
Britain’s creative industries have rarely looked so confident. Figures from trade body Ukie show UK consumers spent £8.76 billion on video games in 2025, a 7.4% rise on the year before, while the BFI reports that film and high-end TV production spend in the UK reached £6.8 billion, up 22%. Behind both headlines sits the same driver: audiences who feel heard, involved and invested in what they love.
Sport has the passion but not always the partnership. Matchday is now a multi-screen experience: a fantasy app, a group chat, highlights on social media and, for adults who choose to bet, a quick look at guides with the top UK betting sites compared on odds, offers and licensing. Yet fans are still mostly consumers of decisions made elsewhere. Gaming and film culture suggests there is a better model.
Record figures, but the real story is the audience
The most striking number in Ukie’s 2025 market valuation is not the headline total. It is the growth of what the body calls game culture. Revenue from game-related film, TV and soundtracks jumped 70% to £159 million, and merchandise and toys climbed 43% to £333 million. A Minecraft Movie took £56.8 million at the UK box office, the highest figure ever for a video game film in British cinemas.
Those numbers exist because communities built them. Players spent years making Minecraft worlds, sharing them and turning them into videos long before Hollywood arrived. The film did not create the audience; it served one that was already loud, organised and visible.
| Key figure (2025) | Source |
| UK consumer spend on video games: £8.76bn, up 7.4% | Ukie |
| Game-related film, TV and soundtrack revenue: £159m, up 70% | Ukie |
| Game merchandise and toys: £333m, up 43% | Ukie |
| UK film and high-end TV production spend: £6.8bn, up 22% | BFI |
| UK box office: £996.8m, led by A Minecraft Movie | BFI |
Why do gamers and film fans get a louder voice than sports fans?
Games developers live and die by community feedback. Early access releases, public test servers, Discord channels and patch notes all invite players into the process. When a balance change misfires, studios often explain why and fix it within weeks. Film fans have festivals, preview screenings, Q&As and a thriving culture of independent criticism that studios actively court.
Sports fans, by contrast, usually find out about ticket price rises, kick-off changes or kit redesigns once they are done. Supporters’ trusts and fan advisory boards have grown in influence, but the day-to-day relationship still runs one way. The gap is not about passion. It is about how much the people running the show choose to listen.
Lesson one: treat fans as co-creators, not just customers
The UK’s games sector has spent a decade proving that community input improves the product. Modding scenes, fan art, user-generated levels and creator programmes keep games alive for years after launch. Clubs and leagues could borrow the same thinking: open design competitions for kits and crests, fan-voted matchday playlists, community-made content officially shared on club channels, and genuine consultation on changes to the matchday experience.
None of this costs much. What it requires is a shift in mindset, from broadcasting at supporters to building with them.
Lesson two: transparency builds trust
Gamers have become highly literate about how their hobby is funded, from season passes to the debate over loot boxes. Studios that are open about monetisation tend to keep goodwill; those that hide it lose it fast. The same applies to sport, especially where money and fandom meet.
For adult fans who bet on sport, that means choosing operators licensed by the UK Gambling Commission, understanding the terms behind any offer and treating a wager as entertainment with a cost, never as income. Comparison guides help, but the principle is the one gamers already apply to in-game spending: know what you are paying for and set limits before you start.
Lesson three: crossover is the new normal
The walls between entertainment forms are coming down. The Minecraft film topped the UK box office in 2025, and the BFI lists HBO’s Harry Potter series among the major productions that began shooting in the UK that year. Ukie chief executive Nick Poole has called 2026 “genuinely defining” for UK-developed games.
Sport already lives in this crossover world. Football video games introduce younger fans to clubs before they ever attend a match, and documentary series have turned dressing rooms into prime-time viewing. The lesson from gaming and film is to embrace that overlap deliberately: games, streams, documentaries and live events should feel like parts of one connected world, not separate products competing for the same wallet.
Lesson four: protect the people behind the passion
Growth does not always reach the people who make it happen. TIGA’s Making Games in the UK report described the sector’s jobs picture as its most severe downturn on record, with the development workforce shrinking by 4.5% to 27,347. On the screen side, BFI chief executive Ben Roberts warned that access to finance remains “an acute challenge” for independent producers.
Sport has its own version of this problem, from lower-league clubs facing financial strain to grassroots facilities under pressure. Creative communities increasingly campaign for the workers and small studios behind their favourite titles. Sports fans can do the same by backing local clubs, women’s and grassroots football, and the volunteers who keep community sport running.
What comes next for fan culture in the UK?
The direction of travel is clear. Audiences in games and film expect a conversation, not a broadcast, and the record figures suggest that approach pays off commercially as well as culturally. Sport has bigger crowds and deeper traditions than either, which means the potential reward for listening is even greater.
The voice of creatives has been heard because communities organised, shared and spoke up. Sports fans have every tool needed to do the same. The question is whether clubs, leagues and broadcasters are ready to answer.

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