Esports Industry set to benefit from SIC code changes proposed by the Office of National Statistics
Darragh Harbinson, Senior Editor
Last Updated: 02/02/2026
The Office for National Statistics (ONS) has released its provisional 2026 revision to UK SIC codes. Included in its proposals are new codes that grant the esports industry four bespoke categories.
This new inclusion is the result of British Esports, UKETC, and BLAST collaborating on a proposal with the Department for Digital, Culture, Media & Sport to the Office for National Statistics for the creation of SIC codes specific to esports.
It marks a significant moment in the recognition of UK esports. However, it is far from a symbolic measure and may lead to tangible benefits for the UK esports industry overall.
The proposed codes will be as follows:
- 93.112 Operation of esports facilities
- 93.122 Activities of esports clubs
- 93.193 Organisation of esports events
- 93.195 Other esports activities nec [not elsewhere classified]
Chair of the UKETC, Jeff Simpkins, provided the following statement to Esports News UK following the announcement:
“One of our priorities at the UK Esports Teams Committee in 2025 was to push for esports-specific SIC codes in the UK. We’re delighted that the proposal we submitted has largely been accepted.
It’s a significant step for the industry and brings esports closer to being recognised alongside traditional sport.
We’re grateful for the support of DCMS, British Esports and BLAST in particular, and it’s a great example of how strong the UK esports ecosystem can be when we work collaboratively.”
What is the potential broader impact of esports industry-specific SIC codes?
SIC codes are used primarily to categorise businesses, to ensure tax compliance, track markets, and provide data for loan assessments.
Despite its bureaucratic nature, having an SIC code specific to a particular area of business or culture can be of significant benefit to the industry within which a company resides.
For example, government grants are often targeted by SIC codes. Therefore, the increased granularity of these codes can be vital for industries that seek grant funding.
Esports isn’t just about games—it’s about community, creativity, and careers! From teamwork and strategy to streaming and game design, esports brings people together, sparks innovation, and opens doors to real professional opportunities. pic.twitter.com/9WJFYpGWTJ
— Usanifu News (@UsanifuNews) February 2, 2026
Prior to this proposed change, esports-based businesses in the UK have had to utilise less-specific SIC codes such as ‘93290 – Other amusement and recreation activities not elsewhere classified’ or ‘62090 – Other information technology service activities’. These more vague codes make identifying the esports industry difficult. In turn, investment and tracking are often more challenging than they might otherwise be.
If the provisional SIC Codes are confirmed in the finalised framework in March, UK-based esports organisations and the parent companies of events organisers, such as Insomnia, EPIC LAN, or Enclave LAN, will be able to categorise themselves within the esports sector.
This will enable more effective tracking of the UK esports industry. It may also make accessing esports-specific funding easier in the future.
Additionally, categories starting with subsection 93 relate to sports, amusement, and recreation activities.
That categorisation both semantically links esports to traditional sports and may, in practice, enable future funding through sport-related grants. This may be particularly beneficial for the UK in upcoming global projects such as the Saudi Arabian Esports Nations Cup.
Interested in becoming a National Team Partner?
— Esports Nations Cup (@ENC_EN) January 28, 2026
Be sure to submit your application before January 31st! National Partners will be announced in March. pic.twitter.com/sw84dTnMjC
The UK joins other governments worldwide in implementing bureaucratic change for the benefit of esports operations
Proposed UK SIC code changes are not the only positive bureaucratic development for esports. In fact, the UK is joined by Germany in implementing potentially beneficial bureaucratic changes for companies operating in the esports industry.
In December 2025, the German Bundestag voted in favour of granting esports non-profit status, following the Federal Government’s initial declaration of intent to grant formal recognition. This historic tax amendment elevated esports to the same non-profit eligibility as traditional sports, opening the door to expanded non-profit activities, access to government grants, and greater financial assistance.
The UK’s move to join Germany in supporting recognition of esports operations signals a potential positive development for organisations across Europe.
Similar shifts in attitude are observable globally. In early 2025, India’s Sports Ministry made esports eligible for cash incentives for medal winners in international tournaments. Meanwhile, the Counter-Strike team, The MongolZ, is recognised by the Mongolian government as official Mongolian athletes.
Esports is now eligible for cash incentives for medal winners in world and continental championships, joining 51 sports recognized by India’s Sports Ministry, marking a significant step in legitimizing esports and changing public perception. pic.twitter.com/s2QRyaYARG
— letsgrowesports (@letsgrowesports) February 10, 2025
At the very least, the UK is joining a global shift in attitudes. Esports operations are increasingly legitimised as valid standalone operations with unique value.
As a result, many will hope that opportunities within esports development and investment will follow.
Note: This article was co-authored by both Darragh Harbinson and Hannah Marie ZT.
Darragh Harbinson, Senior Editor
Darragh Harbinson is an esports writer specialising in Counter-Strike. He has written for Esports News UK, Esports Insider, UKCSGO, Dexerto, and Rush B Media.
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