Ukie UK Consumer Games Market Valuation
File:Industry-Valuation-2017-800px.jpg
Ukie 2017 UK Consumer Games Market Valuation
Contents
[hide]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 |