COMPETITIVE LANDSCAPE
Global players retain double-digit share with wide product reach
The competitive landscape of video games in Poland was highly concentrated in 2024, with the top five global companies accounting for 54% share of value sales, above the Eastern European average of 34%. The level of category concentration increased over the review period, as the top five global companies accounted for 51% value share in 2019.
Varsav Game Studios leverages niche focus for success in gaming
Varsav Game Studios is a notable example of a domestic company that has gained recognition in 2024, achieving rising success by concentrating on the development of simulation and strategy games. Its title Builders of Egypt, a historical city-building game, has enjoyed both local and international popularity, supported by robust online marketing and an active community on the Steam platform.
Scopely acquisition of Niantic raises competition and engagement
A notable event in 2024 was the announced acquisition of Niantic, the company behind Pokémon GO, by Scopely for a sum of USD3.5 billion.
Local players look to drive immersive, high-tech gaming experiences
One of the most significant product launches in the fourth quarter of 2024 was CD Projekt Red’s Cyberpunk 2077: Urban Warfare expansion, which introduced advanced AI-driven gameplay mechanics and new open-world zones, further pushing the boundaries of immersive storytelling.
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Overview:
Understand the latest market trends and future growth opportunities for the Video Games industry in Poland with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in Poland, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
The Video Games in Poland report includes:
- Analysis of key supply-side and demand trends
- Detailed segmentation of international and local products
- Historic volume and value sizes, company and brand market shares
- Five year forecasts of market trends and market growth
- Robust and transparent research methodology, conducted in-country
This report answers:
- What is the market size of Video Games in Poland?
- Which are the leading brands in Video Games in Poland?
- How are products distributed in Video Games in Poland?
- How is the rise of e-commerce impacting the retail landscape and traditional outlets?
- What are the key safety regulations to observe in Poland?
- How has retail disruption following COVID-19 and national lockdown impacted sales?
- Where is future growth expected to be most dynamic?
- Is it more important to appeal to children or adults?
Video Games in Poland - Category analysis
KEY DATA FINDINGS
Further shift towards digital content drives sales of video games software
Digital downloads and subscriptions drive software growth due to convenience
Media Expert and x-com boost cloud gaming visibility and subscriptions
Lego leverages kidult trend with video game-themed collectibles and social media
CD Projekt Red uses AI personalisation to boost Cyberpunk engagement
Video games software to lead expansion, driven by disposable income growth
Cloud gaming and AI personalise experiences, changing consumer spending models
CD Projekt Red looks to expand offer, including AI gameplay
Global players retain double-digit share with wide product reach
Varsav Game Studios leverages niche focus for success in gaming
Scopely acquisition of Niantic raises competition and engagement
Local players look to drive immersive, high-tech gaming experiences
Steam and Epic Games Store help drive sales of digital video games
Media Expert and Xbox expand in-store presence; Allegro strengthens publisher ties
Toys and Games in Poland - Industry Overview
Tech-based toys, video games and kidults support solid growth in 2024
Video games leads growth of toys and games in Poland
OZB combines traditional play with augmented reality features
Cobi targets kidults with retro car construction sets
AI personalisation drives interactive, adaptive toy development to enhance learning
Video games to drive future growth due to disposable income increase
Poland’s gaming industry set to develop through AI, VR and cloud gaming
Consumers demand educational and culturally relevant toys and games
Video games players lead overall, but LEGO Group benefits from dominance of construction
EduSense expands its market presence through educational integration of Ozobot
Potential acquisitions could significantly impact competitive landscape
Retail e-commerce benefits from aggressive marketing and fast delivery options
Rising popularity of online sales challenge physical outlets
COUNTRY REPORTS DISCLAIMER
The following categories and subcategories are included:
Video Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See all of our definitionsWhy buy this report?
- Gain competitive intelligence about market leaders
- Track key industry trends, opportunities and threats
- Inform your marketing, brand, strategy and market development, sales and supply functions
This report originates from Passport, our Video Games research and analysis database.
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