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Report
39 pages
Business Case for an Enhanced Video Games Expenditure Credit: UK
Increasing the Video Games Expenditure Credit (VGEC) to a tiered rate of 53% for projects under £10 million and 39% for larger productions is projected to generate £530 million in additional gross value added (GVA) and 6,000 new full-time jobs over five years.
The proposed fiscal enhancement would raise the UK’s effective VGEC rate to 20.6%, surpassing current rates in France (20.2%) and Quebec (18.2%) to improve international competitiveness.
Every £1 of government investment in the enhanced VGEC is projected to yield a return of £2.12 in combined GVA and tax revenue.
Market Analysis
Funding
Employment
+1
Ukie
Dec 2025
Report
46 pages
Esports 2023: Challenges and Opportunities in the UK
The UK esports sector generates £111 million in gross value added, with UK-based teams and events capturing a $1.5 billion share of the global market.
While the UK has a potential audience of 55 million adults, only 3.8% of gamers follow competitive play, indicating a significant opportunity for fan base expansion.
The demographic profile of the UK esports audience is highly concentrated, with 82.7% aged 18–34 and 83% male, highlighting a need for improved diversity and inclusion efforts.
Esports
Market Analysis
UK
+1
British Esports
Dec 2025
Report
104 pages
Annual Report 2025
Games Workshop achieved record financial results for 2024/25 with £617.5 million in revenue and £262.8 million in profit before taxation, leading to its promotion to the FTSE 100.
Licensing operating profit nearly doubled to £49.5 million, largely driven by the commercial success of the Space Marine 2 video game.
Core sales grew by 14.2%, fueled by strong performance in the trade channel and North American markets.
Game Publishing
Investment
UK
+1
Games Workshop Group
Aug 2025
Report
2 pages
Press Start on Growth: Unlocking the Full Potential of the UK Video Games Industry
The UK video games industry currently contributes £6 billion in gross value added (GVA) and supports over 73,000 jobs, with the potential to add £5.7 billion in GVA and 5.4 million jobs over the next five years through strategic policy intervention.
Physical boxed software sales have collapsed, falling 34% year-on-year to represent only 4% of total market spend.
Esports experienced a significant surge of 44% year-on-year, driven by an increase in UK-based tournaments, contrasting with a 15% contraction in live-event spending.
Market Forecast
Market Analysis
Investment
+1
Ukie
May 2025
Report
38 pages
Is the Past the Future of Gaming?
Remakes and remasters have become a major industry pillar, with roughly 200 releases annually and projections indicating 30 high-profile titles for 2025.
Commercial performance for remakes frequently outperforms original releases, evidenced by the Resident Evil 4 remake achieving 10 million sales within two years.
Nostalgia is the primary consumer driver, with over 80% of 1,500 surveyed gamers citing the desire for emotional comfort as their main motivation for purchasing updated titles.
Market Analysis
Player Behavior
UK
MTM
Jan 2025
Report
23 pages
UKIE Annual Review 2024
The UK video games sector is a £6 billion economic engine supporting 76,000 jobs, with consumer spending rising 4% to £7.82 billion in the 2023-24 period.
Video game technology spill-overs contributed £760 million to UK GDP and created nearly 10,000 jobs as of 2021.
International trade activities at events like Gamescom and GDC generated over £70 million in business wins and attracted more than £150 million in foreign direct investment for 180 UK companies.
Market Analysis
Employment
UK
Ukie
Oct 2024
Report
11 pages
Supercharged: Powering the Future of the UK Video Game and Interactive Entertainment Industry
The UK video game industry has launched a five-year strategy aiming to establish the nation as the global leader in intellectual property and innovation by 2030.
The 2024-25 action plan prioritizes lobbying for more competitive tax reliefs, increased investment, and the introduction of a Digital Creativity GCSE.
Strategic efforts to strengthen the workforce include the expansion of the #RaiseTheGame diversity, equity, and inclusion programme and the creation of a sector-wide skills network.
Market Analysis
Marketing
Investment
+1
Ukie
Jan 2024
Report
68 pages
The Economic Impacts of Video Game Technology Spillover: UK and Nordic Economies
In 2021, video game technology spill-overs contributed £1.3 billion in total output and £760 million to UK GDP, while sustaining 9,900 non-gaming jobs.
Spill-over activity from the UK games industry accounts for 13% of the sector's gross value added and 19% of its total employment.
Non-gaming roles supported by game technology—primarily in IT, business services, and energy—command average salaries 25% higher than the UK national mean.
Market Analysis
UK
Europe
+2
Ukie
Nov 2023
Report
108 pages
Creative Industries in the UK Report
The UK entertainment market reached a record £11.1 billion in 2022, a 6.9% year-on-year increase that nearly doubles its 2015 valuation.
Digital services now dominate the landscape with a 91% market share across video, music, and gaming sectors.
The video games sector is the largest segment at £4.66 billion, with digital software sales—driven by mobile and console DLC—accounting for 90% of that total.
Market Analysis
UK
Streaming
+1
ERA
Jan 2023
Report
3 pages
UK Games Jobs Summary: November 2022
UK games industry recruitment contracted significantly in November 2022, resulting in over 500 fewer open vacancies compared to June 2022.
Mobile studios experienced the highest proportional reduction in job postings, largely driven by the completion or cancellation of roles following corporate mergers.
Despite the broader market decline, the industry added over 600 new job postings during the month, and the total number of tracked studios grew by eight companies.
Employment
Market Analysis
Salary
+1
Games Jobs Live
Nov 2022
Report
18 pages
Key Insights Into UK Gamers
The UK is a major global gaming hub, ranking sixth in revenue and tenth in player population, with 71% of the population aged 10-65 identifying as game enthusiasts.
Engagement is evenly split between active players (36%) and those who both play and view gaming video content (35%).
Mobile gaming has the highest reach at 46%, followed by console (41%) and PC (29%), though PC and console users dedicate more time to gaming weekly.
Market Analysis
Player Demographics
Esports
+1
Newzoo
Jan 2022
Report
91 pages
Annual Report 2022
Games Workshop achieved record financial performance for the fiscal year ending May 29, 2022, with £414.8 million in total revenue and £156.5 million in profit before tax.
Licensing revenue nearly doubled to £28.0 million, driven by major partnerships including Nexon, which helped offset a 5.6% decline in core gross margins caused by rising freight and inventory costs.
The company maintained a debt-free balance sheet and returned £77.1 million in dividends to shareholders, reflecting a continued commitment to surplus cash distribution.
Investment
Game Publishing
UK
Games Workshop Group
Jan 2022
Report
9 pages
The UK's New Immigration System
Since January 2021, the UK video games industry must operate under a points-based immigration system that requires international hires to secure 70 points based on job offers, skill levels, and English proficiency.
UK game studios must become licensed sponsors to hire international staff, including EU citizens who arrived after December 2020, which involves administrative oversight and potential immigration skills charges.
Applicants can earn additional points toward the 70-point threshold through higher salary levels, roles in shortage occupations, or relevant academic qualifications like STEM PhDs.
Employment
Market Analysis
UK
TIGA
Jan 2022
Report
89 pages
Annual Report 2021
Games Workshop achieved record financial results in fiscal year 2021, with revenue increasing 31% to £353.2 million and profit before tax surpassing £150 million.
Online sales surged by 70%, effectively offsetting the impact of global retail lockdowns and supporting the successful launch of the latest Warhammer 40,000 edition.
The company maintains a debt-free balance sheet with £85.2 million in cash, enabling a dividend increase to 235 pence per share and £13.2 million in employee profit-sharing.
Investment
Game Publishing
UK
Games Workshop Group
Aug 2021
Report
185 pages
Online Nation 2021 Report
The provided text is incomplete and lacks the necessary data to extract specific figures, growth rates, or concrete takeaways from the 'Online Nation 2021 Report'.
Please provide the full content of the report to enable the extraction of factual insights.
Market Analysis
Player Demographics
Player Behavior
+1
Ofcom
Jun 2021
Report
34 pages
Creative Industries Statistics: United Kingdom (August 2020)
This report provides official statistics on UK tax relief programs for creative sectors including film, high-end television, animation, video games, children’s television, theatre, orchestras, and museums and galleries.
The data covers the period ending August 2020, serving as a baseline for the creative industries' fiscal performance prior to the next scheduled update in summer 2021.
The document outlines the specific scope of government tax relief frameworks designed to support the production and exhibition of creative content across multiple media formats.
Market Analysis
Market Forecast
UK
HM Revenue
Aug 2020
Report
82 pages
Annual Report 2020
Games Workshop achieved record-breaking financial results for the 2019/20 fiscal year, with revenue rising 5.1% to £269.7 million and profit before tax reaching £89.4 million.
The trade segment now accounts for 52% of total revenue, supported by a significant increase in royalty income from video game and media licensing.
North America remains the company's largest market, contributing £104.8 million to total revenue despite pandemic-related operational disruptions.
Investment
Market Analysis
UK
+1
Games Workshop Group
Aug 2020
Report
69 pages
Annual Report 2018
Games Workshop achieved record financial performance in the 2017/18 fiscal year, with revenue increasing 39% to £219.9 million and operating profit nearly doubling to £74.6 million.
The company’s growth was driven by a 54% surge in the trade segment and the global success of the Warhammer brand, which helped propel the firm into the FTSE 250.
To support international demand, which accounted for 76% of total sales, the company doubled its plastic injection molding capacity and increased inventory levels to £20.2 million.
Investment
Market Analysis
UK
Games Workshop Group
Aug 2018
Report
70 pages
Annual Report 2017
Games Workshop achieved record financial performance in the 2016/17 fiscal year, with revenue increasing 34% to £158.1 million and operating profit doubling to £38.3 million.
The company maintained a 72.4% gross margin and a 72% return on capital, supported by a debt-free balance sheet and £17.9 million in cash reserves.
North America became the company's largest geographic market, contributing £57.0 million in revenue, while royalty income from licensed titles like Total War: Warhammer provided high-margin growth.
Investment
Market Analysis
UK
Games Workshop Group
Aug 2017
Report
30 pages
TIGA Genre Report 2016
TIGA functions as the trade association representing video game developers, digital publishers, service companies, and education providers.
The organization's primary objective is to strengthen the games development and digital publishing sector.
TIGA advocates for the industry by engaging in political lobbying within government corridors.
Market Analysis
UK
Game Development
TIGA
Jan 2016
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