Download Games - United Kingdom

  • United Kingdom
  • In the United Kingdom, revenue in the Download Games market market is projected to reach US$1.46bn in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 4.96%, resulting in a projected market volume of US$1.86bn by 2029.
  • The number of users in the Download Games market market in the United Kingdom is anticipated to amount to 25.1m users by 2029.
  • User penetration in this market will be 35.7% in 2024 and is expected to increase to 36.3% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with a projected figure of US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market withUnited_Kingdom is projected to be US$59.93 in 2024.
  • The United Kingdom's download games market is increasingly favoring indie developers, reflecting a growing consumer appetite for unique, innovative gaming experiences.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in United Kingdom has experienced significant growth in recent years, driven by changing customer preferences and the increasing availability of high-speed internet connections.

Customer preferences:
Customers in the United Kingdom have shown a growing preference for downloading games rather than purchasing physical copies. This shift can be attributed to several factors. Firstly, downloading games offers convenience, as customers can instantly access their purchases without having to wait for delivery or visit a physical store. Secondly, downloading games allows for easy updates and patches, ensuring that customers have the latest version of the game. Finally, downloading games often offers a wider selection and variety compared to physical copies, as digital platforms can host a larger number of titles.

Trends in the market:
One of the key trends in the Download Games market in United Kingdom is the rise of digital distribution platforms. These platforms, such as Steam and Epic Games Store, have gained popularity due to their extensive libraries, competitive pricing, and user-friendly interfaces. They provide a centralized location for customers to discover, purchase, and download games, making the process seamless and efficient. Additionally, these platforms often offer discounts and promotions, further incentivizing customers to choose digital downloads over physical copies. Another trend in the market is the increasing popularity of online multiplayer games. With the advancement of internet technology, online gaming has become more accessible and enjoyable for players. This has led to a surge in demand for multiplayer games that can be downloaded and played with friends or other players around the world. The social aspect of online gaming, coupled with the convenience of digital downloads, has contributed to the growth of this segment in the United Kingdom.

Local special circumstances:
The United Kingdom has a strong gaming culture and a large community of gamers. This has created a favorable environment for the growth of the Download Games market. The country is home to many game development studios and hosts several gaming events and conventions throughout the year. These events not only promote local talent but also attract international players and industry professionals, further fueling the demand for downloadable games.

Underlying macroeconomic factors:
The growth of the Download Games market in United Kingdom can also be attributed to underlying macroeconomic factors. The country has a high internet penetration rate and a well-developed digital infrastructure, which enables fast and reliable downloads. Additionally, the increasing affordability of smartphones and gaming devices has made gaming more accessible to a wider audience. The strong economy and disposable income levels in the United Kingdom also contribute to the willingness of customers to spend on downloadable games. In conclusion, the Download Games market in United Kingdom has experienced significant growth due to changing customer preferences, the rise of digital distribution platforms, and the increasing popularity of online multiplayer games. The country's strong gaming culture, well-developed digital infrastructure, and favorable macroeconomic factors have created a conducive environment for the growth of this market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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