uk games industry misunderstood
Finance & Funding

Why the UK Games Industry is Misunderstood And How to Fix Your Studio’s Valuation

The claim that the UK games industry is misunderstood stems directly from a May 2026 report by the trade body UKIE and the charity OKRE. It holds that the sector’s true economic and social impact is not reflected in how games are understood and measured.

Key Takeaways

  • UK consumers spent £8.76bn on games in 2025, according to UKIE; that measures spending, not industry output.
  • Estimates of UK games gross value added run from £2.9bn (2019, official statistics) to £12bn (2025, commissioned by trade body TIGA).
  • The Video Games Expenditure Credit is 34% of qualifying spend, worth 20.4% after tax by TIGA’s estimate.

Why Is the UK Games Industry Misunderstood? What UKIE and OKRE Found

UKIE and OKRE argue that the current understanding of games does not match the medium’s real impact, which limits investment, policy support and growth. Their report, Building a Unified Framework for the UK Video Games Impacts, appeared in May 2026 with support from UK Research and Innovation (UKRI).

It calls for a unified research framework built on an adapted Theory of Change model, a shared evidence base that links planned actions to long-term goals.

The report widens the sector definition to more than 50 sub-sectors across 15 overarching categories, taking in more organisations across the supply chain.

Its guiding principle is neutrality: it records evidence without rating impacts as good or bad. In the words of UKIE chief executive Nick Poole, games are “neither inherently good nor inherently bad.”

The framework identifies three anchor points for games, platforms and technology:

  • Production or commodification: Making and selling games.
  • Playing or experiencing games: The consumer side.
  • Third-party use or exploitation: Other sectors using games and their technology, which the report calls growing and under-researched.

The report also examines how games affect areas beyond entertainment, such as healthcare, education and culture, including fashion, music, film and TV.

These spillover impacts sit outside standard sales data. Early measures of social impact cover Culture & Society, Health & Wellbeing, and Education & Learning.

The full framework is published at videogamesimpacts.co.uk, alongside a survey inviting developers and publishers to share how they assess their own impact. Coverage describes a measurement framework, not a set of market figures.

However, the UKIE /OKRE framework provides the methodology, not the market data itself. To understand the reality on the ground, we must untangle a web of conflicting financial metrics.

uk games industry misunderstood

Record Sales, Fewer Jobs: The Paradox Behind the Headlines

UK consumer spending on games hit a record while more than one in five surveyed workers lost a job, because spending and employment measure different things.

UK consumers spent £8.76bn on games in 2025, up 7.4%, according to UKIE market valuation. Software took £6.03bn, hardware £2.17bn, and game culture, such as related film, TV and merchandise, £566m.

UKIE’s workforce census drew on 1,610 responses collected between November 2025 and January 2026. It found that 22% had lost a job in the previous three years through redundancies, studio closures or ended contracts.

Writers were hit hardest at 44%, and 44% of all respondents had considered leaving, with people out of work for over a year more likely to quit games for good.

The IWGB Game Workers union puts layoffs since the start of 2026 above 9,000, an estimate from the union rather than official statistics. Consumer spending counts what players buy, including games made abroad.

Jobs depend on whether UK studios can win funding, publishing deals and investment, which makes hiring and retention a business risk for founders.

This disconnect between record consumer spending and widespread job insecurity raises a critical question for investors and policymakers: what is the UK games sector actually worth? Depending on the methodology used, the answer fluctuates by billions.

What Is the UK Games Industry Worth? Four Sources, Four Answers

Published estimates of the UK games industry’s economic contribution, measured as gross value added (GVA), range from £2.9bn to £12bn.

The sources differ in year, scope and counting method, and GVA itself means the value a sector adds to the economy after the cost of inputs.

Source GVA Year Basis
Department for Culture, Media and Sport (DCMS) £2.91bn 2019 Official statistics counting development and publishing directly
British Film Institute (BFI) £5.26bn 2019 Screen Business report on total games GVA
UKIE £6bn 2026 Trade body’s current annual claim
TIGA £12bn 2025 University of Portsmouth report commissioned by the trade body

TIGA’s £12bn comes from a University of Portsmouth report that the trade body commissioned, and it pairs the figure with more than 73,000 jobs. UKIE cites the same jobs total beside a GVA figure half as large, which points to differences in method, not headcount.

The official creative industries statistics sit lowest partly because they are built from industry classification codes.

The £8.76bn market figure is a different measure again, because it counts consumer spending rather than value added by UK businesses. Which firms get counted comes down to paperwork, and that is where the next section begins.

Why Official Figures Undercount Games: The SIC Code Problem

Official statistics count a company as a games business only if it is registered under a games-related SIC code, and many games companies are not. SIC codes are five-digit Standard Industrial Classification numbers that tell Companies House what a company does.

Statisticians add up firms under the relevant codes to size a sector, so a studio filed under a generic software code drops out of the games count.

A government count of 2017 data included only firms using games-specific codes, with around half of UK games firms not using the correct classification. UKIE’s UK Games Map separately found that only 41% of the games companies it mapped carried the right codes.

Companies House filings appear still to use the existing condensed list of codes, so the new classification has not yet reached company records.

The 2026 revision of the UK Standard Industrial Classification adds four-digit codes for video games publishing and development. The Office for National Statistics (ONS) published an updated framework in February 2026, recording 173 proposals, 85 accepted so far.

UKIE says the change will let official statistics reflect the sector’s size, value and growth more accurately.

If you run a games company, it is vital to check what the public record says about it, especially as you prepare for the upcoming Companies House accounts reforms.

  1. Search for your company on the Companies House “Find and update company information” service and read the “Nature of business (SIC)” entry on the Overview tab.
  2. Confirm that at least one code describes games development or publishing, and that no dormant or non-trading code sits on an active company.
  3. Choose up to four codes from the Companies House condensed list, which remains the list in use until Companies House adopts the new framework.
  4. File a confirmation statement with the updated codes; filing early makes the change straight away.

Beyond government classifications, the metric that dictates a studio’s actual financial runway is the Video Games Expenditure Credit (VGEC), and its 34% headline rate is frequently misinterpreted by founders.

Why Official Figures Undercount Games

What the Video Games Expenditure Credit Is Really Worth

The Video Games Expenditure Credit (VGEC) is a 34% credit on qualifying expenditure, not a 34% saving on development costs. GOV.UK guidance defines qualifying expenditure as the lower of 80% of total core costs or UK core costs.

The credit is then taxed at the main rate of Corporation Tax, currently 25% for profits above £250,000.

Feature Detail Source
Headline rate 34% of qualifying expenditure GOV.UK
Qualifying expenditure Lower of 80% of core costs or UK core costs GOV.UK
Tax treatment Taxed at the main Corporation Tax rate GOV.UK
Effective rate 20.4% TIGA
Proposed standard rate 39% TIGA
Proposed rate for smaller budgets 53% for budgets under £15m TIGA
Proposed taper limit Standard rate reached at £23.5m TIGA

Two effective-rate figures circulate. TIGA’s 2023 analysis gave 25.5%, which taxes the full 34% at 25%, while its 2025 report gives 20.4%, which also applies the 80% limit. The 39% rate sometimes quoted for games relief is a TIGA proposal, not the current rate.

Illustration with hypothetical round numbers: a studio with £1,000,000 of UK core costs has £800,000 of qualifying expenditure. The 34% credit is £272,000, and after tax at 25% it leaves £204,000, or 20.4% of the original spend. A rate only helps a studio that qualifies, and the eligibility rules are strict.

Does Your Studio Qualify for VGEC? Five Checks

You may qualify for VGEC if your company makes the game itself and the game is certified as British. Work through these five checks in order:

  1. Confirm responsibility. Your company must be directly responsible for designing, producing and testing the game, and for planning decisions and for negotiating and paying for rights, goods and services.
  2. Get British certification. Your game must be certified as British by the BFI.
  3. Rule out excluded purposes. Games made for advertising, promotional purposes or gambling cannot claim.
  4. Calculate qualifying expenditure. Take the lower of 80% of your total core costs or your UK core costs, then apply the 34% rate. (Note: Tracking these exact expenditure splits requires reliable UK small business accounting software to ensure your project’s audit trail survives HMRC scrutiny).
  5. Claim through your Company Tax Return. It goes to HM Revenue & Customs (HMRC), with statements splitting core costs between UK and non-UK spend. Any credit left after offsetting your tax liabilities is paid to you as a payable credit.

Securing the VGEC provides a vital baseline of relief, but it does not solve the structural funding gap that prevents indie studios from scaling.

The Funding Gap: Where Small Studios Get Stuck

Small studios face a funding gap because they hold limited assets, have short financial track records and cannot predict commercial success, according to TIGA. TIGA’s report found that 78% of UK game studios employ four or fewer people.

That profile gives lenders little security when scaling studios try to grow into mid-sized businesses.

TIGA’s 2025 report proposed an Independent Games Tax Credit at 53% on 80% of qualifying costs for projects up to £23.5m. Its pre-Budget submission now proposes a Games Growth Relief tapering from £15m budgets.

TIGA argues that each measure would pay for itself through higher tax revenues, a claim that rests on its own modelling.

The main policy asks on the table:

  • UKIE: Reform VGEC to support small and independent studios, expand the UK Games Fund, introduce a Digital Creativity GCSE and improve access to finance.
  • UKIE’s estimate: Targeted support could add £529m of GVA over five years and create 6,000 jobs.
  • TIGA: Raise the standard VGEC rate from 34% to 39%, confirm that post-release development costs qualify, and set a 40-day target for HMRC to process claims.

Both sets of figures come from trade bodies making their case, so they show what reform could deliver, not what the government has agreed. With the policy asks clear and the data messy, the practical question is which number to quote.

Which Number to Use, and When

Match the figure to the claim you are making, and name the source and year every time.

Situation Figure to use Source and year Common mistake
Describing consumer demand £8.76bn UKIE, 2025 Calling spending “GVA” or “revenue”
Citing official economic value £2.91bn GVA Official statistics, 2019 Presenting 2019 data as current
Citing the industry’s current GVA £6bn UKIE, 2026 Placing it beside TIGA’s £12bn as if both used one method
Citing a commissioned upper estimate £12bn GVA TIGA, 2025 Leaving out that the trade body commissioned the report
Citing jobs Over 73,000 UKIE, 2026, and TIGA, 2025 Writing a falsely precise total such as 73,300
Citing VGEC 34% headline, 20.4% effective GOV.UK and TIGA Treating 34% as a saving
Citing job losses 22% of respondents UKIE workforce census, 2026 Applying a survey result to the whole workforce

Mixing sources produces numbers that look precise but fail a basic check, because an investor who opens one source will find the other does not match. Pairing the 2019 official figure with a 2025 estimate, for example, would show growth that comes from a change of method, not from the sector.

Several of these figures are due to change in the coming weeks and months.

What to Watch Next

The Autumn Budget on 28 October 2026 is the first test. TIGA has urged the government to enhance VGEC in its pre-Budget submission, and no change to the 34% rate had been announced at the time of writing.

Further out, the ONS rollout of UK SIC 2026 will change how games companies are counted. UKIE’s next market valuation and workforce census will update the spending and jobs figures.

Conclusion

Ultimately, the UK games sector is obscured by fragmented data. Record consumer spending masks workforce instability, and competing GVA estimates dilute lobbying power.

Navigating this landscape requires strict operational precision: studios must update their SIC codes to be counted, model runway on the VGEC’s effective 20.4% rate, and cite data sources accurately to secure investment.

FAQs

Does the report that calls the UK games industry misunderstood include market figures?

No. Coverage of the UKIE and OKRE unified research framework describes a measurement model, not market-size, jobs or GVA figures. The £8.76bn, £6bn and £12bn totals come from UKIE’s market valuation and from a separate TIGA-commissioned report.

How much is the UK games industry worth?

UK consumers spent £8.76bn on games in 2025, according to UKIE. Estimates of gross value added range from £2.9bn (official statistics, 2019) to £6bn (UKIE) and £12bn (TIGA-commissioned research). The right figure depends on whether the claim concerns spending or value added.

What is the VGEC rate?

The Video Games Expenditure Credit is 34% of qualifying expenditure, according to GOV.UK, where qualifying expenditure is the lower of 80% of core costs or UK core costs. TIGA estimates the effective rate after tax at 20.4%.

Why are there so many UK games industry redundancies?

The sources reviewed record the scale of job losses, not one cause. UKIE’s census found that 22% of respondents lost a job in three years through redundancies, studio closures or ended contracts. The IWGB Game Workers union has set up a redundancies task force.

Disclaimer: This article is for informational purposes only and does not constitute financial, legal, or tax advice; please consult a qualified professional before making business or financial decisions.

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