COMPETITIVE LANDSCAPE
Sony strengthens leadership of consolidated competitive landscape
The competitive landscape of video games in Sweden became increasingly concentrated between 2019 and 2024, with the top five global companies accounting for 57% share of value sales in 2024, compared to 54% in 2019. This was above the Western Europe average of 54% at the end of the review period.
Embracer Group’s autonomy model and investment drive growth
Embracer Group's strong performance in 2024 was driven by the successful launch of Kingdom Come: Deliverance 2. The company's decentralised operating model allows its studios to operate with a high degree of autonomy, which can lead to faster decision-making and greater creativity and efficiency.
Nintendo plans new console with improved functionality in 2025
Nintendo Co Ltd, which dominates hand-held consoles and physical console games, has confirmed the launch of Nintendo Switch 2 for 2025. The updated features of the leading hand-held console in Sweden include a mouse sensor on the Joy-Con 2 controllers that allows for precise aiming and navigation, and in-game chat supported by a built-in microphone, enabling greater interaction between players, thereby enhancing the gaming experience.
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Overview:
Understand the latest market trends and future growth opportunities for the Video Games industry in Sweden 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 Sweden, 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 Sweden 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 Sweden?
- Which are the leading brands in Video Games in Sweden?
- How are products distributed in Video Games in Sweden?
- How is the rise of e-commerce impacting the retail landscape and traditional outlets?
- What are the key safety regulations to observe in Sweden?
- 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 Sweden - Category analysis
KEY DATA INSIGHTS
Digital content continues to drive growth of video games in Sweden
Video games software buoyed by major titles and subscription services
Activision Blizzard uses subscriptions to drive World of Warcraft engagement
Konami's Silent Hill 2 remake taps into the kidult segment
Video games software set to be most dynamic performer overall
AI personalisation and new releases to boost video games
Hazelight focuses on narrative, while Infinity Nikki uses cross-platform play
Sony strengthens leadership of consolidated competitive landscape
Embracer Group’s autonomy model and investment drive growth
Nintendo plans new console with improved functionality in 2025
Retail e-commerce remains dominant distribution channel for video games
DreamHack boosts video game engagement through esports and partnerships
Digital sales and collectors support online game sales
Toys and Games in Sweden - Industry Overview
Rise of kidults and strength of video games drive overall sales
Video games leads growth in toys and games
Sustainability drive and inclusivity trend influence players’ strategies
Hasbro Nordic targets kidults with Marvel Legends range
Game Science and Hasbro embrace digital distribution and e-commerce growth
Video games to retain dominance of toys and games in Sweden
Consumer behaviour shaped by digital purchases, eco awareness, and nostalgia
Adapting traditional toys and games with digital options for broader gaming audience
Sony gains share in concentrated competitive landscape
Embracer Group investments drive growth through decentralised, innovative approach
MGA and Zapf Creation merger to increase share
Nintendo confirms new console launch with controller upgrades
Retail e-commerce dominates toys and games distribution due to convenience
Retail offline remains important for traditional toys and games
DreamHack events boost game exposure and merchandise sales
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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