Difference between revisions of "Ukie UK Consumer Games Market Valuation"

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(Annual Totals)
(Summary of Valuations to Date)
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== Summary of Valuations to Date ==
 
== Summary of Valuations to Date ==
  
Please note that each year, percentage growth is calculated from a revised estimation of the previous year to ensure consistency of measurement. Therefore growth amounts shown for each year may not directly correlate with the amounts shown in the official numbers for each year listed. Both reported and revised figures are provided for 2017 in the tables below to demonstrate.
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Please note that each year, percentage growth is calculated from a revised estimation of the previous year to ensure consistency of measurement. Therefore growth amounts shown for each year may not directly correlate with the amounts shown in the official numbers for each year listed. Both reported and revised figures are provided for the most recent year in the tables below to demonstrate.
  
 
=== Annual Totals ===
 
=== Annual Totals ===

Revision as of 13:41, 21 April 2020

Ukie 2019 UK Consumer Games Market Valuation

About Ukie's UK Consumer Market Valuation

Every year, Ukie work with industry data partners to produce a valuation of UK consumer spend on games and game-related products.

Annual UK Consumer Market Valuations

Summary of Valuations to Date

Please note that each year, percentage growth is calculated from a revised estimation of the previous year to ensure consistency of measurement. Therefore growth amounts shown for each year may not directly correlate with the amounts shown in the official numbers for each year listed. Both reported and revised figures are provided for the most recent year in the tables below to demonstrate.

Annual Totals

Year Total Spend % Growth
2019 £5.35bn -4.8%
2018 (revised) £5.6bn
2018 £5.7bn +10.0%
2017 £5.11bn +12.4%
2016 £4.33bn +1.2%
2015 £4.19bn +5.3%
2014 £3.94bn +14.6%
2013 £3.48n +19.9%
2012 £3.27bn

Game Software

Year Digital Physical Mobile Pre-owned
Spend % Growth Spend % Growth Spend % Growth Spend % Growth
2018 £2.01bn +20.3% £770.0m -2.6% £1.17bn +8.2% £67.9m -30.8%
2017 (revised) £1.67n £790.5m £1.08bn £98.2m
2017 £1.6bn +13.4% £790.5m +3.1% £1.07bn +7.8% £101.1m -15.1%
2016 £1.22bn +11.1% £766.7m -15.2% £955.1m +16.9% £119 -3.3%
2015 £1.224bn +13.2% £904m -3.0% £664m +21.2% £123m +9.3%
2014 £1.048bn +17.6% £935m -6.3% £548m +21.2% £106.8m +10.7%
2013 £819m +25.0% £998m -5.0% £430m +83.0% £78m
2012 £520 £1.42bn £158m

Game Hardware

Year Console Hardware PC Game Hardware Peripherals & Accessories VR Hardware
Spend % Growth Spend % Growth Spend % Growth Spend % Growth
2018 £702.0m +6.5% £445.0m +18.4% £355.0m +19.9% £72.0m -20.9%
2017 (revised) £659.3m £376.0m £296.1m £91.0m
2017 £659.3m +29.9% £376m +51.0% £296.1m -1.4% £100.8m +23.5%
2016 £507.5m -26.7% £258m +64.3% £300.1m -16.6% £61.3m
2015 £689m -24.7% £138m £360m +24.6%
2014 £915m +42.6% £288m +4.3%
2013 £626m +38.0% £424m +1.0%
2012 £453m £646m

NB. 2012 and 2013 Peripherals & Accessories figures include revenues for point cards

Game Culture

Year Toys & Merchandise Books & Magazines Movies & Soundtracks Events & Venues
Spend % Growth Spend % Growth Spend % Growth Spend % Growth
2018 £59.3m -23.7% £17.8m -1.3% £23.6m +34.0% £8.9m +5.5%
2017 (revised) £77.7m £18.0m £17.6m £8.5m
2017 £72.9m +6.8% £18.0m -2.3% £17.6m -29.9% £8.4m +13.4%
2016 £66.8m +7.2% £18.4m +13.2% £7.8m +14.4% £7.5m +20.6%
2015 £62.3m -9.7% £16.3m -29.1% £6.9m +26.9% £6.2m +12.7%
2014 £69m +14.0% £23m +77.0% £5.4m -21.7% £5.5m +96.4%
2013 £80m +3.8% £13m £6.9m -4.0% £2.8m +16.0%
2012 £60m £7.5m £2.2m