LONDON, June 14, 2022 /PRNewswire/ — TIGA, the network of video game developers and digital publishers and the trade association representing the video game industry, today released new data showing that the PC is the primary platform for 41% of all game studios in the UK. This compares to 27% of all studios in April 2020. In addition, 52% of start-up studios (292 companies) in the period from April 2020 at December 2021 were primarily focused on the PC platform. TIGA’s findings are based on an extensive survey of UK gaming businesses, with analysis by Games Investor Consulting.
TIGA has also confirmed that from December 2021:
- PC was the main platform category of choice for 41% of UK studios;
- Mobile was the primary platform for 36% of studios (compared to 39% in April 2020);
- Console platforms (comprising the retail and download categories of consoles and handhelds) remain mostly confined to major studios, with 11% of UK studios focusing on development for these platforms (vs. 13% in April 2020);
- VR/AR is the primary focus for 8% of studios;
- MMOGs make up 2% of UK studios and ‘other’ platforms make up a further 3% of studios;
- The console category employs 43% of UK development staff. PC represents 23 percent; mobile 21%; MMOG 7%; VR/AR 5%. The console’s dominance of the development workforce reflects the UK’s long and successful history as one of the leading console game development countries, with the launch of a range of new consoles from Sony and Microsoft late 2020 and the significantly higher average budgets and team sizes needed for the console. game development.
CEO of TIGA, Dr. Richard WilsonOBE said:
“PC has supplanted mobile as the primary platform for a plurality of UK game studios since the pandemic. PC game development is an attractive platform for developers with far less competition compared to mobile, the availability of low-cost online development tools (including the UK developed GameMaker Studio 2) and the accessibility of relatively inexpensive distribution platforms Many studios that initially focus on PC will grow in time to become cross-platform.
“The proportion of UK studios focused primarily on mobile has fallen from 49% in 2013 to 36% in 2021. The challenges of discoverability and competition have contributed to this trend, but mobile remains an attractive platform. is relatively easy to develop and launch a mobile game and the potential market is huge.
“Console remains the largest employer of development staff, employing over two-fifths of all UK development staff. Console’s importance is due to the UK’s long history in console development, the resources and the larger teams needed for console game development and the continued strength of the global console game market.”
Games Investor Consulting, in collaboration with TIGA and its partners, conducted investigations concluding in July 2008, September 2010, November 2011, December 2012, December 2013, December 2014, March 2016, November 2017, November 2018, April 2020 and December 2021 of all known UK game companies involved in making games (including developers, publishers, publishing studios, service companies and broadcasters with game divisions). Assessments of each database entry are made on a company-by-company basis with strict checks and balances to ensure that each entry is discrete (to avoid duplication via subsidiaries or parent companies) and confirmed to be active in game development. The survey counts staff working in development and development support roles at game studios, game publishers and development services companies. A wide range of additional data is also captured, including studio location, primary platform and company ownership structure, as well as company start-ups and exits/closures.
TIGA is the trade association for the UK video games industry. Since 2010, TIGA has won 28 business awards and accolades and has been successfully accredited as an Investors in People organization four times. Our vision is to make the UK the best place in the world to develop video games. Our main goal is to strengthen the game development and digital publishing industry. To this end, we focus on four strategic objectives:
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