The UK gaming market size reached USD 7.9 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 15.6 Billion by 2033, exhibiting a growth rate (CAGR) of 7.9% during 2025-2033. The increasing internet penetration, the rising popularity of mobile gaming, significant advancements in gaming technology, the robust esports scene, the growing base of casual gamers, and strong consumer spending on entertainment are some of the major factors propelling the growth of the market. The UK gaming market ranks as the biggest in Europe and holds the sixth position worldwide in terms of revenue.
Report Attribute
|
Key Statistics
|
---|---|
Base Year
|
2024 |
Forecast Years
|
2025-2033 |
Historical Years
|
2019-2024
|
Market Size in 2024 | USD 7.9 Billion |
Market Forecast in 2033 | USD 15.6 Billion |
Market Growth Rate (2025-2033) | 7.9% |
Significant Technological Advancements
Innovations in gaming technology, such as virtual reality (VR), augmented reality (AR), and high-performance gaming consoles, enhance the gaming experience, attracting more players and increasing engagement. For instance, in February 2023, Sony PlayStation launched the new PS VR 2, Sony’s latest VR headset. It is designed to work with the PlayStation 5, Sony’s next-gen console that’s been plagued with manufacturing delays due to chronic semiconductor shortages. Similarly, in August 2023, Sandbox VR officially opened its largest venue globally and first ever UK site outside of London at Hammerson’s Bullring & Grand Central in Birmingham city center. The opening of Sandbox VR reflects Hammerson’s strategy to reinvigorate its assets through new brands, market firsts, and experiential concepts to attract new visitors and diversify revenue streams. The selection of Bullring & Grand Central demonstrates the appeal and quality of Hammerson’s city center estates to high-profile brands. The new venue houses seven exclusively designed interactive worlds, including the newly launched epic fantasy game, “Seekers of the Shard: Dragonfire” and a captivating replica of the Netflix phenomenon “Squid Game”, launched in early Autumn 2023. These developments highlight the continued expansion of the UK gaming market, with immersive technology also fueling growth in the broader online gaming market.
To get more information on this market, Request Sample
Growing Mobile Gaming
The widespread adoption of smartphones and mobile devices is significantly expanding the gaming audience, with mobile games becoming increasingly popular due to their accessibility and convenience. According to industry reports, in 2023, 87% of UK adults own a smartphone. 96% of 16- to 24-year-olds own a smartphone, but just 69% of over-65s own a smartphone. Brits spend an average of 4 hours and 14 minutes a day on their smartphones. There are 66.11 million internet users in the UK, around 98% of the population. 7% of UK households do not have access to the internet at home in 2023. A quarter (25%) of those aged 65 and over don’t have access to the internet at home. There are estimated to be 60.2 million mobile internet users in 2023. Almost 1 in 5 internet users (18%) only go online via a smartphone. 8 in 10 people (81%) say their smartphone keeps them up at night. Such statistics empirically exemplify the increasing penetration of smartphones and mobile devices into the daily lives of individuals, particularly the young demographic, which, in turn, is contributing to the growth of the UK mobile games market. This rise also complements niche segments, with demand in areas like the retro gaming market UK 2025 showing how nostalgia-driven content can thrive alongside cutting-edge mobile titles.
Growing Recognition of Competitive Gaming
Esports is becoming a mainstream part of the UK esports market, attracting both casual audiences and serious investors. The surge in popularity has been fueled by professional tournaments, university-level leagues, and grassroots competitions that create a strong player pipeline. Sponsorship deals with major brands and partnerships with football clubs are adding credibility and expanding reach beyond traditional gaming communities. The rise of streaming platforms like Twitch and YouTube Gaming has further amplified visibility, allowing players to build global followings from local events. With younger demographics engaging heavily and advertisers taking notice, esports is now seen as a viable entertainment and career path, reshaping how competitive gaming fits within the UK’s broader entertainment industry.
IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the regional and country level for 2025-2033. Our report has categorized the market based on device type, platform, revenue type, type, and age group.
Device Type Insights:
The report has provided a detailed breakup and analysis of the market based on the device type. This includes consoles, mobiles and tablets, and computers.
Platform Insights:
A detailed breakup and analysis of the market based on the platform have also been provided in the report. This includes online and offline.
Revenue Type Insights:
A detailed breakup and analysis of the market based on the revenue type have also been provided in the report. This includes in-game purchase, game purchase, and advertising.
Type Insights:
A detailed breakup and analysis of the market based on the type have also been provided in the report. This includes adventure/role playing games, puzzles, social games, strategy, simulation, and others.
Age Group Insights:
A detailed breakup and analysis of the market based on the age group have also been provided in the report. This includes adult and children.
Regional Insights:
The report has also provided a comprehensive analysis of all the major regional markets, which include London, South East, North West, East of England, South West, Scotland, West Midlands, Yorkshire and The Humber, East Midlands, and Others.
The market research report has also provided a comprehensive analysis of the competitive landscape in the market. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.
Report Features | Details |
---|---|
Base Year of the Analysis | 2024 |
Historical Period | 2019-2024 |
Forecast Period | 2025-2033 |
Units | Billion USD |
Scope of the Report | Exploration of Historical Trends and Market Outlook, Industry Catalysts and Challenges, Segment-Wise Historical and Future Market Assessment:
|
Device Types Covered | Consoles, Mobiles and Tablets, Computers |
Platforms Covered | Online, Offline |
Revenue Types Covered | In-Game Purchase, Game Purchase, Advertising |
Types Covered | Adventure/Role Playing Games, Puzzles, Social Games, Strategy, Simulation, Others |
Age Group Covered | Adult, Children |
Regions Covered | London, South East, North West, East of England, South West, Scotland, West Midlands, Yorkshire and The Humber, East Midlands, Others |
Customization Scope | 10% Free Customization |
Post-Sale Analyst Support | 10-12 Weeks |
Delivery Format | PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request) |
Key Benefits for Stakeholders:
The gaming market in the United Kingdom reached USD 7.9 Billion in 2024.
The United Kingdom gaming market is projected to exhibit a CAGR of 7.9% during 2025-2033, reaching USD 15.6 Billion by 2033.
The UK gaming market is driven by mobile gaming adoption, strong console demand, rising esports popularity, and VR/AR innovations. Digital distribution platforms expand reach, while cloud gaming boosts accessibility. Favorable demographics, high disposable incomes, and strong developer presence further fuel growth, supported by government incentives and international collaborations.