Video Games in Poland

August 2026
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 Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Playstation Plus and Subscriptions Reinforce Recurring Revenue Growth
Steam Consolidates Its Role as the Primary Route to Market for Pc Gaming
Chart 2 Polish Studios Concentrate PC Monetisation on Steam, as Builders of Greece Shows
Mobile Gaming Expands Participation through Accessibility and Scale
Chart 3 Value Sales 2020-2030
Chart 4 Value Sales by Category 2025
Subscriptions and Digital Ecosystems Are Projected to Sustain Market Growth
Chart 5 Analyst Insight for Video Games
Mobile Gaming Is Anticipated to Broaden Participation and Extend Audience Reach
Platform-Native Strategies and Community Engagement Are Expected to Shape Competition
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Sony Capitalises on Playstation Leadership as Global Platforms Gain Share
Nintendo Switch 2 and Subscription Ecosystems Reinforce Platform-Led Competition
Chart 8 Company Shares 2025
Chart 9 Brand Shares 2025
Steam, Subscriptions and Digital Storefronts Reinforce E-Commerce Leadership
Physical Retail Narrows Its Focus to Hardware and Gifting Occasions
Chart 10 Retail Channels 2020-2025
Access-Based Ecosystems Reshape Product Development Priorities
Playstation Plus, Builders of Greece and Coin Master Illustrate Evolving Engagement Models
Chart 11 Subscriptions Become the Default for Polish Players, Led by Playstation Plus
Recurring Engagement Becomes the Primary Source of Value Creation
Chart 12 Casual Free-To-Play Wins Poland's Mass Mobile Market, Led by Coin Master
Chart 13 Economic Context for Video Games
Chart 14 Real Gdp Growth 2020-2030
Chart 15 Inflation 2020-2030
Chart 16 Consumer Context for Video Games
Chart 17 Population 2020-2030
Chart 18 Consumer Expenditure 2020-2030
Chart 19 Population by Generation 2025

Toys and Games in Poland - Industry Overview

2025 Developments

Key Data Insights

Chart 20 Key Industry Trends for Toys and Games
Digital Ecosystems and Subscriptions Sustain Toys and Games Growth
Adult Collectors Support Premiumisation in Traditional Toys and Games
Chart 21 Subscriptions Become the Default for Polish Players, Led by PlayStation Plus
Social Commerce and Digital Discovery Reshape Purchasing Behaviour
Chart 22 Value Sales 2020-2030
Chart 23 Value Sales by Category 2025
Steam, Subscriptions and Digital Ecosystems Are Projected to Drive Growth
Chart 24 Analyst Insight for Toys and Games
Kidult Demand Is Set to Reinforce Premiumisation across Traditional Toys and Games
Social Commerce and Omnichannel Discovery Are Expected to Reshape Purchasing Behaviour
Chart 25 Forecast Value Sales 2020-2030
Chart 26 Forecast Value Sales by Category 2025-2030
Sony, Electronic Arts and Lego Strengthen Their Positions in an Evolving Market
Digital Ecosystems, Premiumisation and Licensing Reshape Competition
Chart 27 Company Shares 2025
Chart 28 Brand Shares 2025
E-Commerce Outpaces Offline Channels as Digital Buying Accelerates
Social Commerce and Omnichannel Retail Reshape Purchasing Behaviour
Chart 29 Retail Channels 2020-2025
Platform Ecosystems and Licensed Properties Reshape Product Development
Playstation Plus, Lego F1 and Labubu Illustrate Evolving Engagement Models
Chart 30 Lego's F1 Partnership Drives Kidult-Led Premiumisation in Poland
Recurring Engagement Becomes the Primary Source of Value Creation
Chart 31 Tiktok Unboxing Turns Labubu into a Polish Collectible Hit
Chart 32 Economic Context for Toys and Games
Chart 33 Real Gdp Growth 2020-2030
Chart 34 Inflation 2020-2030
Chart 35 Consumer Context for Toys and Games
Chart 36 Population 2020-2030
Chart 37 Consumer Expenditure 2020-2030
Chart 38 Population by Generation 2025

Country Reports Disclaimer

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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