Since its first development in early 1970, the video-game industry has experienced a considerable growth in terms of economic and societal impact. Video-games are regarded as an integral part of the broader creative industries. Similarly to other entertainment industries, such as film and music, video-games are frequently characterised by project-based production processes and face some market-related risks that affect their level of competitiveness and survival in the market. The study presented in this paper aims to explore and examine the UK video-game industry through the prism of Organisational Ecology and Industrial Organisation. Using hierarchical logistic models, the authors investigate UK-based video-game companies in relation to a range of traditional explanatory variables related to market survival rates. Findings from the analysis suggest that predictions related to companies’ success of failure can be further enhanced with the introduction of variables related to the location and type of organisation the companies, captured with information gathered from their corresponding postcodes and SIC codes respectively.