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Metaverse Gaming - Poland

Poland
  • The Metaverse Gaming market in Poland is projected to reach a value of US$123.9m by 2024.
  • This market segment is expected to show a compound annual growth rate (CAGR 2024-2030) of 43.60%, resulting in a projected market volume of US$1.1bn by 2030.
  • In 2024, United States is expected to generate the most value in the Metaverse Gaming market with a projected market volume of US$7.5bn.
  • By 2030, the number of users in this market segment is expected to amount to 7.3m users.
  • The user penetration rate is projected to be 5.6% in 2024 and is expected to reach 19.0% by 2030.
  • Furthermore, the average value per user (ARPU) is projected to amount to US$55.4.
  • Poland is experiencing a surge in the adoption of Metaverse gaming, with a growing number of players immersing themselves in virtual worlds for social interaction and entertainment.

Definition:

The Gaming market refers to the playing of video games or other interactive experiences within virtual reality environments, such as virtual worlds, social VR platforms, and other immersive digital spaces. This definition includes traditional single-player and multiplayer games as well as more open-ended virtual worlds, where players can interact with each other and the environment in a variety of ways. Gaming in the metaverse can be experienced through different hardware, such as VR headsets, smartphones, and computers, and can also include new forms of gaming such as social gaming, multiplayer gaming, and location-based gaming.

Structure:

The Gaming market includes the markets Action Games, Adventure Games, Casual Games, Role-playing Games, Simulation Games, Sports & Racing Games and Strategy Games. Each genre has different games published that are classified as metaverse games in respective metaverse applications, or individual games.

Additional Notes:

The market comprises market sizes, users, average revenue per user, and penetration rates. Market sizes are generated through in-app purchases and consumer spending on apps, games, and items. Market numbers about the Gaming market can also be found in the Digital Market Insights. Key players in the market are games like Fortnite, Roblox or Minecraft. Use the info button right next to the boxes for more information on the data displayed.

In-Scope

  • Games directly in metaverse considered apps, such as games in Roblox
  • Open-world games, shaped by users, such as Fortnite
  • Sandbox games, such as Minecraft
  • Social virtual reality games, such as VRChat

Out-Of-Scope

  • Open-world games, with a story line, such as World of Warcraft
  • All other non related metaverse games, such as Call of Duty
  • Non-metaverse related browser games, such as Forge of Empires
Metaverse: market data & analysis - Cover

Market Insights report

Metaverse: market data & analysis

Study Details

    Market Size

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Metaverse Gaming market in Poland is experiencing significant growth and development, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Poland are favoring immersive gaming experiences that allow players to interact with virtual worlds and other players in real-time.

    This preference is driven by the desire for escapism, social interaction, and the opportunity to explore new and exciting virtual environments. As a result, the demand for metaverse gaming platforms and virtual reality (VR) technologies is increasing in Poland. Trends in the market indicate that metaverse gaming is becoming more accessible and affordable in Poland.

    The advancements in VR technology have made it more affordable for consumers to purchase VR headsets and accessories, allowing them to experience the metaverse gaming world from the comfort of their own homes. Additionally, the development of cross-platform compatibility has made it easier for players to connect and play with others across different devices and gaming platforms. Local special circumstances in Poland, such as a growing tech-savvy population and a thriving gaming community, have contributed to the development of the metaverse gaming market.

    Poland has a strong presence in the gaming industry, with many successful game developers and studios based in the country. This has created a supportive ecosystem for the growth of the metaverse gaming market, with local talent and expertise driving innovation and development. Underlying macroeconomic factors, such as increasing disposable income and the growth of the digital economy, have also played a role in the development of the metaverse gaming market in Poland.

    As the economy continues to grow, more consumers have the financial means to invest in gaming equipment and experiences. Additionally, the rise of e-commerce and digital payment methods has made it easier for consumers to purchase virtual goods and services within the metaverse gaming world. In conclusion, the Metaverse Gaming market in Poland is experiencing growth and development due to customer preferences for immersive gaming experiences, market trends towards accessibility and affordability, local special circumstances including a tech-savvy population and a thriving gaming community, and underlying macroeconomic factors such as increasing disposable income and the growth of the digital economy.

    With these factors in play, the metaverse gaming market in Poland is expected to continue to expand and evolve in the coming years.

    Reach

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    Figures are based on in-app spending, consumer spending, in-game spending, app downloads, and investment and funding data.

    Modeling approach / Market size:

    Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

    Additional Notes:

    The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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