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

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[[File:Ukie UK Games Industry Market Valuation 2020 800px.jpg|thumb|border|400px|Ukie 2020 UK Consumer Games Market Valuation]]
 +
 
== About Ukie's UK Consumer 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.
 
Every year, Ukie work with industry data partners to produce a valuation of UK consumer spend on games and game-related products.
  
== 2017 Valuation ==
+
== Annual UK Consumer Market Valuations ==
  
The UK market for games was valued at a record £5.11bn in 2017, representing +12.4% growth on the prevoius year.
+
*[[2020 UK Consumer Games Market Valuation]]
 +
*[[2019 UK Consumer Games Market Valuation]]
 +
*[[2018 UK Consumer Games Market Valuation]]
 +
*[[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]]
  
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.
+
== Summary of Valuations to Date ==
  
=== Game Software ===
+
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.
  
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.
+
=== Annual Totals ===
  
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.
+
{| class="wikitable"
 +
|'''Year'''
 +
|'''Total Spend '''
 +
|'''% Growth'''
 +
|-
 +
|2020
 +
|£7.0bn
 +
| +29.9%
 +
|-
 +
|2019 (revised)
 +
|£5.39bn
 +
|
 +
|-
 +
|2019
 +
|£5.35bn
 +
| -4.8%
 +
|-
 +
|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
 +
|
 +
|}
  
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 Software ===
  
=== Game Hardware ===
+
In 2020, the previous category of Digital & Online was split into the component parts of Digital Console and Digital PC. In the same year, new totals were also introduced for the combined digital and physical sales markets.
  
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.
+
{| class="wikitable"
 +
|rowspan="2"|'''Year'''
 +
|colspan="2"|'''Digital & Online'''
 +
|colspan="2"|'''Digital Console'''
 +
|colspan="2"|'''Digital PC'''
 +
|colspan="2"|'''Mobile Games'''
 +
|colspan="2" style="background-color:LightGrey"|'''Combined Digital Sales'''
 +
|colspan="2"|'''Boxed Games'''
 +
|colspan="2"|'''Pre-Owned'''
 +
|colspan="2" style="background-color:LightGrey"|'''Combined Physical Sales'''
 +
|-
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|style="background-color:LightGrey"|'''Spend'''
 +
|style="background-color:LightGrey"|'''% Growth'''
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|style="background-color:LightGrey"|'''Spend'''
 +
|style="background-color:LightGrey"|'''% Growth'''
 +
|-
  
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.
+
|2020
 +
|
 +
|
 +
|£1.7bn
 +
| +24.2
 +
|£669m
 +
| +14.8
 +
|£1.5bn
 +
| +21.3%
 +
|'''£3.9bn'''
 +
| '''+21.4%'''
 +
|£646m
 +
| +7.1%
 +
|£42.6m
 +
| -22.8%
 +
|'''£689m'''
 +
| '''+4.6%'''
 +
|-
 +
|2019 (revised)
 +
|
 +
|
 +
|£1.4bn
 +
|
 +
|£582m
 +
|
 +
|£1.2bn
 +
|
 +
|'''£3.2bn'''
 +
|
 +
|£603m
 +
|
 +
|£55.3m
 +
|
 +
|'''£658m'''
 +
|
 +
|-
 +
|2019
 +
|£1.98bn
 +
| +0.6%
 +
|
 +
|
 +
|
 +
|
 +
|£1.21bn
 +
| +7.7%
 +
|
 +
|
 +
|£603m
 +
| -21.7%
 +
|£55.2m
 +
| -18.7%
 +
|
 +
|
 +
|-
 +
|2018
 +
|£2.01bn
 +
| +20.3%
 +
|
 +
|
 +
|
 +
|
 +
|£1.17bn
 +
| +8.2%
 +
|
 +
|
 +
|£770.0m
 +
| -2.6%
 +
|£67.9m
 +
| -30.8%
 +
|
 +
|
 +
|-
 +
|2017
 +
|£1.6bn
 +
| +13.4%
 +
|
 +
|
 +
|
 +
|
 +
|£1.07bn
 +
| +7.8%
 +
|
 +
|
 +
|£790.5m
 +
| +3.1%
 +
|£101.1m
 +
| -15.1%
 +
|
 +
|
 +
|-
 +
|2016
 +
|£1.22bn
 +
| +11.1%
 +
|
 +
|
 +
|
 +
|
 +
|£955.1m
 +
| +16.9%
 +
|
 +
|
 +
|£766.7m
 +
| -15.2%
 +
|£119
 +
| -3.3%
 +
|
 +
|
 +
|-
 +
|2015
 +
|£1.224bn
 +
| +13.2%
 +
|
 +
|
 +
|
 +
|
 +
|£664m
 +
| +21.2%
 +
|
 +
|
 +
|£904m
 +
| -3.0%
 +
|£123m
 +
| +9.3%
 +
|
 +
|
 +
|-
 +
|2014
 +
|£1.048bn
 +
| +17.6%
 +
|
 +
|
 +
|
 +
|
 +
|£548m
 +
| +21.2%
 +
|
 +
|
 +
|£935m
 +
| -6.3%
 +
|£106.8m
 +
| +10.7%
 +
|
 +
|
 +
|-
 +
|2013
 +
|£819m
 +
| +25.0%
 +
|
 +
|
 +
|
 +
|
 +
|£430m
 +
| +83.0%
 +
|
 +
|
 +
|£998m
 +
| -5.0%
 +
|£78m
 +
|
 +
|
 +
|
 +
|-
 +
|2012
 +
|£520
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|£158m
 +
|
 +
|
 +
|
 +
|£1.42bn
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|}
  
=== Game Culture ===
+
=== Game Hardware ===
  
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.
+
{| 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'''
 +
|-
 +
|2020
 +
|£853m
 +
| +74.8%
 +
|£823m
 +
| +69.7%
 +
|£453m
 +
| +36.9%
 +
|£129m
 +
| +29.0%
 +
|-
 +
|2019 (revised)
 +
|£488m
 +
|
 +
|£485m
 +
|
 +
|£331m
 +
|
 +
|£100m
 +
|
 +
|-
  
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 ===
+
|2019
 
+
|£488m
The 2017 UK games market consumer spend valuation details in full are as follows:
+
| -30.5%
 
+
|£469m
{| class="wikitable"
+
| +6.1%
|'''Categories'''
+
|£331m
|'''Data Supplier'''
+
| -6.8%
|'''2016 (£m)'''
+
|£65.8m
|'''2017 (£m)'''
+
| -12.0%
|'''% Growth'''
+
|-
 +
|2018
 +
|£702.0m
 +
| +6.5%
 +
|£445.0m
 +
| +18.4%
 +
|£355.0m
 +
| +19.9%
 +
|£72.0m
 +
| -20.9%
 
|-
 
|-
|Digital & Online
+
|2017
|SuperData
+
|£659.3m
|1,408.3
+
| +29.9%
|1,597.0
+
|£376m
| +13.4%
+
| +51.0%
 +
|£296.1m
 +
| -1.4%
 +
|£100.8m
 +
| +23.5%
 
|-
 
|-
|Boxed Software
+
|2016
|GfK Entertainment
+
|£507.5m
|766.7
+
| -26.7%
|790.5
+
|£258m
| +3.1%
+
| +64.3%
 +
|£300.1m
 +
| -16.6%
 +
|£61.3m
 +
|
 
|-
 
|-
|Mobile Games
+
|2015
|SuperData
+
|£689m
|995.1
+
| -24.7%
|1,072.7
+
|£138m
| +7.8%
+
|  
 +
|£360m
 +
| +24.6%
 +
|
 +
|
 
|-
 
|-
|Pre-owned
+
|2014
|Kantar Worldpanel
+
|£915m
|119.0
+
| +42.6%
|101.1
+
|
| -15.1%
+
|
 +
|£288m
 +
| +4.3%
 +
|
 +
|
 
|-
 
|-
|'''Game Software Total'''
+
|2013
 +
|£626m
 +
| +38.0%
 +
|
 +
|
 +
|£424m
 +
| +1.0%
 +
|
 
|
 
|
|'''3,289.2'''
 
|'''3,561.2'''
 
| '''+8.3%'''
 
 
|-
 
|-
|Console Hardware
+
|2012
|GfK Entertainment
+
|£453m
|507.5
+
|
|659.3
+
|
| +29.9%
+
|
 +
|£646m
 +
|
 +
|
 +
|
 +
|}
 +
 
 +
NB. 2012 and 2013 Peripherals & Accessories figures include revenues for point cards
 +
 
 +
=== Game Culture ===
 +
 
 +
{| class="wikitable"
 +
|rowspan="2"|'''Year'''
 +
|colspan="2"|'''Toys & Merchandise'''
 +
|colspan="2"|'''Streaming & Game Video Content'''
 +
|colspan="2"|'''Movies & Soundtracks'''
 +
|colspan="2"|'''Books & Magazines'''
 +
|colspan="2"|'''Events & Venues'''
 +
|-
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|'''Spend'''
 +
|'''% Growth'''
 +
|'''Spend'''
 +
|'''% Growth'''
 
|-
 
|-
|PC Game Hardware
+
|2020
|GfK Entertainment
+
|£119.6m
|249.0
+
| +22.4%
|376.0
+
|£45.6m
| +51.0%
+
|
 +
|£22.9m
 +
| -22.2%
 +
|£10.5m
 +
| -24.5%
 +
|£249k
 +
| -97.2%
 
|-
 
|-
|Perhiperals & Accessories
+
|2019 (revised)
|GfK Entertainment
+
|£97.7m
|300.1
+
|
|296.1
+
|
| -1.4%
+
|
 +
|£29.5.6m
 +
|
 +
|£13.9m
 +
|
 +
|£8.9m
 +
|
 
|-
 
|-
|VR Hardware
+
|2019
|SuperData
+
|£94.2m
|81.6
+
| +48.0%
|100.8
+
|
| +23.5%
+
|
 +
|£29.5m
 +
| +24.9%
 +
|£13.9m
 +
| -21.6%
 +
|£8.8m
 +
| -0.8%
 
|-
 
|-
|'''Game Hardware Total'''
+
|2018
 +
|£59.3m
 +
| -23.7%
 +
|
 
|
 
|
|'''3,289.2'''
+
|£23.6m
|'''3,561.2'''
+
| +34.0%
| '''+8.3%'''
+
|£17.8m
 +
| -1.3%
 +
|£8.9m
 +
| +5.5%
 
|-
 
|-
|Toys & Merchandise
+
|2017
|NPD
+
|£72.9m
|68.3
 
|72.9
 
 
| +6.8%
 
| +6.8%
 +
|
 +
|
 +
|£17.6m
 +
| -29.9%
 +
|£18.0m
 +
| -2.3%
 +
|£8.4m
 +
| +13.4%
 
|-
 
|-
|Books & Magazines
+
|2016
|Nielsen | ABC | Ukie
+
|£66.8m
|18.4
+
| +7.2%
|18.0
+
|
| -2.3%
+
|
 +
|£7.8m
 +
| +14.4%
 +
|£18.4m
 +
| +13.2%
 +
|£7.5m
 +
| +20.6%
 
|-
 
|-
|Movies & Soundtracks
+
|2015
|Official Charts Company | BFI
+
|£62.3m
|25.1
+
| -9.7%
|17.6
+
|
| -29.9%
+
|
 +
|£6.9m
 +
| +26.9%
 +
|£16.3m
 +
| -29.1%
 +
|£6.2m
 +
| +12.7%
 
|-
 
|-
|Events & Venues
+
|2014
|Ukie
+
|£69m
|7.5
+
| +14.0%
|8.5
+
|
| +13.4%
+
|
 +
|£5.4m
 +
| -21.7%
 +
|£23m
 +
| +77.0%
 +
|£5.5m
 +
| +96.4%
 
|-
 
|-
|'''Game Culture Total'''
+
|2013
 +
|£80m
 +
| +3.8%
 +
|
 +
|
 +
|£6.9m
 +
| -4.0%
 +
|£13m
 
|
 
|
|'''119.3'''
+
|£2.8m
|'''117.0'''
+
| +16.0%
| '''-1.9%'''
 
 
|-
 
|-
|'''UK Games Market Total'''
+
|2012
 +
|£60m
 +
|
 +
|
 +
|
 +
|£7.5m
 +
|
 +
|
 +
|
 +
|£2.2m
 
|
 
|
|'''4,546.8'''
 
|'''5,110.4'''
 
| '''+12.4%'''
 
 
|}
 
|}
 
 
 
== 2016 Valuation ==
 
 
=== Game Software ===
 
=== Game Hardware ===
 
=== Game Culture ===
 
=== Valuation Summary ===
 

Latest revision as of 09:00, 8 April 2021

Ukie 2020 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
2020 £7.0bn +29.9%
2019 (revised) £5.39bn
2019 £5.35bn -4.8%
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

In 2020, the previous category of Digital & Online was split into the component parts of Digital Console and Digital PC. In the same year, new totals were also introduced for the combined digital and physical sales markets.

Year Digital & Online Digital Console Digital PC Mobile Games Combined Digital Sales Boxed Games Pre-Owned Combined Physical Sales
Spend % Growth Spend % Growth Spend % Growth Spend % Growth Spend % Growth Spend % Growth Spend % Growth Spend % Growth
2020 £1.7bn +24.2 £669m +14.8 £1.5bn +21.3% £3.9bn +21.4% £646m +7.1% £42.6m -22.8% £689m +4.6%
2019 (revised) £1.4bn £582m £1.2bn £3.2bn £603m £55.3m £658m
2019 £1.98bn +0.6% £1.21bn +7.7% £603m -21.7% £55.2m -18.7%
2018 £2.01bn +20.3% £1.17bn +8.2% £770.0m -2.6% £67.9m -30.8%
2017 £1.6bn +13.4% £1.07bn +7.8% £790.5m +3.1% £101.1m -15.1%
2016 £1.22bn +11.1% £955.1m +16.9% £766.7m -15.2% £119 -3.3%
2015 £1.224bn +13.2% £664m +21.2% £904m -3.0% £123m +9.3%
2014 £1.048bn +17.6% £548m +21.2% £935m -6.3% £106.8m +10.7%
2013 £819m +25.0% £430m +83.0% £998m -5.0% £78m
2012 £520 £158m £1.42bn

Game Hardware

Year Console Hardware PC Game Hardware Peripherals & Accessories VR Hardware
Spend % Growth Spend % Growth Spend % Growth Spend % Growth
2020 £853m +74.8% £823m +69.7% £453m +36.9% £129m +29.0%
2019 (revised) £488m £485m £331m £100m
2019 £488m -30.5% £469m +6.1% £331m -6.8% £65.8m -12.0%
2018 £702.0m +6.5% £445.0m +18.4% £355.0m +19.9% £72.0m -20.9%
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 Streaming & Game Video Content Movies & Soundtracks Books & Magazines Events & Venues
Spend % Growth Spend % Growth Spend % Growth Spend % Growth Spend % Growth
2020 £119.6m +22.4% £45.6m £22.9m -22.2% £10.5m -24.5% £249k -97.2%
2019 (revised) £97.7m £29.5.6m £13.9m £8.9m
2019 £94.2m +48.0% £29.5m +24.9% £13.9m -21.6% £8.8m -0.8%
2018 £59.3m -23.7% £23.6m +34.0% £17.8m -1.3% £8.9m +5.5%
2017 £72.9m +6.8% £17.6m -29.9% £18.0m -2.3% £8.4m +13.4%
2016 £66.8m +7.2% £7.8m +14.4% £18.4m +13.2% £7.5m +20.6%
2015 £62.3m -9.7% £6.9m +26.9% £16.3m -29.1% £6.2m +12.7%
2014 £69m +14.0% £5.4m -21.7% £23m +77.0% £5.5m +96.4%
2013 £80m +3.8% £6.9m -4.0% £13m £2.8m +16.0%
2012 £60m £7.5m £2.2m