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[[File:Ukiepedia-logo.png|thumb|300px|Ukiepedia, powered by [http://ukie.org.uk/ Ukie]]]
  
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Welcome to '''Ukiepedia''', a shared industry resource collating facts, stats and other useful information about the UK and global games industry.
  
== About This Wiki ==
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If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form].
 +
__FORCETOC__
  
The '''Ukie Games Industry Fact Wiki''' is a shared industry resource collating facts, stats and other useful information about the UK and global games industry.
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== UK Industry ==
  
'''Ukie''' is the UK games industry trade association.
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*'''[[UK Video Games Market]]'''
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**[[Ukie UK Consumer Games Market Valuation|Ukie UK Consumer Market Valuations]]
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**[[UK Games Charts]]
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*'''UK Industry'''
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**[[Job market and economic contribution]]
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***[[Video Game Tax Relief (VGTR)]]
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***[[BFI_Screen_Business|BFI Screen Business Report (2018)]]
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***[[Regional Economic Impacts of the UK Games Industry]]
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**[[Geography of the UK industry]]
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**[[UK Investment]]
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**[[UK Crowdfunding]]
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**[[UK Games Fund]]
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**[[Exports and Imports]]
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**[[Qualified workforce]]
  
The rest of this page covers the major UK industry headlines.
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*[[PEGI Age Ratings]]
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*[[Notable Dates in UK Games Industry History]]
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**[[UK Honours in the Games Industry]]
  
== UK Success Stories ==
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*[[Stats About Ukie]]
  
The UK has a long history of making world class video games. With the global games audience estimated between [https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ 2.2] and [http://dq756f9pzlyr3.cloudfront.net/file/Internet+Trends+2017+Report.pdf 2.6] billion people and the global software market expected to grow from [https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf?utm_campaign=Games%20Market%20Report&utm_medium=email&_hsenc=p2ANqtz-93Xu8VqDs6szT503OsLWrNNaKrt0gC8gEVhgGWm4HCOdz_4JcVHLNfcA8Eo33XqdhwnBW-dVGouT3Th4F0FOyfGAlYfQ&_hsmi=63907018&utm_content=63906677&utm_source=hs_email&hsCtaTracking=ffa42eb3-9f57-4ca1-bccb-425a3cd98d81%7C075c1c69-ce55-4aba-9c03-5d441d779476 $137.9 billion] in 2018 to an estimated $180.1 billion by the end of 2021, the opportunities for the UK games industry have never been greater.
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== Global Industry ==
  
As of June 2018, there are [https://gamesmap.uk/ 2,261 active games companies] in the UK, operating at all sizes and scales, with world-class talent across the full spectrum of games technologies - from mobile, PC and console, to fast-developing sectors such as VR / AR, esports and Artificial Intelligence.
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*'''[[Global Video Games Market]]'''
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**[[Mobile market]]
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**[[Acquisition and Investment]]
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**[[Esports]]
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**[[Game video content]]
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**[[Virtual reality]]
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**[[Global Game Sales]]
  
Recent global UK successes include:
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*[[Global Games Development Incentives]]
  
*'''Grand Theft Auto V''' by Rockstar Games, is the [https://www.gamesindustry.biz/articles/2018-04-09-gta-v-is-the-most-profitable-entertainment-product-of-all-time most financially successful media product] of all time, selling over [http://ir.take2games.com/phoenix.zhtml?c=86428&p=irol-newsarticle&ID=2349458 95 million units] worldwide and over $6bn in global revenue. It is the fastest selling entertainment product ever, grossing $1bn worldwide in just 3 days and the top selling game of all time in the UK, generating over £240m from more than 6 million physical copies sold - or roughly [http://ukie.org.uk/press-release/2016/12/grand-theft-auto-v-breaks-6m-boxed-copies-sold-uk 3.5 sales per minute], as well as being the top-selling game [http://ir.take2games.com/phoenix.zhtml?c=86428&p=irol-newsArticle&ID=2315089 in the US] in terms of both revenue and units. GTAV still continues to defy expectations, returning to the top of the UK chart in [http://ukie.org.uk/news/2018/03/its-15th-week-top-charts-gta-v March 2018], 4.5 years after it was first launched.
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== Demographics & Diversity ==
  
*'''Batman: Arkham Knight''' by Rocksteady Studios, the [https://www.videogamer.com/news/batman-arkham-knight-becomes-the-fastest-selling-game-of-2015 fastest-selling game of 2015] and winner of multiple awards, including the 2016 BATFA for [http://www.bafta.org/games/awards/games-awards-winners-in-2016#british-game---batman-arkham-knight Best British game].
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*[[Industry Diversity]]
 +
**[[UK Games Industry Census 2020]]
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**[[Games Industry Careers & Salary Reports]]
 +
*[[Player Diversity & Demographics]]
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**[[GameTrack Quarterly Digests]]
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*[[Diversity & Inclusion Initiatives & Resources]]
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*[[Inappropriate behaviour and misconduct in the workplace resources]]
  
*'''Monument Valley''' by ustwo, downloaded over [https://medium.com/@ustwogames/monument-valley-in-numbers-year-2-440cf5562fe#.6blva9j2z 26 million times] and winner of 20 international awards, including Apple iPad Game of the Year 2014 and the 2015 BATFAs for both Best Mobile & Handheld and Best British game.
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== Education & Skills ==
  
*'''Hellblade: Senua’s Sacrifice''' by Ninja Theory, winner of [http://awards.bafta.org/award/2018/games 5 BAFTAs] in 2018, including Best British Game, as well as numerous other awards and accolades. It was one of the [http://ukie.org.uk/news/2018/01/strong-showing-uk-made-games-steams-biggest-games-2017 top selling games] on Steam in 2017 and was the best-selling PlayStation game in Europe the month it was released. The game was widely recognised for its pioneering work depicting the mental health of the main character, based on research partnerships with the University of Cambridge, the University of Durham and the Wellcome Trust.
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*[[Digital Schoolhouse]]
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*[[Computing Education Research and Resources]]
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*[[Age Ratings & Parental Controls]]
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*[[Game-related Teaching & Homeschooling Resources]]
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*[[Careers in the Games Industry]]
  
There are plenty more. We support the [http://www.thecreativeindustries.co.uk/industries/games Creative Industries website] which features more great UK games stories.
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== International Markets ==
  
== UK Consumer Market ==
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*[[North America]]
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**[[North_America#USA|USA]]
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**[[North_America#Canda|Canada]]
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*[[Latin America]]
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*[[Europe]]
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**[[Europe#France|France]]
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**[[Europe#Germany|Germany]]
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**[[Europe#Italy|Italy]]
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**[[Europe#Poland|Poland]]
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**[[Europe#Serbia|Serbia]]
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**[[Europe#Spain|Spain]]
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**[[Europe#Sweden|Sweden]]
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**[[Europe#Turkey|Turkey]]
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**[[Europe#Eastern Europe|Eastern Europe]]
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*[[Asia]]
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**[[Asia#China|China]]
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**[[Asia#India|India]]
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**[[Asia#Japan|Japan]]
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**[[Asia#South Korea|South Korea]]
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**[[Asia#Southeast Asia|Southeast Asia]]
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*[[Australia]]
  
The UK is the [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 5th largest] video game market in 2017 in terms of consumer revenues, after China , USA, Japan and Germany. Approximately [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32.4m people] in the UK play games.
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== Other Helpful Resources ==
  
According to the 2017 [[Ukie UK Consumer Games Market Valuation]], UK spend on games was valued at a record [http://ukie.org.uk/news/2018/02/uk-games-market-grows-124-record-%C2%A3511bn-2017 £5.11bn] in 2017, up 12.4% [http://ukie.org.uk/press-release/2017/03/uk-games-market-worth-record-%C2%A3433bn-2016 from 2016] (£4.33bn):
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*[[List of Industry Data Providers|Industry Data Providers]]
  
*2017 was the biggest ever year for games software, reaching a record £3.56bn in sales, driven by record results in both Digital and Online sales (£1.6bn, +13.4%) and Mobile Games, which achieved revenues over £1bn for the first time (£1.07, +7.8%). Boxed software remains a substantial factor in software sales and reversed recent trends to return a +3.4% increase in sales to £790m. 
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*[[List of Industry Media & News Outlets|Industry Media & News Outlets]]
  
*Game hardware also grew significantly by +27.1%, reaching another record of £1.43bn. This was driven by an impressive increase in console sales, up 29.9% to £659m, as well as PC game hardware up a mighty 51.0% to £376m. VR
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*[[List of UK and International Trade Associations|UK and International Trade Associations]]
  
*Hardware, tracked in this analysis for the first time in 2016, saw good growth up +23.5% to £101m - an important milestone for this still relatively early stage industry.
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*[[List of UK Game Development Meetups & Groups|UK Game Development Meetups & Groups]]
  
*Consumer spend on wider game culture contributing to a £117m in revenues across game-related toys, merchandise, books, movies and soundtracks, as well as game-based events around the UK, .
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*[[Glossary of Games Terminology]]
  
According to the [https://eraltd.org/news-events/press-releases/2018/streaming-boom-powers-entertainment-market-to-new-all-time-high-of-724bn-in-2017/ Entertainment Retailers Association] (ERA), combined physical and digital sales UK games sales in 2017 generated a record £3.35bn, increasing 9.6% on the previous year. 
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*[[Indie Developer Resources]]
  
This figure almost equals that of home music and video sales combined, comprising 46.3% of the overall value of the sector, making the UK games market 1.25 times the size of the video market (£2.68bn) and 2.8 times the size of music (£1.2bn).
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*[[Accessibility]]
  
Digital games sales provided the majority of growth, increasing 12.1% to £2.56bn, while physical game sales reversed recent trends, increasing 2.1% to £792m, despite decline in physical sales for both music (-3.4%) and video (-16.9%).
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*[[Remote Working Resources]]
  
In 2016, Electronic Art's FIFA 17 was the [https://eraltd.org/news-events/press-releases/2017/entertainment-sales-reached-63bn-in-2016/ highest selling entertainment product] in the UK, selling 2.5m units, approximately 9% more sales than Star Wars: The Force Awakens, which sold 2.3m units.
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*[[Video Game Music]]
  
== UK Games Map ==
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*[[Cybersecurity Resources]]
  
In September 2016, Ukie launched the [https://gamesmap.uk/ UK Games Map], the first interactive, real-time map of the UK games industry.
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== COVID-19 ==
  
Built in partnership with Nesta, the UK's innovation foundation, the UK Games Map builds on the methodology established in the 2014 Ukie/Nesta report '[http://ukie.org.uk/research#Report A Map of The UK Games Industry]' to provide the most complete dataset of the geography of the UK games industry ever compiled. A more detailed description of the UK Games Map can be found [http://ukie.org.uk/news/2016/09/uk-games-map-puts-uk-games-businesses-map here].
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Ukiepedia hosts a range of games industry relevant resources, support and other content in relation to the Coronavirus outbreak. We will endeavour to keep these as up to date as possible, but please continue to refer to official sources for the latest information.
  
The UK Games Map is constantly being updated with new data from across the industry - since launch in September 2016 there have been more than 1,000 updates to company data on the platform.
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*[[Coronavirus Resources]]
  
Key findings:
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== About This Wiki & How To Get Involved==
  
*There are 2,261 active games companies in the UK (listed in the map, as of June 2018)
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Ukiepedia is maintained and moderated by the Ukie team.
*2,712 UK games companies have been mapped to date
 
*62% of UK games companies were founded since the beginning of 2010
 
*Only 41% of UK games companies use the right Standard Industrial Classification codes
 
*The map also lists 149 games industry service companies and 231 games-related courses across 95 universities and academic institutions.
 
*As of June 2018, there 21 towns / cities that are home to more than 20 games companies, the top 10 of which are listed below:
 
  
{| class="wikitable"
+
If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the [https://forms.gle/RS3QyztCfMrsBJGt6 Ukiepedia Submission Form], or contact [[user:UkieLuke|Luke Hebblethwaite]] at [mailto:luke@ukie.org.uk luke@ukie.org.uk] or [https://twitter.com/ukieluke @ukieluke].
!colspan="2"|Top 10 Towns by Company Count (Jun 2018)
 
|-
 
|'''Town / City'''
 
|'''No. Companies'''
 
|-
 
|London
 
|614
 
|-
 
|Manchester
 
|96
 
|-
 
|Brighton
 
|73
 
|-
 
|Guildford & Aldershot
 
|70
 
|-
 
|Slough & Heathrow
 
|67
 
|-
 
|Cambridge
 
|53
 
|-
 
|Bristol
 
|50
 
|-
 
|Sheffield
 
|41
 
|-
 
|Glasgow
 
|37
 
|-
 
|Liverpool
 
|37
 
|}
 
 
 
== Economic Contribution ==
 
 
 
In February 2015, the BFI published a report covering the games industry's economic contribution to the UK, entitled 'Economic Contribution of the UK’s Film, High-End TV, Video Game, and Animation Programming Sectors'. It can be downloaded in full via the [http://www.o-spi.co.uk/wp-content/uploads/2015/02/SPI-Economic-Contribution-Study-2015-02-24.pdf BFI website].
 
 
 
Key findings from the BFI's Economic Contribution report:
 
 
 
*The core UK games industry directly employs 12,100 full-time employees (FTEs). This is split into 9,400 FTEs working in game development, 900 in game publishing and 1,800 in games retail.
 
*The core UK games industry also contributed £755m in direct GVA to the UK economy: £639.1m from development, £63.3m from game publishing and £53m from game retail.
 
*In 2013, taking into account the total economic contribution (including multiplier and spillover effects), the core UK video games industry supported 23,900 FTEs of employment, generated £1.4bn in GVA and contributed £429m to the Exchequer.
 
 
 
== Video Games Tax Relief ==
 
 
 
Video Games Tax Relief (VGTR) has been available for qualifying games companies to claim since April 2014.
 
 
 
According to data released by HMRC in [https://www.gov.uk/government/statistics/creative-industries-statistics-july-2018 July 2018], VGTR has provided £230m to UK studios across 770 claims since the relief was launched in April 2014.  Of that total, £105m was paid out to 345 claims in the financial year 2017-18.
 
 
 
To date, VGTR has been claimed by 480 video game productions, accounting for over £1bn in UK expenditure.
 
 
 
The latest annual figures from the [http://www.bfi.org.uk/supporting-uk-film/british-certification-tax-relief BFI Certification Unit] on how many games passed the cultural test for qualification for VGTR were released in May 2017. The full BFI release is [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q1-2017-v1.pdf available here].
 
 
 
The latest end-of year figures for games certification numbers are:
 
 
 
{| class="wikitable"
 
!colspan="5"|VGTR Cultural Test Certification, Apr 2014 – Mar 2017
 
|-
 
|'''Certification'''
 
|'''Number'''
 
|'''EEA/UK spend £m'''
 
|'''Total Budget £m'''
 
|'''EEA/UK spend as a % of total budget'''
 
|-
 
|Final
 
|364
 
|423.9
 
|548.4
 
|77.3%
 
|-
 
|Interim
 
|370
 
|1,146.4
 
|1,280.6
 
|89.5%
 
|}
 
 
 
However, in [http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-british-film-other-screen-sectors-certification-q3-2017.pdf October 2017] the BFI released further data showing that 161 games received final certification between 1st Jan to 30th September 2017, representing £136.8m EEA/UK spend from a total budget of £159.5m. This is a 25% increase in the number of games, but a slight decrease of -3.8% in EEA/UK spend over the same period the previous year. Looking at interim certifcication in the same period, 130 games were interim certified (-9.7%) representing an £296.6m of EEA/UK spend (-2.3%) and a total budget of £319.6m (-11.5%).
 
 
 
*Final certification covers games that have been completed and released, and have claimed their tax relief.
 
*Interim certification covers games that are still in development but have been approved for the cultural test.
 
*Some games that have progressed from development to completed and released since the launch of the VGTR may be counted in both Interim and Final categories.
 
 
 
Since the relief was introduced in Apr 2014, the number of games gaining final and interim certification has increased significantly year-on-year. In the financial year 2016/17, 212 games received final certification while 187 received interim certification, an increase of +59.4% and +38.5% on the previous year respectively.
 
 
 
*In FY2016/17, the 212 games that received final certification had a total budget of £258m, £220.4m of which was spent in the UK. For the 187 games recieving interim certification, the total budget was £482.2, £412.2m of which was spent in the UK.
 
*Median budget for the projects applying for VGTR has also shown a huge year on year increase, rising from £0.2 million in 2014 to £0.7 million in Q1 2017.
 
*Games qualifying through the 'cultural test' typically receive a return of about 20 per cent of their development costs.
 
*The BFI publish as list of all video games certified as British through the video games cultural test, which can be downloaded here.
 
 
 
== UK Esports ==
 
 
 
*In 2016, the [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ UK esports audience] will grow to 6.5 million people, with 3.1 million watching more than once a month. The audience is expected to grow [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf 7.5% year-on-year] to reach 8 million people by 2019.
 
 
 
*According to [https://www.pwc.co.uk/industries/entertainment-media/insights/entertainment-media-outlook.html PWC], the UK esports market will see a 27.6% CAGR, reaching £8m in consumer ticket sales by 2021. Digital advertising in esports will increase to £12m by 2021, a CAGR of 46.2%.
 
 
 
*Esports is [https://newzoo.com/insights/infographics/uk-esports-audience-2016/ popular with millennials] in the UK, with the 21-35 age group representing 63% of the market. Women make up 31% of the audience and are most likely to watch when aged between 21-35.
 
 
 
*The largest prize pool event held in the UK to date was [https://www.eslgaming.com/press/esl-one-dota-2-major-comes-birmingham ESL One Birmingham], with a prize pool of $1 million, held at Arena Birmingham in May 2018.
 
 
 
*The UK is the home to some of the world's top esports talent. One of the UK's leading esports teams, Team Dignitas [http://team-dignitas.net/articles/news/Team-Dignitas/10251/philadelphia-76ers-acquire-merge-and-manage-leading-esports-teams-dignitas-and-apex were acquired] by the owners of the US basketball's Philadelphia 76ers in September 2016.
 
 
 
*Major UK football clubs including [http://www.bbc.co.uk/news/technology-36734518 Manchester City] and [http://www.bbc.co.uk/sport/football/36231379 West Ham United] have signed professional esports players.
 
 
 
*The UK's largest gaming retailer, Game, [http://www.mcvuk.com/news/read/game-acquires-multiplay-for-20m/0145947 acquired Multiplay], one of the UK's longest established esports businesses, for £20m.
 
 
 
*There is also [http://ukie.org.uk/sites/default/files/eSports%20whitepaper.pdf growing grassroots esports scene] in the UK's universities, with 3,000 players in the National University Esports League, representing 110 universities.
 
 
 
== UK Mobile Games ==
 
 
 
*There are [https://gamesmap.uk/ 1,483 active games companies] making mobile games in the UK (as of August 2017).
 
 
 
*The UK has the [http://www.isfe.eu/about-isfe/news/isfe-report-deloitte-illustrates-economic-impact-new-business-models largest mobile games workforce] in the EU, with 5,000 full-time employees.  This represents nearly a quarter of all 21,000 mobile game jobs across the EU.
 
 
 
*[https://www.ofcom.org.uk/research-and-data/cmr/cmr16 71% of UK adults] (approx 40m) own a smartphone and 59% of UK households (approx 15.9m) own a tablet.
 
 
 
*47% of [https://www.deloitte.co.uk/mobileuk/ UK smartphone owners] use apps on their phones to play games – more that use apps for online banking (40%) or reading the news (33%).
 
 
 
*44% households [https://www.isfe.eu/industry-facts own an iPhone], 46% and Android phone and 12% a Windows phone.
 
 
 
*The free apps with in-app purchase model is king, representing 76% of the revenue share of the UK for apps.
 
 
 
*In terms of revenue per download, the UK is best positioned in western Europe with a potential profit of $0.47 per download. The UK is more profitable than Germany, United States and China.
 
 
 
== UK Player Demographics ==
 
 
 
There are several different estimations for UK player demographics available:
 
 
 
Newzoo:
 
 
 
*In 2017, [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32.4 million people] play games in the UK. Spending $4.2 billion this year, they make the UK the 5th largest games market in the world.
 
 
 
*The UK mobile market is very evenly represented between the genders, with a [https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 48% female / 52% male split] between those who are playing more than once a month.
 
 
 
*[https://newzoo.com/insights/infographics/the-u-k-gamer-2017/ 32% of UK players] play mobile, console and PC games.
 
 
 
*In 2016, there were 31.6m players in the UK, approximately 50% of the total population. Of those that play games, 59% of them spend money on games, annually spending an average of [https://newzoo.com/insights/infographics/the-uk-games-market-2016/ $206 per player].
 
 
 
[https://www.isfe.eu/industry-facts GameTrack]:
 
 
 
*There are 20.6m people aged between 6 and 64 playing games in the UK, or 43% of the population in that age group. (2017 Q3)
 
 
 
*On average, 11 to 64 year-olds in the UK spend 9.5 hours per week playing games. (2017 Q3)
 
 
 
*Across all UK 6-64 year olds, 25% (11.7m) played packaged games, 22% app games (10.6m) and 24% (11.4m) online games. (2017 Q3)
 
 
 
*Similarly, 27% (12.7m) play on consoles, 24% (11.4m) on computers, 22% (10.6m) on smartphones, 17% (7.9m) on tablets and 10% on handhelds (4.5m). (2017 Q3)
 
 
 
*57% players in the UK are male and 43% female. The largest single age/gender demographic is 15-24 year-old males, making up 15% of all players. (2017 Q3)
 
 
 
== Specialised Courses and Qualified Workforce ==
 
 
 
*UK higher education is a strong supporter of the games industry. 60 universities/colleges provide 215 undergraduate and 40 master video game courses throughout the UK in 2014. (Creative Skillset)
 
 
 
*23% of the courses are in London, 18% in the West Midlands and 16% in Yorkshire and the Humber: these 3 regions cover 57% of all courses provided. (Creative Skillset)
 
 
 
*The top 3 universities in number of courses provided are: Staffordshire University (29 courses), University of East London (17 courses) and Sheffield Hallam University (16 courses). (Creative Skillset)
 
 
 
*The computer games workforce is highly qualified, with 63% having a degree compared to 57% of the wider Creative Media workforce and 37% of the wider UK economy in 2011. (Creative Skillset)
 
 
 
 
 
 
 
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Latest revision as of 13:10, 7 October 2021

Ukiepedia, powered by Ukie

Welcome to Ukiepedia, a shared industry resource collating facts, stats and other useful information about the UK and global games industry.

If you have any ideas or suggestions for anything else we could add to Ukiepedia, please submit it via the Ukiepedia Submission Form.


UK Industry

Global Industry

Demographics & Diversity

Education & Skills

International Markets

Other Helpful Resources

COVID-19

Ukiepedia hosts a range of games industry relevant resources, support and other content in relation to the Coronavirus outbreak. We will endeavour to keep these as up to date as possible, but please continue to refer to official sources for the latest information.

About This Wiki & How To Get Involved

Ukiepedia is maintained and moderated by the Ukie team.

If you're interested in contributing to Ukiepedia, you can either submit ideas and suggestions via the Ukiepedia Submission Form, or contact Luke Hebblethwaite at luke@ukie.org.uk or @ukieluke.