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LOLBeans > Blog > Business > The £7.6bn question: where the UK games spend is going
Business

The £7.6bn question: where the UK games spend is going

By IQ news wire Last updated: November 13, 2025 12 Min Read
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The UK games market has settled into a new normal: big, broadly resilient, and increasingly shaped by habits that sit outside the traditional “launch week” mindset. After a volatile 2023 for advertising and hardware cycles, 2024 closed with a consumer spend headline that matters for every studio, retailer, and brand working around games: £7.6bn. This isn’t just a large number; it reflects a decade-long shift towards digital distribution, platform-agnostic play, and a “games culture” that extends far beyond software. The practical question for 2025–2026 is less “will demand hold?” and more “which lines will compound, and how do we package for them?”.

Contents
What 2024’s £7.6bn basket actually containsBehaviour and culture: why money follows timeGrowth lines for 2025–2026: subscriptions, mobile, culture, and eventsThe playbook: how publishers and brands should move nowConclusion: follow the friction (and remove it)FAQ

What 2024’s £7.6bn basket actually contains

Start with the split. Ukie’s latest market read puts total UK consumer spend at £7.6bn in 2024, roughly double the market size of 2013. Within that headline, software accounted for about £5.14bn; hardware slipped 5.1% to roughly £2.11bn; and “games culture” products and events added ~£385m. The year also confirmed the quiet engine of the market: mobile games grew ~8.1% to £1.7bn, even as other lines cooled with the release slate. The pattern is consistent with a long expansion of digital ownership, microtransactions and evergreen live titles that monetise through seasons rather than one-off launches.

The physical picture is starker. Retail shelves had a thin time in 2024, with boxed games’ share continuing to shrink in the UK. Part of this is convenience: digital storefronts compress the distance between trailer and transaction; part of it is subscriptions, which change the perceived price of trying a game. Industry reporting through early 2025 pointed to an annual double-digit fall in boxed sales alongside growth in subscriptions (around +12% in 2024) and a modest uptick in mobile. That mix reinforces a structural story: physical is now a premium niche; growth lives in digital access and ongoing engagement.

On the demand side, the funnel is wide. Ofcom’s 2025 research notes that 97% of 8–17-year-olds play online games and over half report spending money inside them. Those are not niche behaviours but mass-market habits, which explains why “games culture” now stretches from clothing and collectibles to events, creator content and educational tie-ins. When you map that culture to spend, the lesson for 2025–2026 is clear: everything that lives beyond the launch window matters, because it guides where households allocate discretionary entertainment budgets.
Key point: The 2024 basket is digital-heavy and engagement-led; software and mobile underpin the total, while culture lines and subscriptions shape the growth narrative.

Behaviour and culture: why money follows time

Economists still repeat the simple rule: expenditure follows time allocation. In games, time allocation has been drifting from appointment play to ambient play for years. Cross-platform accounts and cloud saves make it easier to hop between devices; creator-led discovery steers attention towards live games and “what my friends play now”. In this environment, the marginal pound follows services that flatten friction: instant downloads, cross-entitlements, seasonal passes and skins that travel across modes.

Household dynamics matter too. Parents and teens often share subscriptions or wallet setups, which is why bundles that include family controls and cross-device play are sticky. With discovery dominated by short-form video, many purchases are triggered by micro-moments — a clip from a streamer, a highlight reel from an esports match, a creator’s limited-time cosmetic. For publishers, this changes packaging: the store tile, the short trailer and the thumbnail are now as meaningful as the 90-second launch trailer was five years ago.

That shift also reshapes adjacent spend. Events, local LAN cafés reborn as creative hubs, and brand collaborations add “reasons to belong” that extend game lifecycles. In practical terms, a collector’s hoodie or a convention pass is no longer ancillary to a game; it is part of the emotional ledger that keeps a player inside a community. This is why “games culture” lines are growing into their own P&L rather than acting as mere marketing.
Key point: Time has moved to always-on ecosystems; purchases mirror that, favouring friction-light services and community-anchored products.

Growth lines for 2025–2026: subscriptions, mobile, culture, and events

Subscriptions are the clearest medium-term riser. The UK boxed market is shrinking and release calendars are uneven, but access libraries mitigate risk for households: they lower the cost of sampling and fit the “watch-then-buy” habits that SVoD trained into us. For platform holders and publishers, the trick is tiering that nudges premium upgrades (cloud, day-one indies, perks in live titles) without undermining full-price launches.

Mobile remains the stealth compounding line. At £1.7bn in 2024, it is a mature, habit-driven segment where incremental improvements in onboarding and live-ops yield disproportionate returns. The brands likely to outperform are those who trim early drop-off with cleaner tutorials,

Events and “IRL” culture are rebounding. The appetite for festivals, conventions and esports showpieces is back, but with a more measured spending profile: bundles that combine access, merch and digital items feel better value than single-thread tickets. For organisers, the operational challenge is packaging assets so that discovery works across social and ticketing platforms. That often means maintaining multiple aspect-ratio versions of the same creative and compressing heavy stills without losing text clarity — a mundane step, but one that influences click-through rates when connections are slow. In workflows like these, teams sometimes standardise art hand-offs with a png to jpg converter to keep galleries under platform limits while preserving legibility.

The final growth engine is advertising around games, not just inside them. The UK’s digital ad spend reached £35.5bn in 2024, up 13%, with online video as a standout gainer. That budget follows attention, and games environments deliver both time spent and brand-safe contexts when packaged through curated channels. Expect more shoppable video, first-party data collaborations, and campaigns that blend creator content with BVOD buys during esports or docu-series. For smaller publishers, the implication is to package catalogue and community moments into ad-ready slots rather than waiting for one big launch beat.

The playbook: how publishers and brands should move now

Reframe launches as seasons. Treat each release as a series of deliberate beats — pre-launch discovery, launch week, and three post-launch chapters keyed to content drops or community moments. Each beat should have platform-specific creative and a landing asset that loads quickly in feed environments. When teams prepare storefront art and social headers, they often reduce file bloat via a png to jpg converter so that previews render instantly without sacrificing text clarity; the goal is speed to first impression, which affects conversion on mobile.

Sweat metadata and storefronts. The art style tag, the tone descriptors, the accessibility call-outs and the “good first mission” blurb are not niceties; they are the discovery rails for platforms, search and creators. Rich metadata also powers smarter ad adjacency — contextual video slots next to relevant content rather than generic impressions.

Design for creators and communities. Provide safe-to-use music beds, modular trailers and scene packs that are easy to cut in vertical and horizontal formats. Reward micro-creators with early access or asset packs; they generate durable long-tail discovery. For events, bundle digital perks (skins, badges) with tickets to bind the IRL experience back to your live game.

Measure what matters. Move beyond raw impressions to attention, completion and assisted conversions across stores and websites. Tag experiments rigorously, iterate weekly, and maintain a “showreel” of tests that worked (or didn’t) so lessons transfer between teams. In subscriptions, monitor pay-up behaviour around DLC beats; in mobile, watch day-1 to day-7 retention; in events, measure attach rates for bundles versus single-item tickets.

Conclusion: follow the friction (and remove it)

The UK’s £7.6bn in 2024 is a reminder that games are no longer a series of launches but an economy of attention, habits and identities. The lines most likely to grow in 2025–2026 are the ones that take friction out of access (subscriptions), out of play (mobile and cross-platform), and out of belonging (events, merch and creator ecosystems). If you build for those behaviours — with disciplined packaging, faster assets, richer metadata and seasonal planning — you’re not betting on a fad. You’re aligning to where UK households are already spending time and money.

FAQ

Is the UK market still growing in cash terms?
Yes, but unevenly by line. 2024 total spend was £7.6bn. Within that, mobile rose to ~£1.7bn, software stayed dominant, hardware dipped, and “games culture” added a few hundred million pounds. Growth through 2026 is most likely in subscriptions, mobile and culture/events.

Are boxed games dead?
Not dead, but niche. Reports into early 2025 showed a sharp decline in boxed sales alongside growth in subscriptions and stable digital ownership. Physical will remain for collectors and special editions; mass-market discovery and spend are digital-first.

What age groups are driving in-game spend?
Engagement is near-universal among young people: 97% of 8–17-year-olds play and over half spend money inside games. That normalises cosmetic purchases and battle passes for future adult cohorts.

Where does advertising fit into the games economy?
Around it, not just in it. UK digital ad spend reached £35.5bn in 2024 (+13%), with online video up strongly. Publishers should package shows, documentaries, creator series and esports into ad-ready inventory, and measure attention, not just views.

TAGGED: £7.6bn question

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IQ news wire November 13, 2025 November 13, 2025
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