fbpx
Wikipedia

Video games in the United Kingdom

The United Kingdom has the largest video game sector in Europe.[1] By revenue, the UK had the second-largest video game market in Europe in 2022 after Germany, and the sixth-largest globally.[2] By sales, it is Europe's largest market, having overtaken Germany in 2022.[3] The UK video game market was worth £7.16 billion ($9.81 billion) in 2021, a 2% increase over the previous year.[4]

While the North American and Japanese markets were thriving in the early 1980s with arcade and home console games, the UK's game industry grew out of amateur "bedroom coders" on home computers, in part due to the government's initiative, through the BBC to teach computer programming to students. Subsequently, many larger developers and publishers were established in the late 1980s and early 1990s. Many major video game franchises are developed in the UK, including Grand Theft Auto, Tomb Raider, Burnout, LittleBigPlanet, Wipeout and Dirt, making Britain the third-largest producer of video game series behind Japan and the United States. The best-selling video game series made in the UK is Grand Theft Auto (primary developed by Rockstar North in Edinburgh), which has sold over 150 million copies as of September 2013; the most recent instalment Grand Theft Auto V became the fastest-selling video game of all time by making $815.7 million (£511.8 million) in sales worldwide during the first 24 hours of the game's sale.[5] Another major British contribution to the game industry was the ZX Spectrum home computer, released in 1982.

The organisations responsible for rating video games in the UK are the British Board of Film Classification and PEGI, the latter of which was elected to rate British games in 2009 and subsequently began doing so in July 2012.[6] The United Kingdom's video game industry is estimated to employ 20,000 people.[7]

History edit

Early history (1950s–1960s) edit

 
Christopher Strachey's Draughts is the first verifiable video game to run on a general-purpose computer.

The United Kingdom had been a key participant in the 18th and 19th century history of computing, in both its theoretical underpinnings (e.g. George Boole's Boolean algebra) and especially its practical application, including the first computing device. Notable figures like Charles Babbage and Ada Lovelace created both a fundamental computer, the mechanical-based difference engine, and a primitive programming language, respectively. As computers transitioned to electronic and digital elements in the mid-20th century, Alan Turing established the foundation of modern computer science and the concept of artificial intelligence. The UK's involvement in World War II also pushed forward advances in computing, particularly in cryptography, such as the Colossus computer, to help decipher enemy messages, all of which helped to create a widespread drive to improve computers and computing after the war, most prominently at several academic institutions, including the University of Manchester and Cambridge University. Wider use of computers for general-purpose applications became more common in the late 1960s and early 1970s.[8] In the 1980s, British engineers spawned the now-ubiquitous, de facto reference implementation of the reduced instruction set computing paradigm, the ARM architecture family, which would play a large role as the heart of later games consoles (e.g. the Nintendo Switch) and mobile gaming.[9]

Christopher Strachey's Draughts, completed around 1951, is the first verifiable video game to run on a general-purpose computer, developed at the British National Physical Laboratory.

Early arcade video games (1970s–1980s) edit

Up until the 1970s, British amusement arcades typically had mechanical arcade games, electro-mechanical games and pinball machines. Arcade video games arrived with the 1973 release of Pong by Atari, Inc. Pong and other similar sports video game clones became popular in British arcades up until their popularity declined a year later in 1974, after which video games were dismissed as a fad. Atari's Breakout (1976) later drew a significant following, but enthusiasm for the game had also waned shortly after. A major breakthrough for video games came with the 1978 release of Taito's shoot 'em up game Space Invaders, which began the golden age of arcade video games. In order to keep up with high demand for Space Invaders, Taito licensed distribution rights to Midway Manufacturing. By 1979, Space Invaders had sold 85,000 arcade cabinets in the United Kingdom, installed across locations such as arcades, pubs and public buildings.[10][11]

Space Invaders was the first video game to attract political controversy when a 1981 Private Member's Bill known as the "Control of Space Invaders (and other Electronic Games) Bill", drafted by British Labour Member of Parliament (MP) George Foulkes, attempted to allow local councils to restrict the game and those like it by licensing for its "addictive properties" and for causing "deviancy". Conservative MP Michael Brown defended the game as "innocent and harmless pleasure", which he himself had enjoyed that day, and criticized the bill as an example of "Socialist beliefs in restriction and control". A motion to bring the bill before Parliament was defeated by 114 votes to 94 votes; the bill itself was never considered by Parliament.[12][13][14]

Space Invaders was followed by other hit arcade video games, including Namco's shoot 'em up Galaxian (1979) and maze game Pac-Man (1980), the scrolling shooters Scramble by Konami and Defender by Williams Electronics, Nintendo's platform game Donkey Kong (1981), and Namco's racing game Pole Position (1982) distributed by Atari.[10] One of the earliest video game magazines, Computer and Video Games, began publication in the United Kingdom in 1981.

Early home video games (early 1980s) edit

Some of the first generation of video game consoles like dedicated Pong consoles were imported into the UK but did not gain much traction.[15] Home video games were popularized in the United Kingdom during 1982–1984.[16] There was a short-lived home console market in the United Kingdom during the early 1980s.[17] The success of Space Invaders in the arcades generated demand for the Atari VCS, which had an official home version of Space Invaders released in 1980. The Atari VCS sold 125,000 units in the United Kingdom that year along with 500,000 game cartridges, becoming the best-selling console in the UK up until then. Portable LCD games also gained popularity the same year, including Space Invaders clones such as Atari's Galaxy Invaders and Casio's MG-880 calculator game, as well as the Sharp PC-1211 pocket computer sold by Tandy under the Radio Shack TRS-80 brand.[18]

The home console market crash of 1983, whose effects primarily impacted North America, was offset in the UK by the simultaneous transition to a market dominated by microcomputers and LCD games.[17] The switch towards microcomputers, and the more transient fad of LCD games, was already an apparent, emergent trend by the time of the crash, which, in the UK, merely accelerated an inevitable transition to microcomputers.[19] The home computer market and concomitant domestic game production took off so rapidly during 1983 and thereafter that the UK market, in totality, not only withstood the crash but immediately began growing, albeit almost entirely in the new direction of microcomputers.[19] Pre-dating and then becoming concurrent with the console market's troubles, the arrival of affordable home computers in the early 1980s, with graphical capabilities matching or exceeding the second-generation consoles, such as the Atari VCS, dealt a severe blow to consoles in the UK. Home computers offered significantly cheaper software compared to the more expensive console game cartridges.[20] By 1984, computer games had overtaken both consoles and LCD games as the largest sector of the UK home video game market.[17]

Microcomputer popularity (1980s) edit

 
The popularity of the ZX Spectrum was instrumental in driving the start of the UK home computer game industry.

Whereas the North American and Japanese home video game markets boomed with console games, the UK market for home video games was grown out of home computers (also known as microcomputers), specifically the BBC Micro from Acorn Computers in 1981, and the ZX Spectrum from Sinclair Research (alongside Sinclair's earlier ZX80 and ZX81 systems) and the Commodore 64 by Commodore International in 1982.[21][22] In the early 1980s, the UK home computer game industry initially began with British programmers developing unofficial ports and clones of arcade games for home computers, followed by original computer games.[10] The saturation of home computers immunised the UK against the effects of the North American video game crash in 1983, after which the microcomputer game market continued to grow, with significant levels of domestic game production taking place. In 1984, computer games replaced console and LCD games as the largest sector of the UK home video game market.[17]

Computer literacy had been seen by the UK government as a key skill that Britain's children should possess to help improve the technology savvy of the nation in the future.[23] While home computers did exist in the UK market like the Commodore PET and Apple II (both released in 1977), these were comparatively expensive for broad use across the population.[24] The BBC worked with Acorn to create the low-cost BBC Micro home computer alongside a set of broadcast programming to help teach fundamentals of computers for school-aged children. This was used in up to 80% of the schools in the UK at the time, and led to creation of the Spectrum and Commodore 64 to help meet growing demand for the systems.[23] Additionally, youth of the United Kingdom at that time were tinkerers, taking apart and repairing devices including electronics, and the nature of computer programming felt within this same scope.[25]

The United Kingdom had already had a history with board games prior to this revolution, as well as laying claim to starting the fantasy literary genre through J. R. R. Tolkien's works, a major point of inspiration for the Dungeons & Dragons tabletop role-playing game.[26] Thus, with the ability to program their own games through these early home computers, the UK developed an initial home computer game market. Throughout most of the 1980s, British games were typically made by only one person with no formal experience in computer programming attempting to realise a singular vision (these developers were known as "bedroom coders"; some of them achieved a status akin to rockstars within the tech market, and even popular culture more broadly).[15][27] As there were few game stores in the UK at that time, most of these coders turned to mail order, sending out copies of their games on cassette tape for use in the computer's tape drives. A market developed for companies to help such programmer sell and distribute their games.[24] This industry took off after the release of the ZX Spectrum in 1982: by the end of 1983 there were more than 450 companies selling video games on cassette compared to 95 the year before.[24] An estimated 10,000 to 50,000 youth, mostly male, were making games out of their homes at this time based on advertisements for games in popular magazines.[25] The growth of video games in the UK during this period was comparable to the punk subculture, fueled by young people making money from their games.[25]

One of the earliest such successful titles was Manic Miner, developed and released by Matthew Smith in 1983, sold by Bug-Byte, one of the first publishers in this market. While a loose clone of the United States-developed Miner 2049er, Manic Miner incorporated elements of British humour and other oddities.[24][28] Manic Miner is considered the quintessential "British game" for this reason, and since then, inspired similar games with the same type of British wit and humour through the present.[26][28][29] Another key title from this period was Elite, developed by David Braben and Ian Bell and released in 1984. A non-linear space exploration, trading and combat game, Elite established many of the principles of the open world gameplay concept that are used in most space simulation games today as well as influencing the Grand Theft Auto series, itself a pinnacle of open-world design.[30][31]

The popularity of video games on home computers within the UK drew sales away from other video game formats.[15] Despite the lack of exposure to the North American crash of 1983, the UK industry of this period still had its notable failures. The success of Imagine Software, formed by former members of Bug-Byte, drew the attention of the BBC as part of a documentary series Commercial Breaks that had been examining successful businesses in new industries. During 1983 and 1984, Imagine had tried to expand its capabilities beyond game programming as well as push the idea of "megagames" that stretched a computer's hardware limits and would be sold at a higher cost, but these efforts backfired, costing Imagine staff and money. By the time the BBC began filming for this episode of Commercial Breaks, Imagine was in a downward spiral, which was notoriously documented by the BBC.[32] A short-term collapse of the computer market occurred from the end of 1984 into 1985. Rival companies Sinclair Research and Acorn Computers began entering a price war on competing systems ahead of end-of-year holidays sales, which created a consumer perception that these systems were nothing more than toys rather than productivity tools. In early 1985, financial institutions became wary of investments into computer companies due to other activities they had made as well. Acorn was acquired by Olivetti over 1985, while Sinclair Research was sold to Amstrad in 1986.[33][34]

The 32-bit 1987 Acorn Archimedes computer was influential. David Braben's 1987 3D video game Zarch, for the Acorn Archimedes computer, is the word's first (solid) 3D video game; with lighting effects and shadowing, from before computers had special-purpose hardware (GPUs) for such. It started out as the Lander demo packaged with the Archimedes, and was later ported to other computers, such as the Amiga, under the name Virus in 1988, without such lightning support. It was also ported to the Atari ST where it won game of the year 1988 awards.[35] Braben had previously made the 1984 wire-frame 3D game Elite, with Ian Bell, also a first with a 3D graphics technique.

BBC BASIC on the Archimedes was considered as a vehicle for cross-platform game development by David Braben. The BBC Micro was also a development host for the Commodore 64 version of Elite.

Arrival of 16-bit computers (1985–1995) edit

 
The Amiga 500

The more advanced 16-bit Commodore Amiga and Atari ST machines typically required a full team of developers to build games for; the bedroom coders of the previous years began to fade away as development companies formed to build games on these new systems.[36] First released in 1985,[37] the more expensive hardware and software stifled the uptake of both machines.[38] The cheaper but less powerful Atari ST became the more popular of the two computers; in 1988 it accounted for nearly one in ten of all UK personal computer sales, more than double that of the Amiga.[39] Although chart company Gallup reported in February 1989 that Amiga games had begun to outsell ST games for the first time, the combined sales for both platforms were still less than 10% of the total UK games market.[40] The cheaper eight-bit machines like the ZX Spectrum were continuing to sell well, particularly with parents buying their first computer, with stocks of the Commodore 64 running out over Christmas 1988.[41]

For the following Christmas period, Commodore allowed Ocean Software to bundle Batman, their first game specifically designed for the sixteen-bit machines,[42] with their Amiga 500 computers to create the "Batman Pack".[43]: 58  Launched in October 1989 with a TV advertising campaign, it became one of the most successful hardware/software bundles of all time[42] selling over 186,000 units by the end of the following year.[44]

The Amiga's more powerful graphics capabilities enabled game developers to experiment more[37] and helped to expand the demoscene in the UK, which in turn brought in more developers to stretch the capabilities of the computer.[45] A number of influential British companies emerged during this period:

During this period, video game consoles from the fourth generation, including the Sega Mega Drive and Super Nintendo Entertainment System, began to gain interest in the UK.[15] Such interest led to more corporate structure around video game development to support the costs and hardware needed to develop games on these platforms, and caused a decline of the popularity of the bedroom coder by 1995.[15][25] However, the bedroom coders had seeded the necessary elements as to gain interest from United States companies looking for talent around this time, leading to various acquisitions and partnerships between US and UK game companies around this time.[15]

Console systems (1987–present) edit

During the late 1980s to early 1990s, there was a gradual transition in the UK home video game market from home computers to video game consoles, with the arrival of 8-bit third-generation consoles and then 16-bit fourth-generation consoles. By 1991, home consoles had overtaken home computers as the larger sector of the UK home video game market.[17] The growth of consoles in the UK was largely driven by Sega consoles, the Master System (1987 release) and Mega Drive (1990 release); they exceeded the graphical capabilities of 8-bit and 16-bit home computers, respectively, while being more affordable.[20] Computer and Video Games magazine credited the success of Sega's Sonic the Hedgehog in particular as "one of the main reasons for the popularity of" console video games in the United Kingdom.[47] Other popular console systems followed in the UK, including the Nintendo consoles, Game Boy (1990 release) and Super NES (1992 release), and then 32-bit fourth-generation consoles including Sony's PlayStation (1995 release) and the Nintendo 64 (1997 release).[37]

By 1992, Sega and Nintendo were earning more than £700,000,000 or $1,230,000,000 (equivalent to $2,700,000,000 in 2023) from annual video games sales in the United Kingdom,[48] while British video game magazines had a circulation of 1 million copies per month.[49] In 1992, the UK games market was led by the Mega Drive, followed by the Amiga and Super NES, and then IBM-compatible PC.[50] During the early 1990s, Sega and Nintendo dominated the UK video game market, which led to both companies coming under investigation by the Monopolies and Mergers Commission (MMC) for alleged monopolistic business practices.[17]

With the increasing power and popularity of consoles, more UK developers targeted console platforms in the 1990s.[26] As noted above, some of those that were instrumental in Britain's contribution to consoles included Psygnosis (developing Wipeout for the PlayStation) and DMA Design (Grand Theft Auto for the PlayStation). Others included Rare, which brought many titles to Nintendo consoles, Argonaut Games which helped to bring 3D graphics to the Super NES via Star Fox, and Core Design which brought the Tomb Raider series to the PlayStation console. Other software houses, like Ocean Software, Codemasters, and U.S. Gold expanded into console games as well.[36]

Video game sales and revenue (1980–1995) edit

Annual UK home video game revenue (1980–1993)[17]
Annual UK home video game revenue (1980–1993)[17]
Year Game consoles Computer games LCD games Annual (£) Annual (US$) Inflation (US$)
1980 £33,000,000 £12,000,000 £45,000,000 $105,000,000 $388,000,000
1981 £46,000,000 £20,000,000 £66,000,000 $133,000,000 $446,000,000
1982 £46,000,000 £34,000,000 £80,000,000 $140,000,000 $442,000,000
1983 £36,000,000 £45,000,000 £81,000,000 $123,000,000 $376,000,000
1984 £25,000,000 £100,000,000 £40,000,000 £165,000,000 $219,000,000 $642,000,000
1985 £16,000,000 £105,000,000 £35,000,000 £156,000,000 $200,000,000 $567,000,000
1986 £13,000,000 £105,000,000 £6,000,000 £124,000,000 $182,000,000 $506,000,000
1987 £10,000,000 £110,000,000 £8,000,000 £128,000,000 $209,000,000 $561,000,000
1988 £24,000,000 £112,000,000 £21,000,000 £157,000,000 $279,000,000 $719,000,000
1989 £47,000,000 £115,000,000 £17,000,000 £179,000,000 $293,000,000 $720,000,000
1990 £87,000,000 £138,000,000 £20,000,000 £245,000,000 $435,000,000 $1,014,000,000
1991 £298,000,000 £125,000,000 £22,000,000 £445,000,000 $785,000,000 $1,756,000,000
1992 £578,000,000 £132,000,000 £20,000,000 £730,000,000 $1,281,000,000 $2,781,000,000
1993 £547,000,000 £148,000,000 £19,000,000 £714,000,000 $1,071,000,000 $2,259,000,000
Annual UK highest-grossing arcade video games (1984–1992)
Year Top arcade video game Manufacturer Genre Cabinet sales Coin drop earnings Ref
1984 Track & Field Konami Sports Un­known Un­known [51]
1985 Commando Capcom Run and gun Un­known Un­known
1986 Nemesis (Gradius) Konami Scrolling shooter Un­known Un­known [52]
1987 Out Run Sega Driving Un­known Un­known [53][54]
1988 Operation Wolf Taito Light gun shooter Un­known Un­known [55][56]
1991 Street Fighter II: The World Warrior Capcom Fighting 10,000 £130,000,000+ ($229,000,000+) [57]
1992 Un­known £260,000,000 ($459,000,000)
Annual UK best-selling home video games (1984–1995)
Year Top home video game Developer Publisher Platform(s) Genre Sales Ref
1984 Jet Set Willy Software Projects Software Projects ZX Spectrum Platformer Un­known [58]
1985 The Way of the Exploding Fist Beam Software Melbourne House Home computers Fighting Un­known [59]
1986 Yie Ar Kung-Fu Konami Imagine Software Home computers Fighting Un­known [60]
1987 Out Run Sega U.S. Gold ZX Spectrum Driving 350,000 [61][62]
1989 RoboCop Data East Ocean Software ZX Spectrum Action Un­known [63]
1992 Sonic the Hedgehog 2 Sega Sega Sega Mega Drive Platformer 1,000,000+ [64][65]
1993 Mortal Kombat Midway Acclaim Entertainment Game consoles Fighting 400,000+ [66]
1995 FIFA Soccer 96 Extended Play Productions EA Sports Multi-platform Sports Un­known [67]

Indie gaming (2010–present) edit

While large British studios continued to develop high-profile games for consoles and computers, a new hobbyist interest arose around 2010 in independent game development. The indie game model of development started to become popular in the late 2000s, with games like World of Goo, Super Meat Boy, and Fez showing the success of the small indie team model and the means to distribute these via digital channels rather than retail. This in turn rekindled the hobbyist programmer mindset in the United Kingdom, starting a new wave of individual and small team British developers.[68] In 2009, the profits of Britain's video game industry exceeded those from its film industry for the first time.[69]

Industry edit

The UK video game market was worth £5.7 billion ($7.6 billion) in 2018, a 10% increase over the previous year.[70] From this, £4.01 billion was from the sales of software (+10.3% increase over 2017), £1.57 billion from the sales of hardware (+10.7% increase), and £0.11 billion from the sales of other game related items.[71] In the software market, the data showed a significant increase in digital and online revenues, up +20.3% to a record £2.01bn.[72] £1.17 billion of software sales came from mobile games. In 2017, the number of players was estimated at 32.4 million people.[73]

The Video Games Tax Relief (VGTR) was established in 2014 to help support creativity in the UK games industry. According to TIGA,[74] prior to this, the UK Games industry was lagging behind other countries where game developers benefitted from substantial tax breaks and government grants: "Between 2008 and 2011, employment in the [games industry] fell by over 10 per cent and investment fell by £48 million". Thus the UK VGTR aims to ensure the UK games industry's competitiveness on the global stage, promotes investment and job creation and encourage the production of culturally British video games. The key benefit of the tax relief is that qualifying companies can claim up to 20% of their "core expenditure" back, provided that expenditure has been made in the European Economic Area.[75] In 2015 the UK Government provided £4m to launch a games prototype fund, the UK Games Fund and a graduate enterprise programme called Tranzfuser.[76] The UK Games Fund and Tranzfuser programmes are run by UK Games Talent and Finance Community Interest Company (UKGTF)[77][78] Further funding of £1.5m for the UK Games Fund and Tranzfuser was announced by the UK Government in 2018.[79] Further funding of £8m for the UK Games Fund and Tranzfuser was awarded by the UK Government in 2022[80]

In recent years, Northern Ireland has made increasing contributions to the United Kingdom's video game industry.[81]

Best-selling video game franchises (1995–2021) edit

Best-selling video game franchises in the UK (1995–2021)[82]
Rank Video game franchise UK debut year Franchise owner(s)
1 FIFA 1993 Electronic Arts
2 Call of Duty 2003 Activision Blizzard
3 Mario 1981 Nintendo
4 Grand Theft Auto 1997 Take-Two Interactive
5 Lego 1997 The Lego Group
6 Star Wars 1983 Lucasfilm Games
7 The Sims 2000 Electronic Arts
8 Pokémon 1999 Nintendo / The Pokémon Company
9 Assassin's Creed 2007 Ubisoft
10 Need for Speed 1994 Electronic Arts

Media edit

In 2000, Channel 4 produced a documentary, Thumb Candy, on the history of video games.[83] It includes footage from old Nintendo commercials.[84]

Video game conventions edit

Game ratings and government oversight edit

Prior to 2012, video games in the UK would be rated through the Video Standards Council (VSC), which had been established in 1989 under the government's Department for Digital, Culture, Media and Sport (DCMS). The VSC worked initially with the UK video game trade group known as the Entertainment Leisure Software Publishers Association (ELSPA) at the time but later renamed to the UK Interactive Entertainment Association (Ukie). The VSC and ELPSA developed a set of ratings in 1993, and used a combination of voluntary suggestions from publishers and their own reviews to establish a game's rating.[85] With the introduction of the Pan European Game Information (PEGI) system in 2003, the VSC standardized its ratings on PEGI's classification system. The VSC system was voluntary at this point, though most UK retailers would respect the ratings marked on boxes to avoid selling mature games to children.[85] The only facet of the UK ratings system for video games set in law were for titles deemed to have excessive violent or pornographic content; such titles were required to be reviewed by the British Board of Film Classification (BBFC), a non-government body designed in law to review film and television content, if such a designation was determined by the VSC. Legal penalties existed for publishers and retailers that attempted to sell such games without the BBFC's review. The BBFC had the authority to outright ban sale of a video game if deemed so, though such bans could be challenged.[85] Up to 2012, only two such games had been temporarily banned by the BBFC due to rating: Manhunt 2 and Carmageddon, both which were later cleared after changes had been made by their publishers.[86]

The Byron Review, released in March 2008 under a 2007 order from Prime Minister Gordon Brown to the Department for Children, Schools and Families, made numerous suggestions for how the government could take steps to protect children in the digital environment like the Internet.[86] Among the suggestions were related to video game ratings, which the report found that parents often mistook as difficulty ratings, and instead urged that the BBFC become involved. By May 2008, the BBFC had proposed a new voluntary ratings system for digital video games, paralleling their existing rating systems for film and television.[87] The VSC and other groups felt the BBFC's system for video games was too forgiving and was based on a system designed around linean content rather that non-linear content such as video games,[88][89] and urged the government to adopt a system based on an enhanced PEGI categorization system they were working on.[90] Reports had found that the PEGI system tended to rate games more conservatively - issuing the game a stricter age rating - compared to what the BBFC would issue for the same title; the VSC stated that 50% of the games they had rated "18+" on the PEGI since 2003 had received a more lenient rating from the BBFC.[91]

The DCMS issued a following report in June 2009 to address several points of the Byron Review, among which included the intent to standardized video game ratings on the PEGI system.[86] The Video Recordings (Labelling) Regulations act was passed in May 2012 and came into force on 30 July 2012.[92] With it, it eliminated the BBFC's oversight of video games with limited exceptions on excessively pornographic titles, as well as for games with limited interactivity (such as interactive DVD games) and for any direct video content on the game disc.[93] Instead, all published video games in retail marketplaces were required to be rated under the PEGI system by the special Games Ratings Authority (GRA) within the VSC. Retailers were bound to prevent sales of mature games (PEGI ratings of 12, 16, or 18) to younger children under this law, with both fines and prison time should they be found guilty of such sales.[94][86] The VSC also became the only body that could ban sale of a game in the UK.[93] Ukie continues to work alongside the VSC to help UK developers and publishers prepare for the VSC process and prepare educational and advocacy material to make the UK public aware of the ratings system.[93]

The VSC ratings only apply to retail titles; digitally distributed titles are not regulated under UK law, through the VSC urges developers, publishers, and storefronts as a best-practice to use the low-cost self-ratings services of the International Age Rating Coalition to assign their game an appropriate PEGI rating for the digital service.[95]

Legacy edit

The Royal Mail issued a limited postal stamp series in 2020 featuring games that represent the United Kingdom's early video game industry. The series featured Elite (1984), the Dizzy series (1987–1992), WipeOut (1995), the Worms series (1995–present), Lemmings (1991), Micro Machines (1991), Populous (1989), and the Tomb Raider series (1996–present).[96]

The interactive film Black Mirror: Bandersnatch is loosely based on the early period of the United Kingdom's video game industry, and makes allusion to Imagine Software, a major publisher in the early 1980s which gained notoriety when it fell into bankruptcy in the midst of being filmed as part of a documentary for the BBC. Jeff Minter, one of the earlier game developers in the UK's industry, has a cameo role within the movie.[97]

See also edit

References edit

  1. ^ "About the UK Video Games Industry - TIGA". TIGA. Retrieved 30 July 2022.
  2. ^ "Top Countries & Markets by Game Revenues". Newzoo. from the original on 16 December 2021. Retrieved 30 September 2023.
  3. ^ Dring, Christopher (12 January 2023). "European console and PC game sales fall 7.1% in 2022". GamesIndustry.biz. Retrieved 30 September 2023.
  4. ^ Powell, Steffan (31 March 2022). "The UK video games market is worth a record £7.16bn". BBC News. Retrieved 30 July 2022.
  5. ^ "Grand Theft Auto 5 breaks 6 sales world records". Guinness World Records. 8 October 2013.
  6. ^ . The Association for UK Interactive Entertainment. 30 July 2012. Archived from the original on 28 October 2012. Retrieved 10 December 2012.
  7. ^ "Creative Industries Economic Estimates: Focus on..." Department for Culture, Media and Sport. 9 June 2016. Retrieved 9 September 2016.
  8. ^ "A brief history of British computers: the first 25 years (1948–1973)". BCS - The Chartered Institute for IT. 1 September 2010. Retrieved 23 September 2021.
  9. ^ "How an obscure British PC maker invented ARM and changed the world". 20 December 2020.
  10. ^ a b c "After Pong". ACE. No. 6 (March 1988). 4 February 1988. pp. 29–32.
  11. ^ Meades, Alan (25 October 2022). Arcade Britannia: A Social History of the British Amusement Arcade. The MIT Press. doi:10.7551/mitpress/12420.001.0001. ISBN 978-0-262-37234-3.
  12. ^ "30 Great Gaming World Records". Computer and Video Games. ComputerAndVideoGames.com. 14 February 2009. Retrieved 26 January 2012.
  13. ^ Haddon, L. (1988). "Electronic and Computer Games: The History of an Interactive Medium". Screen. 29 (2): 52–73. doi:10.1093/screen/29.2.52. In the UK, the Labour MP George Foulkes led a campaign in 1981 to curb the 'menace' of video games, maintaining that they had addictive properties. His 'Control of Space Invaders (and other Electronic Games) Bill' was put to the Commons and only narrowly defeated.
  14. ^ "Control of Space Invaders and Other Electronic Games". Parliamentary Debates (Hansard). House of Commons. 20 May 1981. col. 287–291.
  15. ^ a b c d e f Izushi, Hiro; Aoyama, Yuko (2006). "Industry evolution and cross-sectoral skill transfers: a comparative analysis of the video game industry in Japan, the United States, and the United Kingdom". Environment and Planning A. 38 (10): 1843–1861. Bibcode:2006EnPlA..38.1843I. doi:10.1068/a37205. S2CID 143373406.
  16. ^ "Where every home game turns out to be a winter". The Guardian. 6 March 1986. p. 15. Retrieved 3 October 2021.
  17. ^ a b c d e f g h "Market size and market shares". Video Games: A Report on the Supply of Video Games in the UK. United Kingdom: Monopolies and Mergers Commission (MMC), H.M. Stationery Office. April 1995. pp. 66 to 68. ISBN 978-0-10-127812-6.
  18. ^ "Technology: The games that aliens play". New Scientist. Vol. 88, no. 1232–1233. Reed Business Information. 18 December 1980. p. 782. ISSN 0262-4079.
  19. ^ a b Baker, Chris (8 June 2010). "Sinclair ZX80 and the Dawn of 'Surreal' U.K. Game Industry". Wired. Retrieved 18 May 2022.
  20. ^ a b "The man with £9 million to spend!" (PDF). Sega Power. No. 20. United Kingdom: Future Publishing (published 6 June 1991). July 1991. pp. 17–23. Retrieved 12 December 2021.
  21. ^ Stewart, Keith (24 February 2017). "10 most influential games consoles – in pictures". The Guardian. Retrieved 30 September 2019.
  22. ^ "Commodore 64 turns 30: What do today's kids make of it?". BBC News. Retrieved 18 March 2017.
  23. ^ a b Hormby, Thomas (8 February 2007). "Acorn and the BBC Micro: From education to obscurity". Low End Mac. from the original on 3 March 2007. Retrieved 1 March 2007.
  24. ^ a b c d Baker, Chris (6 August 2010). "Sinclair ZX80 and the Dawn of 'Surreal' U.K. Game Industry". Wired. Retrieved 30 September 2019.
  25. ^ a b c d Mardsen, Rhordi (25 January 2015). "Geeks Who Rocked The World: Documentary Looks Back At Origins Of The Computer-games Industry". The Independent. Retrieved 3 October 2019.
  26. ^ a b c "How British video games became a billion pound industry". BBC. December 2014. Retrieved 30 September 2019.
  27. ^ "Death of the bedroom coder". The Guardian. 24 January 2004. Retrieved 30 September 2019.
  28. ^ a b Donlan, Christian (26 July 2012). "Manic Miner 360: Revisiting a Classic". Eurogamer. Retrieved 30 September 2019.
  29. ^ Orr, Lucy (7 July 2011). "Bug-Byte Manic Miner". The Register. Retrieved 30 September 2019.
  30. ^ Braben, David (31 December 2005). "Towards games with the wow factor". BBC News. Retrieved 27 December 2009.
  31. ^ "Gamasutra - Gary Penn interview". 31 January 2011.
  32. ^ Kean, Roger (December 1984). . Crash. Newsfield Publications Ltd. Archived from the original on 5 January 2019. Retrieved 17 December 2008.
  33. ^ Dale, Rodney (1985). The Sinclair Story. London: Duckworth. pp. 171–180. ISBN 0-7156-1901-2.
  34. ^ "Sinclair: a Corporate History". Planet Sinclair. Retrieved 30 April 2008.
  35. ^ "Virus". Atari Mania. Retrieved 9 May 2015.
  36. ^ a b The Rise and Fall of Britain's Bedroom Coders. Game Maker's Toolkit. 1 October 2020. Retrieved 1 October 2020 – via YouTube.
  37. ^ a b c d e f g Stuart, Keith (23 July 2015). "Commodore Amiga at 30 – the computer that made the UK games industry". The Guardian. Retrieved 30 September 2019.
  38. ^ "Thumbs up for Amigas following A500 launch". Popular Computing Weekly. No. 12. Sunshine Publications. 20 March 1987. p. 5.
  39. ^ "Computer Boom Gathers Pace". New Computer Express. Future Publishing. 29 April 1989. p. 4. Retrieved 24 November 2021.
  40. ^ "Amiga Edges Ahead in 16-Bit War". New Computer Express. Future Publishing. 25 March 1989. p. 4. Retrieved 24 November 2021.
  41. ^ "Bundle Boost for Commodore 64". New Computer Express. Future Publishing. 17 June 1989. p. 4. Retrieved 24 November 2021.
  42. ^ a b Robert Mellor. "The Making Of Batman The Movie". Retro Gamer. No. 41. pp. 64–67.
  43. ^ Wilkins, Chris; Kean, Roger M (2013). Ocean - The History. Revival Retro Events.
  44. ^ . Film Stories. 25 September 2020. Archived from the original on 21 October 2020. Retrieved 24 November 2021.
  45. ^ Reunanen, Markku; Silvast, Antti (2009). "Demoscene Platforms: A Case Study on the Adoption of Home Computers". History of Nordic Computing 2. History of Nordic Computing. IFIP Advances in Information and Communication Technology. Vol. 303. pp. 289–301. doi:10.1007/978-3-642-03757-3_30. ISBN 978-3-642-03756-6.
  46. ^ Chaplin, Heather (12 March 2007). "Is That Just Some Game? No, It's a Cultural Artifact". The New York Times.
  47. ^ "16-Bit Systems". Computer and Video Games. No. 182 (January 1997). 11 December 1996. p. 18.
  48. ^ "The debate over video games". New Straits Times. 8 May 1993. Retrieved 23 September 2021.
  49. ^ Warr, Simon Morgan (22 August 1992). "Game war heroes: Sega v Nintendo". The Independent. Archived from the original on 17 August 2022. Retrieved 24 September 2021.
  50. ^ "Games role of PC grows in UK market". Screen Digest. Screen Digest Limited: 248. 1993. IBM-compatible personal computers are now fourth most important games format in UK market after Sega Mega Drive, Amiga and Super NES according to surveys by Gallup
  51. ^ "Commando: Soldier of Fortune". Your Sinclair. No. 1. January 1986. p. 54.
  52. ^ "1986 Top Ten Coin-Ops". Sinclair User. No. 59 (February 1987). 18 January 1987. p. 96.
  53. ^ Prisco, Jacopo (18 September 2021). "How Out Run changed video games forever". Wired UK. Retrieved 4 November 2021.
  54. ^ "Burn Rubber". Computer and Video Games. No. 75 (January 1988). 15 December 1987. pp. 50–1.
  55. ^ Carroll, Martyn (April 2016). "Operation Wolf". Retro Gamer. No. 153. pp. 34–41.
  56. ^ "Reviews: Operation Wolf". Computer and Video Games. No. 86 (December 1988). November 1988. pp. 20–5.
  57. ^ "The making of Street Fighter 2 - a video game legend" (PDF). Mega. No. 10 (July 1993). 17 June 1993. pp. 14-35 (18-21).
  58. ^ The Year's Top 10 Games. EMAP. p. 88. {{cite book}}: |work= ignored (help)
  59. ^ "News Desk: Exploding Fist tops Gallup 1985 charts". Popular Computing Weekly. 20 March 1986. p. 4.
  60. ^ "Yie Ar tops charts for 1986". Popular Computing Weekly. 12 February 1987. p. 6.
  61. ^ "OutRun". Computer and Video Games (80). EMAP: 30–1. June 1988. ISSN 0261-3697.
  62. ^ "Game of the Year". Your Sinclair. No. 28 (April 1988). 10 March 1988. pp. 64–5.
  63. ^ "The Best Games of '89". Computer and Video Games. No. 98 (January 1990). 16 December 1989. p. 9.
  64. ^ "Can Mega Drive Street Fighter 2 Live Up To All The Hype?" (PDF). Mega. No. 10 (July 1993). 17 June 1993. p. 22.
  65. ^ "Sonic: A brief history". MegaTech. No. 26 (February 1994). United Kingdom: Maverick Magazines. 20 January 1994. p. 24.
  66. ^ "Top-Selling Video Game Titles In UK — 1993 (All Formats)". Screen Digest. Screen Digest Limited: 110. 1994. nb sales level at number 5 = 400,000 units, at number 9 = 250,000 units, at number 10 = 200,000 units
    Source: Gallup-ELSPA/Electronic Arts/CTW
  67. ^ "Appendix B: Top 10 software" (PDF). Unlimited learning: Computer and video games in the learning landscape. European Leisure Software Publishers Association (ELSPA). 2006. p. 51. Retrieved 16 October 2021. {{cite book}}: |website= ignored (help)
  68. ^ Stuart, Keith (27 January 2010). "Back to the bedroom: how indie gaming is reviving the Britsoft spirit". The Guardian. Retrieved 3 October 2019.
  69. ^ Rosenberg, Dave. (2009-12-31) Video games outsell movies in U.K. | Software, Interrupted - CNET News. News.cnet.com. Retrieved on 2011-05-07.
  70. ^ "UK consumer spend on games grows 10% to a record £5.7bn in 2018". ukie.org.uk.
  71. ^ "UK gaming market worth record £5.7bn". BBC. 2 April 2019. Retrieved 2 April 2019.
  72. ^ Luke, Hebblethwaite (2 April 2019). "UK consumer spend on games grows 10% to a record £5.7bn in 2018". UK Interactive Entertainment Association. Retrieved 2 April 2019.
  73. ^ "Top 10 Best-Selling Video Games of All Time - IGN". 19 April 2019.
  74. ^ (PDF). Archived from the original (PDF) on 22 January 2016. Retrieved 6 May 2016.{{cite web}}: CS1 maint: archived copy as title (link)
  75. ^ "Pollen VC | Funding for Mobile App and Game Developers". pollen.vc.
  76. ^ "£4m fund to kick-start the next 'Tomb Raider'". GOV.UK. Retrieved 9 March 2023.
  77. ^ "UK Games Fund". UK Games Fund. Retrieved 9 March 2023.
  78. ^ "Home". Tranzfuser. Retrieved 9 March 2023.
  79. ^ "Creative industries: Sector Deal". GOV.UK. Retrieved 9 March 2023.
  80. ^ "£50 million of Government investment announced for creative businesses across the UK". GOV.UK. Retrieved 9 March 2023.
  81. ^ "The changing face of NI's video gaming industry". BBC News. 25 May 2010. Retrieved 4 March 2012.
  82. ^ "The video games of our lives: GfK publishes UK's top 30 best-selling computer games since 1995, with all games grossing £26.3bn in 27 years". GfK. London. 29 March 2022. Retrieved 19 May 2022.
  83. ^ Thumb Candy. Thumb Candy - The history of computer games 2000. YouTube. Published by QLvsJAGUAR. Published on 12 February 2011. Retrieved 5 December 2017.
  84. ^ Gaming Life UK. IGN. Published 24 June 2002. Retrieved 6 December 2017.
  85. ^ a b c "Rated and Willing: Where Game Rating Boards Differ". Gamasutra. 15 December 2005. Retrieved 6 January 2020.
  86. ^ a b c d "BBC News: UK enforces PEGI video game ratings system". BBC. 30 July 2012. Retrieved 6 January 2020.
  87. ^ "BBFC ratings go online". The Guardian. 21 May 2008. Retrieved 6 January 2020.
  88. ^ Hartley, Adam (23 June 2009). "Interview: ELSPA boss explains PEGI age ratings". TechRadar. Retrieved 5 March 2018.
  89. ^ Waters, Darren (8 July 2009). "Divide on games industry ratings". BBC. Retrieved 5 March 2018.
  90. ^ "Games ratings row gets colourful". BBC. 28 October 2008. Retrieved 6 January 2020.
  91. ^ Sassoon Coby, Alex (18 June 2009). "Spot On: British game-ratings changes broken down". GameSpot. Retrieved 6 January 2020.
  92. ^ "Video Standards Council to take over games age ratings". BBC. 10 May 2012. Retrieved 6 January 2020.
  93. ^ a b c Minkley, Johnny (26 June 2012). "VSC: "PEGI is stricter than the BBFC. We're not ashamed of that"". GamesIndustry.biz. Retrieved 6 January 2020.
  94. ^ "MCV: PEGI ratings come into force today". MCV/Develop. 30 July 2012. Retrieved 6 January 2020.
  95. ^ Robertson, Andy (14 March 2019). "Digital Minister calls on all video game providers to use age ratings online - and parents agree". The Daily Telegraph. Retrieved 6 January 2020.
  96. ^ Phillips, Tom (7 January 2020). "Royal Mail is putting Dizzy, Lemmings, and Elite on stamps". Eurogamer. Retrieved 7 January 2020.
  97. ^ Chapman, Tom (6 September 2019). "Black Mirror: Bandersnatch – What's it about, who's in the cast and can I watch it on Netflix?". Radio Times. from the original on 4 June 2020. Retrieved 20 June 2020.

Further reading edit

  • Tsang, Denise (17 November 2021). "Innovation in the British Video Game Industry since 1978". Business History Review. 95 (3): 543–567. doi:10.1017/S0007680521000398. ISSN 0007-6805. S2CID 244134761.

External links edit

  • UK Interactive Entertainment

video, games, united, kingdom, united, kingdom, largest, video, game, sector, europe, revenue, second, largest, video, game, market, europe, 2022, after, germany, sixth, largest, globally, sales, europe, largest, market, having, overtaken, germany, 2022, video. The United Kingdom has the largest video game sector in Europe 1 By revenue the UK had the second largest video game market in Europe in 2022 after Germany and the sixth largest globally 2 By sales it is Europe s largest market having overtaken Germany in 2022 3 The UK video game market was worth 7 16 billion 9 81 billion in 2021 a 2 increase over the previous year 4 While the North American and Japanese markets were thriving in the early 1980s with arcade and home console games the UK s game industry grew out of amateur bedroom coders on home computers in part due to the government s initiative through the BBC to teach computer programming to students Subsequently many larger developers and publishers were established in the late 1980s and early 1990s Many major video game franchises are developed in the UK including Grand Theft Auto Tomb Raider Burnout LittleBigPlanet Wipeout and Dirt making Britain the third largest producer of video game series behind Japan and the United States The best selling video game series made in the UK is Grand Theft Auto primary developed by Rockstar North in Edinburgh which has sold over 150 million copies as of September 2013 the most recent instalment Grand Theft Auto V became the fastest selling video game of all time by making 815 7 million 511 8 million in sales worldwide during the first 24 hours of the game s sale 5 Another major British contribution to the game industry was the ZX Spectrum home computer released in 1982 The organisations responsible for rating video games in the UK are the British Board of Film Classification and PEGI the latter of which was elected to rate British games in 2009 and subsequently began doing so in July 2012 6 The United Kingdom s video game industry is estimated to employ 20 000 people 7 Contents 1 History 1 1 Early history 1950s 1960s 1 2 Early arcade video games 1970s 1980s 1 3 Early home video games early 1980s 1 4 Microcomputer popularity 1980s 1 5 Arrival of 16 bit computers 1985 1995 1 6 Console systems 1987 present 1 7 Video game sales and revenue 1980 1995 1 8 Indie gaming 2010 present 2 Industry 2 1 Best selling video game franchises 1995 2021 3 Media 4 Video game conventions 5 Game ratings and government oversight 6 Legacy 7 See also 8 References 9 Further reading 10 External linksHistory editEarly history 1950s 1960s edit Main article Early history of video games Initial games nbsp Christopher Strachey s Draughts is the first verifiable video game to run on a general purpose computer The United Kingdom had been a key participant in the 18th and 19th century history of computing in both its theoretical underpinnings e g George Boole s Boolean algebra and especially its practical application including the first computing device Notable figures like Charles Babbage and Ada Lovelace created both a fundamental computer the mechanical based difference engine and a primitive programming language respectively As computers transitioned to electronic and digital elements in the mid 20th century Alan Turing established the foundation of modern computer science and the concept of artificial intelligence The UK s involvement in World War II also pushed forward advances in computing particularly in cryptography such as the Colossus computer to help decipher enemy messages all of which helped to create a widespread drive to improve computers and computing after the war most prominently at several academic institutions including the University of Manchester and Cambridge University Wider use of computers for general purpose applications became more common in the late 1960s and early 1970s 8 In the 1980s British engineers spawned the now ubiquitous de facto reference implementation of the reduced instruction set computing paradigm the ARM architecture family which would play a large role as the heart of later games consoles e g the Nintendo Switch and mobile gaming 9 Christopher Strachey s Draughts completed around 1951 is the first verifiable video game to run on a general purpose computer developed at the British National Physical Laboratory Early arcade video games 1970s 1980s edit Up until the 1970s British amusement arcades typically had mechanical arcade games electro mechanical games and pinball machines Arcade video games arrived with the 1973 release of Pong by Atari Inc Pong and other similar sports video game clones became popular in British arcades up until their popularity declined a year later in 1974 after which video games were dismissed as a fad Atari s Breakout 1976 later drew a significant following but enthusiasm for the game had also waned shortly after A major breakthrough for video games came with the 1978 release of Taito s shoot em up game Space Invaders which began the golden age of arcade video games In order to keep up with high demand for Space Invaders Taito licensed distribution rights to Midway Manufacturing By 1979 Space Invaders had sold 85 000 arcade cabinets in the United Kingdom installed across locations such as arcades pubs and public buildings 10 11 Space Invaders was the first video game to attract political controversy when a 1981 Private Member s Bill known as the Control of Space Invaders and other Electronic Games Bill drafted by British Labour Member of Parliament MP George Foulkes attempted to allow local councils to restrict the game and those like it by licensing for its addictive properties and for causing deviancy Conservative MP Michael Brown defended the game as innocent and harmless pleasure which he himself had enjoyed that day and criticized the bill as an example of Socialist beliefs in restriction and control A motion to bring the bill before Parliament was defeated by 114 votes to 94 votes the bill itself was never considered by Parliament 12 13 14 Space Invaders was followed by other hit arcade video games including Namco s shoot em up Galaxian 1979 and maze game Pac Man 1980 the scrolling shooters Scramble by Konami and Defender by Williams Electronics Nintendo s platform game Donkey Kong 1981 and Namco s racing game Pole Position 1982 distributed by Atari 10 One of the earliest video game magazines Computer and Video Games began publication in the United Kingdom in 1981 Early home video games early 1980s edit Some of the first generation of video game consoles like dedicated Pong consoles were imported into the UK but did not gain much traction 15 Home video games were popularized in the United Kingdom during 1982 1984 16 There was a short lived home console market in the United Kingdom during the early 1980s 17 The success of Space Invaders in the arcades generated demand for the Atari VCS which had an official home version of Space Invaders released in 1980 The Atari VCS sold 125 000 units in the United Kingdom that year along with 500 000 game cartridges becoming the best selling console in the UK up until then Portable LCD games also gained popularity the same year including Space Invaders clones such as Atari s Galaxy Invaders and Casio s MG 880 calculator game as well as the Sharp PC 1211 pocket computer sold by Tandy under the Radio Shack TRS 80 brand 18 The home console market crash of 1983 whose effects primarily impacted North America was offset in the UK by the simultaneous transition to a market dominated by microcomputers and LCD games 17 The switch towards microcomputers and the more transient fad of LCD games was already an apparent emergent trend by the time of the crash which in the UK merely accelerated an inevitable transition to microcomputers 19 The home computer market and concomitant domestic game production took off so rapidly during 1983 and thereafter that the UK market in totality not only withstood the crash but immediately began growing albeit almost entirely in the new direction of microcomputers 19 Pre dating and then becoming concurrent with the console market s troubles the arrival of affordable home computers in the early 1980s with graphical capabilities matching or exceeding the second generation consoles such as the Atari VCS dealt a severe blow to consoles in the UK Home computers offered significantly cheaper software compared to the more expensive console game cartridges 20 By 1984 computer games had overtaken both consoles and LCD games as the largest sector of the UK home video game market 17 Microcomputer popularity 1980s edit nbsp The popularity of the ZX Spectrum was instrumental in driving the start of the UK home computer game industry Whereas the North American and Japanese home video game markets boomed with console games the UK market for home video games was grown out of home computers also known as microcomputers specifically the BBC Micro from Acorn Computers in 1981 and the ZX Spectrum from Sinclair Research alongside Sinclair s earlier ZX80 and ZX81 systems and the Commodore 64 by Commodore International in 1982 21 22 In the early 1980s the UK home computer game industry initially began with British programmers developing unofficial ports and clones of arcade games for home computers followed by original computer games 10 The saturation of home computers immunised the UK against the effects of the North American video game crash in 1983 after which the microcomputer game market continued to grow with significant levels of domestic game production taking place In 1984 computer games replaced console and LCD games as the largest sector of the UK home video game market 17 Computer literacy had been seen by the UK government as a key skill that Britain s children should possess to help improve the technology savvy of the nation in the future 23 While home computers did exist in the UK market like the Commodore PET and Apple II both released in 1977 these were comparatively expensive for broad use across the population 24 The BBC worked with Acorn to create the low cost BBC Micro home computer alongside a set of broadcast programming to help teach fundamentals of computers for school aged children This was used in up to 80 of the schools in the UK at the time and led to creation of the Spectrum and Commodore 64 to help meet growing demand for the systems 23 Additionally youth of the United Kingdom at that time were tinkerers taking apart and repairing devices including electronics and the nature of computer programming felt within this same scope 25 The United Kingdom had already had a history with board games prior to this revolution as well as laying claim to starting the fantasy literary genre through J R R Tolkien s works a major point of inspiration for the Dungeons amp Dragons tabletop role playing game 26 Thus with the ability to program their own games through these early home computers the UK developed an initial home computer game market Throughout most of the 1980s British games were typically made by only one person with no formal experience in computer programming attempting to realise a singular vision these developers were known as bedroom coders some of them achieved a status akin to rockstars within the tech market and even popular culture more broadly 15 27 As there were few game stores in the UK at that time most of these coders turned to mail order sending out copies of their games on cassette tape for use in the computer s tape drives A market developed for companies to help such programmer sell and distribute their games 24 This industry took off after the release of the ZX Spectrum in 1982 by the end of 1983 there were more than 450 companies selling video games on cassette compared to 95 the year before 24 An estimated 10 000 to 50 000 youth mostly male were making games out of their homes at this time based on advertisements for games in popular magazines 25 The growth of video games in the UK during this period was comparable to the punk subculture fueled by young people making money from their games 25 One of the earliest such successful titles was Manic Miner developed and released by Matthew Smith in 1983 sold by Bug Byte one of the first publishers in this market While a loose clone of the United States developed Miner 2049er Manic Miner incorporated elements of British humour and other oddities 24 28 Manic Miner is considered the quintessential British game for this reason and since then inspired similar games with the same type of British wit and humour through the present 26 28 29 Another key title from this period was Elite developed by David Braben and Ian Bell and released in 1984 A non linear space exploration trading and combat game Elite established many of the principles of the open world gameplay concept that are used in most space simulation games today as well as influencing the Grand Theft Auto series itself a pinnacle of open world design 30 31 The popularity of video games on home computers within the UK drew sales away from other video game formats 15 Despite the lack of exposure to the North American crash of 1983 the UK industry of this period still had its notable failures The success of Imagine Software formed by former members of Bug Byte drew the attention of the BBC as part of a documentary series Commercial Breaks that had been examining successful businesses in new industries During 1983 and 1984 Imagine had tried to expand its capabilities beyond game programming as well as push the idea of megagames that stretched a computer s hardware limits and would be sold at a higher cost but these efforts backfired costing Imagine staff and money By the time the BBC began filming for this episode of Commercial Breaks Imagine was in a downward spiral which was notoriously documented by the BBC 32 A short term collapse of the computer market occurred from the end of 1984 into 1985 Rival companies Sinclair Research and Acorn Computers began entering a price war on competing systems ahead of end of year holidays sales which created a consumer perception that these systems were nothing more than toys rather than productivity tools In early 1985 financial institutions became wary of investments into computer companies due to other activities they had made as well Acorn was acquired by Olivetti over 1985 while Sinclair Research was sold to Amstrad in 1986 33 34 The 32 bit 1987 Acorn Archimedes computer was influential David Braben s 1987 3D video game Zarch for the Acorn Archimedes computer is the word s first solid 3D video game with lighting effects and shadowing from before computers had special purpose hardware GPUs for such It started out as the Lander demo packaged with the Archimedes and was later ported to other computers such as the Amiga under the name Virus in 1988 without such lightning support It was also ported to the Atari ST where it won game of the year 1988 awards 35 Braben had previously made the 1984 wire frame 3D game Elite with Ian Bell also a first with a 3D graphics technique BBC BASIC on the Archimedes was considered as a vehicle for cross platform game development by David Braben The BBC Micro was also a development host for the Commodore 64 version of Elite Arrival of 16 bit computers 1985 1995 edit nbsp The Amiga 500 The more advanced 16 bit Commodore Amiga and Atari ST machines typically required a full team of developers to build games for the bedroom coders of the previous years began to fade away as development companies formed to build games on these new systems 36 First released in 1985 37 the more expensive hardware and software stifled the uptake of both machines 38 The cheaper but less powerful Atari ST became the more popular of the two computers in 1988 it accounted for nearly one in ten of all UK personal computer sales more than double that of the Amiga 39 Although chart company Gallup reported in February 1989 that Amiga games had begun to outsell ST games for the first time the combined sales for both platforms were still less than 10 of the total UK games market 40 The cheaper eight bit machines like the ZX Spectrum were continuing to sell well particularly with parents buying their first computer with stocks of the Commodore 64 running out over Christmas 1988 41 For the following Christmas period Commodore allowed Ocean Software to bundle Batman their first game specifically designed for the sixteen bit machines 42 with their Amiga 500 computers to create the Batman Pack 43 58 Launched in October 1989 with a TV advertising campaign it became one of the most successful hardware software bundles of all time 42 selling over 186 000 units by the end of the following year 44 The Amiga s more powerful graphics capabilities enabled game developers to experiment more 37 and helped to expand the demoscene in the UK which in turn brought in more developers to stretch the capabilities of the computer 45 A number of influential British companies emerged during this period Psygnosis was formed in 1984 after the closure of Imagine Software and sought to bring the brightest programmers of the day to produce games that they would then publish along with other in house developed titles Psygnosis catalog has a number of highly praised titles such as Shadow of the Beast and Obliterator The publisher was eventually acquired by Sony Interactive Entertainment to develop the Wipeout series among other titles and while the studio was shuttered in 2012 most of its activities had been adsorbed into the Sony structure 37 Sensible Software founded by Jon Hare and Chris Yates in 1986 was already a successful 8 bit developer prior to success across Europe with Amiga hits like Sensible World of Soccer Cannon Fodder and Mega Lo Mania topping the UK all formats games charts for 52 weeks from June 1992 to 1995 Sensible World of Soccer was the only European developed game entered into the game canon a list of 10 video games created by Stanford University for preservation by the Library of Congress The New York Times called the creation of this list an assertion that digital games have a cultural significance and a historical significance 46 Sensible Software was acquired by Codemasters in 1999 DMA Design among whose first titles was the best selling Lemmings in 1991 DMA Design after several more titles would go on to produce Grand Theft Auto in 1997 and would lead them to ultimately be acquired by Take Two Interactive and rebranded as Rockstar Games with the original studio renamed as Rockstar North 37 Bullfrog Productions was founded by Peter Molyneux and Les Edgar with one of their first titles being Populous the title that established the god game genre Bullfrog developed several other influential titles including the Dungeon Keeper series the Syndicate series and Theme related titles including Theme Park and Theme Hospital Though Bullfrog was ultimately acquired and shuttered by Electronic Arts the Bullfrog team went on to establish other influential UK studios including Molyneux s Lionhead Studios Media Molecule Hello Games and Two Point Studios 37 Team17 was initially born out of the demoscene but produced a number of successful Amiga games finding success in the Worms series in 1995 Today Team17 also now serves as a video game publishers for many independent studios 37 During this period video game consoles from the fourth generation including the Sega Mega Drive and Super Nintendo Entertainment System began to gain interest in the UK 15 Such interest led to more corporate structure around video game development to support the costs and hardware needed to develop games on these platforms and caused a decline of the popularity of the bedroom coder by 1995 15 25 However the bedroom coders had seeded the necessary elements as to gain interest from United States companies looking for talent around this time leading to various acquisitions and partnerships between US and UK game companies around this time 15 Console systems 1987 present edit During the late 1980s to early 1990s there was a gradual transition in the UK home video game market from home computers to video game consoles with the arrival of 8 bit third generation consoles and then 16 bit fourth generation consoles By 1991 home consoles had overtaken home computers as the larger sector of the UK home video game market 17 The growth of consoles in the UK was largely driven by Sega consoles the Master System 1987 release and Mega Drive 1990 release they exceeded the graphical capabilities of 8 bit and 16 bit home computers respectively while being more affordable 20 Computer and Video Games magazine credited the success of Sega s Sonic the Hedgehog in particular as one of the main reasons for the popularity of console video games in the United Kingdom 47 Other popular console systems followed in the UK including the Nintendo consoles Game Boy 1990 release and Super NES 1992 release and then 32 bit fourth generation consoles including Sony s PlayStation 1995 release and the Nintendo 64 1997 release 37 By 1992 Sega and Nintendo were earning more than 700 000 000 or 1 230 000 000 equivalent to 2 700 000 000 in 2023 from annual video games sales in the United Kingdom 48 while British video game magazines had a circulation of 1 million copies per month 49 In 1992 the UK games market was led by the Mega Drive followed by the Amiga and Super NES and then IBM compatible PC 50 During the early 1990s Sega and Nintendo dominated the UK video game market which led to both companies coming under investigation by the Monopolies and Mergers Commission MMC for alleged monopolistic business practices 17 With the increasing power and popularity of consoles more UK developers targeted console platforms in the 1990s 26 As noted above some of those that were instrumental in Britain s contribution to consoles included Psygnosis developing Wipeout for the PlayStation and DMA Design Grand Theft Auto for the PlayStation Others included Rare which brought many titles to Nintendo consoles Argonaut Games which helped to bring 3D graphics to the Super NES via Star Fox and Core Design which brought the Tomb Raider series to the PlayStation console Other software houses like Ocean Software Codemasters and U S Gold expanded into console games as well 36 Video game sales and revenue 1980 1995 edit Graphs are unavailable due to technical issues There is more info on Phabricator and on MediaWiki org Annual UK home video game revenue 1980 1993 17 Annual UK home video game revenue 1980 1993 17 Year Game consoles Computer games LCD games Annual Annual US Inflation US 1980 33 000 000 12 000 000 45 000 000 105 000 000 388 000 000 1981 46 000 000 20 000 000 66 000 000 133 000 000 446 000 000 1982 46 000 000 34 000 000 80 000 000 140 000 000 442 000 000 1983 36 000 000 45 000 000 81 000 000 123 000 000 376 000 000 1984 25 000 000 100 000 000 40 000 000 165 000 000 219 000 000 642 000 000 1985 16 000 000 105 000 000 35 000 000 156 000 000 200 000 000 567 000 000 1986 13 000 000 105 000 000 6 000 000 124 000 000 182 000 000 506 000 000 1987 10 000 000 110 000 000 8 000 000 128 000 000 209 000 000 561 000 000 1988 24 000 000 112 000 000 21 000 000 157 000 000 279 000 000 719 000 000 1989 47 000 000 115 000 000 17 000 000 179 000 000 293 000 000 720 000 000 1990 87 000 000 138 000 000 20 000 000 245 000 000 435 000 000 1 014 000 000 1991 298 000 000 125 000 000 22 000 000 445 000 000 785 000 000 1 756 000 000 1992 578 000 000 132 000 000 20 000 000 730 000 000 1 281 000 000 2 781 000 000 1993 547 000 000 148 000 000 19 000 000 714 000 000 1 071 000 000 2 259 000 000 Annual UK highest grossing arcade video games 1984 1992 Year Top arcade video game Manufacturer Genre Cabinet sales Coin drop earnings Ref 1984 Track amp Field Konami Sports Un known Un known 51 1985 Commando Capcom Run and gun Un known Un known 1986 Nemesis Gradius Konami Scrolling shooter Un known Un known 52 1987 Out Run Sega Driving Un known Un known 53 54 1988 Operation Wolf Taito Light gun shooter Un known Un known 55 56 1991 Street Fighter II The World Warrior Capcom Fighting 10 000 130 000 000 229 000 000 57 1992 Un known 260 000 000 459 000 000 Annual UK best selling home video games 1984 1995 Year Top home video game Developer Publisher Platform s Genre Sales Ref 1984 Jet Set Willy Software Projects Software Projects ZX Spectrum Platformer Un known 58 1985 The Way of the Exploding Fist Beam Software Melbourne House Home computers Fighting Un known 59 1986 Yie Ar Kung Fu Konami Imagine Software Home computers Fighting Un known 60 1987 Out Run Sega U S Gold ZX Spectrum Driving 350 000 61 62 1989 RoboCop Data East Ocean Software ZX Spectrum Action Un known 63 1992 Sonic the Hedgehog 2 Sega Sega Sega Mega Drive Platformer 1 000 000 64 65 1993 Mortal Kombat Midway Acclaim Entertainment Game consoles Fighting 400 000 66 1995 FIFA Soccer 96 Extended Play Productions EA Sports Multi platform Sports Un known 67 Indie gaming 2010 present edit While large British studios continued to develop high profile games for consoles and computers a new hobbyist interest arose around 2010 in independent game development The indie game model of development started to become popular in the late 2000s with games like World of Goo Super Meat Boy and Fez showing the success of the small indie team model and the means to distribute these via digital channels rather than retail This in turn rekindled the hobbyist programmer mindset in the United Kingdom starting a new wave of individual and small team British developers 68 In 2009 the profits of Britain s video game industry exceeded those from its film industry for the first time 69 Industry editThe UK video game market was worth 5 7 billion 7 6 billion in 2018 a 10 increase over the previous year 70 From this 4 01 billion was from the sales of software 10 3 increase over 2017 1 57 billion from the sales of hardware 10 7 increase and 0 11 billion from the sales of other game related items 71 In the software market the data showed a significant increase in digital and online revenues up 20 3 to a record 2 01bn 72 1 17 billion of software sales came from mobile games In 2017 the number of players was estimated at 32 4 million people 73 The Video Games Tax Relief VGTR was established in 2014 to help support creativity in the UK games industry According to TIGA 74 prior to this the UK Games industry was lagging behind other countries where game developers benefitted from substantial tax breaks and government grants Between 2008 and 2011 employment in the games industry fell by over 10 per cent and investment fell by 48 million Thus the UK VGTR aims to ensure the UK games industry s competitiveness on the global stage promotes investment and job creation and encourage the production of culturally British video games The key benefit of the tax relief is that qualifying companies can claim up to 20 of their core expenditure back provided that expenditure has been made in the European Economic Area 75 In 2015 the UK Government provided 4m to launch a games prototype fund the UK Games Fund and a graduate enterprise programme called Tranzfuser 76 The UK Games Fund and Tranzfuser programmes are run by UK Games Talent and Finance Community Interest Company UKGTF 77 78 Further funding of 1 5m for the UK Games Fund and Tranzfuser was announced by the UK Government in 2018 79 Further funding of 8m for the UK Games Fund and Tranzfuser was awarded by the UK Government in 2022 80 In recent years Northern Ireland has made increasing contributions to the United Kingdom s video game industry 81 Best selling video game franchises 1995 2021 edit Best selling video game franchises in the UK 1995 2021 82 Rank Video game franchise UK debut year Franchise owner s 1 FIFA 1993 Electronic Arts 2 Call of Duty 2003 Activision Blizzard 3 Mario 1981 Nintendo 4 Grand Theft Auto 1997 Take Two Interactive 5 Lego 1997 The Lego Group 6 Star Wars 1983 Lucasfilm Games 7 The Sims 2000 Electronic Arts 8 Pokemon 1999 Nintendo The Pokemon Company 9 Assassin s Creed 2007 Ubisoft 10 Need for Speed 1994 Electronic ArtsMedia editIn 2000 Channel 4 produced a documentary Thumb Candy on the history of video games 83 It includes footage from old Nintendo commercials 84 Video game conventions editEGX expo UK Games ExpoGame ratings and government oversight editPrior to 2012 video games in the UK would be rated through the Video Standards Council VSC which had been established in 1989 under the government s Department for Digital Culture Media and Sport DCMS The VSC worked initially with the UK video game trade group known as the Entertainment Leisure Software Publishers Association ELSPA at the time but later renamed to the UK Interactive Entertainment Association Ukie The VSC and ELPSA developed a set of ratings in 1993 and used a combination of voluntary suggestions from publishers and their own reviews to establish a game s rating 85 With the introduction of the Pan European Game Information PEGI system in 2003 the VSC standardized its ratings on PEGI s classification system The VSC system was voluntary at this point though most UK retailers would respect the ratings marked on boxes to avoid selling mature games to children 85 The only facet of the UK ratings system for video games set in law were for titles deemed to have excessive violent or pornographic content such titles were required to be reviewed by the British Board of Film Classification BBFC a non government body designed in law to review film and television content if such a designation was determined by the VSC Legal penalties existed for publishers and retailers that attempted to sell such games without the BBFC s review The BBFC had the authority to outright ban sale of a video game if deemed so though such bans could be challenged 85 Up to 2012 only two such games had been temporarily banned by the BBFC due to rating Manhunt 2 and Carmageddon both which were later cleared after changes had been made by their publishers 86 The Byron Review released in March 2008 under a 2007 order from Prime Minister Gordon Brown to the Department for Children Schools and Families made numerous suggestions for how the government could take steps to protect children in the digital environment like the Internet 86 Among the suggestions were related to video game ratings which the report found that parents often mistook as difficulty ratings and instead urged that the BBFC become involved By May 2008 the BBFC had proposed a new voluntary ratings system for digital video games paralleling their existing rating systems for film and television 87 The VSC and other groups felt the BBFC s system for video games was too forgiving and was based on a system designed around linean content rather that non linear content such as video games 88 89 and urged the government to adopt a system based on an enhanced PEGI categorization system they were working on 90 Reports had found that the PEGI system tended to rate games more conservatively issuing the game a stricter age rating compared to what the BBFC would issue for the same title the VSC stated that 50 of the games they had rated 18 on the PEGI since 2003 had received a more lenient rating from the BBFC 91 The DCMS issued a following report in June 2009 to address several points of the Byron Review among which included the intent to standardized video game ratings on the PEGI system 86 The Video Recordings Labelling Regulations act was passed in May 2012 and came into force on 30 July 2012 92 With it it eliminated the BBFC s oversight of video games with limited exceptions on excessively pornographic titles as well as for games with limited interactivity such as interactive DVD games and for any direct video content on the game disc 93 Instead all published video games in retail marketplaces were required to be rated under the PEGI system by the special Games Ratings Authority GRA within the VSC Retailers were bound to prevent sales of mature games PEGI ratings of 12 16 or 18 to younger children under this law with both fines and prison time should they be found guilty of such sales 94 86 The VSC also became the only body that could ban sale of a game in the UK 93 Ukie continues to work alongside the VSC to help UK developers and publishers prepare for the VSC process and prepare educational and advocacy material to make the UK public aware of the ratings system 93 The VSC ratings only apply to retail titles digitally distributed titles are not regulated under UK law through the VSC urges developers publishers and storefronts as a best practice to use the low cost self ratings services of the International Age Rating Coalition to assign their game an appropriate PEGI rating for the digital service 95 Legacy editThe Royal Mail issued a limited postal stamp series in 2020 featuring games that represent the United Kingdom s early video game industry The series featured Elite 1984 the Dizzy series 1987 1992 WipeOut 1995 the Worms series 1995 present Lemmings 1991 Micro Machines 1991 Populous 1989 and the Tomb Raider series 1996 present 96 The interactive film Black Mirror Bandersnatch is loosely based on the early period of the United Kingdom s video game industry and makes allusion to Imagine Software a major publisher in the early 1980s which gained notoriety when it fell into bankruptcy in the midst of being filmed as part of a documentary for the BBC Jeff Minter one of the earlier game developers in the UK s industry has a cameo role within the movie 97 See also editList of game companies in the United Kingdom Video game journalism The GamechangersReferences edit About the UK Video Games Industry TIGA TIGA Retrieved 30 July 2022 Top Countries amp Markets by Game Revenues Newzoo Archived from the original on 16 December 2021 Retrieved 30 September 2023 Dring Christopher 12 January 2023 European console and PC game sales fall 7 1 in 2022 GamesIndustry biz Retrieved 30 September 2023 Powell Steffan 31 March 2022 The UK video games market is worth a record 7 16bn BBC News Retrieved 30 July 2022 Grand Theft Auto 5 breaks 6 sales world records Guinness World Records 8 October 2013 PEGI ratings become UK s single video game age rating system The Association for UK Interactive Entertainment 30 July 2012 Archived from the original on 28 October 2012 Retrieved 10 December 2012 Creative Industries Economic Estimates Focus on Department for Culture Media and Sport 9 June 2016 Retrieved 9 September 2016 A brief history of British computers the first 25 years 1948 1973 BCS The Chartered Institute for IT 1 September 2010 Retrieved 23 September 2021 How an obscure British PC maker invented ARM and changed the world 20 December 2020 a b c After Pong ACE No 6 March 1988 4 February 1988 pp 29 32 Meades Alan 25 October 2022 Arcade Britannia A Social History of the British Amusement Arcade The MIT Press doi 10 7551 mitpress 12420 001 0001 ISBN 978 0 262 37234 3 30 Great Gaming World Records Computer and Video Games ComputerAndVideoGames com 14 February 2009 Retrieved 26 January 2012 Haddon L 1988 Electronic and Computer Games The History of an Interactive Medium Screen 29 2 52 73 doi 10 1093 screen 29 2 52 In the UK the Labour MP George Foulkes led a campaign in 1981 to curb the menace of video games maintaining that they had addictive properties His Control of Space Invaders and other Electronic Games Bill was put to the Commons and only narrowly defeated Control of Space Invaders and Other Electronic Games Parliamentary Debates Hansard House of Commons 20 May 1981 col 287 291 a b c d e f Izushi Hiro Aoyama Yuko 2006 Industry evolution and cross sectoral skill transfers a comparative analysis of the video game industry in Japan the United States and the United Kingdom Environment and Planning A 38 10 1843 1861 Bibcode 2006EnPlA 38 1843I doi 10 1068 a37205 S2CID 143373406 Where every home game turns out to be a winter The Guardian 6 March 1986 p 15 Retrieved 3 October 2021 a b c d e f g h Market size and market shares Video Games A Report on the Supply of Video Games in the UK United Kingdom Monopolies and Mergers Commission MMC H M Stationery Office April 1995 pp 66 to 68 ISBN 978 0 10 127812 6 Technology The games that aliens play New Scientist Vol 88 no 1232 1233 Reed Business Information 18 December 1980 p 782 ISSN 0262 4079 a b Baker Chris 8 June 2010 Sinclair ZX80 and the Dawn of Surreal U K Game Industry Wired Retrieved 18 May 2022 a b The man with 9 million to spend PDF Sega Power No 20 United Kingdom Future Publishing published 6 June 1991 July 1991 pp 17 23 Retrieved 12 December 2021 Stewart Keith 24 February 2017 10 most influential games consoles in pictures The Guardian Retrieved 30 September 2019 Commodore 64 turns 30 What do today s kids make of it BBC News Retrieved 18 March 2017 a b Hormby Thomas 8 February 2007 Acorn and the BBC Micro From education to obscurity Low End Mac Archived from the original on 3 March 2007 Retrieved 1 March 2007 a b c d Baker Chris 6 August 2010 Sinclair ZX80 and the Dawn of Surreal U K Game Industry Wired Retrieved 30 September 2019 a b c d Mardsen Rhordi 25 January 2015 Geeks Who Rocked The World Documentary Looks Back At Origins Of The Computer games Industry The Independent Retrieved 3 October 2019 a b c How British video games became a billion pound industry BBC December 2014 Retrieved 30 September 2019 Death of the bedroom coder The Guardian 24 January 2004 Retrieved 30 September 2019 a b Donlan Christian 26 July 2012 Manic Miner 360 Revisiting a Classic Eurogamer Retrieved 30 September 2019 Orr Lucy 7 July 2011 Bug Byte Manic Miner The Register Retrieved 30 September 2019 Braben David 31 December 2005 Towards games with the wow factor BBC News Retrieved 27 December 2009 Gamasutra Gary Penn interview 31 January 2011 Kean Roger December 1984 The Biggest Commercial Break Of Them All Crash Newsfield Publications Ltd Archived from the original on 5 January 2019 Retrieved 17 December 2008 Dale Rodney 1985 The Sinclair Story London Duckworth pp 171 180 ISBN 0 7156 1901 2 Sinclair a Corporate History Planet Sinclair Retrieved 30 April 2008 Virus Atari Mania Retrieved 9 May 2015 a b The Rise and Fall of Britain s Bedroom Coders Game Maker s Toolkit 1 October 2020 Retrieved 1 October 2020 via YouTube a b c d e f g Stuart Keith 23 July 2015 Commodore Amiga at 30 the computer that made the UK games industry The Guardian Retrieved 30 September 2019 Thumbs up for Amigas following A500 launch Popular Computing Weekly No 12 Sunshine Publications 20 March 1987 p 5 Computer Boom Gathers Pace New Computer Express Future Publishing 29 April 1989 p 4 Retrieved 24 November 2021 Amiga Edges Ahead in 16 Bit War New Computer Express Future Publishing 25 March 1989 p 4 Retrieved 24 November 2021 Bundle Boost for Commodore 64 New Computer Express Future Publishing 17 June 1989 p 4 Retrieved 24 November 2021 a b Robert Mellor The Making Of Batman The Movie Retro Gamer No 41 pp 64 67 Wilkins Chris Kean Roger M 2013 Ocean The History Revival Retro Events How Batman 1989 helped shift Commodore Amiga computers Film Stories 25 September 2020 Archived from the original on 21 October 2020 Retrieved 24 November 2021 Reunanen Markku Silvast Antti 2009 Demoscene Platforms A Case Study on the Adoption of Home Computers History of Nordic Computing 2 History of Nordic Computing IFIP Advances in Information and Communication Technology Vol 303 pp 289 301 doi 10 1007 978 3 642 03757 3 30 ISBN 978 3 642 03756 6 Chaplin Heather 12 March 2007 Is That Just Some Game No It s a Cultural Artifact The New York Times 16 Bit Systems Computer and Video Games No 182 January 1997 11 December 1996 p 18 The debate over video games New Straits Times 8 May 1993 Retrieved 23 September 2021 Warr Simon Morgan 22 August 1992 Game war heroes Sega v Nintendo The Independent Archived from the original on 17 August 2022 Retrieved 24 September 2021 Games role of PC grows in UK market Screen Digest Screen Digest Limited 248 1993 IBM compatible personal computers are now fourth most important games format in UK market after Sega Mega Drive Amiga and Super NES according to surveys by Gallup Commando Soldier of Fortune Your Sinclair No 1 January 1986 p 54 1986 Top Ten Coin Ops Sinclair User No 59 February 1987 18 January 1987 p 96 Prisco Jacopo 18 September 2021 How Out Run changed video games forever Wired UK Retrieved 4 November 2021 Burn Rubber Computer and Video Games No 75 January 1988 15 December 1987 pp 50 1 Carroll Martyn April 2016 Operation Wolf Retro Gamer No 153 pp 34 41 Reviews Operation Wolf Computer and Video Games No 86 December 1988 November 1988 pp 20 5 The making of Street Fighter 2 a video game legend PDF Mega No 10 July 1993 17 June 1993 pp 14 35 18 21 The Year s Top 10 Games EMAP p 88 a href Template Cite book html title Template Cite book cite book a work ignored help News Desk Exploding Fist tops Gallup 1985 charts Popular Computing Weekly 20 March 1986 p 4 Yie Ar tops charts for 1986 Popular Computing Weekly 12 February 1987 p 6 OutRun Computer and Video Games 80 EMAP 30 1 June 1988 ISSN 0261 3697 Game of the Year Your Sinclair No 28 April 1988 10 March 1988 pp 64 5 The Best Games of 89 Computer and Video Games No 98 January 1990 16 December 1989 p 9 Can Mega Drive Street Fighter 2 Live Up To All The Hype PDF Mega No 10 July 1993 17 June 1993 p 22 Sonic A brief history MegaTech No 26 February 1994 United Kingdom Maverick Magazines 20 January 1994 p 24 Top Selling Video Game Titles In UK 1993 All Formats Screen Digest Screen Digest Limited 110 1994 nb sales level at number 5 400 000 units at number 9 250 000 units at number 10 200 000 units Source Gallup ELSPA Electronic Arts CTW Appendix B Top 10 software PDF Unlimited learning Computer and video games in the learning landscape European Leisure Software Publishers Association ELSPA 2006 p 51 Retrieved 16 October 2021 a href Template Cite book html title Template Cite book cite book a website ignored help Stuart Keith 27 January 2010 Back to the bedroom how indie gaming is reviving the Britsoft spirit The Guardian Retrieved 3 October 2019 Rosenberg Dave 2009 12 31 Video games outsell movies in U K Software Interrupted CNET News News cnet com Retrieved on 2011 05 07 UK consumer spend on games grows 10 to a record 5 7bn in 2018 ukie org uk UK gaming market worth record 5 7bn BBC 2 April 2019 Retrieved 2 April 2019 Luke Hebblethwaite 2 April 2019 UK consumer spend on games grows 10 to a record 5 7bn in 2018 UK Interactive Entertainment Association Retrieved 2 April 2019 Top 10 Best Selling Video Games of All Time IGN 19 April 2019 Archived copy PDF Archived from the original PDF on 22 January 2016 Retrieved 6 May 2016 a href Template Cite web html title Template Cite web cite web a CS1 maint archived copy as title link Pollen VC Funding for Mobile App and Game Developers pollen vc 4m fund to kick start the next Tomb Raider GOV UK Retrieved 9 March 2023 UK Games Fund UK Games Fund Retrieved 9 March 2023 Home Tranzfuser Retrieved 9 March 2023 Creative industries Sector Deal GOV UK Retrieved 9 March 2023 50 million of Government investment announced for creative businesses across the UK GOV UK Retrieved 9 March 2023 The changing face of NI s video gaming industry BBC News 25 May 2010 Retrieved 4 March 2012 The video games of our lives GfK publishes UK s top 30 best selling computer games since 1995 with all games grossing 26 3bn in 27 years GfK London 29 March 2022 Retrieved 19 May 2022 Thumb Candy Thumb Candy The history of computer games 2000 YouTube Published by QLvsJAGUAR Published on 12 February 2011 Retrieved 5 December 2017 Gaming Life UK IGN Published 24 June 2002 Retrieved 6 December 2017 a b c Rated and Willing Where Game Rating Boards Differ Gamasutra 15 December 2005 Retrieved 6 January 2020 a b c d BBC News UK enforces PEGI video game ratings system BBC 30 July 2012 Retrieved 6 January 2020 BBFC ratings go online The Guardian 21 May 2008 Retrieved 6 January 2020 Hartley Adam 23 June 2009 Interview ELSPA boss explains PEGI age ratings TechRadar Retrieved 5 March 2018 Waters Darren 8 July 2009 Divide on games industry ratings BBC Retrieved 5 March 2018 Games ratings row gets colourful BBC 28 October 2008 Retrieved 6 January 2020 Sassoon Coby Alex 18 June 2009 Spot On British game ratings changes broken down GameSpot Retrieved 6 January 2020 Video Standards Council to take over games age ratings BBC 10 May 2012 Retrieved 6 January 2020 a b c Minkley Johnny 26 June 2012 VSC PEGI is stricter than the BBFC We re not ashamed of that GamesIndustry biz Retrieved 6 January 2020 MCV PEGI ratings come into force today MCV Develop 30 July 2012 Retrieved 6 January 2020 Robertson Andy 14 March 2019 Digital Minister calls on all video game providers to use age ratings online and parents agree The Daily Telegraph Retrieved 6 January 2020 Phillips Tom 7 January 2020 Royal Mail is putting Dizzy Lemmings and Elite on stamps Eurogamer Retrieved 7 January 2020 Chapman Tom 6 September 2019 Black Mirror Bandersnatch What s it about who s in the cast and can I watch it on Netflix Radio Times Archived from the original on 4 June 2020 Retrieved 20 June 2020 Further reading editTsang Denise 17 November 2021 Innovation in the British Video Game Industry since 1978 Business History Review 95 3 543 567 doi 10 1017 S0007680521000398 ISSN 0007 6805 S2CID 244134761 External links edit nbsp Wikimedia Commons has media related to Video gaming in the United Kingdom UK Interactive Entertainment UK video game charts Retrieved from https en wikipedia org w index php title Video games in the United Kingdom amp oldid 1223634990, wikipedia, wiki, book, books, library,

article

, read, download, free, free download, mp3, video, mp4, 3gp, jpg, jpeg, gif, png, picture, music, song, movie, book, game, games.