Video Games in Ukraine

July 2025
USD 1,195
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Overview:

Understand the latest market trends and future growth opportunities for the Video Games industry in Ukraine 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 Ukraine, 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 Ukraine 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 Ukraine?
  • Which are the leading brands in Video Games in Ukraine?
  • How are products distributed in Video Games in Ukraine?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Ukraine?
  • 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 Ukraine - Category analysis

KEY DATA FINDINGS

New launches and higher consumer engagement drive dynamic growth
Chart 1 Key Trends 2024
Video games software drives growth, boosted by smartphones and increased engagement
Greater recognition for video games developed in Ukraine
Chart 2 Ukrainian Developed Titles Receives Global Recognition with S.T.A.L.K.E.R 2 Video Game
Rising importance of subscription services as consumers value access to vast games libraries
Boosteroid partners Microsoft and Mercedes-Benz as cloud gaming gains traction
Fashion brands partner with games developers for in-game apparel and merchandise
Video games hardware set to see the fastest expansion during the forecast period
The highest sales will still be accounted for by video games software
Kidult trend anticipated to drive growth
Chart 3 Analyst Insight
Sony maintains its lead, while Microsoft maintains its rising trend
Local developers GSC Game World and Room 8 Group expand their capabilities
S.T.A.L.K.E.R. 2 drives demand for hardware and reflects national identity
Reburn unveils a new sci-fi shooter, La Quimera, to broaden its scope
EQT acquires Keywords Studios to expand its presence in video games
id Software combines Doom with medieval dark fantasy elements
Retail e-commerce maintains its lead as the preference for digital software increases
Digital platforms compete through the user experience and pricing strategies
Microsoft's inclusion of Call of Duty on Xbox Cloud Gaming boosts cloud gaming and retail e-commerce
Chart 4 Xbox Cloud Gaming Launches Three Call of Duty Titles, Aiding Cloud Gaming Adoption

Toys and Games in Ukraine - Industry Overview

Solid growth driven by video games, kidults, and localisation
Chart 5 Key Trends 2024
Video games exhibits the strongest growth within toys and games
International recognition for Ukrainian games
Kiddisvit uses collectibles to educate children about Ukrainian culture
Chart 6 Borsch Collectibles Successfully Integrating Cultural Education
Rozum and Nerd agency expand market presence through partnerships
Chart 7 Tara Duncan Brand Liscencing Partnership Introduces Toys and Merchandice
Video games to lead growth in toys and games over the forecast period
Cloud gaming will reshape consumer behaviour and necessitate business adaptation
Patriotic and localised themes set to gain ground
Chart 8 Analyst Insight
Tigres and Lord of Boards find success with eco-friendly materials and original concepts
Companies will need to learn from previous mistakes in tech-integrated toys
Sony Corp maintains its lead, but local companies perform well
Unique strategies and offerings by Ukrainian companies
TechnoK, Faraday, and Rozum introduce new products
New titles and company shifts impact the video games competitive landscape
Rozetka gains prominence as retail e-commerce drives sales of toys and games
The move towards retail e-commerce is set to continue
Chart 9 Real GDP Growth and Inflation 2019-2029
Chart 10 PEST Analysis in Ukraine 2024
Chart 11 Key Insights on Consumers in Ukraine 2024
Chart 12 Consumer Landscape in Ukraine 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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