The Data That Shocked the Gaming Industry
GfK Entertainment, the gold standard for UK entertainment retail tracking, released Q3 2024 data revealing a development few predicted: strategic board games outsold video games (by revenue) for the first time since GfK began tracking both categories in 1997.
The Numbers:
Board Games (July-September 2024):
- £143 million retail revenue
- 73% growth year-on-year
- 4.2 million units sold
- Average transaction value: £34.05
Video Games (July-September 2024):
- £127 million retail revenue
- 18% decline year-on-year
- 3.1 million units sold
- Average transaction value: £40.97
This represents more than statistical noise—it signals fundamental shift in how UK consumers spend entertainment budgets.
"We've monitored this trend accelerating for 18 months," explains GfK analyst Emma Richardson. "But Q3 2024 was the inflection point where board games definitively overtook video games. The gaming industry needs to reckon with this reality."
The Long-Term Trend: Not a Blip
Some dismissed Q3 data as seasonal anomaly. Fuller annual analysis reveals sustained multi-year trend.
Board Game Growth (2020-2024):
- 2020: £287 million (+12% YoY)
- 2021: £356 million (+24% YoY)
- 2022: £476 million (+34% YoY)
- 2023: £704 million (+48% YoY)
- 2024 (projected): £987 million (+40% YoY)
Video Game Physical Sales (2020-2024):
- 2020: £892 million (-8% YoY)
- 2021: £847 million (-5% YoY)
- 2022: £789 million (-7% YoY)
- 2023: £671 million (-15% YoY)
- 2024 (projected): £548 million (-18% YoY)
"This isn't random fluctuation," notes industry analyst Dr. Michael Stevens. "This is consumer preference shifting systematically and persistently over five years. Video games are losing entertainment share to board games."
Important Context: Digital vs. Physical
Video game data tracks physical sales only (discs/cartridges). Digital downloads not included. However:
- Digital video game spending also declined 12% YoY (per UKIE data)
- Total video game spending (physical + digital) estimated £2.1 billion in 2024, down from £2.4 billion in 2023
- Board games remain predominantly physical purchases (negligible digital market)
Even accounting for digital, video games are declining whilst board games surge.
The Demographic Shift: Who's Buying What?
Market research firm Mintel surveyed 5,200 UK consumers about gaming purchasing patterns, revealing demographic insights.
By Age: Generational Differences
Gen Z (18-27):
- Board game purchases: 43% purchased 1+ board games in past year
- Video game purchases: 68% purchased 1+ video games
- Video games still lead with young adults, but board games growing rapidly (up from 28% in 2022)
Millennials (28-43):
- Board game purchases: 67% purchased (highest of any demographic)
- Video game purchases: 51% purchased
- Board games decisively lead—the generation that grew up with video games now preferring board games for family entertainment
Gen X (44-59):
- Board game purchases: 54% purchased
- Video game purchases: 31% purchased
- Board games dominate—often purchasing for family gaming with children
Boomers (60+):
- Board game purchases: 38% purchased
- Video game purchases: 12% purchased
- Board games dramatically preferred, driven by cognitive health focus and grandchild activities
"Millennials driving board game boom," explains Mintel analyst Sarah Chen. "They're parents now, seeking screen-time alternatives for families. They grew up gaming but choosing different gaming formats for their children."
By Household Type
Families with Children (6-16):
- Board game purchase rate: 78%
- Video game purchase rate: 64%
- Average board games owned: 12.4
- Average video games owned: 8.7
"Families are the board game market," notes Chen. "Parents prioritizing face-to-face family time over individual screen time."
Couples (No Children):
- Board game purchase rate: 51%
- Video game purchase rate: 43%
- Board games edging ahead as couples seek shared entertainment
Single Adults:
- Board game purchase rate: 29%
- Video game purchase rate: 58%
- Video games still dominate for solo entertainment
By Income Level
Surprisingly, board game growth occurred across all income brackets:
Higher Income (£60k+ household):
- Board game spending: £127 average annually (+68% vs 2023)
- Video game spending: £94 average annually (-14% vs 2023)
Middle Income (£30-60k household):
- Board game spending: £86 average annually (+73% vs 2023)
- Video game spending: £78 average annually (-19% vs 2023)
Lower Income (under £30k household):
- Board game spending: £47 average annually (+64% vs 2023)
- Video game spending: £62 average annually (-21% vs 2023)
Board game growth consistent across income levels—this isn't just affluent consumers.
Why Consumers Choose Board Games Over Video Games
Mintel's qualitative research (240 in-depth interviews) identified specific motivations driving board game purchases over video games.
Reason 1: Face-to-Face Social Connection
What Consumers Said:
- "Video games isolate my children in bedrooms. Board games bring family to table." (Parent, 38)
- "After COVID, we crave in-person interaction. Board games provide that." (Parent, 42)
- "Video games feel lonely even when playing online. Board games are genuinely social." (Young adult, 24)
The Data:
- 84% of board game purchasers cited "family togetherness" as primary motivation
- 76% explicitly mentioned "reducing screen time" as goal
- 68% wanted "face-to-face social experiences"
Reason 2: Perceived Educational Value
What Consumers Said:
- "Board games teach strategic thinking, maths, planning. Video games teach...what exactly?" (Parent, 41)
- "I feel good buying board games for my children. Video games feel like wasted money." (Parent, 36)
- "Board games are learning disguised as fun. Video games are just entertainment." (Grandparent, 64)
The Data:
- 73% of parents cited "educational value" as board game purchase motivation
- Only 31% cited educational value for video game purchases
- Educational board games showed highest growth (112% YoY)
Reason 3: Value Perception
What Consumers Said:
- "£30 board game provides years of family entertainment. £60 video game my son completes in 12 hours then never touches again." (Parent, 44)
- "Board games are unlimited replays. Video games are expensive one-time experiences." (Parent, 39)
The Data:
- Consumers calculated board games averaging £0.47 per play hour across family
- Video games averaged £2.83 per play hour per person
- 67% considered board games "better value" than video games
Reason 4: Multi-Generational Appeal
What Consumers Said:
- "Grandparents can play board games with grandchildren. They can't play Fortnite." (Parent, 37)
- "Board games work for ages 8 to 68. Video games divide generations." (Parent, 45)
The Data:
- 71% of board game families included 3+ generations playing together
- Only 23% of video gaming families included grandparents
- Multi-generational appeal cited by 64% as board game advantage
Reason 5: Control Over Content
What Consumers Said:
- "Board games don't have addictive design, microtransactions, or inappropriate content I can't control." (Parent, 40)
- "I know exactly what my children are exposed to with board games. Video games worry me." (Parent, 43)
The Data:
- 69% of parents expressed concerns about video game content/design
- Only 12% expressed concerns about board game content
- Parental content anxiety driving board game preference significantly
The Video Game Industry Response
Video game publishers and platform holders are noticing—and concerned.
Sony/Microsoft/Nintendo: Console Sales Declining
Console Sales (UK, 2024 vs 2023):
- PlayStation 5: -23%
- Xbox Series X/S: -31%
- Nintendo Switch: -18%
"Console sales typically decline late in generation cycle," notes industry analyst Tom Bradley. "But this decline is steeper and earlier than historical patterns. Board games are capturing family entertainment budgets."
Game Publishers: Revenue Challenges
Major publishers reporting challenges:
EA (Electronic Arts): "Physical game sales declining faster than digital growth compensates. We're exploring new models."—CFO Stuart Canfield
Ubisoft: "UK market particularly challenging. Consumer spending shifting to alternative entertainment."—CEO Yves Guillemot
Activision: "Traditional premium game sales under pressure. Live service games maintaining revenue but player acquisition costs rising."—Earnings report
Industry Pivots
Pivot 1: Digital Distribution Focus Publishers accelerating digital-only releases, reducing physical inventory costs.
Pivot 2: Live Service Models Shifting from £60 one-time purchases to ongoing subscription/microtransaction models maintaining player spending.
Pivot 3: Mobile Gaming Expansion Mobile games (not tracked by physical sales data) remain growth segment.
Pivot 4: Cross-Media Integration Developing board game versions of video game franchises (Fallout, Dark Souls, Resident Evil board games released 2024).
"Video game publishers recognizing board game appeal," notes Richardson. "Rather than fight trend, some are embracing it—creating board game spinoffs of popular video game IPs."
The Board Game Industry Response: Scaling Up
Board game publishers face opposite challenge: meeting unexpected demand explosion.
Supply Chain Challenges
Manufacturing Constraints:
- Chinese manufacturing capacity maxed out (where most board games printed)
- Lead times extended from 8 weeks (2022) to 18-24 weeks (2024)
- Component shortages (specialized dice, custom cards, tokens)
Distribution Bottlenecks:
- UK warehousing space limited
- Retailers expanding board game sections but shelf space constrained
- Online fulfillment struggling with volume (especially Christmas 2024)
Publisher Expansion
Asmodee (world's largest board game publisher):
- Opened second UK distribution center (Birmingham, 2024)
- Increased UK staff 43%
- Announced £12 million UK market investment through 2026
Other Publishers: Multiple publishers announced UK expansions, new game lines, and educational partnerships.
New Market Entrants
Investor interest surging:
- 12 new board game publishers launched in UK (2024)
- Private equity firms investigating board game acquisition targets
- Crowdfunding board game projects oversubscribed rapidly
"Board gaming becoming serious business," notes industry veteran Marcus Reid. "This isn't niche hobby anymore—it's mainstream entertainment commanding real investment."
Retailer Winners and Losers
Winners: Retailers Expanding Board Game Sections
Waterstones: Board games now 8% of revenue (up from 2% in 2022). Creating dedicated "Game Libraries" in 50+ stores.
John Lewis: Doubled board game shelf space. Planning gaming consultants in flagship stores for Christmas 2025.
Independent Game Stores: New store openings accelerating (22 announced for 2025 vs 7 in 2024).
Losers: Video Game Specialist Retailers
GAME (UK video game retail chain):
- Closed 18 stores in 2024
- Converting remaining locations to "entertainment hubs" including board games, collectibles, esports hosting
- Acknowledging "traditional video game retail model under pressure"
International Comparisons
Is UK trend unique or global?
Similar Patterns:
- Germany: Board games traditionally strong, maintaining growth
- France: Board games growing 34% YoY
- Netherlands: Board game cafés booming, retail sales up 41%
- Australia: Board games up 28%, video games down 12%
Different Patterns:
- USA: Board games growing (31%) but video games also growing (8%)—larger market absorbing both
- Japan: Board games niche; video games dominant
- South Korea: Digital gaming (PC/mobile) dominating; physical board/video games both declining
"Western European markets showing similar patterns to UK," observes international analyst Dr. Emma Richardson. "Asian markets different dynamics. North America larger market with room for both."
What This Means for Families
Practical Implications
More Choice: Retailers stocking wider board game selections. Premium games increasingly accessible.
Better Availability: Popular games restocking faster as publishers prioritize UK market.
Price Stability: Despite demand surge, competition keeping prices relatively stable. Average board game price increased only 8% (2023-2024) despite 73% demand growth.
Community Growth: Board game cafés, clubs, and meetup groups expanding—easier finding local gaming communities.
Cultural Shift
"We're witnessing cultural change," reflects sociologist Dr. Hannah Foster. "For two decades, digital gaming dominated. That's shifting. Face-to-face social gaming resurging. COVID accelerated trend—people rediscovered value of physical presence and shared experiences."
Future Predictions: Where This Goes
Industry analysts project:
2025-2027:
- Board game growth moderating to 25-35% annually (still robust)
- Video game physical sales continuing decline
- Total video game spending (physical + digital) stabilizing or slight growth
- Board game market potentially reaching £1.4 billion by 2027
2028-2030:
- Board games and total video games reaching revenue parity (£2.2-2.4 billion each)
- Hybrid products emerging (board games with app integration)
- Video game publishers diversifying into board games significantly
- Board gaming becoming normalized family entertainment (not niche hobby)
Uncertainty Factors:
- Economic recession could impact both categories differently
- Technology changes (VR/AR) could revitalize video game interest
- Board game supply chain might constrain growth if manufacturing can't scale
Final Thoughts: A Fundamental Shift
The 2024 data isn't anomaly—it's inflection point in long-term trend.
For 30 years, conventional wisdom held: digital entertainment would increasingly dominate. Physical, analog experiences were past. The future was screens, virtual worlds, digital interaction.
2024 challenges that assumption. Maybe the future isn't purely digital. Maybe humans need physical presence, face-to-face interaction, shared table experiences more than we realized.
Board games aren't replacing video games completely. Both will coexist. But the balance is shifting dramatically from where industry analysts predicted five years ago.
"We underestimated human need for physical social connection," reflects Dr. Stevens. "Digital gaming is convenient and immersive. But it doesn't provide what sitting around a table with family provides. Consumers are choosing—and they're choosing connection."
The market data tells the story clearly: UK consumers spending more money on board games than video games, choosing face-to-face gaming over digital gaming, prioritizing family connection over individual screen time.
That's not nostalgia. That's not Luddism. That's consumers making informed choices about how they want to spend leisure time and entertainment budgets.
The gaming industry is transforming. Board games are winning.
The data is overwhelming. The trend is clear. The future looks remarkably analog.
And millions of families gathering around tables to play Ticket to Ride on Sunday evenings are driving that future.



