FEATURED Articles21 Jul 2026
One Audit to Rule Them All: Why Subsidiary Audit Exemption is a Powerful Solution
Subsidiary audit exemptions let eligible subsidiaries step back from individual audits and lean into a single, streamlined group audit.
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Why the gaming industry is bigger, more complex and more commercially significant than ever and why the right financial advice can help businesses stay ahead of the game.
Gaming is not sitting at the children’s table of entertainment. It is one of the largest players in the room yet still gets spoken about as if it has not quite grown up.
For years, video games have often been treated as the less respected member of the entertainment family. Fun? Yes. Popular? Obviously. But held in the same public esteem as music or film? Not quite. There is still a lingering sense, in some quarters, that gaming is something lesser: a pastime rather than an industry, a hobby rather than a commercially significant creative force.
That view has been out of date for some time. Gaming is no longer a narrow entertainment niche, and it deserves to be understood alongside the other major entertainment sectors. It has global audiences, recurring revenue models, valuable IP, investor money, and enough accounting judgement to keep auditors from treating it like a side quest.
The numbers are bigger than most people expect
We still talk about blockbuster films and chart-topping albums as the obvious giants of entertainment but if you follow the money then gaming is no side quest, it’s the main character.
Recent market estimates put global video games revenue at roughly £145bn to £180bn, depending on the dataset and definition used. By comparison, global recorded music revenues were approximately £23bn, while global cinema box office revenue was around £26bn.
Film comparisons are never perfect, because “film” can mean more than box office. But even on that cleaner measure, the point is hard to ignore; gaming is several times larger than recorded music and global cinema, and bigger than Netflix too.
The numbers make the scale clear while the accounting has complexity that’s hidden from view. Gaming is not just selling entertainment; it is building revenue models, intellectual property and has financial reporting challenges that do not always fit neatly into standard assumptions. This is why games companies need advisers who understand the game being played.
Part of the reason is that many people are still picturing the wrong business model. The old mental image is a boxed game sold over a counter, played on a console or PC, and then moved on from. That world still exists, though with Sony abandoning physical disc production soon, its days are numbered, but more importantly it is now a small part of what is a much larger and more complex market.
Today, gaming includes mobile titles in addition to PC and console games, it has downloadable content, in-game purchases, subscriptions, season passes, esports, advertising, licensing and long-running online communities. A successful game is often not a product you buy once and finish, it is frequently a service, a marketplace, a brand, a social space and a piece of intellectual property, all at the same time.
That is why traditional comparisons can miss the point. Gaming is not simply competing with a trip to the cinema or a monthly music subscription. It is competing for attention, community, identity, content, collectibles, live experiences and repeat spend. It has learned how to keep audiences engaged not just for two hours, but for months or years.
The numbers are impressive, but they only tell part of the story. The real scale of gaming is visible in the ecosystem around it: studios developing titles, the online communities that establish themselves around a game, the universities fostering the next generation of talent, the players competing online, and the esports teams and competitors that formulate.
This is not an industry waiting politely in the background for permission to be taken seriously. Gaming fills venues, builds communities, creates careers and inspires extraordinary loyalty. Titles released decades ago can still draw huge live and online audiences: Age of Empires II, first released in 1999, was able to fill the Royal Albert Hall for a major esports final, with a large prize pool, 3,000 people in the room and a large online audience watching. Small teams can create enormous value too. Stardew Valley was developed largely as a solo project, while Minecraft began with Markus Persson before becoming one of the most valuable gaming properties in the world. That is why gaming should be recognised as an ecosystem where culture, community and commercial value reinforce each other.
That matters because sectors with this level of culture and community rarely stand still. They evolve, experiment and create new ways to make money. When the commercial model changes, the accounting follows closely behind, usually carrying a clipboard and asking awkward but necessary questions.
If the market is this large, the financial reporting is not a back-office detail. For games businesses, the numbers can be just as creative as the product, and that is not meant as a warning. It is simply a reflection of how varied the underlying transactions can be.
Revenue recognition is an obvious example. A studio may receive income from direct sales, platform sales, publisher agreements, subscriptions, in-game purchases, downloadable content, advertising or licensing arrangements. The accounting question is not just “how much cash came in?” It is “what has been promised to the customer, when has that promise been fulfilled, and who is the customer in the first place?”
Development costs can be equally significant. A game can involve years of work before launch, with teams building code, art, music, design, narrative, tools and technology. Deciding what should be expensed, what may be capitalised, and when an asset is ready for its intended use requires judgement, evidence and discipline. That is especially true when forecasts depend on future sales, player numbers, publisher support or the success of a launch that has not yet happened.
Then there is intellectual property. Games businesses often create value in things that do not sit neatly in a stockroom: characters, engines, franchises, brands, licences, communities and know-how. These can be central to valuation, investment discussions, acquisition interest and impairment reviews. They are exciting assets, but they are not always simple ones.
Tax also matters. UK video games tax support has been an important part of the landscape, and the move from Video Games Tax Relief to the Video Games Expenditure Credit is a reminder that schemes evolve. Support can be valuable, particularly for cashflow, but it depends on eligibility, qualifying expenditure, record-keeping and compliance. In other words, it is not just about knowing that relief exists. It is about being able to support the claim.
The UK has a meaningful games ecosystem, ranging from early-stage studios and specialist freelancers to established developers, publishers, investors, universities and regional clusters. There is talent, creativity and ambition. There is also pressure: rising costs, crowded markets, funding challenges, platform dependence and the need to stand out in a world where attention is scarce.
That combination makes financial management particularly important. A brilliant game idea still needs a credible budget. A promising studio still needs reliable management information. A funding round still needs forecasts that can survive challenge. A tax claim still needs evidence. An audit still needs documentation. The finance function is not there to take the fun out of the game. It is there to make sure the studio survives long enough to finish it, launch it, update it, and build the next one.
There is sometimes a false divide between creative energy and financial rigour. In reality, growing games businesses need both. A great idea may get a studio started, but good financial information helps it make decisions, raise money, manage risk and keep building.
Generic accounting advice can miss the commercial reality of how games businesses make money. The sector needs advice that understands the products, the platforms, the revenue models and the way value is created long before it appears neatly in a set of accounts.
If this all sounds like something only the finance team worries about, that is exactly the trap. These are the questions that decide whether a games business is investor-ready, audit-ready, sale-ready, or just hoping no one asks too closely:
These are not dull compliance questions. They are commercial questions, because they affect cashflow, valuation, decision-making and resilience.
The size of the video game market will surprise some people because they are still applying the assumptions from their youth to today’s industry. Gaming is not waiting to become mainstream; it already is mainstream. It is global, highly commercial, fiercely competitive and financially significant.
This is what makes the sector so fascinating, not just because of my own passion for games but because from an accounting, tax, and auditing perspective, gaming brings together creative ambition, technical judgement, fast growth, funding pressures, valuable IP, uncertain forecasts and material numbers.
Video games may still carry the cultural baggage of being seen as play, but the industry is far more than that. It is an entertainment giant built on substantial revenue, meaningful investment, valuable intellectual property and accounting judgements that matter. The surprise is not that gaming is huge; it is that so many people still treat it as if it is not.
THE AUTHOR
Director, Audit & Assurance
More & Other Musings
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