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This page includes relevant online gaming statistics for 2023, such as a digital versus physical game comparison, UK game producer demographics, UK and global revenue statistics, player statistics, eSports data, and so much more.
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According to the latest online gaming statistics for 2023, roughly 40% of the world’s population are online gamers. In recent decades, the metaverse has shifted from traditional single/multiplayer experiences on a local level, to online multiplayer gaming across multiple countries and continents
By studying the evolution of the online gaming industry, this allows us to analyse trends, judge how online gaming statistics have changed over time, and predict how they might change in the future for both the UK and the global market.
We have also compared broadband data to reveal the best and worst places in the UK for online gaming.
Overview of UK online gaming statistics 2023
In 2022, the overall UK video game consumer market valuation was £7.05 billion – 17% more than that seen in the pre-pandemic time period.
88% of young adults (aged 16-24) play video games, of which 29% were playing online with people they don’t know outside of the gaming world.
For children aged 7-18, more than two-thirds (68%) own their own games console, with a further 9% having consistent access to one.
Sony’s PlayStation 5 (PS5) proved the most popular console of 2022 in terms of unit sales, with 800,000 consoles shipped.
Sales of digital games in the UK increased by one million units between 2021 and 2022, from 61 million to 62 million.
In 2022, 9.3 million gaming accessories for consoles were sold, far exceeding that of gaming PCs (2.3 million).
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UK online gaming statistics by age group
According to online gaming statistics, over a quarter (26%) of UK adults played some form of online game in 2022, spending between one and five hours per week on video games. Remarkably, more than nine out of 10 (91%) of UK children aged between 3-15 play games on some type of device, ranging from personal consoles to mobile phones.
A breakdown of the UK’s gaming population by age group
The most common age demographic for UK online gamers is 12-15 years old, with over three-quarters (76%) stating that they play online games. From 16 years of age onwards, the relative percentage of online gamers within each age group declines, down to only 13% for those aged 65+.
Over a third (35%) of those aged 45-54 were online gamers, which is roughly the same percentage as those between the ages of 5-7.
Ownership of games console statistics - UK children
91% of children aged 3-15 play games on any device. Consoles are the leading gaming device amongst this age group (59%), followed by:
Tablet (54%)
Smartphone (53%)
PC (31%)
Smart TV (10%)
VR headset (1%).
Given that, according to children mobile phone statistics, 61% of children own a smartphone device by the age of 10, it is perhaps unsurprising that over half play online games using a mobile phone device.
Some of the best game consoles for kids in 2022 include the Nintendo Switch, PlayStation 5, and Xbox Series S and X. However, this may differ depending on the gender of your child, as online gaming research by Ofcom shows that it’s generally more common amongst boys than girls. Almost three-quarters (73%) of boys use a games console for online gaming, compared to just 44% of girls.
Device for online gaming
Boys
Girls
Games consoles
73%
44%
Desktop, laptops, or netbooks
34%
29%
VR headsets
7%
3%
(Source: Ofcom)
Over a third (34%) of boys will use either a desktop, laptop, or netbook to game online, yet the comparative figure for girls is just 29%. More than twice the number of boys play games using a VR headset compared to girls (7% vs 3%).
Research by Childwise indicated that 14% of children aged 4-15 have a Microsoft Xbox Series X or an Xbox Series S console. Boys are twice as likely than girls (18% vs 9%) to have one at home, with ownership highest amongst 11-16-year-olds (20%).
On the other hand, one in 10 children have a PlayStation 5—this has doubled since 2020 when only 5% had one. Similarly, boys are more likely to own a PS5 compared to girls (12% vs 8%). By contrast, one in three console-owning households had a Nintendo Switch.
Statistics on time spent playing video games online
According to our 2022 screentime report, the average UK adult spends around five hours a day on a screen—an increase of two hours a day from 2020.
Furthermore, online gaming research by Ofcom discovered that, for those aged between 13-64, the average time playing video games online was seven-and-a-half hours per week (around one hour per day). Throughout 2021, there was an increase of 25% in time spent online playing games, specifically by those between 55-64.
The study also revealed that younger people were spending more time gaming online in 2021 than ever before. For those parents with children aged 8-17:
85% agreed that their children were spending longer online.
58% of these children stated that online gaming changed their mood for the better.
59% claimed they feel good about themselves.
60% feel less lonely.
Conversely, only 17% of adults thought they spent too much time playing online games, which suggests people in the UK are able to manage their time online effectively.
A breakdown of time spent online gaming by different age groups of the UK population
Online gaming statistics reveal that, according to 2022 UK survey respondents, over three in four (76%) people played some form of online video game, with just under a quarter (24%) stating they didn’t.
Over a quarter (26%) of all UK gamers played for between one and five hours per week, the majority seen in the survey. Just under one in five (19%) played for between six and 10 hours per week, and one in 20 (5%) played for more than 20 hours per week.
Video game statistics show that one in 100, or 1% of respondents, stated that they played online games every week, but did not know how long for.
Most popular devices used to play online games by age group
A breakdown of UK online gaming population and the devices they use to access online games, 2021 and 2022 comparison
The latest online gaming report reveals that attitudes towards gaming overall have shifted, as less people aged 16+ played games in their spare time.
In 2021, almost four in 10 (37%) people used a mobile phone to play a game, with that figure shrinking to 36% in 2022. Similarly, whereas three in 10 (30%) gamers used a console to play their games in 2021, only 23% used a console in 2022 – a drop of 7%.
The largest decreases in gaming device usage came from laptops and desktop PCs. Combined, they saw a decrease of 6% year-on-year. For laptops, one in 33 people aged 16 or above were less likely to use the device for gaming in 2022, compared to 2021 (11% to 14% respectively, a 3% change). Regarding desktop PCs, gamers were also 3% less likely to use the device for online gaming.
However, in 2022, one in 20 gamers utilised a VR headset, a year-on-year increase of 2%. Similarly, gaming using wearable tech also increased in 2022, with users accelerating from one in 100 in 2021 to one in 33 the following year.
A breakdown of UK primary console usage between Q4 2021 and Q4 2022
Those who own a PlayStation 5 (PS5) were most likely to use the console as their primary gaming device. In Q4 2021, almost six in 10 respondents (59%) stated they primarily used their PS5 for gaming, with that figure rising to more than seven in 10 (71%) a year later. The PlayStation 4 saw a 10% drop in primary console usage, from just over six in 10 people (64%) to just over five in 10 (54%).
The PS5, the latest generation of Sony gaming console, saw a drop in its Digital Edition being the primary gaming console for respondents. In 2021, nine in 20 respondents indicated the PS5 Digital Edition they owned was their primary gaming device, with that figure dropping 2% to just over four in 10 people (43%).
Nintendo’s Switch console, popular with children and adults alike thanks to new parental safety controls, saw a 9% growth year-on-year in primary console usage. In 2021, four in 10 (40%) of Switch owners stated the console was their main gaming device, with that figure increasing to nearly five in 10 (49%) Switch owners in 2022.
For Microsoft’s latest console, the Xbox Series X, there was also a 9% increase in primary console usage. Under four in 10 (39%) respondents stated they used their Series X as their main gaming console, rising to just below five in 10 (48%) in 2022.
Subscription-based games (such as World of Warcraft).
Free-to-play games that have in-built options for purchasing additional premium content or functionality (such as Fortnite).
A breakdown of the most popular game genres by UK children
According to computer gaming statistics, creative and building games, such as Roblox and Minecraft, were the most popular games amongst children in 2021, with just over half (51%) of those aged 3-15 playing this type of game. This figure jumps to 57% for those aged 8-11 but drops to 47% for the 12-15 age group.
Roblox and Minecraft, the self-directed exploration games, leave parents assured that both games have good PEGI ratings for children (7+, one of the lowest grades available). 75% of parents whose children actively game online are worried their child will access inappropriate content. Microsoft added parental controls for Xbox software over 15 years ago, with Sony setting up PlayStation parental controls shortly afterwards, assuring parents their children were safe when playing games online.
Around a third of children played a game that was either action or adventure-based, or involved puzzles, quizzes, or a virtual world, whilst less than a quarter (24%) played sport-based games. The least popular options were simulation experiences (13%), followed by fitness and dance, and playing 1v1 games, which were preferred by one in five UK gamers.
A breakdown of the UK’s 10 most popular video games, by combined physical and digital sales 2022
FIFA 23 was the best-selling game in the UK for 2022, with a combined sales figure of over 2.5 million. This eclipses second place game Call of Duty: Modern Warfare II, which sold over 850,000 fewer units to UK gamers.
Grand Theft Auto 5, now in its tenth year on sale, still features as one of the most popular games in the UK, with just over 815,000 copies sold.
FIFA 22, the previous iteration to 2022’s top selling video game, features in seventh on the list, having sold over 550,000 copies. Combined with FIFA 23’s sales, Electronic
Arts sold almost 3.1 million copies from the footballing franchise in 2022 alone, making FIFA amongst the best in the UK for video game value.
If you’re looking for more information about the UK’s top selling games, including critic’s choices, go to the Uswitch Gaming Index.
The final two games in the top 10 belong to publisher Nintendo. Mario Kart 8 Deluxe sold over 425,000 copies in 2022, whereas Pokemon Legends: Arceus sold just under 420,000.
By sales, the most popular games genre was ‘action role-playing’, otherwise known as an RPG. The type accounts for four of the top 10 games seen in the list (Pokemon Legends: Arceus, Horizon Forbidden West, God of War Ragnarok, and Elden Ring).
A breakdown of the UK’s 10 most popular gaming accessories based on units sold 2022
Position
Accessory name
Format
Manufacturer
Unit sales
#1
Dualsense Wireless Controller For
PS5 - White
Controller
Sony Computer Ent.
413,740
#2
Dualsense Wireless Controller For
PS5 - Midnight Black
Controller
Sony Computer Ent.
237,416
#3
Xbox Wireless Controller - Carbon
Black
Controller
Microsoft
211,169
#4
Ear Force Recon 50x Headset Black
Voice access headset
Turtle Beach
161,764
#5
Xbox Wireless Controller - Shock Blue
Controller
Microsoft
160,220
#6
PS4 Dualshock 4 Controller V2 (Black)
Controller
Sony Computer Ent.
159,916
#7
Xbox Wireless Controller - Robot White
Controller
Microsoft
156,368
#8
Wired Controller For Xbox - Black
Controller
Acco
150,999
#9
PS4 Dualshock 4 Controller V2 Mid Blue
Controller
Sony Computer Ent.
125,819
#10
Dualsense Wireless Controller For PS5 - Cosmic Red
Controller
Sony Computer Ent.
123,153
(Source: ERA via GFK Entertainment)
The UK’s top selling gaming accessory in 2022 belongs to PlayStation’s ‘Dualsense Wireless Controller For PS5 - White’, with just under 415,000 units sold over the year.
Just below that, in second place, is another of PlayStation’s controllers: ‘Dualsense Wireless Controller For PS5 - Midnight Black’. This variant wasn’t as popular as the white version seen in first place, with units sold totalling just over 235,000.
Of the top 10 accessories sold, five belong to the PlayStation group, with combined sales of over 1.06 million units in 2022.
Both Turtle Beach and Acco feature on the most-sold 2022 gaming accessory list, and represent the only two third-party companies listed. Turtle Beach’s ‘Ear Force Recon 50x Headset Black’ sold over 160,000 units, placing it in fourth overall on the list. Acco’s ‘Wired Controller For Xbox - Black’ sold just above 150,000 units, coming in eighth place.
The UK's digital game industry in 2022
A breakdown of sales volume by console and PC gaming, 2021 v 2022 comparison
In millions
2021
2022
% Change
Console Full-Game and PC Download-to-own combined
61
62
1.60%
(Source: ERA via Omdia)
UK online gaming statistics reveal that the UK sales market by growth volume increased year-on-year by a million units sold. In 2021, 61 million console full-game and PC download-to-own games were shipped, whereas in 2022 that figure has increased by 1 million, to 62 million overall.
The increase represents a positive market change of 1.6% year-on-year.
A breakdown of the UK digital games market by segment 2022
In terms of 2022 market share, online gaming statistics showed that the use of mobile phones for gaming was the most prevalent in the UK, at 26%.
Console DLC came in second place, with 24% of the UK gaming market share. Popular online battle royale games like Fortnite use a business model that relies on frequent DLC’s (through new weapons or map changes) to keep players active and engaged.
Fortnite is also infamous for the use of microtransactions in their massively-multiplayer-online-game (MMOG), of which 9% was represented in the UK gaming market share in 2022.
The remaining market share was split into smaller niche groups, such as ‘tablet’ gaming at 9%, ‘console subscriptions’ (as seen in Xbox’s Game Pass) accounting for 8%, and ‘social’ gaming accounting for just 1% of the UK gaming market.
The UK's physical game industry in 2022
A breakdown of the UK’s online gaming market by sales of physical entertainment software, 2021 v 2022 comparison
Regarding market share of games per console device, Sony’s PlayStation 5 saw the largest percentage increase in the quantity of units sold, with 3 million sales and a year-on-year growth of 50%.
However, reported supply chain issues and steep initial cost meant that the previous generation of PlayStation (PS4) remained high on the list of console game sales in 2022. Reporting 2.3 million units sold, the PS4 was only 700,000 game units behind that of the newer PlayStation iteration.
Video game console sales statistics show that Microsoft’s Xbox Series, known more commonly as the Series S and Series X, sold 900,000 units in the UK in 2022, an increase of 300,000 over the previous year. Whilst sales figures may not have rivalled those seen by Sony’s PlayStation series, the combined sales of the Xbox Series still represented a 43.2% increase year-on-year.
Nintendo’s Switch device saw game sales drop from 7 million in 2021, to 6.6 million in 2022, a decrease of 400,000 units (-5.4% year on year).
A breakdown of the UK’s physical games market by format in 2022
Online gaming statistics reveal that, in terms of market share, Nintendo is by far the largest manufacturer of games to feature. With 44% of the overall UK market covered, Nintendo had 14% more than their closest rival, Sony’s PlayStation 5 (30%) in 2022.
Microsoft’s Xbox Series devices shared only 7% of the overall market in terms of physical games sold. This can be partially attributed to the popularity of Xbox’s Game Pass, a subscription service wherein, for a monthly fee, gamers can access hundreds of popular titles. Apple Arcade is a service that resembles Game Pass, however it’s only targeted at mobile users, wherein 200 games are free to play for subscribers.
Precious generation consoles still saw physical game sales throughout 2022. Sony’s PlayStation 4 games had a market share of 15%, whereas Xbox’s comparative Xbox One had 4% overall.
The UK’s online gaming statistics by console and accessories
In terms of unit sales, the latest online gaming report shows that Sony sold 400,000 fewer console units in 2022 than they did in 2021 (800,000 to 1,200,000, respectively).
Microsoft’s Xbox Series sold just 100,000 fewer consoles in 2022 than in 2021, from 800,000 to 700,000, respectively. This indicates similar console sales results between PlayStation and Microsoft for 2022, with the former selling just 100,000 more consoles by comparison.
A breakdown of the UK’s online gaming market by hardware unit sales
Nintendo’s Switch sales fell by 27.5%, from 1.2 million units sold in 2021 to 900,000 sold in 2022.
Overall, the total home console sales for the UK in 2022 was 2.4 million – 1 million less than in 2021. This represents an overall decrease of more than a quarter (-28.9%) year-on-year.
A breakdown of the UK’s online gaming hardware market share by producer sales in 2022
Online gamer statistics reveal that, in 2022, the PlayStation 5 had the largest market share of consoles in the UK, representing almost half (43%) of all consoles sold.
Both Microsoft’s Xbox Series and Nintendo’s Switch consoles shared over a quarter of the overall market each (29% for Xbox and 28% for the Switch).
Having ceased production, both the PlayStation 4 and the Xbox One did not have new sales data available.
A breakdown of the UK’s online gaming accessory market share by producer sales in units per million
Console accessory unit sales dropped by 1.5 million over the period of 2022. In 2021, accessory sales for consoles stood at 10.8 million units, whereas in 2022 that figure was down to 9.3 million. Year-on-year, this represents a unit sale decrease of -14.4%.
Regarding PC gaming accessory sales, online gaming statistics show that 2021’s figure was 2.4 million units sold, with that number dropping to 2.3 million the following year. The PC accessory market therefore saw a sales decrease of 100,000 units, or -6.6%.
Combined, sales for accessories in the gaming market dropped by 13.0%, with 2021’s sales figure of 13.2 million units tempered by 2022’s sales quantity of 11.6 million.
Online gaming statistics - best and worst UK cities for online gaming
A breakdown of the best and worst cities in the UK for online gaming based on download and latency speeds
One of our latest studies shows that video game download speeds vary depending on where you are in the world and the type of game you are playing. Larger games, such as
The best broadband for gaming will offer fast download speeds and reduced latency. This is certainly the case for those in the top 10 of our study, which compares broadband data for different UK cities. From this, we can reveal that Milton Keynes and Peterborough are the two best cities in the UK for online gaming.
According to the latest broadband statistics, Peterborough has the UK’s second fastest download speed at almost 170Mbps, after Stockton-on-Tees (over 183Mbps), which doesn’t even make the top 10. This is largely thanks to its relatively slow latency speed of over 23ms. Low latency speed helps where the best gaming reaction times are needed, such as high-octane shooter series Call of Duty.
Despite only having the fifth fastest internet download speed in the country, Milton Keynes shares the top spot due to a latency speed of 12.3ms—the third fastest in the UK after Slough (11.6ms) and High Wycombe (12.1ms).
At the other end of the scale, Kingston upon Hull ranks as the worst UK city for online gaming, with an overall score of 0.12, followed by Inverness (0.2), and Dumfries (0.52).
With an average latency speed of nearly 42ms, this is the slowest in the country, almost 12ms behind Inverness in second place.
The average download speed in Kingston upon Hull sits at 78Mbps, the fourth worst in the country behind Hastings (48.8Mbps), Southport (73.2Mbps), and Shrewsbury (75.3Mbps).
How much is the online games industry worth to the UK?
Cumulatively, the UK’s digital games industry increased in value in 2022, from 2021’s £2.607 billion to £2.688 billion, a 3.1 % positive growth for the year.
A breakdown of the industry value of digital games in the UK market
The UK gaming industry is a near £2.7 billion business that has been growing exponentially for years. The rate of growth has accelerated further since the COVID pandemic in 2020.
The biggest increase in the digital gaming world was from the sale of full games on consoles. In 2021, the segment was valued at £646 million, but a year later was valued at £724.7 million. This is an increase of 12.2% year-on-year, or £78.7 million.
MMOG (subs and transactions) also saw a marked increase in value, from 2021’s £356.3 million to the following year’s £377.1 million. This represented a 5.9% growth per year, to the sum of £20.8 million.
The market segment of ‘PC Casual/PC pay-to-play’ saw the largest drop in value by percentage, with a 14.9% contraction between 2021 and 2022. In 2021, the value of the segment was £15.9 million, but a year later was just £13.5 million.
A breakdown of the UK’s online gaming market by hardware sales in £
After the marked increase in gaming revenue across all segments in 2021, 2022 represented a year of demand settling. As such, all game console manufacturers saw overall decreases in console sales.
In 2022, Sony’s PlayStation 5 saw the value of console sales drop from £505.5 million to £350 million, a decrease of £155.5 million year-on-year. In January 2021, Sony announced they were ceasing production of the PS4, as the manufacturer believed gamers would move from their old consoles to the newer generation. This move meant retailers were left only with the units they still had. As such, in 2021, PS4 sales were valued at £34.3 million in the UK, whereas in 2022 that figure had dropped precipitously to just £800,000, a £33.5 million decrease (-97.7%).
Microsoft’s Xbox Series saw an overall decline in sales too, from £284.1 million in 2021 to £242.5 million in 2022 (a drop of £41.6 million or -14.6%). Console sales slowed more for PlayStation (-30.8%) than for Xbox in the UK in 2022.
Nintendo’s Switch, the console with the best-selling games hardware, had a 23.7% drop in overall console sales revenue in 2022, from £303.7 million in 2021 to £231.7 in the year after (a £72 million decrease).
In terms of combined market revenue, 2021 had a console sales figure of just over £1.1 billion. However, a year later, the same figure was just £825 million, representing a year on year sales decrease of 26.9%.
A breakdown of the UK’s online gaming accessory market share by producer sales in £
The latest online gaming report shows that, with all console accessories combined, sales in 2021 were significantly higher than in 2022. In 2021, accessory sales for consoles stood at £461.4 million, whereas a year later that figure was £395.7 million, a 14.2% decrease to the value of £65.7 million.
In terms of PC gaming, online gamer statistics reveal that, in 2021, accessory sales were £148.2 million, yet in 2022 that figure had dropped to £135 million. This represents an 8.9% fall year-on-year, valued at £13.2 million.
Overall, the gaming accessory market contracted by 13% in terms of revenue in the UK between 2021 and 2022, from £609.6 million to £530.7 million (a £78.9 million decrease).
A breakdown of the industry value of physical games in the UK market
Statistics from the latest online gaming report reveals that the Nintendo Switch has the largest industry value for physical games in the UK. At £213.9 million in 2022, the device’s industry value is 9.3% lower than in 2021, when the previous figure was £235.9 million.
Physical games for the Sony PlayStation 5 have the highest percentage increase of any console game type in the UK. In 2021, the value of PS5 games in the industry was £93.6 million, whereas in 2022 that figure had hugely increased to £147.1 million– a growth of 57.2% year-on-year.
PlayStation 4 and Xbox One consoles represented the previous generation of games consoles, and began to be phased out in 2022. As such, the PS4 registered a 32.9% decrease in overall physical game sales value, while the Xbox One had a 59.1% year-on-year decrease.
Overall, the total industry value of physical games for home consoles was £487 million in 2022, a 4.1% decrease from 2021’s £507.8 million figure.
A breakdown of online gaming software sales by brand, UK 2022
Gaming statistics show that Sony was the only game software manufacturer to register an increase in revenue for 2022. In 2021, software sales stood at £201 million for the Japanese producer, with that figure increasing to £219.3 million in 2022. This was a 9.1% improvement year-on-year.
Nintendo was the largest gaming software manufacturer in the UK in 2021, with their revenue of £236.8 million beating out Sony’s 2021 figure by £35.8 million. However, in 2022, Nintendo suffered a 9.5% contraction in their software sales growth, reporting £214.3 million in revenue. Sony exceeded that figure by £5 million in the UK in 2022.
In 2021 and 2022, Microsoft’s Xbox One software sales figures were far below that of their rivals. 2021 saw software sales of £70.8 million, with that figure dropping by 24.4% to £53.5 million in 2022.
The gaming world is much more than just the game itself. Everything from toys, to spin-off TV shows, to collaborative gaming events all positively impact the overall yearly revenue brought into the UK economy by the gaming industry.
The financial ramifications of game culture in the UK are enormous, with over £300 million pounds of value added to the UK gaming industry every year.
Since the 2020 pandemic figure of £194 million, game culture has grown in value by more than £120 million in two years.
The overall value of game culture to the UK economy was £316 million, a 27% increase from 2021’s £226 million.
A breakdown of online gaming culture by revenue in 2022
In terms of revenue, online gaming statistics show that ‘Toys and merchandising’ offered the most income to the gaming industry in 2022, at £196 million. Toys and merchandising alone represented £2 million more revenue than the entire combined game culture industry did in 2020.
Film, TV, and soundtracks accounted for £54.8 million in 2022’s gaming culture revenue figures, £7.4 million more than that of ‘streaming & game video content’ (£47.4 million).
Events and venues, at just £4.35 million in 2022, represented the smallest addition to the overall gaming culture revenue figures.
UK games industry statistics, broken down by demographics
According to UK gamer demographic statistics, Great Britain plays host to over 4,200 game, device, and gaming software manufacturing companies.
Below are some UK regional statistics regarding game production locations:
London and surrounding boroughs contain the vast majority of all UK gaming companies, with 2,100 listed gaming businesses being in or near the capital.
England’s South Coast has over 500 gaming businesses, stretching from Kent to Cornwall.
The Northern UK cities of Manchester and Liverpool combine to have 294 gaming businesses.
Of all four UK nations, Northern Ireland has the fewest registered gaming companies, at just 70.
What people make up the UK games industry today?
In a study of 3,603 gamers, the vast majority of respondents were white (90%), between the ages of 26-30 (26%), and from the UK (71%).
A breakdown of UK gaming industry employees by age
Just over a quarter (26%) of all respondents indicated they were between the ages of 26-30, 4% more than that of the 31-35 age bracket. This makes 26-30 the most prevalent age for people working in the UK gaming industry.
From the 31-35 age bracket, the quantity of employees begins to dwindle. Just one in 10 (10%) of gaming industry employees identified themselves as 41-45 years old, with only one in twenty five (4%) stating they were 51 or older.
A breakdown of UK gaming industry employees by ethnic group
By far, the most common ethnicity seen in UK game industry employees is that of ‘White British’. Two thirds (66%) identify themselves as ‘White British’, 42% more than in the second most prevalent ethnic group of ‘White Other’.
In terms of diversity, the UK games industry is significantly below the natural ethnic mix seen in the UK. According to Government statistics, almost one in five (18%) of UK people belong to a racial group that isn’t ‘White’. However, just over one in 10 (11%) respondents indicated they were either ‘Mixed’, ‘Black’, ‘Asian’, or ‘Other’. Of those, the majority of none white UK game employees identified themselves as ‘Asian’, with one in 20 employees being from that ethnic group.
Just one in 50 UK games industry employees identified as either Black or mixed race.
A breakdown of UK gaming industry employees by nationality
Nationality
% of respondents indicating that nationality
UK
71
EU/EEA
20
Rest of world
9
(Source: UKIE)
According to gamer demographics, more than 7 in 10 (71%) of all UK game industry employees were from the UK originally. Furthermore, one in five (20%) were from the European Union or the European Economic Area, such as Norway or Switzerland. Just under one in 10 (9%) were from outside of the UK or EU/EEA.
The latest UK census (2021) indicates that 89% of working-age people in the UK are originally from the nation. Therefore, the games industry has considerably more diversity in terms of foreign nationals than the UK wider economic market (29% to 11%, respectively).
A breakdown of UK gaming industry statistics regarding employees by gender
Gender
% of respondents indicating that gender in 2021
% change from 2020 results
Female
30
2
Male
67
3
Non-binary/other
3
1
(Source: UKIE)
Almost seven in 10 (67%) of UK game industry employees identified as male in 2021, which was a 3% decrease in comparison to the previous year’s survey.
In terms of women in the workplace, three in 10 (30%) respondents indicated they identified as female, a 2% increase year-on-year.
Those that identify as ‘non-binary’ (or another form of gender) represented just over one in 30 employees (3%) of the UK game industry in 2021’s survey– an increase of 1% year-on-year.
A breakdown of UK gaming industry statistics regarding employees by sexuality
Over three in four respondents (76%) identified as ‘heterosexual/straight’, representing the overwhelming majority of the game industry community.
Almost one in four (24%) identified as a sexuality other than heterosexual/straight. With 2021 Census data stating that LGBTQ+ people represent 6.3% of the UK population, game industry employees far exceed that in terms of diversity in sexuality.
Over one in 10 (12%) of game industry employees identified as ‘bisexual’, the second largest respondent answer. One in 20 (5%) identified as ‘lesbian/gay’, while one in 33 (3%) identified as ‘queer’.
A breakdown of UK gaming industry statistics regarding employees by neurodiversity
Neurodiversity
% of respondents indicating their neurodivergence
A condition affecting concentration (e.g. ADHD)
10
Learning difficulty (e.g. dyslexia)
7
Autism
4
A condition affecting coordination (e.g. dyspraxia)
2
(Source: UKIE)
Within the survey, almost one in five (18%) 2021 gaming industry employees indicated they had some form of neurodivergence. This accounts for those with a single neurodiversity attribute, as well as those that selected more than one attribute on the list.
Of the types of neurodiversity listed, one in 10 (10%) responded with ‘a condition affecting concentration’, while 7% stated they had a learning difficulty, such as dyslexia.
One in 25 (4%) of game industry employees in the UK stated they were on the autism spectrum, while one in 50 had ‘a condition affecting coordination’.
Global gaming industry statistics
The gaming market worldwide is rapidly expanding to encompass growing demand from all four corners of the globe. In terms of game industry size, the PC and console market grew by 5.8% (compound annual growth rate, or CAGR) between 2015 and 2022.
In 2015, the gaming PC market was marginally larger than that of console gaming ($31.6 billion to $30.7 billion respectively).
2022’s data shows that console’s contribution to the overall gaming market has increased enormously. The value of gaming PCs last year was $40.5 billion, whereas console sales represented $51.8 billion, an $11.3 billion dollar difference.
Between 2015 and 2022, gaming PC valuation increased 3.6% CAGR. Console gaming increased by 7.8% CAGR, a 4.2% difference.
How much is the worldwide game industry worth to the global economy?
In 2022, the value of the games industry to the global economy was almost $185 billion, with the Asia-Pacific region alone accounting for nearly $88 billion.
A breakdown of global games revenue combined, in addition to a 2025 forecast
Globally, predictions for the gaming industry are positive in terms of growth. During 2020, global gaming revenue was $179.1 billion. In 2021, that figure markedly increased to $192.7 billion, a yearly increase of $13.6 billion.
However, 2022 saw a drop in combined global revenue, with 2022’s final figure standing at $184.4 billion. This represented a drop of $8.4 billion from 2021.
Industry experts regarding gaming trends have a progressive outlook on growth for the global gaming industry; predictions for 2025’s combined revenue will break the $200 billion mark, at $211.2 billion worldwide.
A breakdown of the global online gaming market regions by industry value in 2022
Global gaming statistics show that the Asia-Pacific region was the largest online gaming market in 2022. The overall value of gaming in the region was $87.9 billion, $39.5 billion more than that of the next largest gaming market: North America, with an industry value of $48.4 billion.
However, both regions have at least a 5% decrease in industry value year-on-year, with Asia-Pacific contracting by 5.6% and North America by 5.1%. Europe, with a global gaming industry value of $32.9 billion, also shrunk in comparison to 2021’s figures, at -3.4%.
Only two global regions have an increased valuation of the global online gaming industry: the Middle East and Africa, and Latin America. The former has a combined value of $6.8 billion, a 6.6% increase year-on-year, whereas the latter has a global gaming value of $8.4 billion, a 3.4% increase over 2021’s figures.
A breakdown of the online gaming global market by segment and industry value
Market segment
Market revenue ($ billions)
% change, year-on-year
Downloaded/boxed PC games
38
2
Mobile games
92
-6
Console games
52
-4
Browser PC games
2
-17
(Source: Newzoo)
Figures from the latest online gaming report reveal that, in 2022, mobile games had the strongest market revenue figures of any gaming segment globally. Mobile gaming represented an industry valued at $92.2 billion, over $40 billion more than that of console gaming. However, the global mobile gaming industry shrunk by 6.4% from 2021.
Console games had a 2022 global industry value of $51.8 billion, considerably less than that of mobile gaming. However, the console games market contracted less than mobile gaming, with a 4.2% market shrink year-on-year from 2021.
Downloaded/boxed PC games was the only segment in 2022 to demonstrate market growth year-on-year. The 2022 revenue for PC games was $38.2 billionglobally, a 1.8% uptick from 2021.
Browser PC games (i.e games within a browser, as opposed to downloaded) represented the largest percentage drop year-on-year. The revenue for browser PC games in 2022 was $2.3 billion dollars, a drop of 16.7%.
A breakdown of global console V PC market growth over 5 years, by industry value
According to the most recent online gaming report, the console market has remained markedly larger than that of the gaming PC market. In 2022, the worldwide console market was valued at $51.8 billion, $11.3 billion more than that of gaming PCs.
In 2020, the gaming PC market was valued at $37.1 billion worldwide, whereas the console market was at its peak of $54.5 billion. At $17.4 billion, the gulf between the two industry types has never been larger, even with top gaming PCs proving more popular with gamers than preceding years.
Since 2020, the gaming PC market has demonstrated consistent growth in terms of global industry value, while the console market started to shrink during the same time period.
A breakdown of the top Xbox and PlayStation game titles by daily user engagement, February 2023
The data from February 2023 regarding global gaming statistics shows that EA’s FIFA 23 has the highest rate of daily engagement by players. With the average month spanning 30 days, global FIFA fans play the game for over 10 days per month (35%).
In second place is Final Fantasy XIV Online, developed by Square Enix, with the average player enjoying the game for nine days in a month (31%). Genshin Impact, developed by miHoYo, keeps players engaged for 30% of the month, or just under nine days.
Four games equally span the lower rankings of the top 10 most played games of 2023: NHL 23, Destiny 2, Fortnite, and Hogwarts Legacy. They all have a dedicated fanbase that play just over 7 days per month (26%).
A breakdown of the top 10 online gaming publishers by global monthly active user share (%)
Publisher
January 2023
February 2023
% change
EA
16.2
16.4
0
Epic Games
11.5
11.4
0
Activision Blizzard
10
9.6
0
Take-Two
8.5
9
1
Microsoft
7.7
7.7
0.00%
Sony
6.7
6.6
-0.10%
Ubisoft
5.5
5.4
-0.10%
(Source: Ampere Analysis)
According to Ampere Analysis’ 2023 online gaming report, 16.4% of gamers in February 2023 were playing a game under the Electronic Arts umbrella, a 0.2% increase month-by-month. The EA team are behind best-selling games like FIFA 23, the official F1 game, and the PGA game series.
Epic Games, the developers behind hits like Fortnite, accounted for 11.4% of all global game players in February 2023, a small reduction from January 2023’s figure of 11.5%, and as such sit in second place.
Take-Two, the publisher behind Grand Theft Auto 5 and Red Dead Redemption 2 through Rockstar, has the largest month-by-month player percentage increase. In January 2023, 8.5% of game players were using a Take-Two game, but a month later that figure had risen by 0.5% to 9% globally.
Ubisoft yields the smallest monthly play count out of all publishers listed. In February 2023, 5.4% of players were enjoying games from the developer that bought us the Assassins Creed and Watchdogs series. However, in January, the global play figure was 5.5%, showing a small reduction in monthly active users for Ubisoft.
Nintendo does not feature once in the top 10 biggest online game publishers by global monthly active users, highlighting how it’s not been the best year for Super Mario fans.
Which online game companies yield the most sales?
The top 10 game manufacturers by revenue cumulatively earned almost $30 billion in global revenue. Mobile maker Tencent had the strongest financial year in terms of income, beating out developers like Electronic Arts and Sony.
A breakdown of the top 10 worldwide online gaming producers by published revenue
According to online gaming revenue statistics, mobile gaming company Tencent yielded income of over $8 billion in 2022. The team behind games like PlayerUnknown Battlegrounds, alongside League of Legends and Call of Duty Mobile, had an income that was $4.6 billion more than Sony Publishing ($3.515 billion) in 2022. Tencent’s success may come as no surprise, however, UK mobile phone statistics show that over one in three (37%) of all British adults who own a smartphone had accessed a game at least once in 2022.
Apple’s gaming arm had a 2022 revenue of over $3.1 billion, while Microsoft’s games team made over $2.8 billion. Both NetEase and Google’s gaming departments brought in over $2.5 billion in 2022.
Sea Group, through its Garena+ brand, hosts mobile games throughout Asia. The organisation was the only manufacturer within the global top 10 not to make $1 billion, with their revenue in 2022 standing at $900 million.
Online gamer statistics worldwide
Global online gaming statistics
Globally, there are an estimated 1.17 billion people who consistently play a form of online game, be it via console, PC, or gaming phone.
The largest global market for gaming is China, with the nation spending over $45 billion dollars annually on online gaming and related products.
Of all global regions, it was the Middle East and Africa that showed the biggest growth in online gaming revenue, with a 6.6% year-on-year increase.
Online gamer statistics for global players
According to 2023 gaming statistics, there were more online gamers in the Asia-Pacific region than any other area of the world, with 1.7 billion people from the region being active users of a gaming device.
A breakdown of the total number of global online gamers between 2016 and 2032
As of 2022, there were approximately 3.2 billion online gamers across the globe—a rise of almost 1.2 billion over the previous six years.
Over the next decade, the number of global gamers is predicted to grow even more, reaching a peak of 5.7 billion in 2032 (44% more than 2022).
A breakdown of the number of online global gamers for different regions of the world (2016-2032)
2022 players (millions)
2032 estimated players (millions)
Percentage growth 2022 - 2032 (%)
Global Players
3.198
5.713
79
Europe
430
646
50
North America
219
301
37
Latin America
315
527
67
Asia-Pacific
1.746
3.114
78
Middle East & Africa
488
880
80
(Source: Uswitch via Newzoo)
In terms of 2022 gaming demographics, Asia Pacific had the most gamers—with one in every four (41%) gamers located here, and four times more Asian-Pacific players compared to Europeans.
By 2032, the number of global players is predicted to increase by almost 79%. The largest growth is expected in the Middle East and Africa, growing from 488 million players in 2022 to 880 million within 10 years—an increase of more than 80%.
The Asia-Pacific demographic will continue to dominate, reaching 3.1 billion online gamers (78% higher than 2022). By contrast, North America is forecasted to see the smallest growth, rising from 219 million to 301 million between 2022-32—an increase of 37%).
Global online gaming statistics per region
Over half of the world’s online gamers are located in the Asia-Pacific region, followed by 15% in the Middle East and Africa, and 13% in Europe. One in 10 can be found in Latin America, whereas North America has the smallest percentage (7%), representing almost 220 million people.
A breakdown of the global region with the largest gamer population
Region
Number of online gamers
Percentage of total online gamers
Percentage growth (YoY)
Asia-Pacific
1.746 billion
55%
0
Middle East & Africa
400 million
15%
0
Europe
430 million
13%
0
Latin America
315 million
10%
0
North America
219 million
7%
0
Total
3.198 billion
0
(Source: Newzoo)
Despite Covid-19 measures being relaxed and people returning to their previously normal lives, the growth of online gaming has endured, reaching +4.6% YoY growth in 2022.
Better mobile infrastructure, improved access to mobile internet, and a growing middle-class population in developing parts of the world has largely resulted in this boom. According to the latest mobile phone statistics, over 90% of the world’s population now has access to a mobile phone device, meaning online gaming is now something the masses can engage with.
Even in the face of rising inflation and a cost of living crisis, online gaming looks like it will endure for years to come.
A study into the thoughts and attitudes of global gamers
Delving into the minds of 46,000 gamers from across 22 nations, a wide-reaching study from Ampere Analysis demonstrates the attitudes and opinions of gamers throughout the world.
A breakdown of a sentiment study regarding gamer thoughts and attitudes, Q4 2022
Question
Agree (%)
Neutral/neither (%)
Disagree (%)
I like competing against other gamers
53
22.6
24.5
I only play free-to-play video games
51
22.8
26.4
I prefer multiplayer video games
46
28.6
25.4
Being able to create my own content in
a video game is important
42
28.9
29.3
Playing games is my main social
activity
37
23.3
40.1
I don't mind spending money on
microtransactions
36
24.7
38.9
I like to stream myself playing video
games
32
21.1
47.2
I am interested in buying non-fungible
tokens (NFTs)
31
24.3
44.3
(Source: Ampere Analysis)
According to an online gaming report for worldwide players, more than five in 10 survey respondents (53%) stated they play games to be competitive with other players online. Almost a quarter (24.5%) disagreed with that statement, demonstrating the love for competition online gamers have with each other.
Over half of all gamers (50.8%) chose to play games that are free. Games such as Fortnite and PlayerUnknown Battlegrounds are of zero cost to players, with the financial system built on microtransactions within the gaming community.
Contrary to popular belief, online gaming is not the predominant social outlet for those aged 13-64, as per the respondents. Over a third (36.6% of) gamers stated that playing online is their primary social activity, whereas over four in 10 (40.1%) stated that gaming wasn’t as important as other social events.
Almost half of all gamers (47.1%) do not stream themselves playing online. The advent of Twitch and other gaming-oriented streaming platforms has boosted the exposure of online gaming personalities, with over seven million people using Twitch as a content creation tool. However, just over three in 10 (31.6% of) survey respondents said they streamed their gaming exploits to an audience.
Almost half of all gamers (44.3%) expressed no interest in purchasing non-fungible tokens (NFTs). The rise of NFTs was made more prevalent in September 2022, when Fortnite owner Epic Games Store released Fortnite-branded NFTs to players around the world. Three in 10 (31.4%) of survey respondents stated their interest in purchasing NFTs, almost 13% less than that of players who didn’t seek to purchase them.
eSports gaming statistics
eSports, where teams and individuals compete against each other on the world’s top online games, is a burgeoning industry with an expected global revenue figure of $1.624 billion by the end of 2023.
Global eSports trends for online gaming indicate that:
The world’s largest eSports market is China, with a projected market volume of $445 million by 2023’s end.
According to eSports player statistics, the number of worldwide eSports users will be 720.8 million people globally by 2027.
Gaming statistics regarding e-sports globally
Online eSports market size statistics demonstrate clear growth in the worldwide eSports market. In 2020, the industry was valued at just under $1 billion ($996 million). However, each year since, eSports has increased its global value by at least $200 million dollars.
A breakdown of the revenue earned for eSports between 2020, 2021, 2022, and projections for 2025
In 2021, the global eSports value had risen from under $1 billion to over $1.1 billion, and had further increased in 2022 to be worth $1.38 billion globally.
Industry experts have projected that the eSports market could be worth as much as $1.86 billion by 2025.
A breakdown of the most popular eSports games by prize fund
In the eSports industry, competitive tournaments have become world-renowned for offering huge cash prizes. In 2022, the overall prize fund for the 10 biggest eSports games (as above) was $168.16 million.
The biggest game in terms of winnings in 2022 was DOTA 2, with the cumulative tournament prize of $32.8 million being the biggest eSports prize pool. The game hit the headlines in March 2023, with 46 high-profile eSports competitors amongst hundreds of eSports gamers being banned for cheating.
Mobile game Arena of Valor came a very close second, offering $32.7 million in 2022.
League of Legends: Wild Rift is the mobile-based spin off from League of Legends. In 2022, Wild Rift’s prize fund exceeded the original League of Legends’ by $5.6 million ($13.3 million to $7.7 million, respectively).
A breakdown of the highest paid eSports players by income
Rank
Name
Nationality
Income
#1
Johan Sundstein
Denmark
$7,184,163.05
#2
Jesse Vainikka
Finland
$6,486,948.78
#3
Anathan Pham
Australia
$6,024,411.96
#4
Sebastian Debs
France
$5,824,309.40
#5
Topias Taavitsainen
Finland
$5,698,989.00
#6
Kuro Takhasomi
Germany
$5,285,547.73
#7
Amer Al-Barkawi
Jordan
$4,882,085.26
#8
Lasse Urpalainen
Finland
$4,873,411.04
#9
Ivan Ivanov
Bulgaria
$4,669,559.74
#10
Maroun Merhej
Lebanon
$4,283,854.27
(Source: eSports Earnings)
According to eSports earnings statistics in 2022, Denmark’s Johan Sundstein is the top eSports earner, with the 29-year-old accruing winnings of almost $7.2 million. His closest rival in terms of income, Jesse Vainikka, earned almost $700,000 less than Sundstein, the Finnish player earning around $6.5 million.
As of 2022, Lebanese player Maroun Merhej earned the least of the top 10 eSports players by income, at just under $4.3 million. Merhej’s winnings are $300,000 less than that of Bulgaria’s Ivan Ivanov, having earned just over $4.6 million.
As revealed by eSports player statistics, Finland has three of the top 10 players by overall earnings through competitive play, with their combined income standing at a little over $17 million.
A breakdown of the highest earning eSports teams by income
Rank
Team
Quantity of tournaments contested
Overall winnings ($)
#1
Team Liquid
2,453
$43,586,294.69
#2
OG
154
$37,570,505.19
#3
Evil Geniuses
970
$26,612,939.46
#4
Team Spirit
194
$21,760,865.40
#5
Natus Vincere
656
$20,256,834.17
#6
Team Secret
369
$19,668,505.44
#7
Fnatic
1086
$19,224,064.75
#8
Paris Saint-Germain eSports
137
$18,507,888.37
#9
Virtus.pro
604
$18,460,604.55
#10
FaZe Clan
607
$15,907,472.88
(Source: eSports Earnings)
eSports player statistics can reveal that ‘Team Liquid’ have amassed the most winnings since January 2023, with the team accruing over $43.5 million in prize funds. Team Liquid have also contested the most tournaments, at 2,453, making them amongst the biggest esports teams worldwide in terms of competitions entered.
Team ‘OG’ are second only to Team Liquid in the eSports industry, with an overall winnings fund of just over $37.5 million. However, OG have only contested 154 tournaments, 2,299 fewer than that of Team Liquid.
At just 137, football-derived eSports team ‘Paris Saint-Germain eSports’ have contested the fewest tournaments of any team in the top 10 earnings category. However, their earnings are over $18.5 million, making them one of the most effective teams in the league.
A breakdown of eSports nations who have accumulated the most earnings through competition prize funds
eSports gaming statistics reveal that China has the highest overall prize winnings, up to February 2023. With 6,982 players, China’s cumulative eSports prize fund stands at almost $238 million.
The United States, with 23,838 players, has by far the largest number of eSports players per nation globally, with 16,850 more than China. In terms of prize fund, players from the US have accrued almost $228 million – around $10 million less than players from China.
Canadian players have the lowest prize fund accrued in the top 10, earning over $40.5 million via 3,668 players in the eSports industry.
Combined, the top 10 eSports nations by winnings is valued at $887 million, through almost 65,000 eSports players.
A breakdown of eSports tournament popularity by worldwide peak viewership count
Esport event name
Peak viewership count (millions)
Free Fire World Series 2021 Singapore
5
League of Legends 2022 World Championship
5
League of Legends 2021 World Championship
4
League of Legends 2019 World Championship
4
League of Legends 2020 World Championship
4
PUBG Mobile Global Game Championship Season 0
4
(Source: Statista)
According to eSports statistics on event viewership, Singapore’s ‘Free Fire World Series 2021’ attained the most viewers in 2021, at 5.41 million globally.
Of the six where data was available, four competitions centre on the League of Legends series. In 2022, ‘League of Legends 2022 World Championship’ was the most viewed League of Legends eSports event, with viewership peaking at 5.15 million.
Within the top 6, ‘PUBG Mobile Global Game Championship Season 0’ garnered the fewest peak viewers, at 3.8 million, just 80,000 viewers shy of ‘League of Legends 2020 World Championship’.
The UK’s biggest eSports universities, according to online gaming statistics
UK universities are a fledgling market for eSports competitors, with 106 campuses around the UK having a dedicated eSports team, representing over 12,000 active tournament players and over 82,500 Discord-based eSports fans.
A breakdown of the 10 UK universities most interested in eSports gaming
Rank
University
eSports Twitter followers
eSports competitors
Discord members
#1
University College London
386
194
2,964
#2
Imperial College London
212
225
2,461
#3
The University of Warwick
1,435
488
2,359
#4
The University of Southampton
410
361
2,195
#5
The University of Bath
409
205
1,933
#6
The University of Bristol
154
211
1,916
#7
The University of Manchester
1,243
163
1,834
#8
The University of Leeds
210
234
1,762
#9
King's College London
404
225
1,724
#10
University of Durham
624
290
1,699
(Source: Uswitch via NSE, Nuel, Twitter, and HESA)
Online eSports gaming statistics show that UCL, or the University College London, is the UK university with the largest eSports following. Their eSports Discord server has close to 3,000 members (2,694), over 500 more than that of Imperial College London in second place.
In terms of active eSports competitors, the University of Warwick has the most players, at 488. This is over 100 more than that seen of the University of Southampton (361 players). Also, their eSports team has the most Twitter followers (1,435) of any in the top 10, demonstrating interest at a social media level for the sport. However, the University of Warwick’s eSports Discord features 2,359 participants (over 500 fewer than UCL), and so ranks third in the UK.
The University of Durham ranks tenth in the UK for eSports interest. While the University eSports team has more Twitter followers than ninth place King’s College London (624 to 404 respectively), as well as 65 more eSports active competitors (290 for Durham and 225 for KCL), Durham’s Discord features 25 fewer participants (1,699 compared to KCL’s 1,724).
A breakdown of the 10 UK universities least interested in eSports gaming
Rank
University
eSports Twitter followers
eSports competitors
Discord members
#98
University of Wales Trinity Saint David
39
0
102
#99
Middlesex University
n/a
1
82
#100
St Mary's University, Twickenham
n/a
0
81
#101
Leeds Trinity University
n/a
5
81
#102
University of Suffolk
21
11
70
#103
Buckinghamshire New University
n/a
6
65
#104
The University of Wolverhampton
n/a
1
53
#105
Bath Spa University
20
63
37
#106
Canterbury Christ Church University
4
30
33
#107
University of Cumbria
n/a
0
15
(Source: Uswitch via NSE, Nuel, Twitter, and HESA)
Online gaming statistics reveal that the University of Cumbria is the UK university with the least interest in eSports in 2023. The University has zero active eSports competitors, is yet to register an eSports twitter account, and their eSports-oriented Discord features just 15 participants.
Of the bottom 10 universities regarding eSports, six do not have a dedicated eSports Twitter account, and three don’t have a single active eSports competitor.
Bath Spa University, ranking 105th for eSports in the UK, has the most active competitors in the bottom 10, at 63. This is 33 more than Canterbury Christ Church University. However, Bath Spa University’s eSports Discord features just 37 participants, which is why they rank close to the bottom in the UK.
Cloud and VR gaming statistics
Traditionally, video games would come in either disc or software format (downloaded or streamed over the internet). Modern role-playing games (RPGs) like Red Dead Redemption 2 take up 109 gigabytes before additional downloadable content, with the Uswitch download time calculator showing just over four and a quarter hours (256 minutes) before gamers can play.
Cloud gaming aims to end the download wait, and does so by storing thousands of games on a shared ‘cloud’ drive, making games instantly accessible for all. Google’s Stadia project, which has since been discontinued, Microsoft’s Xbox Cloud Gaming, and Amazon’s ‘Luna’ projects have paved the way for cloud gaming, with the former registering 750,000 active users in 2020.
Akin to avid TV watchers getting the best broadband for streaming, gamers will need the best broadband around for cloud gaming, as low download or high latency speeds will negatively affect the gaming experience.
Is the future of gaming on the cloud?
During Q1 2022, Microsoft announced that 10 million people had streamed games via Xbox Cloud Gaming globally. This generated more than $23 billion worth of revenue - a 32% increase year-on-year (YoY).
A breakdown of online gamer usage of cloud services
Content streaming only
Content download only
Content download and streaming
Platform (online multiplayer)
PC in the cloud
8%
20%
12%
23%
4%
(Source: Ampere Games via Ofcom)
Almost a quarter (23%) of UK gamers aged between 13-64 game online through an online, multiplayer platform—the most popular option.
One in five UK gamers opt to only download content, compared to just 8% for streaming content. The least preferred option for online gaming is a PC in the cloud (4%).
A breakdown of the most popular cloud content streaming and gaming platforms
Rank
Service
Type of subscription
Percentage of gamers (13-64) who use this service
1
PlayStation Plus
Online console, multiplayer gaming
14%
2
Nintendo Switch Online
Online console, multiplayer gaming
10%
3
PlayStation Now
Content and cloud streaming
7%
4
Xbox Game Pass (Console)
Content
6%
5
Xbox Game Pass Ultimate
Content and cloud streaming
6%
6
Prime Gaming
Content
6%
7
EA Play for Xbox
Content
5%
8
Google Stadia/Stadia Pro
Cloud streaming
5%
9
Xbox Live Gold
Online console, multiplayer gaming
5%
10
Apple Arcade
Content
3%
(Source: Ampere Games via Ofcom)
PlayStation Plus is the most popular subscription service in the UK, making up 14% of the UK online gaming audience, followed by Nintendo Switch Online at around 10%.
PlayStation Now, in third place overall, is the highest-ranked service that offers cloud streaming. This constitutes 7% of the total online gaming audience in the UK.
Amazon’s Prime Games service was the most popular subscription service in Q4 2021 that was not linked to owning a games console. In March 2022, Amazon launched ‘Amazon Luna’, a cloud-based gaming subscription service offering gaming through its channels, and the opportunity to broadcast live to Twitch.
Apple Arcade is the least preferred option in the top 10, with just 3% of gamers using this service. Although this could largely be down to an awareness issue and people not knowing what Apple Arcade is and what it can offer gamers.
A breakdown of the number of paid-for gaming subscriptions in the UK
Service
Number of paid-for gaming subscriptions
PlayStation Plus
3.2 million
Xbox Game Plus (all versions)
2.6 million
Xbox Live Gold
1.5 million
Nintendo Switch Online
1.49 million
(Source: Ampere Games via Ofcom)
In terms of subscription numbers, PlayStation Plus reigns supreme once again, with approximately 3.2 million subscribers, followed by Xbox Game Plus (all versions) with 2.6 million. Only around 100,000 subscribers separate Xbox Live Gold and Nintendo Switch Online in third and fourth place, respectively.
However, according to a survey by Ampere Games, just over a quarter (26%) of UK gamers aged between 13-64 said at some point in Q4 2021, they had unsubscribed from a gaming subscription service that offered a games catalogue. The cited reasons for this, included:
Friends being on other services (37%)
Not using the service (24%)
Could not afford it (23%)
A breakdown of cloud gaming markets ranked by global opportunity
Answers in ‘millions’
2021
2022
2025*
Cloud gaming’s global market opportunity
160.2
220.2
464.9
(Source: Newzoo. * = predicted data)
As global internet speeds rise and more markets gain access to stable connections, cloud gaming is becoming more prevalent. In 2021, the global reach for cloud gaming was 160.2 million, but a year later that figure had increased hugely to 220.2 million (or 60 million more people worldwide).
Even more impressively, industry experts have predicted that the demand for cloud gaming across the world in 2025 will hit 464.9 million people, which represents almost one in 16 people.
Cloud gaming statistics reveal that, in terms of the 2022 market, the Asia-Pacific region dominated the cloud gaming world, representing almost half (49.5%) of all global demand. Europe represented 17.4%, while Latin America covered 14.4%, and North America just 8.5%.
A breakdown of global cloud gaming markets by revenue estimates
Answer in $
billions 2021 2022 2025*
2022
2025*
Global cloud gaming market revenue 1.368 2.379 8.17
1.368
2.379
8.17
(Source: Newzoo. * = predicted data)
According to cloud gaming statistics, between the years 2021 and 2022, the global cloud market revenue increased by almost 174%, from over $1.3 billion to just under $2.4 billion.
In 2025, industry experts predict that global cloud market revenue will exceed $8 billion, showing a 343% increase worldwide.
VR gaming and market statistics
Virtual reality (VR) gaming allows users to immerse themselves within a computer-generated environment using a headset. This enables gamers to interact with scenes and objects on their screens, using controllers alongside spatial and motion-tracking technologies.
43% of UK gamers aged 13-64 have played VR games using a headset, yet a 2021 study by Ofcom revealed that only 3% of UK adults had ever experienced this type of gaming experience. This suggests children are far more likely to engage with VR than their adult counterparts.
The PlayStation VR (PSVR) headset was launched in 2016 and is currently the UK market leader. More than five million units have been sold globally since its inception, with 14% of UK gamers using this particular model. The next most popular is the Meta-owned Quest headset, which is used by 10% of UK gamers.
In Q4 2021, nearly a third (32%) of VR gamers opted for the PlayStation VR headset—a 6% rise from Q4 2020. However, adoption is slow, with less than 5% of PS4 and PS5 owners having a PSVR headset as of December 2021.
A breakdown of VR headset shipments worldwide
According to VR gaming statistics, demand for headsets worldwide has increased exponentially over the last five years. In 2019, just under 4.5 million units of VR headsets were sold, with that figure increasing marginally to 5.01 million the following year. However, 2021 saw a global sales uptick of 4.85 million, going from just over 5 million units to 9.86 million units year-on-year.
Preliminary data for 2022 indicates another large increase in VR headset demand globally, from under 10 million to almost 14.2 million – a marked increase of 4.2 million headsets. Industry experts predict that, for 2023, sales of VR headsets will increase by 4.62 million again, taking the global predicted sales figure to just over 18.8 million.
A breakdown of VR game revenue growth globally, from 2019 to 2024
VR gaming revenue statistics indicate a consistent growth in sales of VR games globally. This is in conjunction with the increasing demand for VR headsets, as seen above.
In 2019, the VR games market was valued at just $500 million. A year later, however, and that figure was up $400 million, to $900 million. Furthermore, the VR games market increased by half a billion dollars in 2021, taking the overall global revenue to $1.4 billion. 2022 saw another $400 million increase, with revenue for the year standing at $1.8 billion.
Predicted figures for both 2023 and 2024 indicate a larger increase in global VR games revenue than the past four years. Industry experts believe that, in 2023, VR game income will top $2.5 billion, a $700 million increase year on year. For 2024, that figure becomes $3.2 billion, with another increase of $700 million.
Gaming, and its relation to the COL crisis
How expensive is your games console to run?
Given that living costs are rising across the country, and gamers have more awareness of their environmental impact through carbon gaming studies, online gaming might be perceived as something people would cut back on in order to save money. But how much does it cost to play video games?
Of course, there will be an initial outlay to purchase the console/device, and then to download/buy the game you wish to play, but after that, what are the associated running costs of playing video games?
Console
Energy use per day (Wh)
Energy use per month (kWh)
Price per month - £0.34 per kWh (£)
Energy use for 80 hour game (kWh)
Price per game - 80 hours (£)
PS5
562.4
16.87
5.74
15.92
5.41
PS4 Pro
554.8
16.64
5.66
11.71
3.98
PS4
395.1
11.85
4.03
6.26
2.13
Xbox One S
434.5
13.04
4.43
4.96
1.69
Xbox Series X
665
19.95
6.78
12.24
4.16
Xbox Series S
408
12.24
4.16
5.92
2.01
Nintendo Switch
40.8
1.22
0.42
0.56
0.19
Nintendo Switch OLED
32.6
0.98
0.33
0.48
0.16
Using data from console manufacturers and Ofgem, we have calculated the energy consumption required to play, and run, the most popular games consoles on the market.
his was calculated based on 1.5 hours of active gameplay, one hour of media streaming, two hours of Blu-Ray feedback, one hour on the menu, and 18.5 hours of being on standby/idle time. Note that the PS5 with Blu-Ray disc drive was used, not the PS5 digital edition.
Note that to ensure comparability across console generations, energy consumption for HD use was chosen even if the console was capable of UHD. Note that where more than one model was available for the same console, the most recent model was used (PS5 model is CFI-1116A, PS4 Pro model is CUH-72XX, PS4 model is CUH-22XX).
The Xbox Series X uses more daily energy than any other console, consuming 665Wh/day. At a standard electricity charge of £0.34 per kWh, this would cost you £6.78 per month to run.
This is followed by the PS5 and PS4 Pro, which use around 560Wh/day and just under 555Wh/day, respectively. The cost of running these consoles per month equates to £5.74 and £5.66.
By contrast, the Nintendo Switch OLED is the cheapest console to run, followed by the Nintendo Switch. The monthly running costs for both of these are both less than 50p (33p vs 42p per month), making them between 16-20 times cheaper than the most expensive—the Xbox Series X.
Online gaming FAQs
56% of women in the UK are gamers, compared to 63% of men. When broken down by device, women are more likely to play games on their phone compared to men (41% vs 33%), and the same goes for playing games via a tablet too (21% vs 16%). Approximately 22% of women play games on a console, compared to 39% of men, while 14% of females will play on a PC, compared with 29% of males.
The worldwide value of the gaming industry in 2022 was approximately $184.4 billion, with that figure projected to rise to $211.2 billion globally by 2025. According to the Dow Jones Media Titans Index (a report adding the value of Hollywood’s biggest studios and entertainment firms), the worldwide value of Hollywood was $808 billion, just under $600 billion more than that of the gaming market.
In the UK, around 76% of adults aged 16+ play video games either online or offline on some form of device
As of 2022, there were approximately 3.2 billion online gamers across the world, using devices such as consoles, PCs, mobile phones, tablets, and more. By 2032, that figure is projected to rise to 5.7 billion global gamers, an increase of over 78% in player count.
Whilst worldwide sales data per game isn’t published, the biggest global game by play time in 2022 was FIFA 23. On average, players aged between 16-65 played FIFA at least once every three days (35% of a month), with such popularity helping publisher Electronic Arts to a 2022 revenue of over $1.7 billion dollars.
For the United Kingdom, the most popular video game genre by sales was ‘action role-playing game’, or RPG, which accounted for four of the top 10 best-selling video games in 2022. Pokemon Legends: Arceus, Horizon Forbidden West, God of War Ragnarok, and Elden Ring all proved a huge hit with UK gamers, with combined sales for the genre hitting 2.4 million units in the UK alone.
Globally, the gaming market is growing at an exponential rate. The industry in 2020 was valued at $179.1 billion worldwide, with that figure projected to rise to $211.2 billion by 2025. Between console gaming and gaming PCs, it was the former with the biggest rate of growth, at 7.8% CAGR (compound annual growth rate) between 2015 and 2022. PC gaming’s growth was just 3.6% CAGR.
In the UK, the gaming industry in 2022 was worth almost £10 billion (£9,815,800,000), although that figure does not include merchandising and other media facets, such as TV and toys. Worldwide, the gaming industry was worth $184.4 billion in 2022.
According to online game statistics regarding hours spent gaming, more than one in four UK gamers (26%) played a form of online game for between one and five hours per week. Almost one in five played for between six and 10 hours, whereas one in 20 gamers played for over 20 hours per week. Just under one in four (24%) of respondents did not play video games.
Over three in four people (76%) aged between 12 and 15 in the UK play a form of online game, with over seven in 10 (71%) of those aged between 16 and 24 also playing. Just over one in 10 (13%) of all UK gamers are aged 65+.
Online UK gaming statistics for console and gaming PC sales in 2022 showed that, in terms of hardware, the industry saw revenue of £825 million, an almost 27% drop year-on-year.
Nintendo’s Switch console was the most bought online gaming device in 2022, with 900,000 units shipped in the year.
Sony’s PlayStation 5 was the second-most bought online gaming device in 2022, selling 800,000 units. Xbox’s Series S and X combined sold 700,000 units.
According to the latest online gaming statistics for 2022, roughly 40% of the world’s population are online gamers. In recent decades, the metaverse has shifted from traditional single/multiplayer experiences on a local level, to online multiplayer gaming across multiple countries and continents
By studying the evolution of the online gaming industry, this allows us to analyse trends, and judge how online gaming statistics have changed over time, and predict how they might change in the future for the UK and beyond. We have even compared broadband data to reveal the best and worst places in the UK for online gaming.
UK online gaming statistics
According to online gaming research by Ofcom, 60% of UK adults aged 16+ stated that they played games on some form of console, desktop, or smartphone device (either online or offline). Comparatively, the figure for 3-15-year-olds was 91%.
In addition, research from UK Safer Internet Centre also discovered that:
65% of 8-17-year-olds found online gaming an important part of their lives.
70% of young people admitted that playing online games in 2021 was more enjoyable than in previous years.
UK online gaming revenue statistics
Revenue for online gaming in the UK is expected to reach more than £21 billion by 2022.
Between 2022 and 2027, the annual growth rate is forecast to reach almost 7%, resulting in an expected market value of £29.4 billion by 2027.
Online gaming revenue statistics - hardware sales
A breakdown of UK consumer spending for online gaming hardware
Game hardware sales in 2021 totalled £2.66 billion—a 17.4% increase from the previous year. The main cause of this was the sale of console hardware, which rose by almost a third (32.9%) from 2020, to reach a record high of £1.13 billion. This was driven largely by 2021 being the first full calendar year for Sony’s PS5 and Microsoft’s Xbox Series consoles.
There was also substantial growth in Virtual Reality (VR) hardware sales, generating around £183 million in revenue—nearly 42% more than 2020 sales.
Sales of PC game hardware and console game accessories were marginally up from the previous year, by around 6% and 2.5%, respectively.
Online gaming revenue statistics - software sales
A breakdown of UK consumer spending for online gaming software
The consumer game software market was valued at £4.28 billion in 2021—a decrease of more than 6% compared to 2020, but a rise of over 11% from 2019 figures.
Digital console software continued to be the biggest area of consumer spending for online gaming software in 2021, at £1.65 billion. However, this was almost 6% less than in 2020.
Mobile gaming also constituted a significant portion of total spending at £1.46 billion—unchanged from 2020 figures. Collectively, digital software and mobile gaming accounted for 75% of consumer spending on gaming software in 2021.
Digital PC revenue was down by more than 7% in 2021 on the previous year, to £620 million. On the other hand, boxed software declined by more than 20%, to £511 million (the largest percentage decrease of all categories of spending).
Pre-owned software purchases accounted for less than 1% of software spending in 2021—down by approximately a fifth compared to 2020, at just under £34 million.
Online gaming revenue statistics - game culture
A breakdown of UK consumer spending for online gaming culture
Total spending on video game culture continued to grow throughout 2021, rising to £226 million—almost 14% more than 2020.
Almost three-quarters (70%) of consumer spending for video game culture was on toys and merchandising, and accounted for just under £160 million. This is a third more than in 2020.
Streaming and video game content generated almost £50 million in 2021—a 9% rise from the previous year. Books and magazines also saw significant growth at more than 12% in 12 months, however, only contributed £11.8 million to the total spending for 2021.
Consumer spending on film, TV, and soundtracks was just under £4 million for the year—a dramatic reduction compared to 2020 sales, by more than 82%.
Online gaming revenue statistics - types of purchases between age groups
A breakdown of average weekly spending for online gaming by different age groups in the UK
In total, across all age groups and types of purchase, the average spend for the total UK gaming population is more than £200 per month.
UK gamers spend more on digital full game purchases than they do on any other category of online gaming spending. With an average spend of almost £46 per month, this is marginally more than the average monthly spend on physical new full game purchases (just under £45).
The age group that spends the most is those aged between 13-15 years old. With an average spend of around £52 a month, this is almost five times more than the 55-64s (the group with the lowest average monthly spend). Those aged between 35-44 are the second highest spenders, paying an average of £43 each month.
In terms of individual categories, those aged between 35-44 spend the most per month on digital full game purchases (£11.59), whereas 13-15-year-olds pay out more on in-game spending and physical new full game purchases (£10.53 vs £12.14).
Online gaming revenue statistics by tournament prize winnings
A breakdown of the highest-grossing video games of 2021 based on tournament winnings
In terms of tournament prize winnings, Dota 2 was the highest-grossing online game for 2021, with more than £46.6 million in earnings. This was more than double that of Counter-Strike: Global Offensive in second place, with around £20.4 million.
PLAYERUNKNOWN’S BATTLEGROUNDS (PUBG) on mobile was the third highest-earning game in tournament play, at around £19 million, followed by Fornite at just under £18 million in 2021.
Arena of Valor and standard PUBG were the only other two remaining games to have double-digit tournament earnings for 2021, with approximately £15.6 million and £14.2 million, respectively.
A breakdown of the projected tournament prize winnings for video games between 2022 and 2032
Cumulatively, Dota 2 was the highest-earning game for 2022, with total winnings of more than £309 million. This was more than Fortnite and Counter Strike: Global Offensive put together, where each game accumulated around £145 million in 2022 alone—around half that of Dota 2.
Between 2022 and 2027, we estimate that Dota 2’s tournament earnings will increase to £525 million (a projected rise of almost £216 million). Fortnite’s earnings are predicted to double over the next five years, to more than £291 million, while Counter Strike: Global Offensive will see moderately large growth of around £100 million.
League of Legends, in seventh position for five-year projected earnings, had more cumulative tournament wealth in 2022 than the three games above it. However, its estimated prize winnings for the next five years are not expected to exceed £40 million.
Gaming population statistics
A breakdown of the UK’s gaming population by age group
The most common age demographic for UK online gamers is 12-15 years old, with over three-quarters (76%) stating that they play online games. From 16 years of age onwards, the relative percentage of online gamers within each age group declines, down to only 13% for those aged 65+.
Over a third (35%) of those aged 45-54 were online gamers, which is roughly the same percentage as those between the ages of 5-7.
Ownership of games console statistics - UK children
91% of children aged 3-15 play games on some type of device. Consoles are the leading gaming device amongst this age group (59%), followed by:
Tablet (54%)
Smartphone (53%)
PC (31%)
Smart TV (10%)
VR headset (1%).
Given that, according to children mobile phone statistics, 61% of children own a smartphone device by the age of 10, it is perhaps unsurprising that over half play online games using a mobile phone.
Some of the best game consoles for kids in 2022 include the Nintendo Switch, PlayStation 5, and Xbox Series S and X. However, popularity may differ depending on the gender of your child, as online gaming research by Ofcom shows that it’s generally more common amongst boys than girls. Almost three-quarters (73%) of boys use a games console for online gaming, compared to just 44% of girls.
Device for online gaming
Boys
Girls
Games consoles
73%
44%
Desktop, laptops, or netbooks
34%
29%
VR headsets
7%
3%
Source: Ofcom
Over a third (34%) of boys will use either a desktop, laptop, or netbook to game online, yet the comparative figure for girls is just 29%. More than twice the number of boys play games using a VR headset compared to girls (7% vs 3%).
Research by Childwise indicated that 14% of children aged 4-15 have a Microsoft Xbox Series X or an Xbox Series S console. Boys are twice as likely than girls (18% vs 9%) to have one at home, with ownership highest amongst 11-16-year-olds (20%).
On the other hand, one in 10 children have a Playstation 5—this has doubled since 2020 when only 5% had one. Similarly, boys are more likely to own a PS5 compared to girls (12% vs 8%). By contrast, one in three console-owning households had a Nintendo Switch.
Statistics on time spent playing video games
According to our 2022 screentime report, the average UK adult spends around five hours a day on a screen—an increase of two hours a day from 2020.
Furthermore, online gaming research by Ofcom discovered that, for those aged between 13-64, the average amount of time spent gaming online was seven-and-a-half hours per week (around one hour per day). Throughout 2021, there was an increase of 25% in time spent online playing games, specifically by those between 55-64.
The study also revealed that younger people were spending more time gaming online in 2021 than ever before. For parents with children aged 8-17:
85% agreed that their children were spending longer online.
58% of these children stated that online gaming changed their mood for the better.
59% claimed they feel good about themselves.
60% feel less lonely.
Conversely, only 17% of adults thought they spent too much time playing online games, which suggests people in the UK are able to manage their time online effectively.
A breakdown of time spent online gaming by different age groups and genders of the UK population
Of all age groups in the UK, those between 13-15 spend longer online than any other, with an average of just over 11 hours per week. This is almost four-and-a-half hours more a week compared to those aged 55-64, who spend the least amount of time playing online games (six hours, 26 mins).
On average, men spend almost three hours more a week online gaming compared to their female counterparts.
Most popular devices used to play online games by age group
A breakdown of UK online gaming population and the percentage that use different devices to access online games
One in six adults surveyed by Ofcom in 2021 reported playing video games, regardless of the device.
Smartphones are the most popular device for playing online games amongst UK adults, occupying 37% of the total, followed by game consoles at 30%. Less than a fifth of adults (19%) use a tablet for their online gaming, compared to 14% for laptops.
Despite traditionally being a console market, the UK as a whole has now shifted towards smartphones. In 2021, mobile devices accounted for half the devices used for gaming for those aged 16-34, and almost 50% of those aged 35-54. However, game consoles do remain the preferred choice for 16-34-year-olds to access online games.
According to mobile phone user statistics, women are more likely to use a smartphone to play games compared to men (41% vs 33%). However, men are more likely to use game consoles (39% vs 22%). Overall, almost two-thirds (63%) of men admitted to playing online games, compared to just over half (56%) of women.
When broken down by age, the relative proportion of online gamers decreases as people get older. Almost nine in 10 young adults aged 16-24 played games online, compared to just over a quarter (26%) of those aged 65+.
Most popular game genres
Online games are categorised as anything that can be played via an internet browser or an installed application.
Subscription-based games (such as World of Warcraft).
Free-to-play games that have in-built options for purchasing additional premium content or functionality (such as Fortnite).
A breakdown of the most popular game genres by UK children
Creative and building games, such as Roblox and Minecraft, were the most popular games amongst children in 2021, with just over half (51%) of those aged 3-15 playing this type of game. This figure jumps to 57% for those aged 8-11 but drops to 47% for the 12-15 age group.
Around a third of children played a game that was either action or adventure-based, or involved puzzles, quizzes, or a virtual world, while less than a quarter (24%) played sport-based games. The least popular options were simulation experiences (13%), followed by fitness and dance, and playing 1v1 games, which were preferred by one in five UK gamers.
Most popular video games 2021 - by total number of unit sales
With some of the biggest upcoming video games of 2022 yet to drop, we must look back to sales figures from 2021 in order to fully determine the UK’s most popular video games.
Our gaming trend report can reveal that Hogwarts Legacy, God of War Ragnarök, and Starfield are amongst the most anticipated games still to come in 2022, so it’s widely anticipated that 2022 sales data could certainly blow 2021 figures out of the water in the years to come.
A breakdown of the most popular video games of 2021 by total unit sales
*indicates no digital data provided
FIFA 22 was the best-selling game of 2021, with more than 2.3 million copies sold across the UK. This is more than the combined sales for Call of Duty and Grand Theft Auto V, which sold around 975,000 and 967,000 units, respectively.
Despite being released almost a year earlier, sales of FIFA 21 remained strong in 2021. With just over 600,000 sold last year, this made it the fourth best-selling game of the year. This was narrowly in front of Mario Kart 8 Deluxe, with over 599,000 sales.
Most popular video games 2021 - by total number of physical unit sales
A breakdown of the most popular video games of 2021 by number of physical unit sales
In terms of physical sales, FIFA 22 was the best-selling game of 2021, with more than 916,000 copies sold across the UK. Mario Kart 8 Deluxe was in second, with just under 600,000, while Animal Crossing: New Horizons came in third position, selling around 450,000 copies in 2021.
Call of Duty: Vanguard and Minecraft were the fourth and fifth best-selling games of the year, selling almost 407,000 and 364,000 physical copies, respectively.
Most popular video games 2021 - by total number of digital unit sales
A breakdown of the most popular video games of 2021 by digital unit sales
When broken down into digital sales, FIFA 22 sold more copies in 2021 than any other game (more than 1.4 million). This was more than double the sales for Grand Theft Auto V, and almost three times the sales figures for Call of Duty: Vanguard in third place.
Call of Duty: Black Ops Cold War sold over 408,000 digital copies in 2021, alongside just under 375,000 for FIFA 21, making them the fourth and fifth highest-selling games of 2021 for digital sales, respectively.
Most popular video games 2021 - by total number of PC download games
A breakdown of the most popular video games of 2021 by number of PC downloads
In 2021, downloaded games for PC yielded much lower numbers than their counterparts for games consoles.
Football Manager 2022 was the most downloaded game for PCs, with around 138,000, followed by Grand Theft Auto V and Red Dead Redemption 2 (both with similar figures of around 110,000).
Tom Clancy’s Rainbow Six Siege in fourth generated about 82,000 downloads last year, compared to 60,000 for Football Manager 2021 in fifth.
Most popular online games in the UK - apps and websites
A breakdown of the UK’s most popular online gaming apps and websites 2021
In February 2022, Candy Crush Saga was played by an average of 1.2 million UK adults a day—more than any other gaming app on the market. This represented 5% of the online adult population, with an average daily audience of around 1.2 million—around double that of Solitaire Grand Harvest and Words with Friends in fifth and eighth place, respectively.
Pokemon Go was the second most popular, with 1.6 million visitors in February 2022, followed by Roblox with 1.5 million. Both represented about 3% of the online adult gaming population. However, Pokemon Go had a much higher average daily audience by comparison (725,000), with more than double that of Roblox—even though the latter was released four years earlier in 2012.
Despite being the most recently released game in the top 10, Royal Match comes in 10th. Almost three times fewer people playing Royal Match in February 2022 compared to Candy Crush in first place, with an average daily audience of 400,000.
However, this was not the lowest daily audience figure. That crown belongs to Google Play Games, at just 100,000 per day in February 2022. With a total audience of 1.2 million throughout the month, which helped it to climb up to sixth overall in the list.
Most popular online games in the UK - Candy Crush
A breakdown of Candy Crush’s popularity in the UK in 2021
Released in 2012, Candy Crush is most popular amongst women, with 1.7 million having visited the app in February 2022 alone. This made up over two-thirds (68%) of its total UK visitors for that month.
Since 2012, various versions of Candy Crush have been released, each with its own levels of popularity. The original Candy Crush Saga has the largest reach, with more than 2.5 million visitors in February 2022, followed by Candy Crush Soda Saga with just over 750,000. Almost 78% of these visitors were women.
In February 2022, 135,000 visited Candy Crush Friends Saga, and 123,000 visited Candy Crush Jelly Saga. The percentage of women playing these games was 82% and 85%, respectively.
In 2022, Microsoft agreed to buy Activision Blizzard, the owner of Candy Crush, for £51 billion—the largest-ever sale in the gaming industry.
Most popular online games in the UK - Wordle
In January 2022, the New York Times purchased Wordle for an undisclosed fee, believed to be in the region of £1 million. The web-based word game was launched in October 2021, and has proved to be a hit sensation on the internet.
In the UK, 8.4 million adults (roughly 17% of the UK online adult population) visited the game site in February 2022. This resulted in an average of 1.8 million daily adult visitors—about 4% of total UK adult internet users. Similar to Candy Crush, the game has a higher reach amongst women compared to men (19% of the UK online female population vs 15% of males).
Gamer statistics - multiplayer gaming
We are now living in an era of live-service online gaming with frequent content updates that allow audience participation the world over.
This so-called metaverse helps bring people together in a variety of online communities, in which they can play, discuss, and interact across a multitude of virtual platforms. These include such as consoles, apps, websites, smartphones, or other internet-enabled devices.
Just over half (53%) of adult console gamers said that they play games with or against someone else. This tends to apply to younger adults, with around two-thirds (67%) of those between 16-24, and more than a third (35%) of 55-64s admitting to gaming online with other people.
Games are increasingly using a function known as cross-play—the ability to play the same game across different platforms. Also known as interoperability, this facility reduces the friction of everyone having to have the same platform and console in order to access the game and play together.
Final Fantasy XI was the first game that allowed users to game across multiple platforms including Xbox 360, PS2, and PC. More recently, Fortnite and Player’s Unknown Battleground (PUBG) also have a cross-play option.
A breakdown of different UK age groups showing the percentage of gamers who play games online with people they have and haven’t met
Adult gamers are more likely to play online with someone they have met, as opposed to a stranger (44% vs 31%).
Six in 10 (60%) of UK adults from the online gaming community play with, or against, other gamers. More than seven out of every 10 children (72%) aged 3-15 who game, do so with people they have met, and three in 10 (31%) play against strangers/people they have not met in person.
The proportion of children playing games against strangers increases with age, going from 15% for 3-4-year-olds and rising to 37% for 12-15-year-olds. For UK adults, the corresponding figures are 35% for those between 16-24, and 34% for 35-44 year-olds.
Males over 16 are also more likely to game online with someone they don’t know compared to females—36% vs 26%, respectively.
80% of children aged 12-15 play games online with people they know, or have at least met—more than any other age group. After this age, the percentage drops off, down to less than half (49%) for 35-44-year-olds in the online gaming community, and less than one in 10 (9%) for those over 65. Incidentally, almost a quarter (23%) of gamers over 65 will play against people they haven’t met or don’t know.
Online gaming does provide an opportunity to socialise, albeit virtually, and connect with others, which can positively impact a person’s well-being. In fact, research by UK Safer Internet Centre found that 70% of parents think online gaming has helped their children connect with friends, and 60% of children between 8-17 said that gaming online made them feel less lonely.
Gamer statistics: Competitive vs non-competitive play
Playing online games with others can help develop certain life skills, such as:
Strategic thinking
Teamwork
Communication
Leadership
Problem-solving.
This is particularly the case for young people, in terms of developing their transferable skills, such as concentration, determination, and resilience.
A survey by UK Safer Internet Centre found that 61% of parents, and 66% of children aged 8-17, agreed that playing games online has helped to develop these skills.
A breakdown of UK gamers by age group, showing the percentage who live competitive and cooperative play on mobile devices and consoles
43% of UK gamers aged 13+ claimed to enjoy competitive online gaming, while 43% also admitted to enjoying cooperative play.
Competitive play is particularly enjoyed by console gamers between 13-15, with almost three-quarters (73%) saying they enjoyed this method of play, compared to 66% for cooperative console gaming. This age group also enjoyed competitive and cooperative mobile gaming more than any other, with 62% and 61%, respectively, claiming they engaged with this style of play on a mobile device.
As the age groups increase, the number that enjoy both types of online gaming tends to decrease. Only 13% of UK gamers between 55-64 enjoy competitive mobile play, which is contrasted by 25% for competitive console gaming. Similarly, only 16% liked playing cooperative games on consoles, while 14% enjoyed this style of play on a mobile.
The gender split is slightly in favour of males compared to females. Over half (52%) of males said they liked playing cooperative and competitive games on both mobiles and consoles. Females tend to prefer competitive gameplay on a console (49%), with competitive mobile play and cooperative mobile play both coming out at 38% favourable.
Gamer statistics: Video streaming
Gaming communities use a broad range of platforms to reach out and engage with other like-minded individuals. Using social media to discover new games, share and view gaming content, and interact with other gamers is all part of the ever-growing world of online gaming.
58% of UK individuals between 13-64 watch video-game-related content online, with teenagers and young adults being the captive audience. 84% of those between 13-15 and 90% of 16-24-year-olds say they watch video content online that relates to gaming.
37% of UK gamers between 13-64 said they used video platforms to feel like part of a community, with 54% for those aged 16-24.
A breakdown of the most popular video streaming sites in the UK for online gaming
Almost three-quarters (74%) of UK gamers use YouTube as a source of game-related video content—more than twice as many as the next most popular, Instagram. In December 2021, YouTube revealed that 12 years’ worth of Minecraft content had been viewed one trillion times, making it the most-watched game on the platform.
Less than a third (29%) of the UK adult gaming population use TikTok to access their video content for gaming. The gaming-first platform, Twitch, is fourth on the list, with 25% of UK gamers using this for their video content.
Gamer statistics for video streaming - Twitch
Twitch is a live video-streaming service that also includes the broadcasting of esports competitions, as well as offering music and other creative forms of broadcasts.
In 2021, Twitch had 8.5 million channels streaming each month, with almost 1.5 trillion minutes of content viewed globally throughout the year (an increase of 31% from 2020). UK adults spent, on average, one hour 39 minutes on the platform in September 2021.
70% of Twitch’s audience is male, although its female audience spends longer on average on the platform—two hours, eight minutes vs one hour, 27 minutes.
Just under half (44%) of Twitch’s users are from the 15-24 age bracket, followed by 28% between the ages of 25-34. These two age groups alone contribute more than two million people, which is over 70% of its total audience (just under 1.5 million males aged 15-34).
For the over 65s category, there are almost five times as many females compared to males, yet collectively this age group only constitutes 2% of the total Twitch audience.
UK gaming industry statistics - communication platforms
Originally built for gamers, Discord is a group-chat platform that has slowly become a general-use arena for many different communities. As of September 2021, it was visited by 11% of the online adult population, with 32% of visitors aged between 15-24 years old.
Reddit, on the other hand, is a collection of forums where users can discuss topics, share news and content, or comment on other users’ posts. Incidentally, gaming is the fourth most subscribed subreddit, with 32 million subscribers. In the UK, 14 million UK adults visited the site in September 2021, with 61% being male and 31% female.
Whether it be via messaging, a microphone, or a headset, chatting to others can be an important part of online communities. Online gaming stats reveal that 75% of those aged between 8-17 said that they used this method of communication while gaming online, 88% claimed to chat to friends or people they know outside of the game, while 44% admitted talking to people they only knew through the game.
61% of 8-17-year-olds described how playing online games helped them to spend more time with friends, and 70% of parents agreed that online gaming has helped their child to connect better with their friends.
PlayStation and Xbox now have their own apps, which can be used for the purpose of messaging and voice calls. In September 2021, 1.1 million people visited the PlayStation app on their devices compared to one million for Xbox. The overwhelming majority of those using the apps were male (80% PlayStation and 74% Xbox).
UK cloud gaming statistics
Cloud gaming is a method of playing games using remote servers in data centres, with the added benefit that the games do not need to be downloaded or installed onto a device in order to access them. All you need is an internet connection that sends the gaming information to an app or web browser installed on the user’s device.
By the end of 2021, there were 2.1 million UK gamers who had subscribed to a cloud service capable of streaming games online. When you take into account those who access free services, such as GeForce Now and Google Stadia, this number jumps to 2.9 million.
Our cloud gaming guide offers a breakdown of the different options available, their associated costs, and how to get the most from your game streaming service.
During Q1 2022, Microsoft announced that 10 million people had streamed games via Xbox Cloud Gaming globally. This generated more than $23 billion worth of revenue—a 32% increase year-on-year (YoY).
Content streaming only
Content download only
Content download and streaming
Platform (online multiplayer)
PC in the cloud
8%
20%
12%
23%
4%
Source: Ampere Games via Ofcom
Almost a quarter (23%) of UK gamers aged between 13-64 game online through an online, multiplayer platform—the most popular option.
One in five UK gamers opt to only download content, compared to just 8% for streaming content. The least preferred option for online gaming is a PC in the cloud (4%).
Rank
Service
Type of subscription
Percentage of gamers (13-64) who use this service
1
PlayStation Plus
Online console, multiplayer gaming
14%
2
Nintendo Switch Online
Online console, multiplayer gaming
10%
3
PlayStation Now
Content and cloud streaming
7%
4
Xbox Game Pass (Console)
Content
6%
5
Xbox Game Pass Ultimate
Content and cloud streaming
6%
6
Prime Gaming
Content
6%
7
EA Play for Xbox
Content
5%
8
Google Stadia/Stadia Pro
Cloud streaming
5%
9
Xbox Live Gold
Online console, multiplayer gaming
5%
10
Apple Arcade
Content
3%
Source: Ampere Games via Ofcom
PlayStation Plus is the most popular subscription service in the UK, making up 14% of the UK online gaming audience, followed by Nintendo Switch Online at around 10%.
PlayStation Now – which has since merged with PlayStation Plus – is in third place overall and is the highest-ranked service that offers cloud streaming. This constitutes 7% of the total online gaming audience in the UK.
Amazon’s Prime Games service was the most popular subscription service in Q4 2021 that was not linked to owning a games console. In March 2022, Amazon launched ‘Amazon Luna’, a cloud-based gaming subscription service offering gaming through its channels, and the opportunity to broadcast live to Twitch.
Apple Arcade is the least preferred option in the top 10, with just 3% of gamers using this service. Although this could largely be down to an awareness issue and people not knowing what Apple Arcade is and what it can offer gamers.
Service
Number of paid-for gaming subscriptions
PlayStation Plus
3.2 million
Xbox Game Plus (all versions)
2.6 million
Xbox Live Gold
1.5 million
Nintendo Switch Online
1.49 million
Source: Ampere Games via Ofcom
In terms of subscription numbers, PlayStation Plus reigns supreme once again, with approximately 3.2 million subscribers, followed by Xbox Game Plus (all versions) with 2.6 million. Only around 100,000 subscribers separate Xbox Live Gold and Nintendo Switch Online in third and fourth place, respectively.
However, according to a survey by Ampere Games, just over a quarter (26%) of UK gamers aged between 13-64 said at some point in Q4 2021, they had unsubscribed from a gaming subscription service that offered a games catalogue. The cited reasons for this, included:
Friends being on other services (37%)
Not using the service (24%)
Could not afford it (23%)
Virtual reality (VR) gaming statistics
Virtual reality (VR) gaming allows users to immerse themselves within a computer-generated environment using a headset. This enables gamers to interact with scenes and objects on their screens, using controllers alongside spatial and motion-tracking technologies.
43% of UK gamers aged 13-64 have played VR games using a headset, yet a 2021 study by Ofcom revealed that only 3% of UK adults had ever experienced this type of gaming experience. This suggests children are far more likely to engage with VR than their adult counterparts.
The PlayStation VR (PSVR) headset was launched in 2016 and is currently the UK market leader. More than five million units have been sold globally since its inception, with 14% of UK gamers using this particular model. The next most popular is the Meta-owned Quest headset, which is used by 10% of UK gamers.
In Q4 2021, nearly a third (32%) of VR gamers opted for the PlayStation VR headset—a 6% rise from Q4 2020. However, adoption is slow, with less than 5% of PS4 and PS5 owners having a PSVR headset as of December 2021.
Consumer adoption of VR headsets is very much still in its infancy and can be linked to a variety of reasons, including:
Lack of compelling games that require a headset
Not comfortable enough to wear for all users
Lack of competition on the market
Additional costs incurred.
With manufacturers and game developers always looking to expand the boundary of the metaverse, online gaming stats certainly suggest potential growth in VR headset gaming for 2023.
The release of Meta’s higher-end VR headset (Meta Quest 2 Pro), as well as potential headsets from both Apple and Google, will certainly go some way to increase the competition, drive down prices for the consumer, and open up new worlds to enjoy in the arena of online gaming.
Gaming and the cost of living in the UK in 2022
Given that living costs are rising across the country, online gaming might be perceived as something people would cut back on in order to save money. But how much does it cost to play video games?
Of course, there will be an initial outlay to purchase the console/device, and then to download/buy the game you wish to play, but after that, what are the associated running costs of playing video games?
Console
Energy use per day (Wh)
Energy use per month (kWh)
Price per month - £0.34 per kWh (£)
Energy use for 80 hour game (kWh)
Price per game - 80 hours (£)
PS5
562.4
16.87
5.74
15.92
5.41
PS4 Pro
554.8
16.64
5.66
11.71
3.98
PS4
395.1
11.85
4.03
6.26
2.13
Xbox One S
434.5
13.04
4.43
4.96
1.69
Xbox Series X
665
19.95
6.78
12.24
4.16
Xbox Series S
408
12.24
4.16
5.92
2.01
Nintendo Switch
40.8
1.22
0.42
0.56
0.19
Nintendo Switch OLED
32.6
0.98
0.33
0.48
0.16
This was calculated based on 1.5 hours of active gameplay, one hour of media streaming, two hours of Blu-Ray feedback, one hour on the menu, and 18.5 hours of being on standby/idle time.
Note that the PS5 with Blu-Ray disc drive was used, not the PS5 digital edition.
Source: Uswitch via PlayStation, Xbox, Nintendo, and Ofgem
Using data from console manufacturers and Ofgem, we have calculated the energy consumption required to play and run the most popular games consoles on the market.
The Xbox Series X uses more daily energy than any other console, consuming 665Wh/day. At a standard electricity charge of £0.34 per kWh, this would cost you £6.78 per month to run.
This is followed by the PS5 and PS4 Pro, which use around 560Wh/day and just under 555Wh/day, respectively. The cost of running these consoles per month equates to £5.74 and £5.66.
By contrast, the Nintendo Switch OLED is the cheapest console to run, followed by the Nintendo Switch. The monthly running costs for both of these are both less than 50p (33p vs 42p per month), making them between 16-20 times cheaper than the most expensive—the Xbox Series X.
Note that to ensure comparability across console generations, energy consumption for HD use was chosen even if the console was capable of UHD.
Note that where more than one model was available for the same console, the most recent model was used (PS5 model is CFI-1116A, PS4 Pro model is CUH-72XX, PS4 model is CUH-22XX).
Online gaming statistics - best and worst UK towns/cities for online gaming
A breakdown of the best and worst towns/cities in the UK for online gaming based on download and latency speeds
One of our latest studies shows that video game download speeds vary depending on where you are in the world and the type of game you’re playing.
The best broadband for gaming will offer fast download speeds and reduced latency. This is certainly the case for those in the top 10 of our study, which compares broadband data for different UK cities. From this, we can reveal that Milton Keynes and Peterborough are the two best cities in the country for online gaming.
According to the latest broadband statistics, Peterborough has the UK’s second fastest download speed at almost 170Mbps, after Stockton-on-Tees (over 183Mbps), which doesn’t even make the top 10. This is largely thanks to its relatively slow latency speed of over 23ms.
Despite only having the fifth fastest internet download speed in the country, Milton Keynes shares the top spot due to a latency speed of 12.3ms—the third fastest in the UK after Slough (11.6ms) and High Wycombe (12.1ms).
At the other end of the scale, Kingston upon Hull ranks as the worst UK city for online gaming, with an overall score of 0.12, followed by Inverness (0.2), and Dumfries (0.52).
With an average latency speed of nearly 42ms, this is the slowest in the country, almost 12ms behind Inverness in second place.
The average download speed in Kingston upon Hull sits at 78Mbps, the fourth worst in the country behind Hastings (48.8Mbps), Southport (73.2Mbps), and Shrewsbury (75.3Mbps).
Online gaming statistics - the evolution of online gaming
The world of online gaming has come a long way from classic PC and console-based games. Casual social gaming has increasingly become more popular since the 2010s, with the rise of free-to-play (F2P) multiplayer online battle arenas (MOBAs).
The evolution of online gaming has certainly fueled the debate of legacy consoles vs modern gaming methods, and which offers better value and user experience.
Thanks to a high smartphone penetration rate and improved mobile connectivity around the world, the expansion of online gaming has increasingly gained momentum. As a result, traditional online games have slowly lost their appeal to their usual audiences, as consumers seek games that can be played ‘on the go’.
The possibilities for online gaming via mobiles have brought people into the market who don’t need to rely on purchasing expensive technology or subscribing to games, in order to play with other people.
Recent gaming phenomena, such as the growth of cross-platform titles with a focus on mobile, are currently pushing the genre of online gaming forward. Battle royale games are some of the most popular on the market, such as PlayerUnknown’s Battlegrounds (PUBG), Fortnite, and Apex Legends, which all generated tens of millions of players within months of their release. Call of Duty: Warzone boasted 100 million players as of April 2021, just 13 months after it was released.
The evolution of games consoles over time
A breakdown of games consoles and how they have evolved over time
Games consoles have certainly come a long way since the inception of the Apple Pippin in 1996—the first gaming console capable of connecting to the internet.
From just connecting to the world wide web, game consoles of the 21st century now support a multitude of functions, including multiplayer options, cloud services, and even digital-only versions.
Online gaming and well-being
Online gaming can provide a multitude of benefits for people’s mental health, well-being, and state of mind. Not only is it a valuable source of entertainment for millions of people up and down the country, but it can also provide stress relief and become a source of escapism.
Online gaming stats from the UK Safer Internet Centre found that over half (58%) of 8-17-year-olds reported a positive change in their mood due to playing games online. A similar number (59%) said it made them feel good about themselves, while 71% claimed it made them feel more relaxed and happy.
However, the negative side effects of unregulated online gaming are well-documented. Many young people surveyed by UK Safer Internet Centre had experienced offensive or unkind comments from other players (68%), while 67% said they had received such comments from people they did not know.
For some video game streamers, this can become a full-time job and provide a direct source of revenue through advertising, such as:
Product placements
Sponsorships
Merchandising
Tips and gifts from viewers or platforms.
Some concerns have been raised about how long people are spending online, and the resulting impact on their mental health and well-being. One Twitcher even reported spending over 60 hours a week broadcasting, leading to anxiety, loss of confidence, and development of agoraphobia.
Global gaming industry statistics
The global digital media market has consistently grown throughout the years, with expected revenue projected to reach more than £321 billion by the end of 2022. The market’s largest segment is video games, with an expected market value of £177 billion in 2022—almost double that of 2016.
Globally, the average revenue per person in the online gaming world will be around £113 in 2022, with almost 40% of users from high-income households in society in 2021.
A breakdown of revenue from the global online gaming industry between 2016 and 2032
In the last six years, the value of mobile gaming has nearly tripled, to approximately £93 billion, while console gaming and PC gaming are estimated to be worth almost £48 billion and £36 billion, respectively.
Over the next 10 years, online gaming stats suggest this growth will continue. By 2032, online gaming in the UK could be worth almost £320 billion—almost three-and-a-half times its value in 2016, and £142 billion more than 2022.
According to the latest mobile phone statistics, mobile gaming is predicted to still be the biggest earner in 2032. 58% of the total industry’s value will come from people playing games on their smartphones, totalling £185 billion—double that of mobile gaming in 2022.
By 2032, console gaming is estimated to exceed £80 billion for the first time, which is just over double the corresponding value for 2020 console gaming.
The growth of PC gaming is expected to increase in the coming years, but at a much slower rate than mobile and console gaming. By 2032, approximately £46.5 billion could be spent on PC games—only £9 billion more than 2022.
Most popular gaming companies by revenue
Rank
Company
Revenue in 2022
1
Tencent
£7.1 billion
2
Sony
£4.3 billion
3
Apple
£3.9 billion
4
Microsoft
£3.6 billion
5
Google
£2.7 billion
6
Nintendo
£2.5 billion
7
NetEase
£2.4 billion
8
Activision Blizzard
£1.7 billion
9
Electronic Arts (EA)
£1.6 billion
10
Take-Two Interactive
£0.8 billion
Source: Uswitch via Newzoo
As of 2022, Tencent dominates the global gaming market in terms of revenue. At £7.1 billion, this is £2.8 billion a year more than second-placed Sony, and almost double that of fourth-placed Microsoft. Apple makes up the top three, with just under £4 billion per year.
Global gaming revenue statistics - competition winnings by country
A breakdown of online gaming competition winnings and the number of participants for different countries around the world
Based on total esports earnings, China leads the way with £190 million compared to the United States in second with £185 million. However, the U.S. has more than three times the number of esports players compared to China (22,358 vs 6,352), making this the second highest in our study after Sweden, which has almost 29,000 registered players.
South Korea completes the top three earning countries from online competition play, with £105 million—more than double Russia in fourth place.
In terms of earnings per esports player, this equates to £8,274 per American player, and almost £29,911 per registered Chinese player. Denmark has the second-highest rate of earnings per player (£22,788) despite only having the fifth-highest earnings overall.
Sweden, with its relatively large esports population, sits at the bottom with just £1,379 for each gamer.
Projected global gaming revenue statistics by online gaming industry and location
2022 value (billions (£)
2032 estimated value (billions £)
Percentage growth 2022 - 2032 (%)
Total Industry
177.2
319.5
80.3
Mobile Games
93.2
185.6
99.14
Console Games
47.6
83.4
75.21
PC Games
36.4
49.3
35.44
Europe
30.7
52.1
69.71
North America
46.2
82.2
77.92
Latin America
7.8
21
169.23
Asia-Pacific
86.1
159.3
85.02
Middle East & Africa
6.4
11.5
79.69
Source: Newzoo
As of 2022, the global gaming industry was valued at £177.2 billion. By 2032, this is projected to grow by 80%, to almost £320 billion.
Mobile gaming is predicted to almost double in value, from £93 billion in 2022, to over £185 billion in the next 10 years. Alongside this, the console gaming industry is expected to increase by 75%, to over £83 billion, while PC gaming is looking at growth of around 35%.
The global region predicted to see the biggest growth is Latin America, from £7.8 billion in 2022 to £21 billion in 2032—an increase of 169%. This is followed by the Asia-Pacific nations which, as of 2022, were the largest contributor to overall revenue (£86.1 billion). By 2032, this is forecasted to expand by 85%, to almost £160 billion.
Global gaming industry statistics - number of users
A breakdown of the total number of global online gamers between 2016 and 2032
As of 2022, there were approximately 3.2 billion online gamers across the globe—a rise of almost 1.2 billion over the previous six years.
Over the next decade, the number of global gamers is predicted to grow even more, reaching a peak of 5.7 billion in 2032 (44% more than 2022).
A breakdown of the number of online global gamers for different regions of the world (2016-2032)
2022 players (millions)
2032 estimated players (millions)
Percentage growth 2022 - 2032 (%)
Global Players
3.198
5.713
78.64
Europe
430
646
50.23
North America
219
301
37.44
Latin America
315
527
67.3
Asia-Pacific
1.746
3.114
78.34
Middle East & Africa
488
880
80.33
Source: Uswitch via Newzoo
As of 2022, there were more online gamers in the Asia-Pacific region than any other area of the world—with one in every four (41%) gamers located here, and four times more Asian-Pacific players compared to Europeans.
By 2032, the number of global players is predicted to increase by almost 79%. The largest growth is expected in the Middle East and Africa, growing from 488 million players in 2022 to 880 million within 10 years—an increase of more than 80%.
The Asia-Pacific demographic will continue to dominate, reaching 3.1 billion online gamers (78% higher than 2022). By contrast, North America is forecasted to see the smallest growth, rising from 219 million to 301 million between 2022-32—an increase of 37%).
Global online gaming statistics per region
Region
Number of online gamers
Percentage of total online gamers
Percentage growth (YoY)
Asia-Pacific
1.746 billion
55%
0.042
Middle East & Africa
400 million
15%
0.082
Europe
430 million
13%
0.034
Latin America
315 million
10%
0.048
North America
219 million
7%
0.026
Total
3.198 billion
0.046
Source: Newzoo
Over half of the world’s online gamers are located in the Asia-Pacific region, followed by 15% in the Middle East and Africa, and 13% in Europe. One in 10 can be found in Latin America, whereas North America has the smallest percentage (7%), representing almost 220 million people.
Despite Covid-19 measures being relaxed and people returning to their previously normal lives, the growth of online gaming has endured, reaching +4.6% YoY growth in 2022.
Better mobile infrastructure, improved access to mobile internet, and a growing middle-class population in developing parts of the world has largely resulted in this boom. According to the latest mobile phone statistics, over 90% of the world’s population now has access to a mobile phone device, meaning online gaming is now something the masses can engage with.
Even in the face of rising inflation and a cost of living crisis, online gaming looks like it will endure for years to come.
Global online gaming revenue statistics per region
Region
Revenue for 2022
Percentage of total market revenue
Percentage growth (YoY)
Asia-Pacific
£85.3 billion
49%
0.027
Middle East & Africa
£6.3 billion
4%
0.108
Europe
£30.4 billion
17%
-0.03%
Latin America
£7.8 billion
4%
0.069
North America
£45.8 billion
26%
0.005
Total
£175.5 billion
0.021
Source: Newzoo
In 2022, North America is expected to generate almost £46 billion (+0.5% YoY), while Europe should see a very small decline of less than 1%, to just over £30 billion. The growth of mobile phones in these regions is one of the few factors offsetting a steep overall decline in engagement numbers.
Those regions experiencing high growth in their mobile-first markets can expect a significant increase in their online gaming participation rates. Revenue for the Middle East and Africa is forecasted to expand by more than 10%, to £6.3 billion, whereas Latin America should grow by just under 7%, to £7.8 billion in 2022.
Global online gaming revenue statistics by segment
Segment
Revenue for 2022
Percentage of total market revenue
Percentage growth (YoY)
Mobile gaming
£92.3 billion
53%
0.051
Console games
£47.2 billion
27%
-2.20%
Browser PC games
£2.1 billion
1%
-16.90%
Downloaded/boxed PC games
£34 billion
19%
0.016
In 2022, the global games market has around 3.2 billion players, generating somewhere in the region of £197 billion in revenue. This is a rise of 2.1% from the previous year. By 2025, this is expected to reach 3.5 billion players, producing more than £225 billion.
In 2020, corresponding figures were around 2.9 billion, showing a five-year CAGR of 4.2%.
The primary driver for this growth is mobile, which will generate revenue of around £92 billion in 2022—an increase of 5% on the previous year. In total, this represents 53% of the online gaming market. PC accounts for just over a fifth (21%) and is expected to grow by 1.6% year-on-year (YoY) to be worth around £36 billion.
Meanwhile, console online gaming is expected to decline by 2.2% YoY to £47 billion—27% of the global market.
Projected global online gaming revenue statistics by region
A breakdown of online gaming revenue for different regions of the world (2016-2032)
As of 2022, the Asia-Pacific region contributed over half (54%) towards the total global revenue for online gaming. At just over £86 billion, this was almost three times the amount made by Europe (£30.7 billion), and more than 13 times that of the Middle East and Africa (£6.4 billion).
Since 2016, each region of the world has seen significant growth in its revenue from online gaming. Contributions from all parts of the world have almost doubled in the last six years; however, it is over the next 10 years that the most growth is expected to occur.
By 2032, online gaming revenue from Asia-Pacific nations is projected to rise by almost 46%, to nearly £160 million. North American contributions are expected to rise by 44%, to over £82 billion, while Europe should see over 40% more money generated from online gaming in 2032, compared to 2022.
According to our predictions, by contrast, revenue from online gaming in Latin America could rise by as much as 63% in 2032—yet at £21 billion it would still be one of the regions of the world where online gaming doesn’t generate as much income.
Online gaming FAQs
In the UK, the most popular age groups for gaming are those between 12-15 years old (76%), followed by 16-24-year-olds (71%) and 8-11-year-olds (69%).
56% of women in the UK are gamers, compared to 63% of men. When broken down by device, women are more likely to play games on their phone compared to men (41% vs 33%), and the same goes for playing games via a tablet too (21% vs 16%). Approximately 22% of women play games on a console, compared to 39% of men, whille 14% of females will play on a PC, contrasted with 29% of males.
In the UK, around 60% of adults aged 16+ play video games either online or offline on some form of device.
Based on unit sales, FIFA is the number one video game in the world, in terms of physical sales (more than 916,000) and digital copies (more than 1.4 million). For downloaded PC games, Football Manager is the most popular, with around 138,000 downloads in 2021.
The most popular genre of video game in the UK in 2022 was creative and building games (51%) for children aged 3-15, followed by multiplayer games (37%) and action/adventure (34%).
The online gaming market has an expected market value of £177 billion in 2022—almost double its value in 2016. In 2022, online gaming accounts for around 55% of revenue for the total digital media market.
There are approximately eight billion people in the world, with an estimated 3.2 billion of these being online gamers. This equates to roughly 40% of the global population who play online gaming in some form.
Based on the total number of unit sales, FIFA 22 was the best-selling game of the year, with more than 2.3 million copies sold in 2021.
As of 2022, the UK online gaming industry is worth around £177 billion—double the amount compared to 2016.
Yes. By the end of 2022, total revenue from the film production and distribution industry is expected to exceed £67 billion. This means the gaming industry in 2022 will earn around two-and-a-half times more than Hollywood, in terms of income.
The average gamer in the UK spends around 7.5 hours a week playing online video games—roughly one hour per day.
30% of all UK adults have access to a games console for online gaming. However, for those aged between 3-15 and 16-24, a games console is the most common device used to access online games, at 59% and 60%, respectively.
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