator Mobile - Our First Year] - by Weather Factory<br />
<br />
=== 2019 ===<br />
*[http://weatherfactory.biz/cultist-simulator-mobile-the-all-singing-all-dancing-data-dump/ Cultist Simulator's Mobile Launch] - Weather Factory<br />
<br />
=== 2018 ===<br />
*[https://medium.com/@ustwogames/a-year-of-monument-valley-2-36754517a386 A Year of Monument Valley 2] - ustwo games<br />
<br />
=== 2017 ===<br />
<br />
<br />
=== 2016 ===<br />
*[https://medium.com/@ustwogames/monument-valley-in-numbers-year-2-440cf5562fe Monument Valley in Numbers: Year 2] - ustwo games<br />
<br />
=== 2015 ===<br />
*[https://medium.com/@ustwogames/monument-valley-in-numbers-c945b8658261 Monument Valley in Numbers] - ustwo games</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Diversity_%26_Inclusion_Initiatives_%26_Resources&diff=2146Diversity & Inclusion Initiatives & Resources2021-08-11T08:57:15Z<p>UkieLuke: /* Games Industry */</p>
<hr />
<div>__FORCETOC__<br />
<br />
== Games Industry ==<br />
<br />
{| class="wikitable sortable"<br />
!Name / Link<br />
!Type of Initiative<br />
!Short description<br />
|-<br />
|[https://www.dailydot.com/parsec/gay-characters-video-games-history/ A History of LGBT Video Game Characters]<br />
|Resource<br />
|An article from the Daily Dot summarising the history of LGBTQ+ game characters.<br />
|-<br />
|[https://accessible.games/join-player-panels/ AbleGamers Player Panels]<br />
|Initiative<br />
|Connects players with disabilities with game companies and other organizations to test games and participate in player research and development to make games more accessible.<br />
|-<br />
|[https://www.autistica.org.uk/get-involved/autisticaplay Autistica Play]<br />
|Charity<br />
|Working with the players and creators of games to achieve change that matters to autistic people and their families.<br />
|-<br />
|[http://balancepatch.co.uk/ Balance Patch]<br />
|Consultancy<br />
|A specialist inclusivity, equality and diversity consultancy service for the games industry.<br />
|-<br />
|[http://www.bameingames.org/ BAME in Games]<br />
|Initiative<br />
|Encouraging more diverse talent to work in mobile, online and console gaming, VR, AR, eSports, VFX, animation and entertainment industries.<br />
|-<br />
|[http://www.blackgamedevs.com/ Black Game Developers]<br />
|Resource<br />
|A directory of black game developers and companies from around the world.<br />
|-<br />
|[http://theblackgirlgamers.com/ Black Girl Gamers]<br />
|Community<br />
|Online platform-based community that aims to positively promote diversity and affect change within the games industry<br />
|-<br />
|[https://checkpointorg.com/ Checkpoint]<br />
|Charity<br />
|An Australian charity that provides mental health resources for gamers and the gaming community.<br />
|-<br />
|[https://codecoven.co/ Code Coven]<br />
|Initiative<br />
|A games industry-focused online bootcamp, catering towards people of marginalized genders.<br />
|-<br />
|[https://tutorials.crayta.com/black-creators-prize-fund-mentoring-programme/ Crayta Black Creator's Prize Fund]<br />
|Fund<br />
|A monthly prize fund and mentoring programme for games made by black people, published within the Crayta platform.<br />
|-<br />
|[https://payloadstudios.com/diversity/ Game On]<br />
|Initiative<br />
|Payload Studio's regular series of industry panels, workshops and fireside chats promoting and supporting diversity, equality and inclusion. <br />
|-<br />
|[https://www.gamesaid.org/ GamesAid]<br />
|Charity<br />
|A games industry charity collectively raising more for important causes.<br />
|-<br />
|[https://www.gamesindustry.biz/articles/2021-08-06-resources-for-victims-of-sexual-harassment-in-the-workplace GamesIndustry.biz Academy - Sexual Harassment Resources]<br />
|Resource<br />
|A collection of tools and resources to help victims of sexual harassment get mental health support, seek help, and seek action should they want to.<br />
|-<br />
|[https://gamingthemind.org/ Gaming The Mind]<br />
|Initiative<br />
|An an organisation of UK-based mental health professionals, promoting positive mental health within the gaming community and the games industry.<br />
|-<br />
|[https://gaymingmag.com/ Gayming Magazine]<br />
|Magazine<br />
|Games magazine website focusing on LBGT+ related content.<br />
|-<br />
|[http://www.girlsgamelab.com/ Girls' Game Labs]<br />
|Initiative<br />
|Professional Game Developers teaching girls how to make games.<br />
|-<br />
|[https://www.girlsmakegames.com/ Girls Make Games]<br />
|Initiative<br />
|UK branch of the award-winning US summer camps.<br />
|-<br />
|[https://twitter.com/leveluplinkup/ Level Up Link Up]<br />
|Community<br />
|Creating a space for Black gamers to decompress, relax and network while making a more diverse video games industry in the UK.<br />
|-<br />
|[https://www.limitbreak.co.uk/ Limit Break]<br />
|Initiative<br />
|A London-based mentorship program aimed at women and gender-diverse people in the games industry.<br />
|-<br />
|[https://www.londongaymers.co.uk/ London Gaymers]<br />
|Community<br />
|A safe place for the LGBT gaming community in London and across the UK to connect with like minded individuals.<br />
|-<br />
|[https://www.outmaking.games/ Out Making Games]<br />
|Community<br />
|Connecting and empowering the LGBTQ+ community working in the UK games industry.<br />
|-<br />
|[https://www.pixall.org/ PixAll]<br />
|Resource<br />
|Independent site for developers and studios, to help them create more inclusive games, esports and workspaces.<br />
|-<br />
|[http://pocplay.org/ POC In Play]<br />
|Initiative<br />
|The racial equity and inclusion movement for video games <br />
|-<br />
|[https://www.queergameslibrary.com/ Queer Me]<br />
|Resource<br />
|An archive of games offering queer perspectives for young people.<br />
|-<br />
|[https://queerlyrepresent.me/database Queerly Represent Me]<br />
|Resource<br />
|A database of LGBTQ+ characters in games, maintained by the Australian not-for-profit.<br />
|-<br />
|[http://rainbowjam.games/ Rainbow Game Jam]<br />
|Initative<br />
|An annual 2 week game jam to celebrate and promote diversity within the games industry.<br />
|-<br />
|[https://www.raisethegame.com/ Raise the Game]<br />
|Initiative<br />
|A Ukie-led collaborative and high-impact pledge to improve diversity and inclusion in the games industry - creating cultures where everyone belongs, and ideas can thrive.<br />
|-<br />
|[https://safeinourworld.org/ Safe In Our World]<br />
|Charity<br />
|Fostering positive mental health wellbeing and support for players and games industry workers.<br />
|-<br />
|[https://twitter.com/SavePointSocial Save Point]<br />
|Community<br />
|A relaxed weekly hang-out Discord for people of under-represented genders working in the Video Games industry.<br />
|-<br />
|[https://www.specialeffect.org.uk/ SpecialEffect]<br />
|Charity<br />
|Using video games and technology to enhance the quality of life of people with disabilities.<br />
|-<br />
|[https://www.takethis.org/ Take This]<br />
|Initiative<br />
|A US-based mental health nonprofit decreasing stigma and increasing support for mental health in games.<br />
|-<br />
|[https://www.kowloonnights.com/fairchild The Fairchild Initiative]<br />
|Fund<br />
|A $2m fund dedicated to projects led by Black creators and studios, run by Kowloon Nights.<br />
|-<br />
|[https://wingsfund.me/ Wings Fund]<br />
|Fund<br />
|Venture fund looking to support games by diverse teams, starting with games made by women and gender minority developers.<br />
|-<br />
|[http://www.womeningames.org/ Women in Games]<br />
|Initiative<br />
|Not for profit organisation for women in video, mobile, online games and esports.<br />
|-<br />
|[https://www.womenmakinggames.com/ Women Making Games North East]<br />
|Community<br />
|Monthly meetups for Women in Games in the North East, UK.<br />
|}<br />
<br />
== Tech / General ==<br />
<br />
{| class="wikitable sortable"<br />
!Name / Link<br />
!Type of Initiative<br />
!Short description<br />
|-<br />
|[https://www.includecpp.org/ #include <C++>]<br />
|Community<br />
|IncludeCpp is a global, inclusive, and diverse community for developers interested in C++<br />
|-<br />
|[http://www.23codestreet.com/ 23 Code Street]<br />
|Coding school<br />
|Teaching women in the UK and India<br />
|- <br />
|[https://30percentclub.org/ 30% Club]<br />
|Non-profit<br />
|Dedicated to increasing women on boards<br />
|- <br />
|[http://www.5050pledge.com/ 50/50 Pledge]<br />
|Network<br />
|A pledge for events and conferences to be 50:50 represented<br />
|-<br />
|[http://www.vwvr.org/ A Vision for Women in VR]<br />
|Initiative<br />
|A collective visionary document challenging gender imbalance in the creative industries and tech<br />
|-<br />
|[https://accelerateher.co/#/ Accelerate Her]<br />
|Company<br />
|Born out of Founders Forum, consulting fast growth tech companies<br />
|-<br />
|[https://www.bima.co.uk/en/Article/2019/04-Apr-2019/Major-Study-Finds-Diverse-Members-of-the-Tech-Sector-Experience-Discrimination-and-Stress BIMA Tech Inclusion & Diversity Report]<br />
|Report<br />
|The first official study to explore the experiences of diverse members of the UK tech sector.<br />
|- <br />
|[https://www.codefirstgirls.org.uk/ Code First: Girls]<br />
|Non-profit<br />
|Non-profit teaching women how to code and helping them get work in tech companies<br />
|- <br />
|[https://www.colorintech.org/ Color in Tech]<br />
|Non-profit<br />
|Non-profit promoting a fairer tech industry<br />
|- <br />
|[https://developher.org/ DevelopHer]<br />
|Non-profit<br />
|Non-profit social enterprise promoting women in technology<br />
|- <br />
|[http://wearedivinc.com/ Divinc]<br />
|Incubator<br />
|Young Enterprise focused on inner city schools<br />
|- <br />
|[https://doteveryone.org.uk/ Dot Everyone]<br />
|Non-profit<br />
|Focused on tech companies<br />
|- <br />
|[http://www.fearlessfutures.org/ Fearless Futures]<br />
|Training group<br />
|Training focused on Social Justice<br />
|-<br />
|[http://www.hustlecrew.co/ Hustle Crew]<br />
|Community<br />
|Community for entrepreneurial women of colour<br />
|-<br />
|[https://www.inclusionintech.com/ Inclusion in Tech]<br />
|Resource & Guide<br />
|A step-by-step guide to help you plan, deploy, monitor and improve a Diversity & Inclusion strategy suited to your company.<br />
|-<br />
|[http://www.inclusiveboards.co.uk/ Inclusive Boards]<br />
|Company<br />
|Helping recruit more ethnically diverse boards<br />
|-<br />
|[https://www.innovateher.co.uk/ InnovateHer]<br />
|Initiative<br />
|A national initiative to encourage girls aged 12-16 to pursue a career in the tech industries.<br />
|- <br />
|[https://muslamicmakers.com/ Muslamic Makers]<br />
|Meet-up group<br />
|Meet-up group for Muslims in Tech<br />
|-<br />
|[http://capitalenterprise.org/onetech/ One Tech]<br />
|Collective / network<br />
|Focussing on promoting entreprenrship to BAME / female entrepreneurs<br />
|-<br />
|[https://peopleofcolorintech.com/ People of Color in Tech]<br />
|Community<br />
|Community for entrepreneurial people of colour<br />
|-<br />
|[http://www.success-talks.co.uk/ Success Talks]<br />
|Event series<br />
|Platform and event series showcasing diverse speakers<br />
|-<br />
|[https://www.techtalentcharter.co.uk/diversity-directory Tech Talent Charter Diversity Directory]<br />
|Initiative<br />
|A directory of UK programmes and organisations promoting and supporting diversity in the technology sectors.<br />
|-<br />
|[https://www.notion.so/The-TTC-Open-Playbook-of-Best-Practice-27144a5947ef4e0a9b5f5addffd9c68b Tech Talent Charter Open Playbook]<br />
|Initiative<br />
|An open resource, sharing best practices for improving diversity across the technology sectors.<br />
|-<br />
|[http://www.techishpod.com/ Techish]<br />
|Community<br />
|Podcast / community showcasing diverse tech rolemodels<br />
|-<br />
|[https://www.thisisysys.com/ YSYS]<br />
|Community<br />
|Community group of diverse entrepreneurs<br />
|}<br />
<br />
== Investment ==<br />
<br />
{| class="wikitable sortable"<br />
!Name / Link<br />
!Type of Initiative<br />
!Short description<br />
|-<br />
|[https://www.allbrightcollective.com/ AllBright]<br />
|Angel group<br />
|Angel group and co-working club focussed on female founders<br />
|-<br />
|[http://www.angelacademe.com/ Angel Academe]<br />
|Angel group<br />
|Angel group focused on female founders & angels<br />
|-<br />
|[http://astia.org/astia-angels/ Astia Angels]<br />
|Angel group<br />
|Angel group focused on female founders & angels<br />
|-<br />
|[https://backstagecapital.com/ Backstage Capital]<br />
|Fund / Accelerator<br />
|Accelerator in the UK focussed on LGBT, people of colour and female founders<br />
|- <br />
|[https://www.femstreet.com/ FemStreet]<br />
|Newsletter<br />
|Start-ups / VC<br />
|-<br />
|[https://www.janevc.com/ Jane VC]<br />
|Fund<br />
|Fund focused on female founders<br />
|- <br />
|[https://www.level20.org/ Level 20]<br />
|Non-profit<br />
|Focused mainly on women in the Private Equity and LP community<br />
|-<br />
|[https://www.merianventures.com/ Merian Ventures]<br />
|Fund<br />
|Fund focused on female founders<br />
|-<br />
|[https://www.rareseedcapital.com/ Rare Seed Capital]<br />
|Angel group<br />
|Angel group focused on BAME investors<br />
|-<br />
|[https://www.voulez-capital.com/ Voulez Capital]<br />
|Fund<br />
|Fund focused on female founders<br />
|}<br />
<br />
<br />
The initial list of initiatives above was sourced via the Atomico 2018 [https://2018.stateofeuropeantech.com/chapter/state-european-tech-2018/ State of European Tech] report, although this has now been significantly expanded.</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Diversity_%26_Inclusion_Initiatives_%26_Resources&diff=2145Diversity & Inclusion Initiatives & Resources2021-08-11T08:56:54Z<p>UkieLuke: /* Games Industry */</p>
<hr />
<div>__FORCETOC__<br />
<br />
== Games Industry ==<br />
<br />
{| class="wikitable sortable"<br />
!Name / Link<br />
!Type of Initiative<br />
!Short description<br />
|-<br />
|[https://www.dailydot.com/parsec/gay-characters-video-games-history/ A History of LGBT Video Game Characters]<br />
|Resource<br />
|An article from the Daily Dot summarising the history of LGBTQ+ game characters.<br />
|-<br />
|[https://accessible.games/join-player-panels/ AbleGamers Player Panels]<br />
|Initiative<br />
|Connects players with disabilities with game companies and other organizations to test games and participate in player research and development to make games more accessible.<br />
|-<br />
|[https://www.autistica.org.uk/get-involved/autisticaplay Autistica Play]<br />
|Charity<br />
|Working with the players and creators of games to achieve change that matters to autistic people and their families.<br />
|-<br />
|[http://balancepatch.co.uk/ Balance Patch]<br />
|Consultancy<br />
|A specialist inclusivity, equality and diversity consultancy service for the games industry.<br />
|-<br />
|[http://www.bameingames.org/ BAME in Games]<br />
|Initiative<br />
|Encouraging more diverse talent to work in mobile, online and console gaming, VR, AR, eSports, VFX, animation and entertainment industries.<br />
|-<br />
|[http://www.blackgamedevs.com/ Black Game Developers]<br />
|Resource<br />
|A directory of black game developers and companies from around the world.<br />
|-<br />
|[http://theblackgirlgamers.com/ Black Girl Gamers]<br />
|Community<br />
|Online platform-based community that aims to positively promote diversity and affect change within the games industry<br />
|-<br />
|[https://checkpointorg.com/ Checkpoint]<br />
|Charity<br />
|An Australian charity that provides mental health resources for gamers and the gaming community.<br />
|-<br />
|[https://codecoven.co/ Code Coven]<br />
|Initiative<br />
|A games industry-focused online bootcamp, catering towards people of marginalized genders.<br />
|-<br />
|[https://tutorials.crayta.com/black-creators-prize-fund-mentoring-programme/ Crayta Black Creator's Prize Fund]<br />
|Fund<br />
|A monthly prize fund and mentoring programme for games made by black people, published within the Crayta platform.<br />
|-<br />
|[https://payloadstudios.com/diversity/ Game On]<br />
|Initiative<br />
|Payload Studio's regular series of industry panels, workshops and fireside chats promoting and supporting diversity, equality and inclusion. <br />
|-<br />
|[https://www.gamesaid.org/ GamesAid]<br />
|Charity<br />
|A games industry charity collectively raising more for important causes.<br />
|-<br />
|[https://www.gamesindustry.biz/articles/2021-08-06-resources-for-victims-of-sexual-harassment-in-the-workplace GamesIndustry.biz Academy - Sexual Harassment Resources]<br />
|resource<br />
|A collection of tools and resources to help victims of sexual harassment get mental health support, seek help, and seek action should they want to.<br />
|-<br />
|[https://gamingthemind.org/ Gaming The Mind]<br />
|Initiative<br />
|An an organisation of UK-based mental health professionals, promoting positive mental health within the gaming community and the games industry.<br />
|-<br />
|[https://gaymingmag.com/ Gayming Magazine]<br />
|Magazine<br />
|Games magazine website focusing on LBGT+ related content.<br />
|-<br />
|[http://www.girlsgamelab.com/ Girls' Game Labs]<br />
|Initiative<br />
|Professional Game Developers teaching girls how to make games.<br />
|-<br />
|[https://www.girlsmakegames.com/ Girls Make Games]<br />
|Initiative<br />
|UK branch of the award-winning US summer camps.<br />
|-<br />
|[https://twitter.com/leveluplinkup/ Level Up Link Up]<br />
|Community<br />
|Creating a space for Black gamers to decompress, relax and network while making a more diverse video games industry in the UK.<br />
|-<br />
|[https://www.limitbreak.co.uk/ Limit Break]<br />
|Initiative<br />
|A London-based mentorship program aimed at women and gender-diverse people in the games industry.<br />
|-<br />
|[https://www.londongaymers.co.uk/ London Gaymers]<br />
|Community<br />
|A safe place for the LGBT gaming community in London and across the UK to connect with like minded individuals.<br />
|-<br />
|[https://www.outmaking.games/ Out Making Games]<br />
|Community<br />
|Connecting and empowering the LGBTQ+ community working in the UK games industry.<br />
|-<br />
|[https://www.pixall.org/ PixAll]<br />
|Resource<br />
|Independent site for developers and studios, to help them create more inclusive games, esports and workspaces.<br />
|-<br />
|[http://pocplay.org/ POC In Play]<br />
|Initiative<br />
|The racial equity and inclusion movement for video games <br />
|-<br />
|[https://www.queergameslibrary.com/ Queer Me]<br />
|Resource<br />
|An archive of games offering queer perspectives for young people.<br />
|-<br />
|[https://queerlyrepresent.me/database Queerly Represent Me]<br />
|Resource<br />
|A database of LGBTQ+ characters in games, maintained by the Australian not-for-profit.<br />
|-<br />
|[http://rainbowjam.games/ Rainbow Game Jam]<br />
|Initative<br />
|An annual 2 week game jam to celebrate and promote diversity within the games industry.<br />
|-<br />
|[https://www.raisethegame.com/ Raise the Game]<br />
|Initiative<br />
|A Ukie-led collaborative and high-impact pledge to improve diversity and inclusion in the games industry - creating cultures where everyone belongs, and ideas can thrive.<br />
|-<br />
|[https://safeinourworld.org/ Safe In Our World]<br />
|Charity<br />
|Fostering positive mental health wellbeing and support for players and games industry workers.<br />
|-<br />
|[https://twitter.com/SavePointSocial Save Point]<br />
|Community<br />
|A relaxed weekly hang-out Discord for people of under-represented genders working in the Video Games industry.<br />
|-<br />
|[https://www.specialeffect.org.uk/ SpecialEffect]<br />
|Charity<br />
|Using video games and technology to enhance the quality of life of people with disabilities.<br />
|-<br />
|[https://www.takethis.org/ Take This]<br />
|Initiative<br />
|A US-based mental health nonprofit decreasing stigma and increasing support for mental health in games.<br />
|-<br />
|[https://www.kowloonnights.com/fairchild The Fairchild Initiative]<br />
|Fund<br />
|A $2m fund dedicated to projects led by Black creators and studios, run by Kowloon Nights.<br />
|-<br />
|[https://wingsfund.me/ Wings Fund]<br />
|Fund<br />
|Venture fund looking to support games by diverse teams, starting with games made by women and gender minority developers.<br />
|-<br />
|[http://www.womeningames.org/ Women in Games]<br />
|Initiative<br />
|Not for profit organisation for women in video, mobile, online games and esports.<br />
|-<br />
|[https://www.womenmakinggames.com/ Women Making Games North East]<br />
|Community<br />
|Monthly meetups for Women in Games in the North East, UK.<br />
|}<br />
<br />
== Tech / General ==<br />
<br />
{| class="wikitable sortable"<br />
!Name / Link<br />
!Type of Initiative<br />
!Short description<br />
|-<br />
|[https://www.includecpp.org/ #include <C++>]<br />
|Community<br />
|IncludeCpp is a global, inclusive, and diverse community for developers interested in C++<br />
|-<br />
|[http://www.23codestreet.com/ 23 Code Street]<br />
|Coding school<br />
|Teaching women in the UK and India<br />
|- <br />
|[https://30percentclub.org/ 30% Club]<br />
|Non-profit<br />
|Dedicated to increasing women on boards<br />
|- <br />
|[http://www.5050pledge.com/ 50/50 Pledge]<br />
|Network<br />
|A pledge for events and conferences to be 50:50 represented<br />
|-<br />
|[http://www.vwvr.org/ A Vision for Women in VR]<br />
|Initiative<br />
|A collective visionary document challenging gender imbalance in the creative industries and tech<br />
|-<br />
|[https://accelerateher.co/#/ Accelerate Her]<br />
|Company<br />
|Born out of Founders Forum, consulting fast growth tech companies<br />
|-<br />
|[https://www.bima.co.uk/en/Article/2019/04-Apr-2019/Major-Study-Finds-Diverse-Members-of-the-Tech-Sector-Experience-Discrimination-and-Stress BIMA Tech Inclusion & Diversity Report]<br />
|Report<br />
|The first official study to explore the experiences of diverse members of the UK tech sector.<br />
|- <br />
|[https://www.codefirstgirls.org.uk/ Code First: Girls]<br />
|Non-profit<br />
|Non-profit teaching women how to code and helping them get work in tech companies<br />
|- <br />
|[https://www.colorintech.org/ Color in Tech]<br />
|Non-profit<br />
|Non-profit promoting a fairer tech industry<br />
|- <br />
|[https://developher.org/ DevelopHer]<br />
|Non-profit<br />
|Non-profit social enterprise promoting women in technology<br />
|- <br />
|[http://wearedivinc.com/ Divinc]<br />
|Incubator<br />
|Young Enterprise focused on inner city schools<br />
|- <br />
|[https://doteveryone.org.uk/ Dot Everyone]<br />
|Non-profit<br />
|Focused on tech companies<br />
|- <br />
|[http://www.fearlessfutures.org/ Fearless Futures]<br />
|Training group<br />
|Training focused on Social Justice<br />
|-<br />
|[http://www.hustlecrew.co/ Hustle Crew]<br />
|Community<br />
|Community for entrepreneurial women of colour<br />
|-<br />
|[https://www.inclusionintech.com/ Inclusion in Tech]<br />
|Resource & Guide<br />
|A step-by-step guide to help you plan, deploy, monitor and improve a Diversity & Inclusion strategy suited to your company.<br />
|-<br />
|[http://www.inclusiveboards.co.uk/ Inclusive Boards]<br />
|Company<br />
|Helping recruit more ethnically diverse boards<br />
|-<br />
|[https://www.innovateher.co.uk/ InnovateHer]<br />
|Initiative<br />
|A national initiative to encourage girls aged 12-16 to pursue a career in the tech industries.<br />
|- <br />
|[https://muslamicmakers.com/ Muslamic Makers]<br />
|Meet-up group<br />
|Meet-up group for Muslims in Tech<br />
|-<br />
|[http://capitalenterprise.org/onetech/ One Tech]<br />
|Collective / network<br />
|Focussing on promoting entreprenrship to BAME / female entrepreneurs<br />
|-<br />
|[https://peopleofcolorintech.com/ People of Color in Tech]<br />
|Community<br />
|Community for entrepreneurial people of colour<br />
|-<br />
|[http://www.success-talks.co.uk/ Success Talks]<br />
|Event series<br />
|Platform and event series showcasing diverse speakers<br />
|-<br />
|[https://www.techtalentcharter.co.uk/diversity-directory Tech Talent Charter Diversity Directory]<br />
|Initiative<br />
|A directory of UK programmes and organisations promoting and supporting diversity in the technology sectors.<br />
|-<br />
|[https://www.notion.so/The-TTC-Open-Playbook-of-Best-Practice-27144a5947ef4e0a9b5f5addffd9c68b Tech Talent Charter Open Playbook]<br />
|Initiative<br />
|An open resource, sharing best practices for improving diversity across the technology sectors.<br />
|-<br />
|[http://www.techishpod.com/ Techish]<br />
|Community<br />
|Podcast / community showcasing diverse tech rolemodels<br />
|-<br />
|[https://www.thisisysys.com/ YSYS]<br />
|Community<br />
|Community group of diverse entrepreneurs<br />
|}<br />
<br />
== Investment ==<br />
<br />
{| class="wikitable sortable"<br />
!Name / Link<br />
!Type of Initiative<br />
!Short description<br />
|-<br />
|[https://www.allbrightcollective.com/ AllBright]<br />
|Angel group<br />
|Angel group and co-working club focussed on female founders<br />
|-<br />
|[http://www.angelacademe.com/ Angel Academe]<br />
|Angel group<br />
|Angel group focused on female founders & angels<br />
|-<br />
|[http://astia.org/astia-angels/ Astia Angels]<br />
|Angel group<br />
|Angel group focused on female founders & angels<br />
|-<br />
|[https://backstagecapital.com/ Backstage Capital]<br />
|Fund / Accelerator<br />
|Accelerator in the UK focussed on LGBT, people of colour and female founders<br />
|- <br />
|[https://www.femstreet.com/ FemStreet]<br />
|Newsletter<br />
|Start-ups / VC<br />
|-<br />
|[https://www.janevc.com/ Jane VC]<br />
|Fund<br />
|Fund focused on female founders<br />
|- <br />
|[https://www.level20.org/ Level 20]<br />
|Non-profit<br />
|Focused mainly on women in the Private Equity and LP community<br />
|-<br />
|[https://www.merianventures.com/ Merian Ventures]<br />
|Fund<br />
|Fund focused on female founders<br />
|-<br />
|[https://www.rareseedcapital.com/ Rare Seed Capital]<br />
|Angel group<br />
|Angel group focused on BAME investors<br />
|-<br />
|[https://www.voulez-capital.com/ Voulez Capital]<br />
|Fund<br />
|Fund focused on female founders<br />
|}<br />
<br />
<br />
The initial list of initiatives above was sourced via the Atomico 2018 [https://2018.stateofeuropeantech.com/chapter/state-european-tech-2018/ State of European Tech] report, although this has now been significantly expanded.</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=UK_Video_Games_Market&diff=2144UK Video Games Market2021-08-03T10:53:02Z<p>UkieLuke: /* 2021 Stats */</p>
<hr />
<div>== About This Page ==<br />
<br />
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.<br />
<br />
== 2021 Stats ==<br />
<br />
*According to Ukie's annual [[2020_UK_Consumer_Games_Market_Valuation|UK Consumer Games Market Valuation]], UK consumer spent a record £7bn on game and game related activities in 2020, an increase of +29% on the previous year<br />
**Game software grew +18.5% to a record £4.55bn<br />
**Game hardware saw an explosive year, jumping +60.8% to £2.26bn<br />
**Spending on game culture products and activities grew to £199m, despite many areas experiencing significant difficulties due to the pandemic.<br />
**A full breakdown of consumer games spend can be found at the [[2020_UK_Consumer_Games_Market_Valuation|UK Consumer Games Market Valuation]] page.<br />
<br />
*In 2020, the retail value of games software was four-and-a-half times larger than it was in 2000, growing from £815m to £4.43bn over the ten-year period. ([https://eraltd.org/news-events/press-releases/2021/value-of-games-market-quadruples-since-2000/ ERA], May 2021)<br />
**Game software now represents 47.8% of the combined music, video and games sectors, making it almost as big as both other sectors put together.<br />
<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:UK Entertainment Retail Revenues ERA 2000 2020.PNG|thumb|500px|UK Entertainment Retail Revenues, 2000-2020 (ERA, May 2021)]] </li><br />
</ul></div><br />
<br />
== 2020 Stats ==<br />
<br />
*In 2019, UK consumers spent £5.35bn on video games and game-related products, a -4.8% decline on 2018's record-breaking year. Full details are available in Ukie's [[Ukie UK Consumer Games Market Valuation|2019 UK Consumer Games Market Valuation]].<br />
**Game software saw a pause in the growth trend of the recent years, with revenues plateauing and a small -2.1% drop to £3.85bn. <br />
**Hardware saw a slower year, with a -14% decline to £1.35bn, mirroring demand for last-gen consoles.<br />
**Broader interest in games continues to grow with UK audiences, with game culture revenues climbing +28.5% to £146m.<br />
<br />
*According to the [https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ Entertainment Retailers' Association], the UK games software market was worth £3.77bn in 2019, accounting for 48% of the UK's £7.8bn entertainment media market. ([https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020)<br />
**Digital revenue made up 84% of all games software revenues at £3.17bn, compared to physical sales at £606.2m. Physical sales was split between £274.2m in online purchasing versus £328.4 in the high street.<br />
**At £3.17bn, digital game revenues were equal to the revenues of all digital video revenues (£2.1bn) such as Netflix and digital music revenues (£1.1bn) such as Spotify combined, despite the impacts of the end of the current console cycle.<br />
<br />
{| class="wikitable"<br />
!Revenue Type<br />
!Games<br />
!Video<br />
!Music<br />
!Total<br />
|-<br />
|Digital<br />
|£3,171.5<br />
|£2,109.4<br />
|£1,092.6<br />
|'''£6,373.5'''<br />
|-<br />
|Online physical<br />
|£274.2<br />
|£211.6<br />
|£137.4<br />
|'''£623.2'''<br />
|-<br />
|Bricks & mortar physical<br />
|£328.4<br />
|£289.0<br />
|£180.7<br />
|'''£798.1'''<br />
|-<br />
|'''Total'''<br />
|'''£3,774.1'''<br />
|'''£2,610.0'''<br />
|'''£1,410.7'''<br />
|'''£7,794.8'''<br />
|}<br />
Source: [https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020<br />
<br />
*In 2019, there were 5,544 physical outlets selling video games in the UK, compared to 10,001 outlets for video and 8,450 for music. ([https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020)<br />
<br />
[[File:UK Internet Consumption per Hour.PNG|thumb|400px|UK Internet Consumption per Hour for major media types (2020). [https://home.bt.com/tech-gadgets/internet/broadband/how-much-data-do-i-use-when-im-streaming-tv-and-films-or-playing-online-games-11364285810446 Source]]]<br />
<br />
*On average, playing online games consumes around 43MB of internet data per hour, compared to 429MB for Youtube (standard definition), 644MB for TV (standard definition), 3,000MB for HD TV and 7,000MB per hour for 4K TV. ([https://home.bt.com/tech-gadgets/internet/broadband/how-much-data-do-i-use-when-im-streaming-tv-and-films-or-playing-online-games-11364285810446 BT], Mar 2020)<br />
<br />
== 2019 Stats ==<br />
<br />
*Landmark figures released by the Entertainment Retailer's Association show that in 2018 UK sales of games have now eclipsed that of both music and video combined, reaching a record £3.86bn across both physical and digital, an increase of +9.1% on 2017. Game sales now represent 51.3% of the overall £7.54bn entertainment retail market. ([https://eraltd.org/news-events/press-releases/2019/streaming-drives-entertainment-sales-94-higher-in-2018-to-sixth-consecutive-year-of-growth/ ERA], Jan 2019)<br />
**Digital games sales were the key driver of growth, increasing +12.5% to £3.09bn, or 80.1% of overall game revenue. Physical sales saw a small decline of -2.8% to £769.9m. Overall, the UK games market has now more than doubled since 2007.<br />
<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:2018 ERA Entertainment Sector Value.PNG|thumb|500px|2018 Entertainment Sector Value (ERA, Jan 2019)]] </li><br />
</ul></div><br />
<br />
*22 million boxed games were sold in 2018, a drop of 7.1 per cent on 2017, despite physical revenues dropping only -2.8% . Nintendo Switch game sales, usually retailing at higher prices, were a major factor in bouying revenues, with Switch game unit sales increasing +90.1% and revenues +73.4% from 2017. ([https://www.gamesindustry.biz/articles/2019-01-02-uk-physical-games-market-falls-2-8-percent-in-2018 Gamesindustry.biz / Ukie/ GfK], Jan 2019)<br />
<br />
== 2018 Stats ==<br />
<br />
*The UK’s entertainment and media sector is predicted to grow by £8bn over the next four years to a total of £76bn, making the UK the second largest market in Europe, the Middle East and Africa (EMEA). ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*By 2020, total UK video games revenue (£5.5bn) is expected to overtake total spend on books (£4.9bn). ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)<br />
*UK Digital game purchases are forecast to reach £721m within the next four years and overtake physical game spend for the first time. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*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. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*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)<br />
*The UK’s second fastest growing entertainment and media sector is esports, growing 21% year on year to reach £48m in revenue by 2022. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)<br />
*Data consumption in the UK will grow by 22% year-on-year till 2022, overtaking France in 2021 to become the biggest market in Western Europe. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*Combined UK physical and digital sales reached a record £3.35bn in 2017, increasing 9.6% from 2016. The value of the UK games home sales market almost equals that of music and video combined, comprising 46.3% of the overall value of the sector. ([https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ ERA], Jan 2017)<br />
*Digital games sales grew 12.1% in the UK to £2.56bn in 2017, while physical game sales reversed recent trends, increasing 2.1% to £792m. ([https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ ERA], Jan 2017)<br />
*The UK is ranked as the 6th largest games market globally ($4.453m), after China, USA, Japan, South Korea and Germany ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)<br />
*37.3m people in the UK play video games. ([https://newzoo.com/insights/infographics/uk-games-market-2018/s Newzoo], Jun 2018)<br />
<br />
== 2017 Stats ==<br />
<br />
*The UK consumer market for games was valued at a record £4.33bn in 2016, up 1.2% from 2015 (£4.28bn). ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*2016 was the biggest ever year for games software, exceeding £3bn in sales for the first time, driven by record results in both Digital and Online sales (£1.22bn, +11.1%) and Mobile Games, which achieved revenues just short of £1bn (£995.1, +16.9%). Boxed software remains a substantial factor in software sales, despite the general trend towards digital, achieving £766.7m in sales in 2016 (-15.2%). ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The impact of VR and esports drove a huge increase in PC Game Hardware (£258m, +64.3%), with UK VR Hardware (headset) sales tracked for the first time, valued at £61.3m in 2016. ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The games industry's impact on broader sectors also showed a record year, with increased sales across game-related toys, merchandise, books, movies and soundtracks, as well as game-based events around the UK, contributing to a record £100.5m in revenues across these segments. ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The UK is the 5th largest video game market in 2017 in terms of consumer revenues, after China, USA, Japan, South Korea and Germany. ([https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ Newzoo], June 2017)<br />
*The UK games market will be Europe’s largest market and the fifth largest globally behind the US, China, Japan and South Korea, growing at 6.7% CAGR and worth £5.2bn in 2021. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)<br />
*By December 2017, 70.6m PS4 consoles and 617.8m PS4 games have been sold to date. ([http://www.sie.com/en/corporate/release/2017/171207.html SIEE], Dec 2017)<br />
*As of November 2017, the number of PS4 and Xbox One consoles now sold in the UK (the ‘installed base’) stands at 7.5 million, 14% ahead of the installed base at the same point in the previous console generation. ([http://www.gamedigitalplc.com/~/media/Files/G/Game-Corp-V2/documents/results-reports-presentations/2017/full-year-results-presentation-2016-17.pdf GAME / GfK], Nov 2017)<br />
*Since launch on 3rd March 2017, over 469,000 Nintendo Switches have been sold in the UK & Spain, despite a limited supply. ([http://www.gamedigitalplc.com/~/media/Files/G/Game-Corp-V2/documents/results-reports-presentations/2017/full-year-results-presentation-2016-17.pdf GAME / GfK], Nov 2017)<br />
*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)<br />
*Console gaming leads the market at $2bn (52%), nearly double mobile’s $1.1bn (28%). PC gaming makes up the remaining 20% at $800m. ([https://newzoo.com/insights/infographics/the-uk-games-market-2016/ Newzoo], Aug 2016) <br />
*The UK is estimated to be the sixth largest video game market in 2015 in terms of consumer revenues, after the China, the US, Japan, South Korean and Germany. The UK market is estimated to be worth $3.5bn. This figure excludes hardware sales and tax ([https://newzoo.com/insights/infographics/the-uk-games-market-2016/ Newzoo], Aug 2016)<br />
*In 2016, games sales in the UK generated more revenue than either video or music, increasing by +2.9% to £2.96bn. This record figure makes the games market 1.3 times the size of the video market (£2.25bn) and 2.6 times the size of music (£1.1bn). ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*While physical sales of games declined -16.4% from £927m to £776 in 2016, digital sales increased +12.1% to £2.18bn, more than making up the difference. Physical sales were also down in both video and music, with video seeing a greater decline of -17.1% and music down -7.3%. ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*ERA also found that the 2016 digital sales of games (£2.2bn) was larger than the combined digital sales of video and music (£1.9bn). ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017) <br />
*Electronic Art's FIFA 17 was the highest selling entertainment product in 2016, selling 2.5m units, approximately 9% more sales than Star Wars: The Force Awakens, which sold 2.3m units. ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*Pokémon GO was the most frequently-used gaming app in the UK and was opened an average of 4.82 times per day by its users, in the period 27 Sept - 23rd Dec 2016. ([https://www.ofcom.org.uk/__data/assets/pdf_file/0021/105438/uk-internet-online.pdf Ofcom], Aug 2017)<br />
*The UK is the 4th largest market for iOS apps & games, both in terms of downloads and revenues. It also places 6th for Google Play revenues. ([https://www.appannie.com/en/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)<br />
<br />
== 2016 Stats ==<br />
<br />
*The UK games market grew by 5% to £4.19bn in 2015, up from £3.94bn in 2014. Growth has slowed slightly from 2013-2014, when it was up 13% from £3.48bn (MCV and Ukie, Feb 2016, LINKS for [http://www.mcvuk.com/press-releases/read/uk-games-market-soars-past-pound-4-1bn/0162456 2015], [http://www.mcvuk.com/news/read/uk-games-market-worth-3-94bn-in-2014/0145088 2014])<br />
*Games sold more than video or music in 2015. The games market grew by +10% to reach £2.8bn, while video grew by +1.5% to reach £2.2bn and music by +3.5% to reach £1bn. ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016)<br />
*While physical boxed software sales decreased by -2.2% (to reach £928m), the digital sales grew by +17.1% (to reach £1,899m). ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016, LINK)<br />
*Games represented 46% of the combined games, video and music entertainment market in 2015. ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016, LINK)<br />
*The UK games market was worth nearly £4.2bn in consumer spend in 2015, up 7.4% from £3.94bn in 2014 (Ukie, March 2016)<br />
*The industry’s biggest consumer market revenue streams in 2015 were Digital Console and PC (£1,224m, +13.2%), Boxed Software (£904m, -3%), Consoles hardware (£689m, -28% after the initial sales peak for next-gen consoles) and Mobile gaming (£664m, +21.2%). (Ukie, March 2016)<br />
* The digital sales of games (£1.9bn) are bigger than the combined digital sales of video and music (£1.3bn). ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016)<br />
*47% of UK smartphone owners use apps on their phones to play games – more that use apps for online banking (40%) or reading the news (33%). ([https://www.deloitte.co.uk/mobileuk/ Deloitte], Oct 2016)<br />
[[File:DeloitteMobile.png|right|frame|Deloitte, Oct 2016]]<br />
<br />
== 2015 Stats ==<br />
*In the 6 months prior to 10th April 2016, people who bought Toys to Life spent an average of £59.77 on figures. 61% of people who bought a starter pack in the last 6 months also bought at least one additional figure. TTL shoppers also spent £36.99 on average on other new boxed games. (Kantar, May 2015)<br />
*UK is the Nbr1 territory for pre-orders across EU (23% of UK players stated they pre-ordered a title in the last year). ([http://www.mcvuk.com/news/read/pre-order-crisis-looms-as-3-4m-uk-gamers-hold-off/0148440 MCV and Ipsos MediaCT], Apr 2015)<br />
*The Entertainment Retailers Association found that games sold more than video or music in 2014. The games market grew by +7.5% to reach £2.5bn, while video decreased by -1.4% to reach £2.2bn and music by -1.6% to reach £1bn. ([http://www.eraltd.org/ ERA], Jan 2015)<br />
*ERA also found the digital sales of games (£1.5bn) to be bigger than the combined digital sales of video and music (£1.3bn). ([http://www.eraltd.org/ ERA], Jan 2015)<br />
*The PC digital market in 2014 was worth £741m (this includes DLC, MMO and social games revenue), the console digital market £118m and mobile £548m. (Superdata, MCV Issue 829, Apr 2015)<br />
*Digital segments’ audience that grew most over the past 4 years (until 2014) have been the social segment (from 13m monthly active users to 31m users, and free-to-play MMO going from 8m to 13m users). (Superdata, MCV Issue 829, Apr 2015)<br />
*81% of Total War: Attila units sold in its 1st week were digital copies. ([http://www.mcvuk.com/news/read/81-of-total-war-attila-sales-were-digital/0146196] MCV, Mar 2015)<br />
*Digital and online game sales were up from £891m to £1,048m in 2014, an 18% increase. (MCV and Ukie, Feb 2015)<br />
*Digital points cards were worth £158m in 2014, of which £26m were generated by points cards for specific individual titles. (MCV and Ukie, Feb 2015)<br />
*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/about-isfe/news/isfe-report-deloitte-illustrates-economic-impact-new-business-models Deloitte and ISFE Mobile Games in Europe] September 2015)<br />
*Household device ownership in Q1 2015: 44% households own an iPhone, 46% an Android phone and 12% a Windows phone (GameTrack (ISFE/Ipsos MediaCT) – Quarter 1 2015)<br />
*30% of the total UK game revenue is generated via apps games in Q3 2015. (GameTrack (ISFE/Ipsos MediaCT) – Quarter 3 2015)<br />
*10.2m (21%) of 6-64 year old play on smartphones and 8.4m (18%) on tablets in Q3 2015. (GameTrack (ISFE/Ipsos MediaCT) – Quarter 3 2015)<br />
<br />
== 2014 Stats ==<br />
<br />
*In the UK in 2014, 41% of players pay when playing mobile games. 5% of these payers are big spenders, lower than the 6% average for the 10 countries displayed in the report. It’s apparently opinion that gets people playing a game: 36% of UK players start a game because a friend or relative recommended it, and 35% because it had good reviews. Interestingly the UK is the country amongst the 4 measured on this where audience rely the most on good reviews to play. ([http://www.newzoo.com/trend-reports/newzoo-mobile-gaming-trend-report-spotting-mobile-spenders/ Newzoo] Dec 2014)<br />
*Looking at smartphones sales in the UK, for August-October 2014, the sales share was 52.3% for Android, 39.5% for iOS (iPhone 6 launch boosted sales), 7.7% for Windows phone and 0.3% for BlackBerry and Others. ([https://www.kantarworldpanel.com/global/News/Huge-iPhone-6-sales-put-Apple-on-course-for-record-quarter Kantar Worldpanel], Dec 2014)<br />
<br />
== Pre-2014 Stats ==<br />
<br />
We presently hold relatively little information on the UK market pre-2014. Below are some selected reports containing insights on this period.<br />
<br />
*[https://www.yumpu.com/en/document/read/15663234/from-exuberant-youth-to-sustainable-maturity-dti-home From Exuberant Youth to Sustainable Maturity - Competitiveness analysis of the UK games software sector]</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Global_Video_Games_Market&diff=2143Global Video Games Market2021-08-03T10:52:53Z<p>UkieLuke: </p>
<hr />
<div>== About This Page ==<br />
<br />
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.<br />
<br />
== Other Global Industry Categories ==<br />
<br />
*[[Mobile market]]<br />
*[[Acquisition and Investment]]<br />
*[[Esports]]<br />
*[[Gaming video content]]<br />
*[[Virtual reality]]<br />
<br />
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].<br />
<br />
== Install Base - Devices & Games ==<br />
<br />
'''Major platforms install base:'''<br />
*PlayStation 4 - 106m ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020), previously 100m ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone The Verge], Jul 2019), 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)<br />
*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)<br />
*Switch - 32.27m ([https://uk.ign.com/articles/2019/01/31/nintendo-switch-sales-pass-32-million IGN], Jan 2019)<br />
*Steam - 90m Monthly Active Users, 47m Daily Active Users ([https://www.pcgamer.com/uk/steam-now-has-90-million-monthly-users/ PC Gamer], Jan 2019)<br />
*Epic Games Store - 108m lifetime total active users (accounts with at least one purchase). ([https://gamedaily.biz/article/1502/epic-games-store-has-generated-680m-so-far-with-exclusives-being-critical-says-tim-sweeney GameDaily.biz], Jan 2020<br />
<br />
<br />
'''Total number of games available (globally):'''<br />
*STEAM: ~35,000 games<br />
**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)<br />
**As of June 2019, a further 4,124 games have been released on Steam so far in 2019. ([https://steamspy.com/ SteamSpy], Jun 2019)<br />
*PS4: ~2,089<br />
**According to Wikipedia, as of Jan 2020, there were 2,441 games released for the PlayStation 4. ([https://en.wikipedia.org/wiki/List_of_PlayStation_4_games Wikipedia], Jan 2020)<br />
**1.15bn games have been sold for PS4 worldwide. ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020)<br />
**103 monthly active users, 38.8 PS Plus Subscribers. ([https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestone VentureBeat], Jan 2020)<br />
*XBOX ONE: ~2,024<br />
**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)<br />
*SWITCH: ~1,728<br />
**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)<br />
*App Store (iPhone / iPad): 900,718<br />
**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)<br />
<br />
== 2021 Stats ==<br />
<br />
*The UK-made Grand Theft Auto V has surpassed 150 million lifetime sales, bringing the lifetime total for the Grand Theft Auto series to 360 million. Red Dead Redemption 2, also largely made in the UK, has now sold 60m units worldwide. ([https://www.eurogamer.net/articles/2021-08-02-take-two-is-announcing-an-exciting-new-franchise-later-this-month Eurogamer], Aug 2021)<br />
<br />
== 2020 Stats ==<br />
<br />
[[File:Newzoo-2020-Global-Gamers.png|thumb|400px|Newzoo 2020 Global Gamers Infographic ([https://newzoo.com/key-numbers/ Newzoo], May 2020)]]<br />
<br />
*According to [https://newzoo.com/key-numbers/ Newzoo], in 2020 2.7 billion people globally play video games across any device type, growing +6.4% from the previous year. ([https://newzoo.com/key-numbers/ Newzoo], May 2020)<br />
**The Asia-Pacific region is the largest by total number of players at 1.5bn, increasing +7.7% year-on-year.<br />
**EMEA is the second largest region at 758m players (+6.6% yoy), followed by Latin America at 259m players (+4.3%) and finally North America at 203m, which was the only major region to see a slight decline in total players in 2020 (-0.9%).<br />
**However, of these 2.7bn players only 38% are expected to pay for games, with the rest opting for free-to-play options. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
<br />
[[File:Newzoo-2020-Global-Games-Market-per-Segment-1.png|thumb|400px|Newzoo 2020 Global Games Market per Segment ([https://newzoo.com/key-numbers/ Newzoo],May 2020)]]<br />
<br />
*According to [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], in 2020, the global games market will reach $159.3bn, an increase of +9.3% year-on-year. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
**The largest increase in was in global mobile game revenues, up +13.3% yoy to $77.2bn, partly driven by the prevalence of smartphones in the global population.<br />
**Global console game revenues will grow +6.8% year-on-year to $45.2bn, with over 729m players around the world. <br />
**The PC market will also see growth, with 1.3bn players generating revenues of $36.98bn, up +4.8%. This growth is tempered slightly by the decline in the now comparatively small browser-based games market, which will decline -13.4% to revenues of just $3bn. Comparatively, the rest of the PC boxed/download market saw greater growth at +6.7% year-on-year, to $33.9bn. <br />
<br />
*Overall, [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo] predict that the global games market will exceed the milestone of $200bn in 2023, with a cumulative annual growth (CAGR) of +8.3% to $200.8bn. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020)<br />
<br />
*According to Newzoo, the global games market was worth $152.1bn in 2019, an increase of +9.6% on the previous year. The global market is expected to grow to $196bn by 2021. ([https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2019-light-version/ Newzoo], Jan 2020)<br />
**The Asia-Pacific regions is the largest overall, at $72.2bn which grew +7.6% year on year, now representing 47.4% of the global market. North America was second largest, up +11.7% to $39.6bn, with the EMEA third at $34.7bn, up +11.5%. Latin America was the smallest global region at $5.6bn, increasing 11.1%.<br />
**However, for the first time since 2015, the U.S. will be the largest single market by revenues globally with $36.9 billion this year. Driven by growth in console game revenues, it will overtake China for the #1 position.<br />
**Of EMEA revenues, Western Europe was by far the biggest segment, growing +12.3% to $25.7bn, representing 16.9% of the global market. By comparison, Eastern Europe reached $4.2bn and the Middle East and Africa $4.8bn.<br />
**Smartphone games were the largest platform in global terms, accounting for $54.9bn of revenues, up +11.6%. Console revenues saw a larger growth, increasing +13.4% to $47.9bn. PC games (downloaded or physical) also grew +6.6% to $32.2bn. The two smaller segments, tablet games and browser games reached $13.6bn and $3.5bn respectively. <br />
<br />
*According to Superdata, the global games and interactive entertainment industry earned $120.1bn in 2019, up 4% on the previous year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
**Mobile games again represented the largest global revenue stream, at $64.4bn, followed by PC games at $29.6bn and console games at $15.4bn.<br />
**The rest of the market made up of game video content (GVC), growing to $6.5bn and XR, up to $6.3bn.<br />
*The global games market is predicted to grow 4% to $124.8bn in 2020. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
<br />
*The top revenue earning game in 2019 was Fortnite for the second year in a row, generating an estimated $1.8bn. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
<br />
*Global digital game revenues reached $109.4bn in 2019, up 3% year-on-year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020)<br />
**Mobile revenues dominated digital revenues at $64.4bn, but free-to-play PC games ($21.1bn) and premium console revenues ($13.8bn) were also significant factors.<br />
**80% of global digital game revenues in 2019 were driven from free-to-play games ($87.1bn).<br />
** Total digital premium game revenues declined 5% year-over-year to $18.9B.<br />
**Free-to-play revenues are largely driven by the Asian game market, accounting for 62% of mobile spend ($39.7bn) and 55% of free-to-play PC revenues ($11.7). In premium games (purchase up-front), North America and Europe are dominant.<br />
<br />
*8,415 games were released on Steam in 2019, an increase on the 8,167 released in 2018 but overall a slowdown in the number of games released each year, which has increased by roughly 2,000 every year since 2014. ([http://www.gamesindustry.biz/articles/2020-01-07-major-slowdown-for-number-of-new-releases-on-steam-in-2019 gamesindustry.biz / SteamSpy], Jan 2020)<br />
<br />
*Since launching in December 2018, Epic Games Store has attracted 108 million customers (users who have obtained at least one product), generating $680 million (£523m) in revenue. ([https://gamedaily.biz/article/1502/epic-games-store-has-generated-680m-so-far-with-exclusives-being-critical-says-tim-sweeney GameDaily.biz], Jan 2020)<br />
**$251m (£192m) of that revenue was generated by third-parties sales, with the remaining $429m (£330m) was raised by Epic’s own first-party titles, including Fortnite.<br />
<br />
*The most common languages for translations in game localisations are German (10.3%), French (9.8%), Japanese (9.7%), Russian (9.0% and Korean (8.9%), according to an analysis for 15 million translated words from 14,000 game orders. ([https://www.localizedirect.com/posts/top-game-localization-languages Localize Direct], May 2020)<br />
<br />
== 2019 Stats ==<br />
<br />
*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)<br />
**Mobile games made up the largest share of global revenues at $61.3bn, followed by PC at $35.7bn and console at $12.7bn.<br />
**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).<br />
<br />
*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)<br />
**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)<br />
**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)<br />
**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)<br />
<br />
*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. <br />
**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)<br />
<br />
*The size of the European video games market was €20 billion in 2018 ([https://www.isfe.eu/isfe-key-facts/ ISFE], May 2019)<br />
**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.<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
**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.<br />
<br />
[[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)]]<br />
<br />
*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)<br />
**Combined, the top 10 companies' revenue grew +19% year on year.<br />
**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.<br />
***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.<br />
***Sony (#2) generated revenues of $14.2 billion, a year-on-year growth of +41% — the highest in the top 10. <br />
***Microsoft generated revenues of $9.8 billion in 2018, growing +32% from 2017, overtaking Apple as the third-largest company by game revenues.<br />
***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.<br />
***Activision Blizzard (#5) earned revenues of $6.9 billion, growing +6% over last year, making it the fifth largest company.<br />
***Electronic Arts (#8) generated revenues of $5.3 billion in 2018 with year-on-year growth of +4%. <br />
***Ubisoft (#13) produced $2.2 billion in revenues, growing +3% year on year.<br />
<br />
*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)<br />
**23 games sold more than on million units, including Mario Kart 8 Deluxe which sold 7.47m units worldwide.<br />
**Full-game downloads on the Nintendo store almost doubled year-on-year to reach ¥118.8 billion ($1.1 billion).<br />
**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.<br />
**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.<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2018 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
[[File:Newzoo 2018 Global Market by Region.png|border|400px|Newzoo 2018 Global Market by Region]]<br />
<br />
*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)<br />
<br />
[[File:Newzoo 2018 Global Market by Device.png|border|400px|Newzoo 2018 Global Market by Device]]<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
*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)<br />
<br />
[[File:PwC Growth in All Major Video Game Subsegments.png|border|400px|PwC Growth Available in All Major Video Game Subsegments]]<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2017 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
== 2016 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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) <br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2015 Stats ==<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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&mc_eid=93d0f69887 Superdata], Feb 2015)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
*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)<br />
<br />
== 2014 Stats ==<br />
<br />
*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)<br />
<br />
== 2013 Stats ==<br />
<br />
*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)</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=UK_Video_Games_Market&diff=2142UK Video Games Market2021-08-03T10:35:46Z<p>UkieLuke: /* 2021 Stats */</p>
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<div>== About This Page ==<br />
<br />
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.<br />
<br />
== 2021 Stats ==<br />
<br />
*According to Ukie's annual [[2020_UK_Consumer_Games_Market_Valuation|UK Consumer Games Market Valuation]], UK consumer spent a record £7bn on game and game related activities in 2020, an increase of +29% on the previous year<br />
**Game software grew +18.5% to a record £4.55bn<br />
**Game hardware saw an explosive year, jumping +60.8% to £2.26bn<br />
**Spending on game culture products and activities grew to £199m, despite many areas experiencing significant difficulties due to the pandemic.<br />
**A full breakdown of consumer games spend can be found at the [[2020_UK_Consumer_Games_Market_Valuation|UK Consumer Games Market Valuation]] page.<br />
<br />
*In 2020, the retail value of games software was four-and-a-half times larger than it was in 2000, growing from £815m to £4.43bn over the ten-year period. ([https://eraltd.org/news-events/press-releases/2021/value-of-games-market-quadruples-since-2000/ ERA], May 2021)<br />
**Game software now represents 47.8% of the combined music, video and games sectors, making it almost as big as both other sectors put together.<br />
<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:UK Entertainment Retail Revenues ERA 2000 2020.PNG|thumb|500px|UK Entertainment Retail Revenues, 2000-2020 (ERA, May 2021)]] </li><br />
</ul></div><br />
<br />
*The UK-made Grand Theft Auto V has surpassed 150 million lifetime sales, bringing the lifetime total for the Grand Theft Auto series to 360 million. Red Dead Redemption 2, also largely made in the UK, has now sold 60m units worldwide. ([https://www.eurogamer.net/articles/2021-08-02-take-two-is-announcing-an-exciting-new-franchise-later-this-month Eurogamer], Aug 2021)<br />
<br />
== 2020 Stats ==<br />
<br />
*In 2019, UK consumers spent £5.35bn on video games and game-related products, a -4.8% decline on 2018's record-breaking year. Full details are available in Ukie's [[Ukie UK Consumer Games Market Valuation|2019 UK Consumer Games Market Valuation]].<br />
**Game software saw a pause in the growth trend of the recent years, with revenues plateauing and a small -2.1% drop to £3.85bn. <br />
**Hardware saw a slower year, with a -14% decline to £1.35bn, mirroring demand for last-gen consoles.<br />
**Broader interest in games continues to grow with UK audiences, with game culture revenues climbing +28.5% to £146m.<br />
<br />
*According to the [https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ Entertainment Retailers' Association], the UK games software market was worth £3.77bn in 2019, accounting for 48% of the UK's £7.8bn entertainment media market. ([https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020)<br />
**Digital revenue made up 84% of all games software revenues at £3.17bn, compared to physical sales at £606.2m. Physical sales was split between £274.2m in online purchasing versus £328.4 in the high street.<br />
**At £3.17bn, digital game revenues were equal to the revenues of all digital video revenues (£2.1bn) such as Netflix and digital music revenues (£1.1bn) such as Spotify combined, despite the impacts of the end of the current console cycle.<br />
<br />
{| class="wikitable"<br />
!Revenue Type<br />
!Games<br />
!Video<br />
!Music<br />
!Total<br />
|-<br />
|Digital<br />
|£3,171.5<br />
|£2,109.4<br />
|£1,092.6<br />
|'''£6,373.5'''<br />
|-<br />
|Online physical<br />
|£274.2<br />
|£211.6<br />
|£137.4<br />
|'''£623.2'''<br />
|-<br />
|Bricks & mortar physical<br />
|£328.4<br />
|£289.0<br />
|£180.7<br />
|'''£798.1'''<br />
|-<br />
|'''Total'''<br />
|'''£3,774.1'''<br />
|'''£2,610.0'''<br />
|'''£1,410.7'''<br />
|'''£7,794.8'''<br />
|}<br />
Source: [https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020<br />
<br />
*In 2019, there were 5,544 physical outlets selling video games in the UK, compared to 10,001 outlets for video and 8,450 for music. ([https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020)<br />
<br />
[[File:UK Internet Consumption per Hour.PNG|thumb|400px|UK Internet Consumption per Hour for major media types (2020). [https://home.bt.com/tech-gadgets/internet/broadband/how-much-data-do-i-use-when-im-streaming-tv-and-films-or-playing-online-games-11364285810446 Source]]]<br />
<br />
*On average, playing online games consumes around 43MB of internet data per hour, compared to 429MB for Youtube (standard definition), 644MB for TV (standard definition), 3,000MB for HD TV and 7,000MB per hour for 4K TV. ([https://home.bt.com/tech-gadgets/internet/broadband/how-much-data-do-i-use-when-im-streaming-tv-and-films-or-playing-online-games-11364285810446 BT], Mar 2020)<br />
<br />
== 2019 Stats ==<br />
<br />
*Landmark figures released by the Entertainment Retailer's Association show that in 2018 UK sales of games have now eclipsed that of both music and video combined, reaching a record £3.86bn across both physical and digital, an increase of +9.1% on 2017. Game sales now represent 51.3% of the overall £7.54bn entertainment retail market. ([https://eraltd.org/news-events/press-releases/2019/streaming-drives-entertainment-sales-94-higher-in-2018-to-sixth-consecutive-year-of-growth/ ERA], Jan 2019)<br />
**Digital games sales were the key driver of growth, increasing +12.5% to £3.09bn, or 80.1% of overall game revenue. Physical sales saw a small decline of -2.8% to £769.9m. Overall, the UK games market has now more than doubled since 2007.<br />
<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:2018 ERA Entertainment Sector Value.PNG|thumb|500px|2018 Entertainment Sector Value (ERA, Jan 2019)]] </li><br />
</ul></div><br />
<br />
*22 million boxed games were sold in 2018, a drop of 7.1 per cent on 2017, despite physical revenues dropping only -2.8% . Nintendo Switch game sales, usually retailing at higher prices, were a major factor in bouying revenues, with Switch game unit sales increasing +90.1% and revenues +73.4% from 2017. ([https://www.gamesindustry.biz/articles/2019-01-02-uk-physical-games-market-falls-2-8-percent-in-2018 Gamesindustry.biz / Ukie/ GfK], Jan 2019)<br />
<br />
== 2018 Stats ==<br />
<br />
*The UK’s entertainment and media sector is predicted to grow by £8bn over the next four years to a total of £76bn, making the UK the second largest market in Europe, the Middle East and Africa (EMEA). ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*By 2020, total UK video games revenue (£5.5bn) is expected to overtake total spend on books (£4.9bn). ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)<br />
*UK Digital game purchases are forecast to reach £721m within the next four years and overtake physical game spend for the first time. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*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. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*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)<br />
*The UK’s second fastest growing entertainment and media sector is esports, growing 21% year on year to reach £48m in revenue by 2022. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)<br />
*Data consumption in the UK will grow by 22% year-on-year till 2022, overtaking France in 2021 to become the biggest market in Western Europe. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*Combined UK physical and digital sales reached a record £3.35bn in 2017, increasing 9.6% from 2016. The value of the UK games home sales market almost equals that of music and video combined, comprising 46.3% of the overall value of the sector. ([https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ ERA], Jan 2017)<br />
*Digital games sales grew 12.1% in the UK to £2.56bn in 2017, while physical game sales reversed recent trends, increasing 2.1% to £792m. ([https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ ERA], Jan 2017)<br />
*The UK is ranked as the 6th largest games market globally ($4.453m), after China, USA, Japan, South Korea and Germany ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)<br />
*37.3m people in the UK play video games. ([https://newzoo.com/insights/infographics/uk-games-market-2018/s Newzoo], Jun 2018)<br />
<br />
== 2017 Stats ==<br />
<br />
*The UK consumer market for games was valued at a record £4.33bn in 2016, up 1.2% from 2015 (£4.28bn). ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*2016 was the biggest ever year for games software, exceeding £3bn in sales for the first time, driven by record results in both Digital and Online sales (£1.22bn, +11.1%) and Mobile Games, which achieved revenues just short of £1bn (£995.1, +16.9%). Boxed software remains a substantial factor in software sales, despite the general trend towards digital, achieving £766.7m in sales in 2016 (-15.2%). ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The impact of VR and esports drove a huge increase in PC Game Hardware (£258m, +64.3%), with UK VR Hardware (headset) sales tracked for the first time, valued at £61.3m in 2016. ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The games industry's impact on broader sectors also showed a record year, with increased sales across game-related toys, merchandise, books, movies and soundtracks, as well as game-based events around the UK, contributing to a record £100.5m in revenues across these segments. ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The UK is the 5th largest video game market in 2017 in terms of consumer revenues, after China, USA, Japan, South Korea and Germany. ([https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ Newzoo], June 2017)<br />
*The UK games market will be Europe’s largest market and the fifth largest globally behind the US, China, Japan and South Korea, growing at 6.7% CAGR and worth £5.2bn in 2021. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)<br />
*By December 2017, 70.6m PS4 consoles and 617.8m PS4 games have been sold to date. ([http://www.sie.com/en/corporate/release/2017/171207.html SIEE], Dec 2017)<br />
*As of November 2017, the number of PS4 and Xbox One consoles now sold in the UK (the ‘installed base’) stands at 7.5 million, 14% ahead of the installed base at the same point in the previous console generation. ([http://www.gamedigitalplc.com/~/media/Files/G/Game-Corp-V2/documents/results-reports-presentations/2017/full-year-results-presentation-2016-17.pdf GAME / GfK], Nov 2017)<br />
*Since launch on 3rd March 2017, over 469,000 Nintendo Switches have been sold in the UK & Spain, despite a limited supply. ([http://www.gamedigitalplc.com/~/media/Files/G/Game-Corp-V2/documents/results-reports-presentations/2017/full-year-results-presentation-2016-17.pdf GAME / GfK], Nov 2017)<br />
*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)<br />
*Console gaming leads the market at $2bn (52%), nearly double mobile’s $1.1bn (28%). PC gaming makes up the remaining 20% at $800m. ([https://newzoo.com/insights/infographics/the-uk-games-market-2016/ Newzoo], Aug 2016) <br />
*The UK is estimated to be the sixth largest video game market in 2015 in terms of consumer revenues, after the China, the US, Japan, South Korean and Germany. The UK market is estimated to be worth $3.5bn. This figure excludes hardware sales and tax ([https://newzoo.com/insights/infographics/the-uk-games-market-2016/ Newzoo], Aug 2016)<br />
*In 2016, games sales in the UK generated more revenue than either video or music, increasing by +2.9% to £2.96bn. This record figure makes the games market 1.3 times the size of the video market (£2.25bn) and 2.6 times the size of music (£1.1bn). ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*While physical sales of games declined -16.4% from £927m to £776 in 2016, digital sales increased +12.1% to £2.18bn, more than making up the difference. Physical sales were also down in both video and music, with video seeing a greater decline of -17.1% and music down -7.3%. ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*ERA also found that the 2016 digital sales of games (£2.2bn) was larger than the combined digital sales of video and music (£1.9bn). ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017) <br />
*Electronic Art's FIFA 17 was the highest selling entertainment product in 2016, selling 2.5m units, approximately 9% more sales than Star Wars: The Force Awakens, which sold 2.3m units. ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*Pokémon GO was the most frequently-used gaming app in the UK and was opened an average of 4.82 times per day by its users, in the period 27 Sept - 23rd Dec 2016. ([https://www.ofcom.org.uk/__data/assets/pdf_file/0021/105438/uk-internet-online.pdf Ofcom], Aug 2017)<br />
*The UK is the 4th largest market for iOS apps & games, both in terms of downloads and revenues. It also places 6th for Google Play revenues. ([https://www.appannie.com/en/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)<br />
<br />
== 2016 Stats ==<br />
<br />
*The UK games market grew by 5% to £4.19bn in 2015, up from £3.94bn in 2014. Growth has slowed slightly from 2013-2014, when it was up 13% from £3.48bn (MCV and Ukie, Feb 2016, LINKS for [http://www.mcvuk.com/press-releases/read/uk-games-market-soars-past-pound-4-1bn/0162456 2015], [http://www.mcvuk.com/news/read/uk-games-market-worth-3-94bn-in-2014/0145088 2014])<br />
*Games sold more than video or music in 2015. The games market grew by +10% to reach £2.8bn, while video grew by +1.5% to reach £2.2bn and music by +3.5% to reach £1bn. ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016)<br />
*While physical boxed software sales decreased by -2.2% (to reach £928m), the digital sales grew by +17.1% (to reach £1,899m). ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016, LINK)<br />
*Games represented 46% of the combined games, video and music entertainment market in 2015. ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016, LINK)<br />
*The UK games market was worth nearly £4.2bn in consumer spend in 2015, up 7.4% from £3.94bn in 2014 (Ukie, March 2016)<br />
*The industry’s biggest consumer market revenue streams in 2015 were Digital Console and PC (£1,224m, +13.2%), Boxed Software (£904m, -3%), Consoles hardware (£689m, -28% after the initial sales peak for next-gen consoles) and Mobile gaming (£664m, +21.2%). (Ukie, March 2016)<br />
* The digital sales of games (£1.9bn) are bigger than the combined digital sales of video and music (£1.3bn). ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016)<br />
*47% of UK smartphone owners use apps on their phones to play games – more that use apps for online banking (40%) or reading the news (33%). ([https://www.deloitte.co.uk/mobileuk/ Deloitte], Oct 2016)<br />
[[File:DeloitteMobile.png|right|frame|Deloitte, Oct 2016]]<br />
<br />
== 2015 Stats ==<br />
*In the 6 months prior to 10th April 2016, people who bought Toys to Life spent an average of £59.77 on figures. 61% of people who bought a starter pack in the last 6 months also bought at least one additional figure. TTL shoppers also spent £36.99 on average on other new boxed games. (Kantar, May 2015)<br />
*UK is the Nbr1 territory for pre-orders across EU (23% of UK players stated they pre-ordered a title in the last year). ([http://www.mcvuk.com/news/read/pre-order-crisis-looms-as-3-4m-uk-gamers-hold-off/0148440 MCV and Ipsos MediaCT], Apr 2015)<br />
*The Entertainment Retailers Association found that games sold more than video or music in 2014. The games market grew by +7.5% to reach £2.5bn, while video decreased by -1.4% to reach £2.2bn and music by -1.6% to reach £1bn. ([http://www.eraltd.org/ ERA], Jan 2015)<br />
*ERA also found the digital sales of games (£1.5bn) to be bigger than the combined digital sales of video and music (£1.3bn). ([http://www.eraltd.org/ ERA], Jan 2015)<br />
*The PC digital market in 2014 was worth £741m (this includes DLC, MMO and social games revenue), the console digital market £118m and mobile £548m. (Superdata, MCV Issue 829, Apr 2015)<br />
*Digital segments’ audience that grew most over the past 4 years (until 2014) have been the social segment (from 13m monthly active users to 31m users, and free-to-play MMO going from 8m to 13m users). (Superdata, MCV Issue 829, Apr 2015)<br />
*81% of Total War: Attila units sold in its 1st week were digital copies. ([http://www.mcvuk.com/news/read/81-of-total-war-attila-sales-were-digital/0146196] MCV, Mar 2015)<br />
*Digital and online game sales were up from £891m to £1,048m in 2014, an 18% increase. (MCV and Ukie, Feb 2015)<br />
*Digital points cards were worth £158m in 2014, of which £26m were generated by points cards for specific individual titles. (MCV and Ukie, Feb 2015)<br />
*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/about-isfe/news/isfe-report-deloitte-illustrates-economic-impact-new-business-models Deloitte and ISFE Mobile Games in Europe] September 2015)<br />
*Household device ownership in Q1 2015: 44% households own an iPhone, 46% an Android phone and 12% a Windows phone (GameTrack (ISFE/Ipsos MediaCT) – Quarter 1 2015)<br />
*30% of the total UK game revenue is generated via apps games in Q3 2015. (GameTrack (ISFE/Ipsos MediaCT) – Quarter 3 2015)<br />
*10.2m (21%) of 6-64 year old play on smartphones and 8.4m (18%) on tablets in Q3 2015. (GameTrack (ISFE/Ipsos MediaCT) – Quarter 3 2015)<br />
<br />
== 2014 Stats ==<br />
<br />
*In the UK in 2014, 41% of players pay when playing mobile games. 5% of these payers are big spenders, lower than the 6% average for the 10 countries displayed in the report. It’s apparently opinion that gets people playing a game: 36% of UK players start a game because a friend or relative recommended it, and 35% because it had good reviews. Interestingly the UK is the country amongst the 4 measured on this where audience rely the most on good reviews to play. ([http://www.newzoo.com/trend-reports/newzoo-mobile-gaming-trend-report-spotting-mobile-spenders/ Newzoo] Dec 2014)<br />
*Looking at smartphones sales in the UK, for August-October 2014, the sales share was 52.3% for Android, 39.5% for iOS (iPhone 6 launch boosted sales), 7.7% for Windows phone and 0.3% for BlackBerry and Others. ([https://www.kantarworldpanel.com/global/News/Huge-iPhone-6-sales-put-Apple-on-course-for-record-quarter Kantar Worldpanel], Dec 2014)<br />
<br />
== Pre-2014 Stats ==<br />
<br />
We presently hold relatively little information on the UK market pre-2014. Below are some selected reports containing insights on this period.<br />
<br />
*[https://www.yumpu.com/en/document/read/15663234/from-exuberant-youth-to-sustainable-maturity-dti-home From Exuberant Youth to Sustainable Maturity - Competitiveness analysis of the UK games software sector]</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=UK_Video_Games_Market&diff=2141UK Video Games Market2021-08-03T10:35:26Z<p>UkieLuke: /* 2021 Stats */</p>
<hr />
<div>== About This Page ==<br />
<br />
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.<br />
<br />
== 2021 Stats ==<br />
<br />
*According to Ukie's annual [[2020_UK_Consumer_Games_Market_Valuation|UK Consumer Games Market Valuation]], UK consumer spent a record £7bn on game and game related activities in 2020, an increase of +29% on the previous year<br />
**Game software grew +18.5% to a record £4.55bn<br />
**Game hardware saw an explosive year, jumping +60.8% to £2.26bn<br />
**Spending on game culture products and activities grew to £199m, despite many areas experiencing significant difficulties due to the pandemic.<br />
**A full breakdown of consumer games spend can be found at the [[2020_UK_Consumer_Games_Market_Valuation|UK Consumer Games Market Valuation]] page.<br />
<br />
*In 2020, the retail value of games software was four-and-a-half times larger than it was in 2000, growing from £815m to £4.43bn over the ten-year period. ([https://eraltd.org/news-events/press-releases/2021/value-of-games-market-quadruples-since-2000/ ERA], May 2021)<br />
**Game software now represents 47.8% of the combined music, video and games sectors, making it almost as big as both other sectors put together.<br />
<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:UK Entertainment Retail Revenues ERA 2000 2020.PNG|thumb|500px|UK Entertainment Retail Revenues, 2000-2020 (ERA, May 2021)]] </li><br />
</ul></div><br />
<br />
*The UK-made Grand Theft Auto V has surpassed 150 million lifetime sales, bringing the lifetime total for the Grand Theft Auto series to 360 million. Red Dead Redemption 2, also largely made in the UK, has now sold 60m units worldwide. [[https://www.eurogamer.net/articles/2021-08-02-take-two-is-announcing-an-exciting-new-franchise-later-this-month Eurogamer], Aug 2021]<br />
<br />
== 2020 Stats ==<br />
<br />
*In 2019, UK consumers spent £5.35bn on video games and game-related products, a -4.8% decline on 2018's record-breaking year. Full details are available in Ukie's [[Ukie UK Consumer Games Market Valuation|2019 UK Consumer Games Market Valuation]].<br />
**Game software saw a pause in the growth trend of the recent years, with revenues plateauing and a small -2.1% drop to £3.85bn. <br />
**Hardware saw a slower year, with a -14% decline to £1.35bn, mirroring demand for last-gen consoles.<br />
**Broader interest in games continues to grow with UK audiences, with game culture revenues climbing +28.5% to £146m.<br />
<br />
*According to the [https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ Entertainment Retailers' Association], the UK games software market was worth £3.77bn in 2019, accounting for 48% of the UK's £7.8bn entertainment media market. ([https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020)<br />
**Digital revenue made up 84% of all games software revenues at £3.17bn, compared to physical sales at £606.2m. Physical sales was split between £274.2m in online purchasing versus £328.4 in the high street.<br />
**At £3.17bn, digital game revenues were equal to the revenues of all digital video revenues (£2.1bn) such as Netflix and digital music revenues (£1.1bn) such as Spotify combined, despite the impacts of the end of the current console cycle.<br />
<br />
{| class="wikitable"<br />
!Revenue Type<br />
!Games<br />
!Video<br />
!Music<br />
!Total<br />
|-<br />
|Digital<br />
|£3,171.5<br />
|£2,109.4<br />
|£1,092.6<br />
|'''£6,373.5'''<br />
|-<br />
|Online physical<br />
|£274.2<br />
|£211.6<br />
|£137.4<br />
|'''£623.2'''<br />
|-<br />
|Bricks & mortar physical<br />
|£328.4<br />
|£289.0<br />
|£180.7<br />
|'''£798.1'''<br />
|-<br />
|'''Total'''<br />
|'''£3,774.1'''<br />
|'''£2,610.0'''<br />
|'''£1,410.7'''<br />
|'''£7,794.8'''<br />
|}<br />
Source: [https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020<br />
<br />
*In 2019, there were 5,544 physical outlets selling video games in the UK, compared to 10,001 outlets for video and 8,450 for music. ([https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020)<br />
<br />
[[File:UK Internet Consumption per Hour.PNG|thumb|400px|UK Internet Consumption per Hour for major media types (2020). [https://home.bt.com/tech-gadgets/internet/broadband/how-much-data-do-i-use-when-im-streaming-tv-and-films-or-playing-online-games-11364285810446 Source]]]<br />
<br />
*On average, playing online games consumes around 43MB of internet data per hour, compared to 429MB for Youtube (standard definition), 644MB for TV (standard definition), 3,000MB for HD TV and 7,000MB per hour for 4K TV. ([https://home.bt.com/tech-gadgets/internet/broadband/how-much-data-do-i-use-when-im-streaming-tv-and-films-or-playing-online-games-11364285810446 BT], Mar 2020)<br />
<br />
== 2019 Stats ==<br />
<br />
*Landmark figures released by the Entertainment Retailer's Association show that in 2018 UK sales of games have now eclipsed that of both music and video combined, reaching a record £3.86bn across both physical and digital, an increase of +9.1% on 2017. Game sales now represent 51.3% of the overall £7.54bn entertainment retail market. ([https://eraltd.org/news-events/press-releases/2019/streaming-drives-entertainment-sales-94-higher-in-2018-to-sixth-consecutive-year-of-growth/ ERA], Jan 2019)<br />
**Digital games sales were the key driver of growth, increasing +12.5% to £3.09bn, or 80.1% of overall game revenue. Physical sales saw a small decline of -2.8% to £769.9m. Overall, the UK games market has now more than doubled since 2007.<br />
<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:2018 ERA Entertainment Sector Value.PNG|thumb|500px|2018 Entertainment Sector Value (ERA, Jan 2019)]] </li><br />
</ul></div><br />
<br />
*22 million boxed games were sold in 2018, a drop of 7.1 per cent on 2017, despite physical revenues dropping only -2.8% . Nintendo Switch game sales, usually retailing at higher prices, were a major factor in bouying revenues, with Switch game unit sales increasing +90.1% and revenues +73.4% from 2017. ([https://www.gamesindustry.biz/articles/2019-01-02-uk-physical-games-market-falls-2-8-percent-in-2018 Gamesindustry.biz / Ukie/ GfK], Jan 2019)<br />
<br />
== 2018 Stats ==<br />
<br />
*The UK’s entertainment and media sector is predicted to grow by £8bn over the next four years to a total of £76bn, making the UK the second largest market in Europe, the Middle East and Africa (EMEA). ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*By 2020, total UK video games revenue (£5.5bn) is expected to overtake total spend on books (£4.9bn). ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)<br />
*UK Digital game purchases are forecast to reach £721m within the next four years and overtake physical game spend for the first time. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*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. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*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)<br />
*The UK’s second fastest growing entertainment and media sector is esports, growing 21% year on year to reach £48m in revenue by 2022. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)<br />
*Data consumption in the UK will grow by 22% year-on-year till 2022, overtaking France in 2021 to become the biggest market in Western Europe. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*Combined UK physical and digital sales reached a record £3.35bn in 2017, increasing 9.6% from 2016. The value of the UK games home sales market almost equals that of music and video combined, comprising 46.3% of the overall value of the sector. ([https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ ERA], Jan 2017)<br />
*Digital games sales grew 12.1% in the UK to £2.56bn in 2017, while physical game sales reversed recent trends, increasing 2.1% to £792m. ([https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ ERA], Jan 2017)<br />
*The UK is ranked as the 6th largest games market globally ($4.453m), after China, USA, Japan, South Korea and Germany ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)<br />
*37.3m people in the UK play video games. ([https://newzoo.com/insights/infographics/uk-games-market-2018/s Newzoo], Jun 2018)<br />
<br />
== 2017 Stats ==<br />
<br />
*The UK consumer market for games was valued at a record £4.33bn in 2016, up 1.2% from 2015 (£4.28bn). ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*2016 was the biggest ever year for games software, exceeding £3bn in sales for the first time, driven by record results in both Digital and Online sales (£1.22bn, +11.1%) and Mobile Games, which achieved revenues just short of £1bn (£995.1, +16.9%). Boxed software remains a substantial factor in software sales, despite the general trend towards digital, achieving £766.7m in sales in 2016 (-15.2%). ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The impact of VR and esports drove a huge increase in PC Game Hardware (£258m, +64.3%), with UK VR Hardware (headset) sales tracked for the first time, valued at £61.3m in 2016. ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The games industry's impact on broader sectors also showed a record year, with increased sales across game-related toys, merchandise, books, movies and soundtracks, as well as game-based events around the UK, contributing to a record £100.5m in revenues across these segments. ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The UK is the 5th largest video game market in 2017 in terms of consumer revenues, after China, USA, Japan, South Korea and Germany. ([https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ Newzoo], June 2017)<br />
*The UK games market will be Europe’s largest market and the fifth largest globally behind the US, China, Japan and South Korea, growing at 6.7% CAGR and worth £5.2bn in 2021. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)<br />
*By December 2017, 70.6m PS4 consoles and 617.8m PS4 games have been sold to date. ([http://www.sie.com/en/corporate/release/2017/171207.html SIEE], Dec 2017)<br />
*As of November 2017, the number of PS4 and Xbox One consoles now sold in the UK (the ‘installed base’) stands at 7.5 million, 14% ahead of the installed base at the same point in the previous console generation. ([http://www.gamedigitalplc.com/~/media/Files/G/Game-Corp-V2/documents/results-reports-presentations/2017/full-year-results-presentation-2016-17.pdf GAME / GfK], Nov 2017)<br />
*Since launch on 3rd March 2017, over 469,000 Nintendo Switches have been sold in the UK & Spain, despite a limited supply. ([http://www.gamedigitalplc.com/~/media/Files/G/Game-Corp-V2/documents/results-reports-presentations/2017/full-year-results-presentation-2016-17.pdf GAME / GfK], Nov 2017)<br />
*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)<br />
*Console gaming leads the market at $2bn (52%), nearly double mobile’s $1.1bn (28%). PC gaming makes up the remaining 20% at $800m. ([https://newzoo.com/insights/infographics/the-uk-games-market-2016/ Newzoo], Aug 2016) <br />
*The UK is estimated to be the sixth largest video game market in 2015 in terms of consumer revenues, after the China, the US, Japan, South Korean and Germany. The UK market is estimated to be worth $3.5bn. This figure excludes hardware sales and tax ([https://newzoo.com/insights/infographics/the-uk-games-market-2016/ Newzoo], Aug 2016)<br />
*In 2016, games sales in the UK generated more revenue than either video or music, increasing by +2.9% to £2.96bn. This record figure makes the games market 1.3 times the size of the video market (£2.25bn) and 2.6 times the size of music (£1.1bn). ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*While physical sales of games declined -16.4% from £927m to £776 in 2016, digital sales increased +12.1% to £2.18bn, more than making up the difference. Physical sales were also down in both video and music, with video seeing a greater decline of -17.1% and music down -7.3%. ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*ERA also found that the 2016 digital sales of games (£2.2bn) was larger than the combined digital sales of video and music (£1.9bn). ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017) <br />
*Electronic Art's FIFA 17 was the highest selling entertainment product in 2016, selling 2.5m units, approximately 9% more sales than Star Wars: The Force Awakens, which sold 2.3m units. ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*Pokémon GO was the most frequently-used gaming app in the UK and was opened an average of 4.82 times per day by its users, in the period 27 Sept - 23rd Dec 2016. ([https://www.ofcom.org.uk/__data/assets/pdf_file/0021/105438/uk-internet-online.pdf Ofcom], Aug 2017)<br />
*The UK is the 4th largest market for iOS apps & games, both in terms of downloads and revenues. It also places 6th for Google Play revenues. ([https://www.appannie.com/en/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)<br />
<br />
== 2016 Stats ==<br />
<br />
*The UK games market grew by 5% to £4.19bn in 2015, up from £3.94bn in 2014. Growth has slowed slightly from 2013-2014, when it was up 13% from £3.48bn (MCV and Ukie, Feb 2016, LINKS for [http://www.mcvuk.com/press-releases/read/uk-games-market-soars-past-pound-4-1bn/0162456 2015], [http://www.mcvuk.com/news/read/uk-games-market-worth-3-94bn-in-2014/0145088 2014])<br />
*Games sold more than video or music in 2015. The games market grew by +10% to reach £2.8bn, while video grew by +1.5% to reach £2.2bn and music by +3.5% to reach £1bn. ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016)<br />
*While physical boxed software sales decreased by -2.2% (to reach £928m), the digital sales grew by +17.1% (to reach £1,899m). ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016, LINK)<br />
*Games represented 46% of the combined games, video and music entertainment market in 2015. ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016, LINK)<br />
*The UK games market was worth nearly £4.2bn in consumer spend in 2015, up 7.4% from £3.94bn in 2014 (Ukie, March 2016)<br />
*The industry’s biggest consumer market revenue streams in 2015 were Digital Console and PC (£1,224m, +13.2%), Boxed Software (£904m, -3%), Consoles hardware (£689m, -28% after the initial sales peak for next-gen consoles) and Mobile gaming (£664m, +21.2%). (Ukie, March 2016)<br />
* The digital sales of games (£1.9bn) are bigger than the combined digital sales of video and music (£1.3bn). ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016)<br />
*47% of UK smartphone owners use apps on their phones to play games – more that use apps for online banking (40%) or reading the news (33%). ([https://www.deloitte.co.uk/mobileuk/ Deloitte], Oct 2016)<br />
[[File:DeloitteMobile.png|right|frame|Deloitte, Oct 2016]]<br />
<br />
== 2015 Stats ==<br />
*In the 6 months prior to 10th April 2016, people who bought Toys to Life spent an average of £59.77 on figures. 61% of people who bought a starter pack in the last 6 months also bought at least one additional figure. TTL shoppers also spent £36.99 on average on other new boxed games. (Kantar, May 2015)<br />
*UK is the Nbr1 territory for pre-orders across EU (23% of UK players stated they pre-ordered a title in the last year). ([http://www.mcvuk.com/news/read/pre-order-crisis-looms-as-3-4m-uk-gamers-hold-off/0148440 MCV and Ipsos MediaCT], Apr 2015)<br />
*The Entertainment Retailers Association found that games sold more than video or music in 2014. The games market grew by +7.5% to reach £2.5bn, while video decreased by -1.4% to reach £2.2bn and music by -1.6% to reach £1bn. ([http://www.eraltd.org/ ERA], Jan 2015)<br />
*ERA also found the digital sales of games (£1.5bn) to be bigger than the combined digital sales of video and music (£1.3bn). ([http://www.eraltd.org/ ERA], Jan 2015)<br />
*The PC digital market in 2014 was worth £741m (this includes DLC, MMO and social games revenue), the console digital market £118m and mobile £548m. (Superdata, MCV Issue 829, Apr 2015)<br />
*Digital segments’ audience that grew most over the past 4 years (until 2014) have been the social segment (from 13m monthly active users to 31m users, and free-to-play MMO going from 8m to 13m users). (Superdata, MCV Issue 829, Apr 2015)<br />
*81% of Total War: Attila units sold in its 1st week were digital copies. ([http://www.mcvuk.com/news/read/81-of-total-war-attila-sales-were-digital/0146196] MCV, Mar 2015)<br />
*Digital and online game sales were up from £891m to £1,048m in 2014, an 18% increase. (MCV and Ukie, Feb 2015)<br />
*Digital points cards were worth £158m in 2014, of which £26m were generated by points cards for specific individual titles. (MCV and Ukie, Feb 2015)<br />
*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/about-isfe/news/isfe-report-deloitte-illustrates-economic-impact-new-business-models Deloitte and ISFE Mobile Games in Europe] September 2015)<br />
*Household device ownership in Q1 2015: 44% households own an iPhone, 46% an Android phone and 12% a Windows phone (GameTrack (ISFE/Ipsos MediaCT) – Quarter 1 2015)<br />
*30% of the total UK game revenue is generated via apps games in Q3 2015. (GameTrack (ISFE/Ipsos MediaCT) – Quarter 3 2015)<br />
*10.2m (21%) of 6-64 year old play on smartphones and 8.4m (18%) on tablets in Q3 2015. (GameTrack (ISFE/Ipsos MediaCT) – Quarter 3 2015)<br />
<br />
== 2014 Stats ==<br />
<br />
*In the UK in 2014, 41% of players pay when playing mobile games. 5% of these payers are big spenders, lower than the 6% average for the 10 countries displayed in the report. It’s apparently opinion that gets people playing a game: 36% of UK players start a game because a friend or relative recommended it, and 35% because it had good reviews. Interestingly the UK is the country amongst the 4 measured on this where audience rely the most on good reviews to play. ([http://www.newzoo.com/trend-reports/newzoo-mobile-gaming-trend-report-spotting-mobile-spenders/ Newzoo] Dec 2014)<br />
*Looking at smartphones sales in the UK, for August-October 2014, the sales share was 52.3% for Android, 39.5% for iOS (iPhone 6 launch boosted sales), 7.7% for Windows phone and 0.3% for BlackBerry and Others. ([https://www.kantarworldpanel.com/global/News/Huge-iPhone-6-sales-put-Apple-on-course-for-record-quarter Kantar Worldpanel], Dec 2014)<br />
<br />
== Pre-2014 Stats ==<br />
<br />
We presently hold relatively little information on the UK market pre-2014. Below are some selected reports containing insights on this period.<br />
<br />
*[https://www.yumpu.com/en/document/read/15663234/from-exuberant-youth-to-sustainable-maturity-dti-home From Exuberant Youth to Sustainable Maturity - Competitiveness analysis of the UK games software sector]</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=UK_Video_Games_Market&diff=2140UK Video Games Market2021-08-03T10:33:15Z<p>UkieLuke: /* 2021 Stats */</p>
<hr />
<div>== About This Page ==<br />
<br />
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.<br />
<br />
== 2021 Stats ==<br />
<br />
*According to Ukie's annual [[2020_UK_Consumer_Games_Market_Valuation|UK Consumer Games Market Valuation]], UK consumer spent a record £7bn on game and game related activities in 2020, an increase of +29% on the previous year<br />
**Game software grew +18.5% to a record £4.55bn<br />
**Game hardware saw an explosive year, jumping +60.8% to £2.26bn<br />
**Spending on game culture products and activities grew to £199m, despite many areas experiencing significant difficulties due to the pandemic.<br />
**A full breakdown of consumer games spend can be found at the [[2020_UK_Consumer_Games_Market_Valuation|UK Consumer Games Market Valuation]] page.<br />
<br />
*In 2020, the retail value of games software was four-and-a-half times larger than it was in 2000, growing from £815m to £4.43bn over the ten-year period. ([https://eraltd.org/news-events/press-releases/2021/value-of-games-market-quadruples-since-2000/ ERA], May 2021)<br />
**Game software now represents 47.8% of the combined music, video and games sectors, making it almost as big as both other sectors put together.<br />
<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:UK Entertainment Retail Revenues ERA 2000 2020.PNG|thumb|500px|UK Entertainment Retail Revenues, 2000-2020 (ERA, May 2021)]] </li><br />
</ul></div><br />
<br />
*The UK-made Grand Theft Auto V has surpassed 150 million lifetime sales, bringing the lifetime total for the Grand Theft Auto series to 360 million. [[https://www.eurogamer.net/articles/2021-08-02-take-two-is-announcing-an-exciting-new-franchise-later-this-month Eurogamer], Aug 2021]<br />
<br />
== 2020 Stats ==<br />
<br />
*In 2019, UK consumers spent £5.35bn on video games and game-related products, a -4.8% decline on 2018's record-breaking year. Full details are available in Ukie's [[Ukie UK Consumer Games Market Valuation|2019 UK Consumer Games Market Valuation]].<br />
**Game software saw a pause in the growth trend of the recent years, with revenues plateauing and a small -2.1% drop to £3.85bn. <br />
**Hardware saw a slower year, with a -14% decline to £1.35bn, mirroring demand for last-gen consoles.<br />
**Broader interest in games continues to grow with UK audiences, with game culture revenues climbing +28.5% to £146m.<br />
<br />
*According to the [https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ Entertainment Retailers' Association], the UK games software market was worth £3.77bn in 2019, accounting for 48% of the UK's £7.8bn entertainment media market. ([https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020)<br />
**Digital revenue made up 84% of all games software revenues at £3.17bn, compared to physical sales at £606.2m. Physical sales was split between £274.2m in online purchasing versus £328.4 in the high street.<br />
**At £3.17bn, digital game revenues were equal to the revenues of all digital video revenues (£2.1bn) such as Netflix and digital music revenues (£1.1bn) such as Spotify combined, despite the impacts of the end of the current console cycle.<br />
<br />
{| class="wikitable"<br />
!Revenue Type<br />
!Games<br />
!Video<br />
!Music<br />
!Total<br />
|-<br />
|Digital<br />
|£3,171.5<br />
|£2,109.4<br />
|£1,092.6<br />
|'''£6,373.5'''<br />
|-<br />
|Online physical<br />
|£274.2<br />
|£211.6<br />
|£137.4<br />
|'''£623.2'''<br />
|-<br />
|Bricks & mortar physical<br />
|£328.4<br />
|£289.0<br />
|£180.7<br />
|'''£798.1'''<br />
|-<br />
|'''Total'''<br />
|'''£3,774.1'''<br />
|'''£2,610.0'''<br />
|'''£1,410.7'''<br />
|'''£7,794.8'''<br />
|}<br />
Source: [https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020<br />
<br />
*In 2019, there were 5,544 physical outlets selling video games in the UK, compared to 10,001 outlets for video and 8,450 for music. ([https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020)<br />
<br />
[[File:UK Internet Consumption per Hour.PNG|thumb|400px|UK Internet Consumption per Hour for major media types (2020). [https://home.bt.com/tech-gadgets/internet/broadband/how-much-data-do-i-use-when-im-streaming-tv-and-films-or-playing-online-games-11364285810446 Source]]]<br />
<br />
*On average, playing online games consumes around 43MB of internet data per hour, compared to 429MB for Youtube (standard definition), 644MB for TV (standard definition), 3,000MB for HD TV and 7,000MB per hour for 4K TV. ([https://home.bt.com/tech-gadgets/internet/broadband/how-much-data-do-i-use-when-im-streaming-tv-and-films-or-playing-online-games-11364285810446 BT], Mar 2020)<br />
<br />
== 2019 Stats ==<br />
<br />
*Landmark figures released by the Entertainment Retailer's Association show that in 2018 UK sales of games have now eclipsed that of both music and video combined, reaching a record £3.86bn across both physical and digital, an increase of +9.1% on 2017. Game sales now represent 51.3% of the overall £7.54bn entertainment retail market. ([https://eraltd.org/news-events/press-releases/2019/streaming-drives-entertainment-sales-94-higher-in-2018-to-sixth-consecutive-year-of-growth/ ERA], Jan 2019)<br />
**Digital games sales were the key driver of growth, increasing +12.5% to £3.09bn, or 80.1% of overall game revenue. Physical sales saw a small decline of -2.8% to £769.9m. Overall, the UK games market has now more than doubled since 2007.<br />
<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:2018 ERA Entertainment Sector Value.PNG|thumb|500px|2018 Entertainment Sector Value (ERA, Jan 2019)]] </li><br />
</ul></div><br />
<br />
*22 million boxed games were sold in 2018, a drop of 7.1 per cent on 2017, despite physical revenues dropping only -2.8% . Nintendo Switch game sales, usually retailing at higher prices, were a major factor in bouying revenues, with Switch game unit sales increasing +90.1% and revenues +73.4% from 2017. ([https://www.gamesindustry.biz/articles/2019-01-02-uk-physical-games-market-falls-2-8-percent-in-2018 Gamesindustry.biz / Ukie/ GfK], Jan 2019)<br />
<br />
== 2018 Stats ==<br />
<br />
*The UK’s entertainment and media sector is predicted to grow by £8bn over the next four years to a total of £76bn, making the UK the second largest market in Europe, the Middle East and Africa (EMEA). ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*By 2020, total UK video games revenue (£5.5bn) is expected to overtake total spend on books (£4.9bn). ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)<br />
*UK Digital game purchases are forecast to reach £721m within the next four years and overtake physical game spend for the first time. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*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. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*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)<br />
*The UK’s second fastest growing entertainment and media sector is esports, growing 21% year on year to reach £48m in revenue by 2022. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)<br />
*Data consumption in the UK will grow by 22% year-on-year till 2022, overtaking France in 2021 to become the biggest market in Western Europe. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*Combined UK physical and digital sales reached a record £3.35bn in 2017, increasing 9.6% from 2016. The value of the UK games home sales market almost equals that of music and video combined, comprising 46.3% of the overall value of the sector. ([https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ ERA], Jan 2017)<br />
*Digital games sales grew 12.1% in the UK to £2.56bn in 2017, while physical game sales reversed recent trends, increasing 2.1% to £792m. ([https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ ERA], Jan 2017)<br />
*The UK is ranked as the 6th largest games market globally ($4.453m), after China, USA, Japan, South Korea and Germany ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)<br />
*37.3m people in the UK play video games. ([https://newzoo.com/insights/infographics/uk-games-market-2018/s Newzoo], Jun 2018)<br />
<br />
== 2017 Stats ==<br />
<br />
*The UK consumer market for games was valued at a record £4.33bn in 2016, up 1.2% from 2015 (£4.28bn). ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*2016 was the biggest ever year for games software, exceeding £3bn in sales for the first time, driven by record results in both Digital and Online sales (£1.22bn, +11.1%) and Mobile Games, which achieved revenues just short of £1bn (£995.1, +16.9%). Boxed software remains a substantial factor in software sales, despite the general trend towards digital, achieving £766.7m in sales in 2016 (-15.2%). ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The impact of VR and esports drove a huge increase in PC Game Hardware (£258m, +64.3%), with UK VR Hardware (headset) sales tracked for the first time, valued at £61.3m in 2016. ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The games industry's impact on broader sectors also showed a record year, with increased sales across game-related toys, merchandise, books, movies and soundtracks, as well as game-based events around the UK, contributing to a record £100.5m in revenues across these segments. ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The UK is the 5th largest video game market in 2017 in terms of consumer revenues, after China, USA, Japan, South Korea and Germany. ([https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ Newzoo], June 2017)<br />
*The UK games market will be Europe’s largest market and the fifth largest globally behind the US, China, Japan and South Korea, growing at 6.7% CAGR and worth £5.2bn in 2021. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)<br />
*By December 2017, 70.6m PS4 consoles and 617.8m PS4 games have been sold to date. ([http://www.sie.com/en/corporate/release/2017/171207.html SIEE], Dec 2017)<br />
*As of November 2017, the number of PS4 and Xbox One consoles now sold in the UK (the ‘installed base’) stands at 7.5 million, 14% ahead of the installed base at the same point in the previous console generation. ([http://www.gamedigitalplc.com/~/media/Files/G/Game-Corp-V2/documents/results-reports-presentations/2017/full-year-results-presentation-2016-17.pdf GAME / GfK], Nov 2017)<br />
*Since launch on 3rd March 2017, over 469,000 Nintendo Switches have been sold in the UK & Spain, despite a limited supply. ([http://www.gamedigitalplc.com/~/media/Files/G/Game-Corp-V2/documents/results-reports-presentations/2017/full-year-results-presentation-2016-17.pdf GAME / GfK], Nov 2017)<br />
*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)<br />
*Console gaming leads the market at $2bn (52%), nearly double mobile’s $1.1bn (28%). PC gaming makes up the remaining 20% at $800m. ([https://newzoo.com/insights/infographics/the-uk-games-market-2016/ Newzoo], Aug 2016) <br />
*The UK is estimated to be the sixth largest video game market in 2015 in terms of consumer revenues, after the China, the US, Japan, South Korean and Germany. The UK market is estimated to be worth $3.5bn. This figure excludes hardware sales and tax ([https://newzoo.com/insights/infographics/the-uk-games-market-2016/ Newzoo], Aug 2016)<br />
*In 2016, games sales in the UK generated more revenue than either video or music, increasing by +2.9% to £2.96bn. This record figure makes the games market 1.3 times the size of the video market (£2.25bn) and 2.6 times the size of music (£1.1bn). ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*While physical sales of games declined -16.4% from £927m to £776 in 2016, digital sales increased +12.1% to £2.18bn, more than making up the difference. Physical sales were also down in both video and music, with video seeing a greater decline of -17.1% and music down -7.3%. ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*ERA also found that the 2016 digital sales of games (£2.2bn) was larger than the combined digital sales of video and music (£1.9bn). ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017) <br />
*Electronic Art's FIFA 17 was the highest selling entertainment product in 2016, selling 2.5m units, approximately 9% more sales than Star Wars: The Force Awakens, which sold 2.3m units. ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*Pokémon GO was the most frequently-used gaming app in the UK and was opened an average of 4.82 times per day by its users, in the period 27 Sept - 23rd Dec 2016. ([https://www.ofcom.org.uk/__data/assets/pdf_file/0021/105438/uk-internet-online.pdf Ofcom], Aug 2017)<br />
*The UK is the 4th largest market for iOS apps & games, both in terms of downloads and revenues. It also places 6th for Google Play revenues. ([https://www.appannie.com/en/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)<br />
<br />
== 2016 Stats ==<br />
<br />
*The UK games market grew by 5% to £4.19bn in 2015, up from £3.94bn in 2014. Growth has slowed slightly from 2013-2014, when it was up 13% from £3.48bn (MCV and Ukie, Feb 2016, LINKS for [http://www.mcvuk.com/press-releases/read/uk-games-market-soars-past-pound-4-1bn/0162456 2015], [http://www.mcvuk.com/news/read/uk-games-market-worth-3-94bn-in-2014/0145088 2014])<br />
*Games sold more than video or music in 2015. The games market grew by +10% to reach £2.8bn, while video grew by +1.5% to reach £2.2bn and music by +3.5% to reach £1bn. ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016)<br />
*While physical boxed software sales decreased by -2.2% (to reach £928m), the digital sales grew by +17.1% (to reach £1,899m). ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016, LINK)<br />
*Games represented 46% of the combined games, video and music entertainment market in 2015. ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016, LINK)<br />
*The UK games market was worth nearly £4.2bn in consumer spend in 2015, up 7.4% from £3.94bn in 2014 (Ukie, March 2016)<br />
*The industry’s biggest consumer market revenue streams in 2015 were Digital Console and PC (£1,224m, +13.2%), Boxed Software (£904m, -3%), Consoles hardware (£689m, -28% after the initial sales peak for next-gen consoles) and Mobile gaming (£664m, +21.2%). (Ukie, March 2016)<br />
* The digital sales of games (£1.9bn) are bigger than the combined digital sales of video and music (£1.3bn). ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016)<br />
*47% of UK smartphone owners use apps on their phones to play games – more that use apps for online banking (40%) or reading the news (33%). ([https://www.deloitte.co.uk/mobileuk/ Deloitte], Oct 2016)<br />
[[File:DeloitteMobile.png|right|frame|Deloitte, Oct 2016]]<br />
<br />
== 2015 Stats ==<br />
*In the 6 months prior to 10th April 2016, people who bought Toys to Life spent an average of £59.77 on figures. 61% of people who bought a starter pack in the last 6 months also bought at least one additional figure. TTL shoppers also spent £36.99 on average on other new boxed games. (Kantar, May 2015)<br />
*UK is the Nbr1 territory for pre-orders across EU (23% of UK players stated they pre-ordered a title in the last year). ([http://www.mcvuk.com/news/read/pre-order-crisis-looms-as-3-4m-uk-gamers-hold-off/0148440 MCV and Ipsos MediaCT], Apr 2015)<br />
*The Entertainment Retailers Association found that games sold more than video or music in 2014. The games market grew by +7.5% to reach £2.5bn, while video decreased by -1.4% to reach £2.2bn and music by -1.6% to reach £1bn. ([http://www.eraltd.org/ ERA], Jan 2015)<br />
*ERA also found the digital sales of games (£1.5bn) to be bigger than the combined digital sales of video and music (£1.3bn). ([http://www.eraltd.org/ ERA], Jan 2015)<br />
*The PC digital market in 2014 was worth £741m (this includes DLC, MMO and social games revenue), the console digital market £118m and mobile £548m. (Superdata, MCV Issue 829, Apr 2015)<br />
*Digital segments’ audience that grew most over the past 4 years (until 2014) have been the social segment (from 13m monthly active users to 31m users, and free-to-play MMO going from 8m to 13m users). (Superdata, MCV Issue 829, Apr 2015)<br />
*81% of Total War: Attila units sold in its 1st week were digital copies. ([http://www.mcvuk.com/news/read/81-of-total-war-attila-sales-were-digital/0146196] MCV, Mar 2015)<br />
*Digital and online game sales were up from £891m to £1,048m in 2014, an 18% increase. (MCV and Ukie, Feb 2015)<br />
*Digital points cards were worth £158m in 2014, of which £26m were generated by points cards for specific individual titles. (MCV and Ukie, Feb 2015)<br />
*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/about-isfe/news/isfe-report-deloitte-illustrates-economic-impact-new-business-models Deloitte and ISFE Mobile Games in Europe] September 2015)<br />
*Household device ownership in Q1 2015: 44% households own an iPhone, 46% an Android phone and 12% a Windows phone (GameTrack (ISFE/Ipsos MediaCT) – Quarter 1 2015)<br />
*30% of the total UK game revenue is generated via apps games in Q3 2015. (GameTrack (ISFE/Ipsos MediaCT) – Quarter 3 2015)<br />
*10.2m (21%) of 6-64 year old play on smartphones and 8.4m (18%) on tablets in Q3 2015. (GameTrack (ISFE/Ipsos MediaCT) – Quarter 3 2015)<br />
<br />
== 2014 Stats ==<br />
<br />
*In the UK in 2014, 41% of players pay when playing mobile games. 5% of these payers are big spenders, lower than the 6% average for the 10 countries displayed in the report. It’s apparently opinion that gets people playing a game: 36% of UK players start a game because a friend or relative recommended it, and 35% because it had good reviews. Interestingly the UK is the country amongst the 4 measured on this where audience rely the most on good reviews to play. ([http://www.newzoo.com/trend-reports/newzoo-mobile-gaming-trend-report-spotting-mobile-spenders/ Newzoo] Dec 2014)<br />
*Looking at smartphones sales in the UK, for August-October 2014, the sales share was 52.3% for Android, 39.5% for iOS (iPhone 6 launch boosted sales), 7.7% for Windows phone and 0.3% for BlackBerry and Others. ([https://www.kantarworldpanel.com/global/News/Huge-iPhone-6-sales-put-Apple-on-course-for-record-quarter Kantar Worldpanel], Dec 2014)<br />
<br />
== Pre-2014 Stats ==<br />
<br />
We presently hold relatively little information on the UK market pre-2014. Below are some selected reports containing insights on this period.<br />
<br />
*[https://www.yumpu.com/en/document/read/15663234/from-exuberant-youth-to-sustainable-maturity-dti-home From Exuberant Youth to Sustainable Maturity - Competitiveness analysis of the UK games software sector]</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=UK_Video_Games_Market&diff=2139UK Video Games Market2021-08-03T10:31:40Z<p>UkieLuke: /* 2021 Stats */</p>
<hr />
<div>== About This Page ==<br />
<br />
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.<br />
<br />
== 2021 Stats ==<br />
<br />
*According to Ukie's annual [[2020_UK_Consumer_Games_Market_Valuation|UK Consumer Games Market Valuation]], UK consumer spent a record £7bn on game and game related activities in 2020, an increase of +29% on the previous year<br />
**Game software grew +18.5% to a record £4.55bn<br />
**Game hardware saw an explosive year, jumping +60.8% to £2.26bn<br />
**Spending on game culture products and activities grew to £199m, despite many areas experiencing significant difficulties due to the pandemic.<br />
**A full breakdown of consumer games spend can be found at the [[2020_UK_Consumer_Games_Market_Valuation|UK Consumer Games Market Valuation]] page.<br />
<br />
*In 2020, the retail value of games software was four-and-a-half times larger than it was in 2000, growing from £815m to £4.43bn over the ten-year period. ([https://eraltd.org/news-events/press-releases/2021/value-of-games-market-quadruples-since-2000/ ERA], May 2021)<br />
**Game software now represents 47.8% of the combined music, video and games sectors, making it almost as big as both other sectors put together.<br />
<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:UK Entertainment Retail Revenues ERA 2000 2020.PNG|thumb|500px|UK Entertainment Retail Revenues, 2000-2020 (ERA, May 2021)]] </li><br />
</ul></div><br />
<br />
*The UK-made Grand Theft Auto V has surpassed 150 million lifetime sales, bringing the lifetime total for the Grand Theft Auto series to 350 million. [[https://www.eurogamer.net/articles/2021-08-02-take-two-is-announcing-an-exciting-new-franchise-later-this-month Eurogamer], Aug 2021]<br />
<br />
== 2020 Stats ==<br />
<br />
*In 2019, UK consumers spent £5.35bn on video games and game-related products, a -4.8% decline on 2018's record-breaking year. Full details are available in Ukie's [[Ukie UK Consumer Games Market Valuation|2019 UK Consumer Games Market Valuation]].<br />
**Game software saw a pause in the growth trend of the recent years, with revenues plateauing and a small -2.1% drop to £3.85bn. <br />
**Hardware saw a slower year, with a -14% decline to £1.35bn, mirroring demand for last-gen consoles.<br />
**Broader interest in games continues to grow with UK audiences, with game culture revenues climbing +28.5% to £146m.<br />
<br />
*According to the [https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ Entertainment Retailers' Association], the UK games software market was worth £3.77bn in 2019, accounting for 48% of the UK's £7.8bn entertainment media market. ([https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020)<br />
**Digital revenue made up 84% of all games software revenues at £3.17bn, compared to physical sales at £606.2m. Physical sales was split between £274.2m in online purchasing versus £328.4 in the high street.<br />
**At £3.17bn, digital game revenues were equal to the revenues of all digital video revenues (£2.1bn) such as Netflix and digital music revenues (£1.1bn) such as Spotify combined, despite the impacts of the end of the current console cycle.<br />
<br />
{| class="wikitable"<br />
!Revenue Type<br />
!Games<br />
!Video<br />
!Music<br />
!Total<br />
|-<br />
|Digital<br />
|£3,171.5<br />
|£2,109.4<br />
|£1,092.6<br />
|'''£6,373.5'''<br />
|-<br />
|Online physical<br />
|£274.2<br />
|£211.6<br />
|£137.4<br />
|'''£623.2'''<br />
|-<br />
|Bricks & mortar physical<br />
|£328.4<br />
|£289.0<br />
|£180.7<br />
|'''£798.1'''<br />
|-<br />
|'''Total'''<br />
|'''£3,774.1'''<br />
|'''£2,610.0'''<br />
|'''£1,410.7'''<br />
|'''£7,794.8'''<br />
|}<br />
Source: [https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020<br />
<br />
*In 2019, there were 5,544 physical outlets selling video games in the UK, compared to 10,001 outlets for video and 8,450 for music. ([https://eraltd.org/news-events/press-releases/2020/entertainment-sales-enjoy-seventh-consecutive-year-of-growth-to-reach-78bn/ ERA], Mar 2020)<br />
<br />
[[File:UK Internet Consumption per Hour.PNG|thumb|400px|UK Internet Consumption per Hour for major media types (2020). [https://home.bt.com/tech-gadgets/internet/broadband/how-much-data-do-i-use-when-im-streaming-tv-and-films-or-playing-online-games-11364285810446 Source]]]<br />
<br />
*On average, playing online games consumes around 43MB of internet data per hour, compared to 429MB for Youtube (standard definition), 644MB for TV (standard definition), 3,000MB for HD TV and 7,000MB per hour for 4K TV. ([https://home.bt.com/tech-gadgets/internet/broadband/how-much-data-do-i-use-when-im-streaming-tv-and-films-or-playing-online-games-11364285810446 BT], Mar 2020)<br />
<br />
== 2019 Stats ==<br />
<br />
*Landmark figures released by the Entertainment Retailer's Association show that in 2018 UK sales of games have now eclipsed that of both music and video combined, reaching a record £3.86bn across both physical and digital, an increase of +9.1% on 2017. Game sales now represent 51.3% of the overall £7.54bn entertainment retail market. ([https://eraltd.org/news-events/press-releases/2019/streaming-drives-entertainment-sales-94-higher-in-2018-to-sixth-consecutive-year-of-growth/ ERA], Jan 2019)<br />
**Digital games sales were the key driver of growth, increasing +12.5% to £3.09bn, or 80.1% of overall game revenue. Physical sales saw a small decline of -2.8% to £769.9m. Overall, the UK games market has now more than doubled since 2007.<br />
<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:2018 ERA Entertainment Sector Value.PNG|thumb|500px|2018 Entertainment Sector Value (ERA, Jan 2019)]] </li><br />
</ul></div><br />
<br />
*22 million boxed games were sold in 2018, a drop of 7.1 per cent on 2017, despite physical revenues dropping only -2.8% . Nintendo Switch game sales, usually retailing at higher prices, were a major factor in bouying revenues, with Switch game unit sales increasing +90.1% and revenues +73.4% from 2017. ([https://www.gamesindustry.biz/articles/2019-01-02-uk-physical-games-market-falls-2-8-percent-in-2018 Gamesindustry.biz / Ukie/ GfK], Jan 2019)<br />
<br />
== 2018 Stats ==<br />
<br />
*The UK’s entertainment and media sector is predicted to grow by £8bn over the next four years to a total of £76bn, making the UK the second largest market in Europe, the Middle East and Africa (EMEA). ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*By 2020, total UK video games revenue (£5.5bn) is expected to overtake total spend on books (£4.9bn). ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)<br />
*UK Digital game purchases are forecast to reach £721m within the next four years and overtake physical game spend for the first time. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*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. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*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)<br />
*The UK’s second fastest growing entertainment and media sector is esports, growing 21% year on year to reach £48m in revenue by 2022. ([https://www.digitaltveurope.com/2018/06/07/pwc-vr-the-fastest-growing-segment-of-uk-media-sector/ PwC / digitsaltveurope.com], Jun 2018)<br />
*Data consumption in the UK will grow by 22% year-on-year till 2022, overtaking France in 2021 to become the biggest market in Western Europe. ([https://www.pwc.co.uk/press-room/press-releases/UK-entertainment-and-media-sector-to-grow-by-8bn-over-the-next-four-years-PwC-forecasts.html PwC], Jun 2018)<br />
*Combined UK physical and digital sales reached a record £3.35bn in 2017, increasing 9.6% from 2016. The value of the UK games home sales market almost equals that of music and video combined, comprising 46.3% of the overall value of the sector. ([https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ ERA], Jan 2017)<br />
*Digital games sales grew 12.1% in the UK to £2.56bn in 2017, while physical game sales reversed recent trends, increasing 2.1% to £792m. ([https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ ERA], Jan 2017)<br />
*The UK is ranked as the 6th largest games market globally ($4.453m), after China, USA, Japan, South Korea and Germany ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018)<br />
*37.3m people in the UK play video games. ([https://newzoo.com/insights/infographics/uk-games-market-2018/s Newzoo], Jun 2018)<br />
<br />
== 2017 Stats ==<br />
<br />
*The UK consumer market for games was valued at a record £4.33bn in 2016, up 1.2% from 2015 (£4.28bn). ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*2016 was the biggest ever year for games software, exceeding £3bn in sales for the first time, driven by record results in both Digital and Online sales (£1.22bn, +11.1%) and Mobile Games, which achieved revenues just short of £1bn (£995.1, +16.9%). Boxed software remains a substantial factor in software sales, despite the general trend towards digital, achieving £766.7m in sales in 2016 (-15.2%). ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The impact of VR and esports drove a huge increase in PC Game Hardware (£258m, +64.3%), with UK VR Hardware (headset) sales tracked for the first time, valued at £61.3m in 2016. ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The games industry's impact on broader sectors also showed a record year, with increased sales across game-related toys, merchandise, books, movies and soundtracks, as well as game-based events around the UK, contributing to a record £100.5m in revenues across these segments. ([http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 Ukie], Feb 2017)<br />
*The UK is the 5th largest video game market in 2017 in terms of consumer revenues, after China, USA, Japan, South Korea and Germany. ([https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ Newzoo], June 2017)<br />
*The UK games market will be Europe’s largest market and the fifth largest globally behind the US, China, Japan and South Korea, growing at 6.7% CAGR and worth £5.2bn in 2021. ([https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], June 2017)<br />
*By December 2017, 70.6m PS4 consoles and 617.8m PS4 games have been sold to date. ([http://www.sie.com/en/corporate/release/2017/171207.html SIEE], Dec 2017)<br />
*As of November 2017, the number of PS4 and Xbox One consoles now sold in the UK (the ‘installed base’) stands at 7.5 million, 14% ahead of the installed base at the same point in the previous console generation. ([http://www.gamedigitalplc.com/~/media/Files/G/Game-Corp-V2/documents/results-reports-presentations/2017/full-year-results-presentation-2016-17.pdf GAME / GfK], Nov 2017)<br />
*Since launch on 3rd March 2017, over 469,000 Nintendo Switches have been sold in the UK & Spain, despite a limited supply. ([http://www.gamedigitalplc.com/~/media/Files/G/Game-Corp-V2/documents/results-reports-presentations/2017/full-year-results-presentation-2016-17.pdf GAME / GfK], Nov 2017)<br />
*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)<br />
*Console gaming leads the market at $2bn (52%), nearly double mobile’s $1.1bn (28%). PC gaming makes up the remaining 20% at $800m. ([https://newzoo.com/insights/infographics/the-uk-games-market-2016/ Newzoo], Aug 2016) <br />
*The UK is estimated to be the sixth largest video game market in 2015 in terms of consumer revenues, after the China, the US, Japan, South Korean and Germany. The UK market is estimated to be worth $3.5bn. This figure excludes hardware sales and tax ([https://newzoo.com/insights/infographics/the-uk-games-market-2016/ Newzoo], Aug 2016)<br />
*In 2016, games sales in the UK generated more revenue than either video or music, increasing by +2.9% to £2.96bn. This record figure makes the games market 1.3 times the size of the video market (£2.25bn) and 2.6 times the size of music (£1.1bn). ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*While physical sales of games declined -16.4% from £927m to £776 in 2016, digital sales increased +12.1% to £2.18bn, more than making up the difference. Physical sales were also down in both video and music, with video seeing a greater decline of -17.1% and music down -7.3%. ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*ERA also found that the 2016 digital sales of games (£2.2bn) was larger than the combined digital sales of video and music (£1.9bn). ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017) <br />
*Electronic Art's FIFA 17 was the highest selling entertainment product in 2016, selling 2.5m units, approximately 9% more sales than Star Wars: The Force Awakens, which sold 2.3m units. ([http://www.eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ ERA], Jan 2017)<br />
*Pokémon GO was the most frequently-used gaming app in the UK and was opened an average of 4.82 times per day by its users, in the period 27 Sept - 23rd Dec 2016. ([https://www.ofcom.org.uk/__data/assets/pdf_file/0021/105438/uk-internet-online.pdf Ofcom], Aug 2017)<br />
*The UK is the 4th largest market for iOS apps & games, both in terms of downloads and revenues. It also places 6th for Google Play revenues. ([https://www.appannie.com/en/insights/market-data/app-annie-2016-retrospective/ App Annie], Jan 2017)<br />
<br />
== 2016 Stats ==<br />
<br />
*The UK games market grew by 5% to £4.19bn in 2015, up from £3.94bn in 2014. Growth has slowed slightly from 2013-2014, when it was up 13% from £3.48bn (MCV and Ukie, Feb 2016, LINKS for [http://www.mcvuk.com/press-releases/read/uk-games-market-soars-past-pound-4-1bn/0162456 2015], [http://www.mcvuk.com/news/read/uk-games-market-worth-3-94bn-in-2014/0145088 2014])<br />
*Games sold more than video or music in 2015. The games market grew by +10% to reach £2.8bn, while video grew by +1.5% to reach £2.2bn and music by +3.5% to reach £1bn. ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016)<br />
*While physical boxed software sales decreased by -2.2% (to reach £928m), the digital sales grew by +17.1% (to reach £1,899m). ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016, LINK)<br />
*Games represented 46% of the combined games, video and music entertainment market in 2015. ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016, LINK)<br />
*The UK games market was worth nearly £4.2bn in consumer spend in 2015, up 7.4% from £3.94bn in 2014 (Ukie, March 2016)<br />
*The industry’s biggest consumer market revenue streams in 2015 were Digital Console and PC (£1,224m, +13.2%), Boxed Software (£904m, -3%), Consoles hardware (£689m, -28% after the initial sales peak for next-gen consoles) and Mobile gaming (£664m, +21.2%). (Ukie, March 2016)<br />
* The digital sales of games (£1.9bn) are bigger than the combined digital sales of video and music (£1.3bn). ([http://www.eraltd.org/news/era-news/entertainment-scores-its-best-year-ever-as-music,-video-and-games-revenues-surge-through-the-%C2%A36bn-barrier.aspx ERA], Jan 2016)<br />
*47% of UK smartphone owners use apps on their phones to play games – more that use apps for online banking (40%) or reading the news (33%). ([https://www.deloitte.co.uk/mobileuk/ Deloitte], Oct 2016)<br />
[[File:DeloitteMobile.png|right|frame|Deloitte, Oct 2016]]<br />
<br />
== 2015 Stats ==<br />
*In the 6 months prior to 10th April 2016, people who bought Toys to Life spent an average of £59.77 on figures. 61% of people who bought a starter pack in the last 6 months also bought at least one additional figure. TTL shoppers also spent £36.99 on average on other new boxed games. (Kantar, May 2015)<br />
*UK is the Nbr1 territory for pre-orders across EU (23% of UK players stated they pre-ordered a title in the last year). ([http://www.mcvuk.com/news/read/pre-order-crisis-looms-as-3-4m-uk-gamers-hold-off/0148440 MCV and Ipsos MediaCT], Apr 2015)<br />
*The Entertainment Retailers Association found that games sold more than video or music in 2014. The games market grew by +7.5% to reach £2.5bn, while video decreased by -1.4% to reach £2.2bn and music by -1.6% to reach £1bn. ([http://www.eraltd.org/ ERA], Jan 2015)<br />
*ERA also found the digital sales of games (£1.5bn) to be bigger than the combined digital sales of video and music (£1.3bn). ([http://www.eraltd.org/ ERA], Jan 2015)<br />
*The PC digital market in 2014 was worth £741m (this includes DLC, MMO and social games revenue), the console digital market £118m and mobile £548m. (Superdata, MCV Issue 829, Apr 2015)<br />
*Digital segments’ audience that grew most over the past 4 years (until 2014) have been the social segment (from 13m monthly active users to 31m users, and free-to-play MMO going from 8m to 13m users). (Superdata, MCV Issue 829, Apr 2015)<br />
*81% of Total War: Attila units sold in its 1st week were digital copies. ([http://www.mcvuk.com/news/read/81-of-total-war-attila-sales-were-digital/0146196] MCV, Mar 2015)<br />
*Digital and online game sales were up from £891m to £1,048m in 2014, an 18% increase. (MCV and Ukie, Feb 2015)<br />
*Digital points cards were worth £158m in 2014, of which £26m were generated by points cards for specific individual titles. (MCV and Ukie, Feb 2015)<br />
*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/about-isfe/news/isfe-report-deloitte-illustrates-economic-impact-new-business-models Deloitte and ISFE Mobile Games in Europe] September 2015)<br />
*Household device ownership in Q1 2015: 44% households own an iPhone, 46% an Android phone and 12% a Windows phone (GameTrack (ISFE/Ipsos MediaCT) – Quarter 1 2015)<br />
*30% of the total UK game revenue is generated via apps games in Q3 2015. (GameTrack (ISFE/Ipsos MediaCT) – Quarter 3 2015)<br />
*10.2m (21%) of 6-64 year old play on smartphones and 8.4m (18%) on tablets in Q3 2015. (GameTrack (ISFE/Ipsos MediaCT) – Quarter 3 2015)<br />
<br />
== 2014 Stats ==<br />
<br />
*In the UK in 2014, 41% of players pay when playing mobile games. 5% of these payers are big spenders, lower than the 6% average for the 10 countries displayed in the report. It’s apparently opinion that gets people playing a game: 36% of UK players start a game because a friend or relative recommended it, and 35% because it had good reviews. Interestingly the UK is the country amongst the 4 measured on this where audience rely the most on good reviews to play. ([http://www.newzoo.com/trend-reports/newzoo-mobile-gaming-trend-report-spotting-mobile-spenders/ Newzoo] Dec 2014)<br />
*Looking at smartphones sales in the UK, for August-October 2014, the sales share was 52.3% for Android, 39.5% for iOS (iPhone 6 launch boosted sales), 7.7% for Windows phone and 0.3% for BlackBerry and Others. ([https://www.kantarworldpanel.com/global/News/Huge-iPhone-6-sales-put-Apple-on-course-for-record-quarter Kantar Worldpanel], Dec 2014)<br />
<br />
== Pre-2014 Stats ==<br />
<br />
We presently hold relatively little information on the UK market pre-2014. Below are some selected reports containing insights on this period.<br />
<br />
*[https://www.yumpu.com/en/document/read/15663234/from-exuberant-youth-to-sustainable-maturity-dti-home From Exuberant Youth to Sustainable Maturity - Competitiveness analysis of the UK games software sector]</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=Standard_Industrial_Classification_(SIC)&diff=2138Standard Industrial Classification (SIC)2021-08-02T12:46:08Z<p>UkieLuke: </p>
<hr />
<div>== What are Standard Industrial Classification codes? ==<br />
<br />
Standard Industrial Classification codes (or SIC codes) are an essential part of Government statistics. <br />
<br />
They are used to categorise businesses together into different kind of related activities (whether games development or estate agents etc.). Every industrial sector is assigned a number of SIC codes relating to the activities of businesses within that sector and therefore these form the basis of the "official" measurements of that sector, such as for employment or contribution to UK GDP.<br />
<br />
== Why is it important for get your SIC code right? ==<br />
<br />
The UK games industry is a relatively new industrial sector and so the process and language of SICs is not yet ideally mapped to our sector. <br />
<br />
SIC codes are attributed to businesses in a number of ways, often by matching key words from company descriptions. This is sometimes inaccurate and results in games business being allocated the wrong the code or simply not being allocated an SIC code at all. Similarly, the language for the developer classification refers to "ready-made interactive leisure and entertainment software" rather than simply "games", which also causes misclassifications, with many developers instead choosing more generic "IT services" or similar descriptions.<br />
<br />
As a result, many games business are not counted as such in government statistics and therefore the importance of our sector is at risk of being significantly undervalued in official reporting. In fact, the economic value of misclassified games businesses may be incorrectly attributed to another sector.<br />
<br />
Official statistics are important as they are often used to decide which sector might need public support, where that support can be best applied and how existing measures (such as tax relief) are achieving their aims.<br />
<br />
Therefore it is essential that every games businesses uses the right SIC code, ensuring Government statistics show the true value of the UK games sector.<br />
<br />
== Checking your SIC Code ==<br />
<br />
You can see the SIC code assigned to your business with a simple check on Companies House, where it will be listed under 'Nature of Business (SIC)'.<br />
<br />
*[https://find-and-update.company-information.service.gov.uk/ Search the Companies House Register]<br />
<br />
== SIC Codes for the Games Industry ==<br />
<br />
There are two primary SIC codes assigned to the UK games industry, these are:<br />
<br />
*For publishers: '''58.21/0 Publishing of computer games'''<br />
*For developers: '''62.01/1 Ready-made interactive leisure and entertainment software development'''<br />
<br />
== Updating your SIC ==<br />
<br />
SIC codes are taken from [http://www.ons.gov.uk/ons/guide-method/method-quality/specific/business-and-energy/business-population/further-information-about-idbr-sources.pdf 4 different sources] in the following order of importance and, if possible, we recommend making sure that your business has the right code in all four sources:<br />
<br />
'''1. The Business Registers and Employment Survey (BRES)'''<br />
<br />
An annual survey sent out to a sample of 80,000 businesses. All large businesses with 2.2m UK VAT and/or PAYE based enterprises in Britain are sampled each year. Many smaller businesses won’t receive a questionnaire annually, so for those not included in the survey, updating the HMRC and Companies House data below is important. You will be asked to write in a description, which will then be automatically coded. You should use similar descriptions to those used by the ONS in the list below to match descriptions against.<br />
<br />
'''2. HMRC VAT Registration'''<br />
<br />
If you’re registering for VAT online, you can just select one of the two games SIC codes above from a drop-down box of codes. <br />
*[https://www.gov.uk/vat-registration/how-to-register Information on registering for VAT online]<br />
*[https://www.access.service.gov.uk/login/signin/creds Login to amend an existing registration]<br />
<br />
If you’re using postal VAT registration: you will be asked to describe your ‘business activities’ on the registration in question 20 (page 9) of the [https://assets.publishing.service.gov.uk/government/uploads/system/uploads/attachment_data/file/946248/VAT1form-12-20.pdf Application for VAT Registration] form. Here you should use descriptions similar to those in the list below.<br />
<br />
'''3. Annual HMRC PAYE Return'''<br />
<br />
Use the ‘nature of business’ section to describe your business using the list of descriptions below.<br />
<br />
'''4. Companies House and Annual Return'''<br />
<br />
Changes to your company can be submitted [https://www.gov.uk/file-changes-to-a-company-with-companies-house directly to Companies House].<br />
<br />
Alternatively, every company must deliver an annual return to Companies House at least once every 12 months. Simply add one or both of the appropriate games related SIC codes above in section A3 as classification codes. You may also include a principal activity description with the keywords mentioned below.<br />
<br />
== HMRC PAYE Returns Business Descriptions ==<br />
<br />
HMRC's PAYE returns will ask you to provide a description of your business in the ‘nature of business’ section, which will be used to assign an SIC. To ensure your business is included as part of the games industry, describe your business using the list of descriptions below.<br />
<br />
'''Publishers''' - If your company's main activity is publishing games then use these descriptions (for SIC code '''58.21/0 “Publishing of computer games'''”)<br />
<br />
*COMPUTER GAMES PUBLISHING<br />
*ON-LINE COMPUTER GAMES PUBLISHING<br />
<br />
'''Developers''' - If your company's main activity is developing games then use these descriptions (for SIC code '''62.01/1 “Ready-made interactive leisure and entertainment software development'''”)<br />
<br />
*COMPUTER GAMES DESIGN<br />
*COMPUTER GRAPHICS<br />
*DESIGN AND DEVELOPMENT OF GAME SOFTWARE<br />
*DESIGN AND DEVELOPMENT OF INTERACTIVE MEDIA<br />
*DEVELOPMENT MOBILE PHONE GAMES NON CUSTOMISED<br />
*VIDEO GAMES DEVELOPMENT<br />
<br />
== Other Resources ==<br />
<br />
*[https://onsdigital.github.io/dp-classification-tools/standard-industrial-classification/ONS_SIC_hierarchy_view.html ONS SIC Hierarchy Explorer]</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=UK_Honours_in_the_Games_Industry&diff=2137UK Honours in the Games Industry2021-06-28T11:07:33Z<p>UkieLuke: /* UK Games Industry Honours */</p>
<hr />
<div>The following people in and related to the UK games industry have received [https://en.wikipedia.org/wiki/Order_of_the_British_Empire UK Honours] for their contributions to the arts and sciences, work with charitable and welfare organisations, and public service outside the civil service.<br />
<br />
== UK Games Industry Honours ==<br />
<br />
{| class="wikitable sortable"<br />
!Name<br />
!Primary Company<br />
!Award<br />
!Year Awarded<br />
!Awarded For<br />
!Wikipedia<br />
!Twitter<br />
|-<br />
|Andy Payne<br />
|Mastertronic / Ukie / Just Flight<br />
|OBE<br />
|2012<br />
|Services to the UK Computer Games Industry<br />
|<br />
|[https://twitter.com/PercyBlakeney63/ Twitter]<br />
|-<br />
|Charles Cecil<br />
|Revolution Software<br />
|MBE<br />
|2011<br />
|Services to the Video Game Industry<br />
|[https://en.wikipedia.org/wiki/Charles_Cecil Wikipedia]<br />
|[https://twitter.com/CharlesCecil/ Twitter]<br />
|-<br />
|Chris Kingsley<br />
|Rebellion<br />
|OBE<br />
|2019<br />
|Services to the Economy<br />
|<br />
|<br />
|-<br />
|Chris van der Kuyl<br />
|4J Studios<br />
|CBE<br />
|2020<br />
|Services to the Economy<br />
|<br />
|[https://twitter.com/chrisvdk Twitter]<br />
|-<br />
|David Banner<br />
|Wales Interactive<br />
|MBE<br />
|2018<br />
|Services to the Video Games Industry<br />
|<br />
|<br />
|-<br />
|David Braben<br />
|Frontier<br />
|OBE<br />
|2014<br />
|Services to the UK Computer and Video Games Industry<br />
|[https://en.wikipedia.org/wiki/David_Braben Wikipedia]<br />
|[https://twitter.com/DavidBraben/ Twitter]<br />
|-<br />
|David Darling<br />
|Codemasters / Kwalee<br />
|CBE<br />
|2008<br />
|Services to the Computer Games Industry<br />
|[https://en.wikipedia.org/wiki/David_Darling_(entrepreneur) Wikipedia]<br />
|[https://twitter.com/daviddarling Twitter]<br />
|-<br />
|David Gardner<br />
|Electronic Arts / Atari / London Venture Partners<br />
|OBE<br />
|2007<br />
|Services to British Business in America<br />
|<br />
|[https://twitter.com/dgpilot Twitter]<br />
|-<br />
|Debbie Bestwick<br />
|Team17<br />
|MBE<br />
|2016<br />
|Services to the Video Game Industry<br />
|[https://en.wikipedia.org/wiki/Debbie_Bestwick Wikipedia]<br />
|[https://twitter.com/djbteamsters/ Twitter]<br />
|-<br />
|Demis Hassabis<br />
|Bullfrog / Lionhead / Deepmind<br />
|CBE<br />
|2017<br />
|Services to Science and Technology<br />
|[https://en.wikipedia.org/wiki/Demis_Hassabis Wikipedia]<br />
|[https://twitter.com/demishassabis Twitter]<br />
|-<br />
|Geoff Heath<br />
|Activision / Virgin Mastertronic / NCsoft Europe<br />
|OBE<br />
|2009<br />
|Services to the Computer Games Industry<br />
|<br />
|<br />
|-<br />
|Gina Jackson<br />
|NextGen Skills Academy / Blushing Blue / Safe In Our World<br />
|OBE<br />
|2020<br />
|Services to Education and Diversity in the Video Games Industry<br />
|<br />
|[https://twitter.com/pompeygina/ Twitter]<br />
|-<br />
|Giselle Stewart<br />
|Ubisoft<br />
|OBE<br />
|2016<br />
|Services to the Games Industry in the North East<br />
|<br />
|[https://twitter.com/blinkingflip13 Twitter]<br />
|-<br />
|Ian Livingstone<br />
|Games Workshop / Sumo Group<br />
|CBE (previously OBE)<br />
|2013 (2006)<br />
|Services to the Computer Gaming Industry (CBE), Services to the Computer Games Industry (OBE)<br />
|[https://en.wikipedia.org/wiki/Ian_Livingstone Wikipedia]<br />
|[https://twitter.com/ian_livingstone/ Twitter]<br />
|-<br />
|Jane Cavanagh<br />
|SCi<br />
|OBE<br />
|2007<br />
|Services to the Computer Games Industry<br />
|<br />
|<br />
|-<br />
|Jason Kingsley<br />
|Rebellion / TIGA<br />
|OBE<br />
|2012<br />
|Services to the Economy<br />
|[https://en.wikipedia.org/wiki/Jason_Kingsley_(businessman) Wikipedia]<br />
|[https://twitter.com/RebellionJason/ Twitter]<br />
|-<br />
|Jez San<br />
|Argonaut<br />
|OBE<br />
|2002<br />
|Services to the Video Game Industry<br />
|[https://en.wikipedia.org/wiki/Jez_San Wikipedia]<br />
|[https://twitter.com/aerobatic Twitter]<br />
|-<br />
|Jo Twist, Dr<br />
|Ukie<br />
|OBE<br />
|2016<br />
|Services to the Creative Industries<br />
|<br />
|[https://twitter.com/Doctoe/ Twitter]<br />
|-<br />
|Lynne Kilpatrick<br />
|DCMS<br />
|OBE<br />
|2015<br />
|Services to the Video Games Industry<br />
|<br />
|<br />
|-<br />
|Jude Ower<br />
|PlayMob<br />
|MBE<br />
|2016<br />
|Services to Entrepreneurship<br />
|<br />
|[https://twitter.com/playinthecloud Twitter]<br />
|-<br />
|Michael Acton Smith<br />
|Mind Candy<br />
|OBE<br />
|2014<br />
|Services to the Creative Industries<br />
|[https://en.wikipedia.org/wiki/Michael_Acton_Smith Wikipedia]<br />
|[https://twitter.com/acton Twitter]<br />
|-<br />
|Miles Jacobson<br />
|Sports Interactive<br />
|OBE<br />
|2011<br />
|Services to the Computer Games Industry<br />
|[https://en.wikipedia.org/wiki/Miles_Jacobson Wikipedia]<br />
|[https://twitter.com/milesSI/ Twitter]<br />
|-<br />
|Oliver Collyer<br />
|Sports Interactive<br />
|MBE<br />
|2010<br />
|Services to the Computer Games Industry<br />
|[https://en.wikipedia.org/wiki/Collyer_brothers_(game_designers) Wikipedia]<br />
|[https://twitter.com/olivercollyer Twitter]<br />
|-<br />
|Paul Collyer<br />
|Sports Interactive<br />
|MBE<br />
|2010<br />
|Services to the Computer Games Industry<br />
|[https://en.wikipedia.org/wiki/Collyer_brothers_(game_designers) Wikipedia]<br />
|[https://twitter.com/dobssi/ Twitter]<br />
|-<br />
|Paul Jackson<br />
|Dovetail Games / ELSPA<br />
|OBE<br />
|2010<br />
|Services to the Computer Games Industry<br />
|[https://en.wikipedia.org/wiki/Paul_Jackson_(game_producer) Wikipedia]<br />
|<br />
|-<br />
|Peter Molyneux<br />
|Bullfrog / Lionhead / 22cans<br />
|OBE<br />
|2004<br />
|Services to the Computer Video Games Industry<br />
|[https://en.wikipedia.org/wiki/Peter_Molyneux Wikipedia]<br />
|[https://twitter.com/pmolyneux Twitter]<br />
|-<br />
|Richard Darling<br />
|Codemasters<br />
|CBE<br />
|2008<br />
|Services to the Computer Industry<br />
|<br />
|<br />
|-<br />
|Richard Wilson<br />
|TIGA<br />
|OBE<br />
|2018<br />
|Services to the Video Game Industry<br />
|[https://en.wikipedia.org/wiki/Richard_Wilson_(born_1968) Wikipedia]<br />
|[https://twitter.com/DrRWilsonOBE Twitter]<br />
|-<br />
|Rod Cousens<br />
|Acclaim / Codemasters / Jagex<br />
|CBE<br />
|2010<br />
|Services to the Computer Games Industry<br />
|<br />
|<br />
|}</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=UK_Honours_in_the_Games_Industry&diff=2136UK Honours in the Games Industry2021-06-28T10:40:17Z<p>UkieLuke: </p>
<hr />
<div>The following people in and related to the UK games industry have received [https://en.wikipedia.org/wiki/Order_of_the_British_Empire UK Honours] for their contributions to the arts and sciences, work with charitable and welfare organisations, and public service outside the civil service.<br />
<br />
== UK Games Industry Honours ==<br />
<br />
{| class="wikitable sortable"<br />
!Name<br />
!Primary Company<br />
!Award<br />
!Year Awarded<br />
!Awarded For<br />
!Wikipedia<br />
!Twitter<br />
|-<br />
|Andy Payne<br />
|Mastertronic / Ukie / Just Flight<br />
|OBE<br />
|2012<br />
|Services to the UK Computer Games Industry<br />
|<br />
|[https://twitter.com/PercyBlakeney63/ Twitter]<br />
|-<br />
|Charles Cecil<br />
|Revolution Software<br />
|MBE<br />
|2011<br />
|Services to the Video Game Industry<br />
|[https://en.wikipedia.org/wiki/Charles_Cecil Wikipedia]<br />
|[https://twitter.com/CharlesCecil/ Twitter]<br />
|-<br />
|Chris Kingsley<br />
|Rebellion<br />
|OBE<br />
|2019<br />
|Services to the Economy<br />
|<br />
|<br />
|-<br />
|Chris van der Kuyl<br />
|4J Studios<br />
|CBE<br />
|2020<br />
|Services to the Economy<br />
|<br />
|[https://twitter.com/chrisvdk Twitter]<br />
|-<br />
|David Banner<br />
|Wales Interactive<br />
|MBE<br />
|2018<br />
|Services to the Video Games Industry<br />
|<br />
|<br />
|-<br />
|David Braben<br />
|Frontier<br />
|OBE<br />
|2014<br />
|Services to the UK Computer and Video Games Industry<br />
|[https://en.wikipedia.org/wiki/David_Braben Wikipedia]<br />
|[https://twitter.com/DavidBraben/ Twitter]<br />
|-<br />
|David Darling<br />
|Codemasters / Kwalee<br />
|CBE<br />
|2008<br />
|Services to the Computer Games Industry<br />
|[https://en.wikipedia.org/wiki/David_Darling_(entrepreneur) Wikipedia]<br />
|[https://twitter.com/daviddarling Twitter]<br />
|-<br />
|David Gardner<br />
|Electronic Arts / Atari / London Venture Partners<br />
|OBE<br />
|2007<br />
|Services to British Business in America<br />
|<br />
|[https://twitter.com/dgpilot Twitter]<br />
|-<br />
|Debbie Bestwick<br />
|Team17<br />
|MBE<br />
|2016<br />
|Services to the Video Game Industry<br />
|[https://en.wikipedia.org/wiki/Debbie_Bestwick Wikipedia]<br />
|[https://twitter.com/djbteamsters/ Twitter]<br />
|-<br />
|Demis Hassabis<br />
|Bullfrog / Lionhead / Deepmind<br />
|CBE<br />
|2017<br />
|Services to Science and Technology<br />
|[https://en.wikipedia.org/wiki/Demis_Hassabis Wikipedia]<br />
|[https://twitter.com/demishassabis Twitter]<br />
|-<br />
|Gina Jackson<br />
|NextGen Skills Academy / Blushing Blue / Safe In Our World<br />
|OBE<br />
|2020<br />
|Services to Education and Diversity in the Video Games Industry<br />
|<br />
|[https://twitter.com/pompeygina/ Twitter]<br />
|-<br />
|Giselle Stewart<br />
|Ubisoft<br />
|OBE<br />
|2016<br />
|Services to the Games Industry in the North East<br />
|<br />
|[https://twitter.com/blinkingflip13 Twitter]<br />
|-<br />
|Ian Livingstone<br />
|Games Workshop / Sumo Group<br />
|CBE (previously OBE)<br />
|2013 (2006)<br />
|Services to the Computer Gaming Industry (CBE), Services to the Computer Games Industry (OBE)<br />
|[https://en.wikipedia.org/wiki/Ian_Livingstone Wikipedia]<br />
|[https://twitter.com/ian_livingstone/ Twitter]<br />
|-<br />
|Jane Cavanagh<br />
|SCi<br />
|OBE<br />
|2007<br />
|Services to the Computer Games Industry<br />
|<br />
|<br />
|-<br />
|Jason Kingsley<br />
|Rebellion / TIGA<br />
|OBE<br />
|2012<br />
|Services to the Economy<br />
|[https://en.wikipedia.org/wiki/Jason_Kingsley_(businessman) Wikipedia]<br />
|[https://twitter.com/RebellionJason/ Twitter]<br />
|-<br />
|Jez San<br />
|Argonaut<br />
|OBE<br />
|2002<br />
|Services to the Video Game Industry<br />
|[https://en.wikipedia.org/wiki/Jez_San Wikipedia]<br />
|[https://twitter.com/aerobatic Twitter]<br />
|-<br />
|Jo Twist, Dr<br />
|Ukie<br />
|OBE<br />
|2016<br />
|Services to the Creative Industries<br />
|<br />
|[https://twitter.com/Doctoe/ Twitter]<br />
|-<br />
|Lynne Kilpatrick<br />
|DCMS<br />
|OBE<br />
|2015<br />
|Services to the Video Games Industry<br />
|<br />
|<br />
|-<br />
|Jude Ower<br />
|PlayMob<br />
|MBE<br />
|2016<br />
|Services to Entrepreneurship<br />
|<br />
|[https://twitter.com/playinthecloud Twitter]<br />
|-<br />
|Michael Acton Smith<br />
|Mind Candy<br />
|OBE<br />
|2014<br />
|Services to the Creative Industries<br />
|[https://en.wikipedia.org/wiki/Michael_Acton_Smith Wikipedia]<br />
|[https://twitter.com/acton Twitter]<br />
|-<br />
|Miles Jacobson<br />
|Sports Interactive<br />
|OBE<br />
|2011<br />
|Services to the Computer Games Industry<br />
|[https://en.wikipedia.org/wiki/Miles_Jacobson Wikipedia]<br />
|[https://twitter.com/milesSI/ Twitter]<br />
|-<br />
|Oliver Collyer<br />
|Sports Interactive<br />
|MBE<br />
|2010<br />
|Services to the Computer Games Industry<br />
|[https://en.wikipedia.org/wiki/Collyer_brothers_(game_designers) Wikipedia]<br />
|[https://twitter.com/olivercollyer Twitter]<br />
|-<br />
|Paul Collyer<br />
|Sports Interactive<br />
|MBE<br />
|2010<br />
|Services to the Computer Games Industry<br />
|[https://en.wikipedia.org/wiki/Collyer_brothers_(game_designers) Wikipedia]<br />
|[https://twitter.com/dobssi/ Twitter]<br />
|-<br />
|Paul Jackson<br />
|Dovetail Games / ELSPA<br />
|OBE<br />
|2010<br />
|Services to the Computer Games Industry<br />
|[https://en.wikipedia.org/wiki/Paul_Jackson_(game_producer) Wikipedia]<br />
|<br />
|-<br />
|Peter Molyneux<br />
|Bullfrog / Lionhead / 22cans<br />
|OBE<br />
|2004<br />
|Services to the Computer Video Games Industry<br />
|[https://en.wikipedia.org/wiki/Peter_Molyneux Wikipedia]<br />
|[https://twitter.com/pmolyneux Twitter]<br />
|-<br />
|Richard Darling<br />
|Codemasters<br />
|CBE<br />
|2008<br />
|Services to the Computer Industry<br />
|<br />
|<br />
|-<br />
|Richard Wilson<br />
|TIGA<br />
|OBE<br />
|2018<br />
|Services to the Video Game Industry<br />
|[https://en.wikipedia.org/wiki/Richard_Wilson_(born_1968) Wikipedia]<br />
|[https://twitter.com/DrRWilsonOBE Twitter]<br />
|-<br />
|Rod Cousens<br />
|Acclaim / Codemasters / Jagex<br />
|CBE<br />
|2010<br />
|Services to the Computer Games Industry<br />
|<br />
|<br />
|}</div>UkieLukehttps://ukiepedia.ukie.org.uk/index.php?title=UK_Honours_in_the_Games_Industry&diff=2135UK Honours in the Games Industry2021-06-28T10:39:30Z<p>UkieLuke: /* UK Games Industry Honours */</p>
<hr />
<div>The following people in and related to the UK games industry have received [https://en.wikipedia.org/wiki/Order_of_the_British_Empire UK Honours] for their contributions to the arts and sciences, work with charitable and welfare organisations, and public service outside the civil service.<br />
<br />
== UK Games Industry Honours ==<br />
<br />
{| class="wikitable sortable"<br />
!Name<br />
!Primary Company<br />
!Award<br />
!Year Awarded<br />
!Awarded For<br />
!Wikipedia<br />
!Twitter<br />
|-<br />
|Andy Payne<br />
|Mastertronic / Ukie / Just Flight<br />
|OBE<br />
|2012<br />
|Services to the UK Computer Games Industry<br />
|<br />
|[https://twitter.com/PercyBlakeney63/ Twitter]<br />
|-<br />
|Charles Cecil<br />
|Revolution Software<br />
|MBE<br />
|2011<br />
|Services to the Video Game Industry<br />
|[https://en.wikipedia.org/wiki/Charles_Cecil Wikipedia]<br />
|[https://twitter.com/CharlesCecil/ Twitter]<br />
|-<br />
|Chris Kingsley<br />
|Rebellion<br />
|OBE<br />
|2019<br />
|Services to the Economy<br />
|<br />
|<br />
|-<br />
|Chris van der Kuyl<br />
|4J Studios<br />
|CBE<br />
|2020<br />
|Services to the Economy<br />
|<br />
|[https://twitter.com/chrisvdk Twitter]<br />
|-<br />
|David Banner<br />
|Wales Interactive<br />
|MBE<br />
|2018<br />
|Services to the Video Games Industry<br />
|<br />
|<br />
|-<br />
|David Braben<br />
|Frontier<br />
|OBE<br />
|2014<br />
|Services to the UK Computer and Video Games Industry<br />
|[https://en.wikipedia.org/wiki/David_Braben Wikipedia]<br />
|[https://twitter.com/DavidBraben/ Twitter]<br />
|-<br />
|David Darling<br />
|Codemasters / Kwalee<br />
|CBE<br />
|2008<br />
|Services to the Computer Games Industry<br />
|[https://en.wikipedia.org/wiki/David_Darling_(entrepreneur) Wikipedia]<br />
|[https://twitter.com/daviddarling Twitter]<br />
|-<br />
|David Gardner<br />
|Electronic Arts / Atari / London Venture Partners<br />
|OBE<br />
|2007<br />
|Services to British Business in America<br />
|<br />
|[https://twitter.com/dgpilot Twitter]<br />
|-<br />
|Debbie Bestwick<br />
|Team17<br />
|MBE<br />
|2016<br />
|Services in the Video Game Industry<br />
|[https://en.wikipedia.org/wiki/Debbie_Bestwick Wikipedia]<br />
|[https://twitter.com/djbteamsters/ Twitter]<br />
|-<br />
|Demis Hassabis<br />
|Bullfrog / Lionhead / Deepmind<br />
|CBE<br />
|2017<br />
|Services to Science and Technology<br />
|[https://en.wikipedia.org/wiki/Demis_Hassabis Wikipedia]<br />
|[https://twitter.com/demishassabis Twitter]<br />
|-<br />
|Gina Jackson<br />
|NextGen Skills Academy / Blushing Blue / Safe In Our World<br />
|OBE<br />
|2020<br />
|Services to Education and Diversity in the Video Games Industry<br />
|<br />
|[https://twitter.com/pompeygina/ Twitter]<br />
|-<br />
|Giselle Stewart<br />
|Ubisoft<br />
|OBE<br />
|2016<br />
|Services to the Games Industry in the North East<br />
|<br />
|[https://twitter.com/blinkingflip13 Twitter]<br />
|-<br />
|Ian Livingstone<br />
|Games Workshop / Sumo Group<br />
|CBE (previously OBE)<br />
|2013 (2006)<br />
|Services to the Computer Gaming Industry (CBE), Services to the Computer Games Industry (OBE)<br />
|[https://en.wikipedia.org/wiki/Ian_Livingstone Wikipedia]<br />
|[https://twitter.com/ian_livingstone/ Twitter]<br />
|-<br />
|Jane Cavanagh<br />
|SCi<br />
|OBE<br />
|2007<br />
|Services to the Computer Games Industry<br />
|<br />
|<br />
|-<br />
|Jason Kingsley<br />
|Rebellion / TIGA<br />
|OBE<br />
|2012<br />
|Services to the Economy<br />
|[https://en.wikipedia.org/wiki/Jason_Kingsley_(businessman) Wikipedia]<br />
|[https://twitter.com/RebellionJason/ Twitter]<br />
|-<br />
|Jez San<br />
|Argonaut<br />
|OBE<br />
|2002<br />
|Services to the Video Game Industry<br />
|[https://en.wikipedia.org/wiki/Jez_San Wikipedia]<br />
|[https://twitter.com/aerobatic Twitter]<br />
|-<br />
|Jo Twist, Dr<br />
|Ukie<br />
|OBE<br />
|2016<br />
|Services to the Creative Industries<br />
|<br />
|[https://twitter.com/Doctoe/ Twitter]<br />
|-<br />
|Lynne Kilpatrick<br />
|DCMS<br />
|OBE<br />
|2015<br />
|Services to the Video Games Industry<br />
|<br />
|<br />
|-<br />
|Jude Ower<br />
|PlayMob<br />
|MBE<br />
|2016<br />
|Services to Entrepreneurship<br />
|<br />
|[https://twitter.com/playinthecloud Twitter]<br />
|-<br />
|Michael Acton Smith<br />
|Mind Candy<br />
|OBE<br />
|2014<br />
|Services to the Creative Industries<br />
|[https://en.wikipedia.org/wiki/Michael_Acton_Smith Wikipedia]<br />
|[https://twitter.com/acton Twitter]<br />
|-<br />
|Miles Jacobson<br />
|Sports Interactive<br />
|OBE<br />
|2011<br />
|Services to the Computer Games Industry<br />
|[https://en.wikipedia.org/wiki/Miles_Jacobson Wikipedia]<br />
|[https://twitter.com/milesSI/ Twitter]<br />
|-<br />
|Oliver Collyer<br />
|Sports Interactive<br />
|MBE<br />
|2010<br />
|Services to the Computer Games Industry<br />
|[https://en.wikipedia.org/wiki/Collyer_brothers_(game_designers) Wikipedia]<br />
|[https://twitter.com/olivercollyer Twitter]<br />
|-<br />
|Paul Collyer<br />
|Sports Interactive<br />
|MBE<br />
|2010<br />
|Services to the Computer Games Industry<br />
|[https://en.wikipedia.org/wiki/Collyer_brothers_(game_designers) Wikipedia]<br />
|[https://twitter.com/dobssi/ Twitter]<br />
|-<br />
|Paul Jackson<br />
|Dovetail Games / ELSPA<br />
|OBE<br />
|2010<br />
|Services to the Computer Games Industry<br />
|[https://en.wikipedia.org/wiki/Paul_Jackson_(game_producer) Wikipedia]<br />
|<br />
|-<br />
|Peter Molyneux<br />
|Bullfrog / Lionhead / 22cans<br />
|OBE<br />
|2004<br />
|Services to the Computer Video Games Industry<br />
|[https://en.wikipedia.org/wiki/Peter_Molyneux Wikipedia]<br />
|[https://twitter.com/pmolyneux Twitter]<br />
|-<br />
|Richard Darling<br />
|Codemasters<br />
|CBE<br />
|2008<br />
|Services to the Computer Industry<br />
|<br />
|<br />
|-<br />
|Richard Wilson<br />
|TIGA<br />
|OBE<br />
|2018<br />
|Services to the Video Game Industry<br />
|[https://en.wikipedia.org/wiki/Richard_Wilson_(born_1968) Wikipedia]<br />
|[https://twitter.com/DrRWilsonOBE Twitter]<br />
|-<br />
|Rod Cousens<br />
|Acclaim / Codemasters / Jagex<br />
|CBE<br />
|2010<br />
|Services to the Computer Games Industry<br />
|<br />
|<br />
|}</div>UkieLuke