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How remakes and remasters are driving the UK gaming economy

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  • With 37.3 million gamers, the UK gaming industry is the biggest in Europe

  • New report finds remastered games to be a driving force behind industry growth 

  • Gaming is more accessible than ever thanks to the rise of mobile gaming

Nineties teens are 69%1 more likely than the national average to spend between 21 and 28 hours gaming every week. And with this age group 47% more likely to have access to a Nintendo Switch, PS4 (42%) and Xbox One (44%), a new report reveals how developers are tapping into this market to drive the UK gaming economy.

From the impact of remakes and remasters, to how digital downloads are changing the industry, online smartphone retailer, Mobiles.co.uk, has taken an in-depth look at how the UK’s gaming industry is evolving.

The study reveals that the UK gaming industry has experienced huge growth in the past 10 years, with retail sales revenue between 2009 and 2019 increasing by a huge 72.6%2. Further insight also reveals that in 2019, the entire UK video game industry generated a huge £5.35 billion1 in revenue, with £3.77 billion3 of that total generated from video game software sales. But with an impressive 37.3 million4 gamers in the UK alone, what exactly is contributing to this growth?

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According to Mobiles.co.uk’s report, the trend for remastered games including Crash Bandicoot N.Sane Trilogy, Resident Evil 2 and The Legend of Zelda Link’s Awakening, all play significant roles in the growth of the gaming industry here in the UK.

The new UKIE UK Top Selling Games List for 2019 revealed the below remakes/remastered games were amongst the top 100 best selling boxed games sold in 2019, while the more recent Final Fantasy VII remake quickly became one of the PS4’s best selling game to date:

 

Rank

Title

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Monthly Search Volume

16

Crash Bandicoot N.SaneTrilogy

6,6005

21

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Resident Evil 2

27,1005

32

The Legend of Zelda: Link’s Awakening

8,1005

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Still remaining in the top 20 for the UK’s best-selling games of 2019 two years after its release, Crash Bandicoot N.Sane Trilogy receives around 6,600 unique searches every month4, its continuing popularity indicates that British gamers are becoming increasingly nostalgic when it comes to their gaming choices.

Crash Bandicoot also features at number 21 in the 2019 list. The remaster spiked the interest of gamers in the UK with a huge 49% increase in search volume over the past 12 months alone5. With an average of 27,100 monthly searches5, the franchise’s decision to reboot this classic was certainly welcomed by the industry, indicating there is a huge appetite for nostalgic gameplay here in the UK.

The final remaster included in the list of the top-selling games is The Legend of Zelda Link’s Awakening. Originally launched on the Game Boy in 1993, the remake was designed for the Nintendo Switch. As of March 2020, the new Link’s Awakening had sold more than four million copies globally6, and it’s one of the best-selling games of all time for the Nintendo Switch.

Lee Chambers, Psychologist and gaming expert, commented on the research: “Gaming and nostalgia are heavily interconnected, to the point where it fuels trends and shapes the industry direction. Video games are incredible triggers for nostalgia, anchoring us back to an often carefree time, when we had fewer responsibilities and gaming became a social construct as groups of children all sat around in a bedroom socialising while playing.

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“The reality of the industry is that nostalgic gamers are now the ones with purchasing power to relive past glories fighting dragons of their youth, while being decision-makers for buying games as presents for their children. And that is gradually shaping the industry, risk aversion for the new, settling for the old. Your average early millennial is approaching 40. They don’t have the time they did as a child to form an emotional bond to a game’s story with life’s distractions, but a remake removes that barrier, making it all the more attractive.”

The new study also reveals the impact digital downloads are having on the industry, with over two thirds (70%)6 of the UK’s total video game sales revenue, generating a total of £2.63 billion6, coming from digital downloads. Even more remarkably, 42%6 of this revenue came directly from mobile games, indicating a shift in the industry towards smartphone gaming.

The report indicates that UK gamers are not only changing the way they purchase games but thanks to recent advancements in smartphone technology – including cinematic displays, advanced GPUs and even the introduction of high-speed 5G – they’re also expanding the devices they play on.

With a projected 2%7 compound annual growth rate, the huge surge in the mobile gaming sector is predicted to maintain its momentum in 2020 and beyond. An estimated 21 million people in the UK played a mobile game in 20197, with 19% of users aged 18 to 24, 37% falling in the 25-34 age bracket and 23% aged 35-447.

Andrew Cartledge, mobile expert at Mobiles.co.uk, says “In the UK, and all across the world, there’s no doubt that the gaming industry is growing at a rapid speed. The excitement for the next remake or remaster makes sure there’s still a place for the old, while the huge shift towards digital assures the industry and its consumers can keep up with the new.

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“Mobile gaming is already huge in 2020 and will only get bigger in the years to come. If you’re interested in trying out some of the very best mobile games like PUBG and Fortnite for yourself, make sure you have a powerful handset to play on.”

For the full report on the UK gaming industry, mobile gaming, remasters and more, please visit: https://www.mobiles.co.uk/blog/understanding-the-uk-gaming-industry-mobiles-remasters-and-more/#fn1

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DoubleDown Interactive Enters into Agreement to Acquire German Social Casino Operator WHOW Games

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DoubleDown Interactive, a leading gaming company delivering exceptional player experiences across multiple genres, announced that it has entered into a Share Purchase and Transfer Agreement with Azerion Tech Holding to acquire WHOW Games GmbH, a social casino developer headquartered in Hamburg, Germany.

The initial consideration for 100% ownership interest in WHOW Games is €55 million (approximately $64.7 million). An additional earn-out payment of up to €10 million, payable to Azerion at €5 million annually, is contingent upon WHOW Games meeting certain performance targets during each of the first and second year following the closing date. The acquisition will be financed through DoubleDown’s cash reserves and is expected to close during the third quarter of 2025.

DoubleDown intends to leverage WHOW Games’ proven expertise in the Europe market and partner-driven business model alongside its own operational strength, marketing capabilities and extensive gaming content to pursue growth opportunities in Europe, particularly in Germany. According to research from Eilers & Krejcik Gaming LLC, the European social casino market grew in 2023 and 2024 as compared to the overall market which has entered a mature stage. WHOW Games offers a versatile portfolio of social casino apps with proprietary brands such as MyJackpot and Lounge777 as well as third-party labeled social casino offerings including Merkur24 through strategic licensing agreements with prominent global brick and mortar casino companies.

In Keuk Kim, Chief Executive Officer of the Company, said: “This acquisition marks a significant step toward increasing our competitiveness in the growing German social casino market. Leveraging our combined operational expertise and enhanced scale, we aim to unlock valuable synergies. We are delighted to welcome the WHOW Games team to DoubleDown and look forward to working collaboratively on initiatives to drive growth across the business.”

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Giovanni Valerio Valeriota, Chief Executive Officer of WHOW Games, said: “We are excited to begin this new chapter as part of the DoubleDown family. Their deep expertise in gaming makes them a natural fit for WHOW Games, and we believe that this partnership will accelerate our growth and innovation. I would like to express our sincere gratitude to Azerion, whose support and strategic guidance during our time together has been instrumental in shaping WHOW Games into the strong and dynamic company it is today.”

The post DoubleDown Interactive Enters into Agreement to Acquire German Social Casino Operator WHOW Games appeared first on European Gaming Industry News.

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Swintt Joins Forces with TOPsport to Capitalize on Lithuanian Market

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Swintt Joins Forces with TOPsport to Capitalize on Lithuanian Market
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Swintt – the award-winning software provider behind recent slot sensations Big Max Pot Hunter and Big Fish – has announced it has formed a new partnership with established Lithuanian betting brand, TOPsport, that will see the studio further raise its profile in the country.

With the new deal now in place, Swintt is already live with 36 Premium releases on the TOPsport platform, with these giving players access to a roster of classically-themed games that combine the design elements of traditional land-based slots with exciting mechanics and bonus features.

Established in 2002, TOPsport is Lithuania’s first and largest gambling operator, boasting a strong bricks-and-mortar presence that includes 50 casino slot saloons spread across 26 towns in addition to its online enterprise. Given the brand’s rich land-based heritage, the SwinttPremium range seems to be ideally suited for its customers, who will enjoy the slots’ familiar look and feel.

Among the Premium options now available at TOPsport.lt, players will be particularly keen to try the acclaimed Extra Win X, which adds an innovative Bonus Wheel to the iconic fruit machine format, and Max The Winner, which features a unique gathering mechanic that sees the titular cartoon squirrel appear on the reels during the bonus feature to collect acorns and award prizes.

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With these just being two of the standout examples from the new collection of Swintt slots that are now available at TOPsport.lt, the brand will be able to further cement its reputation as the country’s leading operator while Swintt continues to reach more players in the Lithuanian market.

David Mann, Chief Executive Officer at Swintt, said: “With TOPsport being Lithuania’s oldest and most-trusted betting brand, we’re delighted to be able to introduce our Premium releases to players on the platform. With all of these games offering themes and features that are inspired by traditional land-based slot machines, we’re sure they’ll prove a popular addition to their line-up.”

Linas Dargenavičius, Chief Commercial Officer at TOPsport, said: “With a diverse library of over 3,000 slot titles, TOPsport offers the most extensive selection of online casino games in Lithuania. The addition of SwinttPremium titles further strengthens our portfolio, bringing in games that resonate with players familiar with classic land-based machines. Their engaging mechanics make them a valuable extension of the experience we aim to provide.”

The post Swintt Joins Forces with TOPsport to Capitalize on Lithuanian Market appeared first on European Gaming Industry News.

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Esports World Cup 2025 Press Conference Kicks Off in Riyadh

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The Esports World Cup Foundation (EWCF) has launched the opening press conference for the 2025 Esports World Cup (EWC) in Riyadh, Saudi Arabia, officially marking the start of the world’s largest esports and gaming festival. Running until August 24, the event features more than 2000 elite players, 25 tournaments across 24 leading titles and a record-breaking prize pool of over $70 million, cementing its status as the biggest and most significant esports event ever.

EWC 2025 brings together the world’s top 200 Clubs to compete in a first-of-its-kind cross-title format. At the heart of the competition is the Club Championship, where teams accumulate points across multiple games to become the EWC Club Champion, claim a $7 million grand prize and hoist the coveted EWC Club Championship trophy. The $70+ million prize pool also includes $38+ million for individual Game Championships, $5 million in global qualifier rewards and $450,000 in MVP bonuses.

Speaking at the opening press conference, HRH Prince Faisal bin Bandar bin Sultan, Chairman, Saudi Esports Federation, said: “Guided by the ambitious vision and leadership of His Royal Highness Prince Mohammed bin Salman bin Abdulaziz AlSaud, Crown Prince and Prime Minister of Saudi Arabia, the Kingdom is cementing its position as a global leader in gaming and esports. The Esports World Cup is a clear reflection of that progress. We are immensely proud to welcome back the world in Riyadh for the Esports World Cup. This event stands as a global milestone for esports by showcasing the scale, ambition, and future of competitive gaming. It is a moment that will shape the direction of the industry for years to come.”

He continued: “Hosting this event reflects our deep commitment to building a world-class, sustainable esports ecosystem. It demonstrates the Kingdom’s belief in the power of gaming to connect, inspire, and create meaningful opportunities for future generations. It also supports our broader ambition to diversify the economy and position the Kingdom as a global hub for sports, gaming, and entertainment in line with Vision 2030 and the National Gaming and Esports Strategy. Esports is no longer niche. It is a global sport, a cultural movement, and the Esports World Cup is its most powerful and unifying stage. We are honoured to lead this transformation and shape the future of the industry from here in Saudi Arabia.”

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“EWC 2025 is about bringing the gaming world together – iconic games, elite players, and millions of fans around a shared celebration. Through new ways of global broadcasts, original shows, and documentary storytelling, we’re opening doors, creating opportunities, and sharing esports in new and exciting ways. With record-breaking competition, this summer is special—not just for gamers, but for everyone who joins us,” said Ralf Reichert, CEO of the Esports World Cup Foundation.

Faisal bin Homran, Chief Product Officer at Esports World Cup Foundation, added: “The Esports World Cup is redefining what’s possible in esports. It brings together the world’s top teams to compete in the most iconic and advanced arenas, delivering a level of excitement that is unmatched across the industry. Through EWC, the world has witnessed inspiring stories of triumph, heartbreak and glory, for players, teams and communities across the world.”

He continued: “The event is also a powerful platform for leading publishers, brands and creators to connect with global audiences and shape the future of esports. As we look ahead to EWC 2025, we invite the world to be part of what comes next. Together, we are setting new standards, creating new opportunities and driving the industry forward.”

The post Esports World Cup 2025 Press Conference Kicks Off in Riyadh appeared first on European Gaming Industry News.

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