Games - Poland

  • Poland
  • In Poland, revenue in the Games market is projected to reach US$1,905.00m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 7.29%, which will lead to a projected market volume of US$2,708.00m by 2029.
  • In a global context, the majority of revenue will be generated United States, amounting to US$128.10bn in 2024.
  • Within the Games market in Poland, the number of users is anticipated to reach 10.3m users by 2029.
  • User penetration in Poland is projected to be 22.5% in 2024 and is expected to increase to 26.4% by 2029.
  • The average revenue per user (ARPU) in this market is expected to amount to US$900.00.
  • Poland's gaming industry continues to flourish, with local developers increasingly gaining international recognition for their innovative storytelling and immersive gameplay experiences.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Poland has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Polish consumers have shown a growing interest in gaming, with a particular focus on mobile and PC gaming. This can be attributed to the increasing availability of affordable smartphones and the widespread access to high-speed internet. Additionally, there is a strong demand for multiplayer online games, as Polish gamers enjoy competing with others both locally and internationally.

Trends in the market:
One of the key trends in the Polish Games market is the rise of esports. Esports tournaments and events have gained significant popularity in recent years, attracting large audiences and generating substantial revenue. This trend is driven by the growing interest in competitive gaming among Polish gamers, as well as the increasing investment in esports infrastructure and professional teams. Furthermore, the rise of streaming platforms has allowed gamers to showcase their skills and connect with a wider audience, further fueling the growth of the esports industry in Poland. Another trend in the market is the increasing popularity of virtual reality (VR) gaming. Polish gamers are embracing the immersive experience offered by VR technology, and there is a growing demand for VR games and accessories. This trend is supported by the availability of affordable VR devices and the development of high-quality VR content.

Local special circumstances:
Poland has a strong gaming culture, with a large community of passionate gamers. The country has a vibrant indie game development scene, with many talented developers creating innovative and unique games. This has led to the emergence of successful Polish game studios and the release of internationally acclaimed titles. The local special circumstances, such as the supportive government policies and the availability of funding for game development, have contributed to the growth of the gaming industry in Poland.

Underlying macroeconomic factors:
The strong economic growth in Poland has also played a role in the development of the Games market. The country has experienced stable GDP growth and rising disposable incomes, which have increased consumer spending on entertainment and leisure activities, including gaming. Additionally, the favorable business environment and the presence of multinational gaming companies in Poland have attracted investments and contributed to the overall growth of the Games market. In conclusion, the Games market in Poland is experiencing significant growth due to changing customer preferences, such as the increasing interest in mobile and PC gaming, the rise of esports, and the popularity of VR gaming. The local special circumstances, including the strong gaming culture and the supportive government policies, have further contributed to the development of the gaming industry. The underlying macroeconomic factors, such as the strong economic growth and rising disposable incomes, have also played a role in the growth of the Games market in Poland.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Global Comparison
  • Methodology
  • Key Market Indicators
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