Mobile Games - Poland

  • Poland
  • In Poland, revenue in the Mobile Games market market is projected to reach US$301.40m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 7.94%, resulting in a projected market volume of US$441.60m by 2029.
  • The number of users in the Mobile Games market market in Poland is expected to amount to 6.9m users by 2029.
  • User penetration in Poland will be 14.9% in 2024 and is expected to hit 17.9% by 2029.
  • In global comparison, the majority of revenue will be generated United States, with US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market in Poland is projected to amount to US$50.43 in 2024.
  • Poland's mobile gaming market is witnessing a surge in innovative indie titles, reflecting the country's growing developer community and increasing consumer engagement.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Poland has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing popularity of smartphones.

Customer preferences:
Polish consumers have shown a strong preference for mobile gaming, with a growing number of people using their smartphones as their primary gaming device. This shift in preference can be attributed to the convenience and portability of mobile games, allowing users to play anytime and anywhere. Additionally, the availability of a wide variety of game genres and the ability to download games for free or at a low cost have also contributed to the popularity of mobile gaming in Poland.

Trends in the market:
One of the key trends in the mobile games market in Poland is the rise of casual and hyper-casual games. These games are simple to play, require minimal time commitment, and appeal to a broad audience. They have gained popularity due to their accessibility and ability to provide quick entertainment during short breaks. Additionally, the emergence of multiplayer mobile games has also been a significant trend in the market, as it allows users to connect and compete with friends and other players in real-time.

Local special circumstances:
Poland has a large and growing mobile gaming community, with a high number of active players. This can be attributed to the country's relatively young population and high smartphone penetration rate. Furthermore, the availability of affordable mobile data plans and the presence of reliable mobile networks have also contributed to the growth of the mobile games market in Poland. The country's strong gaming culture and the presence of local game developers have also played a role in driving the market.

Underlying macroeconomic factors:
The growth of the mobile games market in Poland can be attributed to several macroeconomic factors. The country has experienced steady economic growth in recent years, leading to an increase in disposable income and consumer spending. This has allowed more people to afford smartphones and spend on mobile games. Additionally, the increasing internet penetration rate and the rise of digital payments have made it easier for consumers to access and purchase mobile games. The government's support for the digital economy and the development of the gaming industry has also created a favorable environment for the growth of the mobile games market in Poland. In conclusion, the Mobile Games market in Poland has been growing rapidly due to changing customer preferences, the popularity of smartphones, and the availability of affordable mobile data plans. The rise of casual and multiplayer games, along with the country's strong gaming culture and supportive macroeconomic factors, have contributed to the market's development. With the continued advancement of technology and the increasing adoption of mobile gaming, the market is expected to expand further in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

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
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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