Latest News
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
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New report finds remastered games to be a driving force behind industry growth
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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?
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 |
Monthly Search Volume |
|
16 |
Crash Bandicoot N.SaneTrilogy |
6,6005 |
|
21 |
Resident Evil 2 |
27,1005 |
|
32 |
The Legend of Zelda: Link’s Awakening |
8,1005 |
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.
“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.
“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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activity report 2025
GGL Publishes Activity Report 2025
The German Gambling Authority (GGL) has published its latest activity report for 2025. The report highlights the GGL’s measures in supervising legal providers and its latest work against illegal gambling.
Supervision and Licensing of Legal Providers Further Systematised
While previous years focused primarily on granting licenses, in 2025 the emphasis shifted significantly to the structured supervision of licensed providers. Key instruments included supervisory discussions, both ad hoc and proactive measures based on reports and market observations. Internal collaboration between the relevant departments was further intensified, contributing to a uniform and consistent supervisory practice.
Further Development of the Technical Infrastructure and Supervisory Systems
The expansion of the technical infrastructure was further advanced. The goal is to create a reliable and comparable data basis for supervision, analysis and future regulatory decisions. Enforcing the mandatory and correct use of the safe servers by the authorised providers remained a challenging process in 2025, but it is the foundation for the necessary improvement in data quality.
Focusing the Fight Against Illegal Gambling on the Entire Market Environment
In 2025, the approach to combating illegal online gambling was further refined and consistently aligned with the entire market environment. In addition to measures against the operators themselves, the focus is increasingly shifting to the service providers involved. This approach ensures that illegal offerings are not viewed in isolation, but rather addressed within their market and process contexts.
In 2025, GGL worked closely with platform operators to further reduce the visibility of illegal content in the digital space.
Market measurement has been further developed scientifically. Due to its opaque and dynamic structure, the evaluation of the development of the illegal gambling market requires a particularly robust methodological basis. The 2025 activity report therefore does not include any independent figures on the size of the illegal market for the year 2025. Instead, the presentation is based on the results of the scientific study “Investigation of the black market and channeling of gambling on the internet based on a survey of gamblers”.
GGL deliberately chose this approach to increase the validity and comparability of the market data and to ensure methodologically sound results.
This study, already published, shows that in 2024 the market volume of illegal and therefore unregulated online gambling will be 23%. This results in a channeling rate of 77%. This means that legal or regulated offerings account for more than three-quarters of the online gambling market.
The existing study will be continued so that a scientifically sound data basis on the development of the illegal market can be provided.
Outlook 2026: 5 Years of GGL Mean Evaluation and Further Development
The developments so far show an increasing consolidation of the supervisory and enforcement structures within the framework of the State Treaty on Gambling 2021.
The focus in the coming years will be on the legally required evaluation, the preparation of the new licensing cycle from 2027 onwards, and the further strengthening of data-based and scientifically sound supervisory instruments.
The 2025 activity report can be found under Publications of the Joint Gambling Authority of the Federal States – Annual Reports.
The post GGL Publishes Activity Report 2025 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Uncategorized
Ageeth Bakker Joins Nederlandse Loterij as CFRO
The Dutch national gambling operator, Nederlandse Loterij, has appointed Ageeth Bakker as its Chief Financial & Risk Officer (CFRO).
Since 2019, Ageeth Bakker was CFRO and a member of the Executive Board of Bovemij Group. Last week, she stepped down from that financial institution in the mobility sector, which specialises in insurance, guarantees and data services. Prior to that, Bakker was Chairperson/Managing Director of Onderlinge Waarborggroep Centramed. She also worked at Achmea Group for 13 years, six of which were in various executive positions; including as Director of Finance, Risk and Supply Chain Management at Centraal Beheer and Financial Director of Avéro Achmea.
Raymond Knops, Chairman of the Supervisory Board of Nederlandse Loterij, said: “The Supervisory Board is pleased to welcome a highly experienced executive like Ageeth Bakker as CFRO of Nederlandse Loterij. Her extensive expertise in finance and risk and a career in regulated sectors are an excellent fit for this board position. With the arrival of Ageeth Bakker, the board is at full strength to further realize Nederlandse Loterij’s strategic ambitions as the most responsible gambling provider and the largest driver of sports and physical activity.”
Ageeth Bakker said: “What particularly appeals to me about Nederlandse Loterij is the combination of a strong social mission and a leading position in the gambling sector. With ten trusted brands, Nederlandse Loterij offers players a safe and responsible range of lotteries and online games of chance, the proceeds of which benefit society. I am happy to contribute to that. I look forward to working with the Board and all colleagues to continue building a successful and future-proof organization, so that we can continue to increase our social contribution.”
The post Ageeth Bakker Joins Nederlandse Loterij as CFRO appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Acquisitions/Merger
Banijay Gaming Acquires French Operator JOA
Banijay Gaming is to acquire JOA, marking another important step in its strategy to build a European diversified gaming leader in light of evolving customer expectations, from funds managed by Blackstone and Kings Park Capital pursuant to a put option agreement.
JOA is the second-largest casino operator in France, with a nationwide network of 33 casinos rooted in every region generating approximately €430 million in gross revenues in 2025.
Its venues combine gaming with restaurants, bars and a broad range of leisure experiences which attract over 4.6 million yearly customers.
Following the acquisition of Tipico Group in April 2026, this transaction further expands Banijay Gaming’s omnichannel capabilities by adding its digital expertise to JOA’s wide network of land-based entertainment destinations.
At the heart of this transaction is a long-term value creation story: Banijay Gaming will accelerate JOA’s next phase of development in France and internationally.
Responsible gaming remains central to Banijay Gaming’s strategy, with both companies continuing to raise standards and share best practices in line with a common commitment to player protection.
Laurent Lassiaz, Chairman of JOA, will continue to lead JOA alongside the existing management team, ensuring continuity for employees, customers and local stakeholders.
Completion of the transaction is expected during H2 2026, subject to JOA’s employee representatives’ consultation and customary regulatory approvals including merger control and casino gaming regulatory approvals.
Nicolas Béraud, Chairman of Banijay Gaming, said: “Customers increasingly expect seamless experiences across digital and physical environments, and this transaction positions us perfectly to respond to that evolution.
“We look forward to supporting JOA’s next phase of development by bringing our expertise in technology, artificial intelligence and data, while preserving the entrepreneurial culture and operational excellence that have made the company successful.”
Laurent Lassiaz, Chairman of JOA, said: “Joining Banijay Gaming marks an exciting new chapter for JOA. After a successful period with Blackstone and Kings Park Capital, which laid the foundations for our growth, we have found another long-term partner with whom we share a common vision for the future.
“Their expertise in technology and digital innovation will help us accelerate our omnichannel development, while allowing us to preserve the entrepreneurial spirit and local roots that have always been our strength. Together, we will be ideally positioned to pursue our ambitions in France and internationally.”
The post Banijay Gaming Acquires French Operator JOA appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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