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

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== Summary of Valuations to Date ==
 
== Summary of Valuations to Date ==
  
 +
=== Annual Totals ===
  
== 2017 Valuation ==
+
{| class="wikitable"
 
+
|'''Year'''
[[File:Industry-Valuation-2017-800px.jpg|thumb|border|400px|Ukie 2017 UK Consumer Games Market Valuation]]
+
|'''Total Spend '''
 
+
|'''% Growth'''
The UK market for games was valued at a record £5.11bn in 2017, representing +12.4% growth on the prevoius year.
+
|-
 
+
|2017
These results show strong growth across both the game software and hardware markets, with software revenues up +8.3% to all £3.56bn and hardware growing significantly by +27.1% to another record of £1.43bn. The analysis also includes an assessment of the wider spend on game-related culture, which was valued at £117m.
+
|£5.11bn
 +
| +12.4%
 +
|-
 +
|2016 (revised)
 +
|£4.55bn
 +
|
 +
|-
 +
|2016
 +
|£4.33bn
 +
| +1.2%
 +
|-
 +
|2015
 +
|£4.19bn
 +
| +7.4%
 +
|-
 +
|2014
 +
|£3.94bn
 +
| +13.0%
 +
|-
 +
|2013
 +
|£3.48n
 +
| +20.0%
 +
|-
 +
|2012
 +
|£3.27bn
 +
|
 +
|}
  
 
=== Game Software ===
 
=== Game Software ===
 
In software, data from games research company [https://www.superdataresearch.com/ SuperData] showed digital and online revenues grew by +13.4% to a record £1.6bn (incorporating full game downloads, DLC and in-game transactions, across both PC and console) and mobile revenues broke the billion barrier for the first time, growing +7.8% to £1.07bn.
 
 
Boxed physical copies of games reversed recent trends by increasing revenues +3.1% to £790m, driven by major franchises and games sales on the new Nintendo Switch, according to data provided by [http://www.gfk.com/en-gb/ GfK Entertainment]. As these sales of new games improve across both digital and physical, data provided by [https://www.kantarworldpanel.com/en Kantar Worldpanel] showed that pre-owned games sales declined by -15.1% to £101m.
 
 
For the valuation launch event, Superdata provided some further insight on the UK game market via video, which is now [https://www.youtube.com/watch?v=WugFyhDumGw available via Youtube].
 
 
=== Game Hardware ===
 
 
Game hardware was a significant driver of consumer spend in 2017, with GfK data showing console sales growing +29.9% on the previous year to £659m, as players invested in new consoles such as the Nintendo Switch, PS4 Pro and Xbox One X. Peripherals and accessories remained broadly steady over the same period, with a small decline of -1.4% to £296m.
 
 
PC game hardware is in high demand, as sales of high-end monitors and graphics cards drove a huge 51% increase in sales to £376m - perhaps doubly impressive considering 2016's growth of +64%. This growth is also connected to the ongoing rise of virtual and mixed reality, which saw VR hardware sales increase by +23.5% to £101m, according to data provided by SuperData.
 
 
=== Game Culture ===
 
 
Game-related toys & merchandise enjoyed a successful year, growing +6.8% to £72.9m despite a slight decline in the general toys market, according to data provided by NPD. Overall, games print media also saw a small decline, down -2.8% to £18m - however this was due to lower magazine sales last year (-6.6%, [https://www.abc.org.uk/ ABC] data & Ukie estimates) rather than book sales, which grew 1.9% according to [http://www.nielsenbookscan.co.uk/controller.php?page=48 Nielsen], largely due to perennial interest in the Pokémon and Minecraft franchises.
 
 
Overall game movie and soundtrack revenues declined -29.9% to £17.6m in 2017, however this shift was due to the inclusion of UK box office ticket sales data from the [http://www.bfi.org.uk/education-research British Film Institute] for the first time, which by itself saw an much steeper drop in sales by -45.3% due to the stronger perfomrance of the Angry Birds Movie and Warcraft in 2016. For home sales, data from the [http://www.officialcharts.com/ Official Charts Company] saw the market relatively flat, with a small increase in film sales (+4.3%) and a small decline in music revenues (-3.5%).
 
 
UK games events and venues ticket sales saw another strong year in 2017 overall, with major expos such as EGX and Insomnia, along with a growing esports scene, seeing ticket revenues grow +13.4% to £8.4m.
 
 
=== Valuation Summary ===
 
 
The 2017 UK games market consumer spend valuation details in full are as follows:
 
  
 
{| class="wikitable"
 
{| class="wikitable"
|'''Categories'''
+
|rowspan="2"|'''Year'''
|'''Data Supplier'''
+
|colspan="2"|'''Digital'''
|'''2016 (£m)'''
+
|colspan="2"|'''Physical'''
|'''2017 (£m)'''
+
|colspan="2"|'''Mobile'''
 +
|colspan="2"|'''Pre-owned'''
 +
|-
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|'''Spend'''
 
|'''% Growth'''
 
|'''% Growth'''
 
|-
 
|-
|Digital & Online
+
|2017
|SuperData
+
|£1.6bn
|1,408.3
 
|1,597.0
 
 
| +13.4%
 
| +13.4%
 +
|£790.5m
 +
| +3.1%
 +
|£1.07bn
 +
| +7.8%
 +
|£101.1m
 +
| -15.1%
 +
|-
 +
|2016 (revised)
 +
|£1.41bn
 +
|
 +
|£766.7m
 +
|
 +
|£955.1m
 +
|
 +
|£119m
 +
|
 
|-
 
|-
|Boxed Software
+
|2016
|GfK Entertainment
+
|£1.22bn
|766.7
+
| +11.1%
|790.5
+
|£766.7m
| +3.1%
+
| -15.2%
 +
|£955.1m
 +
| +16.9%
 +
|£119
 +
| -3.3%
 
|-
 
|-
|Mobile Games
+
|2015
|SuperData
+
|£1.224bn
|995.1
+
| +13.2%
|1,072.7
+
|£904m
| +7.8%
+
| -3.0%
 +
|£664bn
 +
| +21.2%
 +
|£123m
 +
| +9.3%
 
|-
 
|-
|Pre-owned
+
|2014
|Kantar Worldpanel
+
|£1.048bn
|119.0
+
| +17.6%
|101.1
+
|£935m
| -15.1%
+
| -6.3%
 +
|£548m
 +
| +21.2%
 +
|£106.8m
 +
| +10.7%
 
|-
 
|-
|'''Game Software Total'''
+
|2013
 +
|£819m
 +
| +25.0%
 +
|£998m
 +
| -5.0%
 +
|£430m
 +
| +83.0%
 +
|£78m
 
|
 
|
|'''3,289.2'''
 
|'''3,561.2'''
 
| '''+8.3%'''
 
 
|-
 
|-
|Console Hardware
+
|2012
|GfK Entertainment
+
|£520
|507.5
+
|
|659.3
+
|£1.42bn
 +
|
 +
|£158m
 +
|
 +
|
 +
|
 +
|}
 +
 
 +
=== Game Hardware ===
 +
 
 +
{| class="wikitable"
 +
|rowspan="2"|'''Year'''
 +
|colspan="2"|'''Console Hardware'''
 +
|colspan="2"|'''PC Game Hardware'''
 +
|colspan="2"|'''Peripherals & Accessories'''
 +
|colspan="2"|'''VR Hardware'''
 +
|-
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|-
 +
|2017
 +
|£659.3m
 
| +29.9%
 
| +29.9%
|-
+
|£376m
|PC Game Hardware
 
|GfK Entertainment
 
|249.0
 
|376.0
 
 
| +51.0%
 
| +51.0%
|-
+
|£296.1m
|Perhiperals & Accessories
 
|GfK Entertainment
 
|300.1
 
|296.1
 
 
| -1.4%
 
| -1.4%
|-
+
|£100.8m
|VR Hardware
 
|SuperData
 
|81.6
 
|100.8
 
 
| +23.5%
 
| +23.5%
 
|-
 
|-
|'''Game Hardware Total'''
+
|2016 (revised)
 +
|£507.5m
 +
|
 +
|£249m
 +
|
 +
|£300.1m
 +
|
 +
|£81.6m
 
|
 
|
|'''3,289.2'''
 
|'''3,561.2'''
 
| '''+8.3%'''
 
 
|-
 
|-
|Toys & Merchandise
+
|2016
|NPD
+
|£507.5
|68.3
+
| -26.7%
|72.9
+
|£258m
| +6.8%
+
| +64.3%
 +
|£300.1m
 +
| -16.6%
 +
|£61.3m
 +
|
 
|-
 
|-
|Books & Magazines
+
|2015
|Nielsen | ABC | Ukie
+
|£689m
|18.4
+
| -24.7%
|18.0
+
|£138m
| -2.3%
+
|  
 +
|£360m
 +
| +24.6%
 +
|
 +
|
 
|-
 
|-
|Movies & Soundtracks
+
|2014
|Official Charts Company | BFI
+
|£915m
|25.1
+
| +42.6%
|17.6
+
|
| -29.9%
+
|
 +
|£288m
 +
| +4.3%
 +
|
 +
|
 
|-
 
|-
|Events & Venues
+
|2013
|Ukie
+
|£626m
|7.5
+
| +38.0%
|8.5
+
|
| +13.4%
+
|
 +
|£424m
 +
| +1.0%
 +
|
 +
|
 
|-
 
|-
|'''Game Culture Total'''
+
|2012
 +
|£453m
 +
|
 +
|
 +
|
 +
|£646m
 +
|
 
|
 
|
|'''119.3'''
 
|'''117.0'''
 
| '''-1.9%'''
 
|-
 
|'''UK Games Market Total'''
 
 
|
 
|
|'''4,546.8'''
 
|'''5,110.4'''
 
| '''+12.4%'''
 
 
|}
 
|}
  
 +
NB. 2012 and 2013 Peripherals & Accessories figures include revenues for point cards
  
 
== 2016 Valuation ==
 
 
[[File:Industry-Valuation-2016-720px.png|thumb|border|400px|Ukie 2016 UK Consumer Games Market Valuation]]
 
 
=== Game Software ===
 
=== Game Hardware ===
 
 
=== Game Culture ===
 
=== Game Culture ===
=== Valuation Summary ===
 
  
== 2015 Valuation ==
+
{| class="wikitable"
 
+
|rowspan="2"|'''Year'''
[[File:Industry-Valuation-2015.jpg|thumb|border|400px|Ukie 2016 UK Consumer Games Market Valuation]]
+
|colspan="2"|'''Digital'''
 
+
|colspan="2"|'''Physical'''
=== Valuation Summary ===
+
|colspan="2"|'''Mobile'''
 
+
|colspan="2"|'''Pre-owned'''
== 2014 Valuation ==
+
|-
 
+
|'''Spend'''
[[File:Industry-Valuation-2014.jpg|thumb|border|400px|Ukie 2016 UK Consumer Games Market Valuation]]
+
|'''% Growth'''
 
+
|'''Spend'''
=== Valuation Summary ===
+
|'''% Growth'''
 
+
|'''Spend'''
== 2013 Valuation ==
+
|'''% Growth'''
 
+
|'''Spend'''
[[File:Industry-Valuation-2013.jpg|thumb|border|400px|Ukie 2016 UK Consumer Games Market Valuation]]
+
|'''% Growth'''
 
+
|-
=== Valuation Summary ===
+
|2017
 
+
|£1.6bn
== 2012 Valuation ==
+
| +13.4%
 
+
|£790.5m
[[File:Industry-Valuation-2012.jpg|thumb|border|400px|Ukie 2016 UK Consumer Games Market Valuation]]
+
| +3.1%
 
+
|£1.07bn
=== Valuation Summary ===
+
| +7.8%
 +
|£101.1m
 +
| -15.1%
 +
|-
 +
|2016 (revised)
 +
|£1.41bn
 +
|
 +
|£766.7m
 +
|
 +
|£955.1n
 +
|
 +
|£119m
 +
|
 +
|-
 +
|2016
 +
|£1.22bn
 +
| +11.1%
 +
|£766.7m
 +
| -15.2%
 +
|£955.1m
 +
| +16.9%
 +
|£119
 +
| -3.3%
 +
|-
 +
|2015
 +
|£1.224bn
 +
| +13.2%
 +
|£904m
 +
| -3.0%
 +
|£664bn
 +
| +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
 +
|
 +
|
 +
|
 +
|}

Revision as of 14:44, 17 August 2018

File:Industry-Valuation-2017-800px.jpg
Ukie 2017 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

Annual Totals

Year Total Spend % Growth
2017 £5.11bn +12.4%
2016 (revised) £4.55bn
2016 £4.33bn +1.2%
2015 £4.19bn +7.4%
2014 £3.94bn +13.0%
2013 £3.48n +20.0%
2012 £3.27bn

Game Software

Year Digital Physical Mobile Pre-owned
Spend % Growth Spend % Growth Spend % Growth Spend % Growth
2017 £1.6bn +13.4% £790.5m +3.1% £1.07bn +7.8% £101.1m -15.1%
2016 (revised) £1.41bn £766.7m £955.1m £119m
2016 £1.22bn +11.1% £766.7m -15.2% £955.1m +16.9% £119 -3.3%
2015 £1.224bn +13.2% £904m -3.0% £664bn +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
2017 £659.3m +29.9% £376m +51.0% £296.1m -1.4% £100.8m +23.5%
2016 (revised) £507.5m £249m £300.1m £81.6m
2016 £507.5 -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 Digital Physical Mobile Pre-owned
Spend % Growth Spend % Growth Spend % Growth Spend % Growth
2017 £1.6bn +13.4% £790.5m +3.1% £1.07bn +7.8% £101.1m -15.1%
2016 (revised) £1.41bn £766.7m £955.1n £119m
2016 £1.22bn +11.1% £766.7m -15.2% £955.1m +16.9% £119 -3.3%
2015 £1.224bn +13.2% £904m -3.0% £664bn +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