Jasmine Birtles
Your money-making expert. Financial journalist, TV and radio personality.

Gaming attracts a familiar set of assumptions: that it begins with costly equipment, demands every major release, and drains money without thought. Those ideas miss the ordinary ways people play and the choices that shape what they spend. A clearer view treats gaming as discretionary entertainment, where the device already owned, the games selected and the limits set all influence the cost. That matters because a stereotype can turn a personal leisure choice into an unfair judgment about someone’s priorities.
Digital gift cards work by sending a redeemable code that the buyer or recipient enters on the relevant platform or service. For a practical route, Eneba is a digital marketplace for game keys, gift cards and other digital products; its product pages provide platform details and regional compatibility information. The Rewarble listing is one digital purchase option, and choosing the intended platform and region keeps that choice aligned with its purpose.
Expensive hardware is not the universal entry point many people picture. Ofcom’s 2025 report found that 53% of UK adults played games in 2024, with mobile phones the most common device at 34%. Consoles followed at 24%, while tablets, laptops and desktop computers also featured. Government guidance recognises access through connected devices including phones, computers, websites, apps and virtual-reality headsets. The cost of entry therefore varies with the device and game a person chooses, rather than a single prescribed setup.
Owning a gaming PC or a new console may involve a substantial outlay, yet that does not define participation. Someone can stay with games already available on existing hardware, spend time with a small number of titles, or choose free-to-play options. Release-day buying is one approach, not a requirement for being engaged in the hobby. A new release can suit a plan, but it is not proof of commitment or of sensible spending. The useful financial distinction is between an intentional purchase and spending that exceeds a person’s means.
The stereotype of a young male enthusiast also leaves out much of the picture. Ofcom reported participation among 85% of 16-to-24-year-olds and 25% of adults aged 65 and over. It also recorded gaming in 56% of AB households and 49% of DE households. Mobile puzzle and quiz games are highly common among adults, which broadens the picture beyond competitive console or PC play. That range does not fit one narrow image of who plays.
Calling every gaming purchase wasteful skips the basic personal-finance test. Discretionary spending deserves to be judged by affordability, frequency of use and enjoyment, rather than by assumptions about the hobby. The UK’s games market generated £8.764 billion in consumer spending in 2025, according to Ukie, but that total describes the market, not an average household’s bill. It cannot establish what any individual ought to spend. Market scale speaks to broad consumer activity, not a verdict on the prudence of each purchase.
Control offers a more useful principle than blanket avoidance. UK consumer guidance advises people to check payment settings, read game descriptions for purchase information and review bills for unauthorised payments. These steps support deliberate decisions without treating ordinary purchases as irresponsible. A short pause to set a limit can keep a leisure expense in its proper place. Gaming can be expensive when purchases go beyond a person’s means, but it does not demand new hardware, constant releases or uncontrolled spending. After that assessment, Eneba can serve as the practical next step for selecting a suitable digital product with clear platform and regional details.
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