Video games continued to see dynamic growth in current value terms in 2021, despite COVID-19 creating additional challenges for retailers, manufacturers and distributors. Video games are hugely popular among most age groups, with there being a large number of new titles seen in 2021 to help stimulate demand.
Mobile games remained one of the largest and most dynamic categories within video games in 2021. Out of over 600 new titles released in 2021 by Polish producers, a large portion of these were made for mobile devices.
CD Projekt, a key local video games studio, was haunted by service problems for its popular Cyberpunk 2077 title in 2021, which faced mixed reviews due to combability issues with older versions of static consoles. However, the game received a new update at the beginning of 2022 which addressed these issues and helped Cyberpunk 2077 to deliver dynamic sales results in Q1 of 2022.
The launching of new video games software is likely to remain key to fuelling growth in video games. Specifically, new and exclusive titles are important contributors to higher sales in both video games hardware and video games software.
NFT (Non-Fungible Token) technology is anticipated to see broader application within video games in the forecast period. More producers are interested in investing their efforts in using NFTs to make their products more unique and to help provide additional revenue streams through in-app purchases.
Cloud-based gaming is another strong trend that is anticipated to grow over the forecast period. Thanks to the development of faster internet services (5G) cloud-based gaming is likely to become more appealable to consumers in Poland.
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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
This report originates from Passport, our Video Games research and analysis database.
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