Publisher Fees - Poland

  • Poland
  • In Poland, revenue in the Publisher Fees market market is projected to reach US$1.9m in 2025.
  • The revenue is anticipated to exhibit an annual growth rate (CAGR 2025-2029) of 1.77%, leading to a projected market volume of US$2.1m by 2029.
  • Although most revenue is generated China, the figures for Poland indicate a growing market presence within this market.
  • In Poland, the rising popularity of eSports is driving increased publisher fees as local developers seek to capitalize on the burgeoning competitive gaming scene.

Key regions: United Kingdom, India, France, Europe, United States

 
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Analyst Opinion

The Publisher Fees Market within the eSports Market in Poland has been growing at a negligible rate due to factors such as the limited number of publishers in the market and the high competition for sponsorships. However, with the increasing popularity of eSports in the region, the market is expected to experience significant growth in the coming years.

Customer preferences:
With the growth of the eSports market in Poland, there has been an increase in demand for publisher fees. This is driven by the rising popularity of competitive gaming and the need for publishers to provide support and resources for players and teams. Additionally, emerging trends in consumer preferences such as the desire for immersive gaming experiences and the rise of influencer marketing have also contributed to the growth of publisher fees in the eSports market. Demographic shifts towards a younger, tech-savvy audience have also played a role, as younger generations are more likely to engage with eSports and are willing to invest in the industry.

Trends in the market:
In Poland, the eSports market is seeing a significant increase in publisher fees, driven by the growing popularity of competitive gaming and the rise of professional teams and tournaments. This trend is expected to continue as more companies invest in partnerships and sponsorships with eSports organizations. Additionally, the market is witnessing a shift towards online streaming platforms, with a growing number of viewers consuming eSports content through platforms like Twitch and YouTube. This has implications for both publishers and teams, as they look to capitalize on this trend and generate revenue through digital channels. Furthermore, the increasing presence of international companies in the market, such as game publishers and streaming platforms, could lead to further growth and globalization of the eSports industry in Poland.

Local special circumstances:
In Poland, the Publisher Fees Market within the eSports Market is heavily influenced by the country's strong gaming culture and growing interest in competitive gaming. Additionally, the country's robust internet infrastructure and high levels of digital literacy have contributed to the market's growth. Furthermore, the government's support for eSports through initiatives like the Polish Esports League has helped to solidify the market's position. In terms of regulations, Poland has a relatively open market, with minimal restrictions on eSports events and competitions, providing a favorable environment for publishers and organizers.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in Poland is greatly affected by macroeconomic factors such as government policies, economic stability, and investment in the gaming industry. The country's strong economic growth, favorable business environment, and increasing disposable income have led to the growth of the eSports market. Additionally, Poland's position as a major player in the global gaming industry, with a highly skilled workforce and infrastructure, has attracted significant investments in the market. Moreover, the increasing popularity of eSports and the growing number of gamers in the country have also contributed to the growth of the Publisher Fees Market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Publisher Fees market, which comprises payments from game publishers to Esports organizers for hosting events. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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