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How remakes and remasters are driving the UK gaming economy

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

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

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

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

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

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

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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ANJL challenges Rio Grande do Sul law banning lottery advertising in court

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The National Association of Gaming and Lotteries (ANJL) is challenging, in court, Law No. 16.508/2026, enacted in the state of Rio Grande do Sul, which bans lottery advertising in the state.

The entity has filed a Direct Action of Unconstitutionality (ADI No. 7971) before the Federal Supreme Court (STF), arguing that the state law interferes with matters under federal jurisdiction, particularly by imposing restrictions with direct effects on broadcasting activities and on the placement of advertising in media outlets regulated at the federal level.

The central issue in the dispute goes beyond the lottery market.

The controversy primarily concerns the limits of state authority over advertising content broadcast on radio, television, and other media subject to nationwide federal regulation.

By establishing a broad advertising ban, the state law creates practical obstacles for broadcasters, media outlets, agencies, and operators acting in compliance with federal legislation, generating legal uncertainty about which messages can be transmitted, through which channels, and under what conditions.

According to the association, the state restriction also creates a significant regulatory issue: by preventing advertising from companies authorized and supervised at the federal level, the law reduces the communication capacity of the legal market without effectively addressing illegal platforms operating outside the regulatory framework and ignoring public authority restrictions.

In practice, the measure may shift the debate away from consumer protection toward a generalized restriction on communication, with direct impacts on broadcasting and on the freedom to advertise lawful products.

For ANJL, responsible advertising is an essential tool to differentiate licensed operators from illegal websites.

It is through advertising that consumers can identify regulated companies, protection mechanisms, official channels, and responsible gaming practices.

A broad ban, on the other hand, tends to create asymmetry: while legal companies lose the ability to communicate through formal and auditable channels, unlicensed operators continue using aggressive, unregulated strategies often aimed at vulnerable audiences, without any state control.

The post ANJL challenges Rio Grande do Sul law banning lottery advertising in court appeared first on Americas iGaming & Sports Betting News.

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Flutter Brazil brings Betnacional and Betfair in Copa do Nordeste to promote Responsible Gaming

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The semifinal clash of the Copa do Nordeste between Sport Recife and Fortaleza, taking place on May 20 and 27, will feature Flutter Brazil’s brands in a joint activation aimed at reinforcing the commitment to safe entertainment and player protection.

Flutter Brazil, the group that operates Betnacional and Betfair, will promote the “Flutter Brazil Game” during the semifinal ties, with Sport Recife,  sponsored by Betnacional, facing Fortaleza, which will feature Betfair’s spot sponsorship for the decisive stage of the regional tournament.

Beyond the on-field competition, the initiative will serve as a platform to amplify messages around Responsible Gaming, balance, and safe entertainment in the betting sector.

The initiative reflects Flutter Brazil’s strategic goals for 2026, focused on brand building, reputation, and the consolidation of a transparent and responsible operation aligned with Brazil’s regulated market framework.

Controlling two of the sector’s leading brands in Brazil, the group recently marked its first year of operations in the country, combining local expertise and regional management with Flutter Entertainment’s global scale and governance standards.

Flutter Brazil emphasizes that responsible entertainment is a non-negotiable pillar and defines betting strictly as a recreational activity, not a source of income.

“The Flutter Brazil ecosystem was built with the purpose of raising standards of integrity, safety, and responsibility in the Brazilian betting environment.

By integrating Betnacional and Betfair sponsorships in a moment of high visibility and regional relevance, we reaffirm that responsible play and balance are not just messages, but part of our operational philosophy and communication DNA,” said Álvaro Garcia, CMO of Flutter Brazil.

Reinforcing its Responsible Gaming agenda and in line with local regulation, Betnacional has developed awareness and player protection initiatives, including the “Play Like a Senior” campaign featuring Vinícius Júnior, focused on safe entertainment practices.

The company also partners with institutions such as IBJR and EBAC, actively contributing to education, prevention, and player support initiatives.

To ensure safety, Flutter Brazil continuously invests in technology, education, and consumer protection. Its platforms offer configurable tools throughout the player journey, allowing users to set deposit limits, loss limits, session time limits, and self-exclusion options.

The Sport Recife vs Fortaleza activation also reinforces how regulatory progress has increased sector maturity in Brazil, highlighting the importance of operators committed to transparency, innovation, technology, and responsibility.

Flutter Brazil is one of the largest betting ecosystems in Brazil, formed by the merger between NSX Brasil (owner of Betnacional) and Flutter Entertainment, a global leader in the sector and owner of Betfair.

With Brazilian-led operations, the company combines advanced technology with deep local market understanding, promoting a safe, transparent, and responsible entertainment experience. Flutter Brazil also maintains a strong partnership with the Brazilian Institute of Responsible Gaming (IBJR).

The post Flutter Brazil brings Betnacional and Betfair in Copa do Nordeste to promote Responsible Gaming appeared first on Americas iGaming & Sports Betting News.

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Alea returns to NEXT.io Valletta with Alexandre Tomic joining key industry discussions

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Alea is returning to NEXT.io Valletta from May 26th to 28th, with Founder Alexandre Tomic taking part in several sessions focused on leadership, regulation, and the future direction of the iGaming industry.

The week begins on May 26th during NEXT Focus: Start-Up & Investor Day, where Alexandre will join the panel “Founders Anonymous – The Conversations That Don’t Make the Press Release.” The discussion will focus on the realities behind building companies, from fundraising and acquisitions to the difficult decisions founders face as businesses grow.

On May 27th, Alexandre will also moderate “The Day the Lights Go Out,” an interactive keynote built around a simulated regulatory crisis scenario, challenging industry leaders to react live to the sudden shutdown of major markets.

Later that day, he will present “The World Under One Lens,” a keynote exploring how behavioural data at an aggregator scale is reshaping the industry’s understanding of player behaviour, game performance, and global market trends.

Beyond the conference stage

Alongside the conference agenda, Alea will once again sponsor the Ice Bath & Yoga/Breathwork session on the morning of May 26th, led by world-record open water swimmer Neil Agius.

The session has become one of the more unique traditions surrounding the event week, giving attendees a slower start before the pace of the conference takes over.

That same evening, Alea and NEXT.io will host an exclusive CXO dinner at Contessa Restaurant inside The Phoenicia Malta, where selected industry leaders will meet for an evening of conversation, vegetarian dining, cocktails, and live music ahead of the conference opening.

Supporting the Malta community

To close the week, Alea will also attend the BGaming Charity Gala on May 29th in support of DAR Bjorn, the Maltese neurological home founded by ALS advocate Bjorn FormMosa.

I came to the DAR Bjorn gala last year not knowing very much about Bjorn or the foundation. And then I saw him there, in his bed, while we were all standing on our two legs having a good time. That changes you.

You can’t unsee it. We take so much for granted, the body working, getting up in the morning, walking across the room. Bjorn is fighting for all of that and still showing up. I’m coming back because I believe I have to. If you’re in Malta that week and you’re on the fence, come. There’s something about that room that stays with you,” said Alexandre Tomic, Founder of Alea.

Representing Alea in Malta will be Alexandre Tomic alongside members of the company’s Business Development, Partnerships, Account Management, and Marketing teams.

Event Schedule

  • NEXT Focus: Start-Up & Investor Day – May 26
  • NEXT.io Valletta – May 27 & 28
  • BGaming Charity Gala – May 29

About Alea

Alea is a leading iGaming aggregator, offering a customizable platform that provides operators worldwide with seamless access to over 23,000 games from 170+ top-tier providers through a single API integration.

Known for its innovative technology, Alea simplifies the integration journey and delivers a flexible, scalable solution designed to enhance game variety, player experience, and operational efficiency.

Alea is highly committed to a security-first infrastructure, ensuring reliability and trust at every level. In 2024, the company strengthened its cybersecurity framework through a strategic partnership with Continent 8 and achieved VAPT certification.

In addition to game aggregation, Alea has introduced Alea Pay, an exclusive payment gateway that further optimizes financial transactions. With a strong focus on security, compliance, and ongoing support, Alea continues to empower operators with cutting-edge tools to thrive in the evolving iGaming market.

For more information, visit www.alea.com.

The post Alea returns to NEXT.io Valletta with Alexandre Tomic joining key industry discussions appeared first on Americas iGaming & Sports Betting News.

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