Video Games in Poland

August 2025
USD 1,195
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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
Chart 1 Key Trends 2024
Digital downloads and subscriptions drive software growth due to convenience
Chart 2 Analyst Insight
Media Expert and x-com boost cloud gaming visibility and subscriptions
Chart 3 GeForce Now Gains In Subscriptions Helps Solidify X-Kom Position in Innovation Market
Lego leverages kidult trend with video game-themed collectibles and social media
CD Projekt Red uses AI personalisation to boost Cyberpunk engagement
Chart 4 Polish Game Developer CD Projekt Red Utilizes AI-Driven Design in Latest Updates
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
Chart 5 Key Trends 2024
Chart 6 Analyst Insight
Video games leads growth of toys and games in Poland
OZB combines traditional play with augmented reality features
Chart 7 Ozobot Encourages Children to Develop Programming And Coding Skills
Cobi targets kidults with retro car construction sets
Chart 8 Fiat 126P Holds Special Place in Polish Automotive History
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
Chart 9 Real GDP Growth and Inflation 2019-2029
Chart 10 PEST Analysis in Poland 2024
Chart 11 Key Insights on Consumers in Poland 2024
Chart 12 Consumer Landscape in Poland 2024

COUNTRY REPORTS DISCLAIMER

Summary 1 Research Sources
The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

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 definitions
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This report originates from Passport, our Video Games research and analysis database.

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