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 === | ||
− | = | + | {| class="wikitable" |
− | + | |'''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 === | === Game Software === | ||
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{| class="wikitable" | {| class="wikitable" | ||
− | |''' | + | |rowspan="2"|'''Year''' |
− | |''' | + | |colspan="2"|'''Digital''' |
− | |''' | + | |colspan="2"|'''Physical''' |
− | |''' | + | |colspan="2"|'''Mobile''' |
+ | |colspan="2"|'''Pre-owned''' | ||
+ | |- | ||
+ | |'''Spend''' | ||
+ | |'''% Growth''' | ||
+ | |'''Spend''' | ||
+ | |'''% Growth''' | ||
+ | |'''Spend''' | ||
+ | |'''% Growth''' | ||
+ | |'''Spend''' | ||
|'''% Growth''' | |'''% Growth''' | ||
|- | |- | ||
− | | | + | |2017 |
− | | | + | |£1.6bn |
− | |||
− | |||
| +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 | ||
+ | | | ||
|- | |- | ||
− | | | + | |2016 |
− | | | + | |£1.22bn |
− | | | + | | +11.1% |
− | | | + | |£766.7m |
− | | +3. | + | | -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 | ||
| | | | ||
− | |||
− | |||
− | |||
|- | |- | ||
− | |Console Hardware | + | |2012 |
− | | | + | |£520 |
− | | | + | | |
− | | | + | |£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 |
− | |||
− | |||
− | |||
− | |||
| +51.0% | | +51.0% | ||
− | | | + | |£296.1m |
− | |||
− | |||
− | |||
− | |||
| -1.4% | | -1.4% | ||
− | | | + | |£100.8m |
− | |||
− | |||
− | |||
− | |||
| +23.5% | | +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 | ||
+ | | | ||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | |||
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− | |||
|} | |} | ||
+ | NB. 2012 and 2013 Peripherals & Accessories figures include revenues for point cards | ||
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− | |||
− | |||
=== Game Culture === | === Game Culture === | ||
− | |||
− | == | + | {| class="wikitable" |
− | + | |rowspan="2"|'''Year''' | |
− | + | |colspan="2"|'''Digital''' | |
− | + | |colspan="2"|'''Physical''' | |
− | + | |colspan="2"|'''Mobile''' | |
− | + | |colspan="2"|'''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 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |} |
Revision as of 14:44, 17 August 2018
Contents
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
- 2017 UK Consumer Games Market Valuation
- 2016 UK Consumer Games Market Valuation
- 2015 UK Consumer Games Market Valuation
- 2014 UK Consumer Games Market Valuation
- 2013 UK Consumer Games Market Valuation
- 2012 UK Consumer Games Market Valuation
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 |