Competitive Landscape
Sony Capitalises on Playstation Leadership as Global Platforms Gain Share
The competitive environment for video games remained concentrated in 2025, with global platform holders and publishers controlling the majority of value. Sony Computer Entertainment Polska Sp zoo emerged as the clear leader, increasing its share from 9% in 2020 to 17% in 2025, reflecting its strengthening position among Polish consumers.
Nintendo Switch 2 and Subscription Ecosystems Reinforce Platform-Led Competition
Several important launches and developments in 2025 reinforced the existing competitive structure. The arrival of Nintendo Switch 2 and the continued expansion of PlayStation Plus and Xbox Game Pass increased the appeal of recurring subscription models and ecosystem participation.
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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
Playstation Plus and Subscriptions Reinforce Recurring Revenue Growth
Steam Consolidates Its Role as the Primary Route to Market for Pc Gaming
Mobile Gaming Expands Participation through Accessibility and Scale
Subscriptions and Digital Ecosystems Are Projected to Sustain Market Growth
Mobile Gaming Is Anticipated to Broaden Participation and Extend Audience Reach
Platform-Native Strategies and Community Engagement Are Expected to Shape Competition
Sony Capitalises on Playstation Leadership as Global Platforms Gain Share
Nintendo Switch 2 and Subscription Ecosystems Reinforce Platform-Led Competition
Steam, Subscriptions and Digital Storefronts Reinforce E-Commerce Leadership
Physical Retail Narrows Its Focus to Hardware and Gifting Occasions
Access-Based Ecosystems Reshape Product Development Priorities
Playstation Plus, Builders of Greece and Coin Master Illustrate Evolving Engagement Models
Recurring Engagement Becomes the Primary Source of Value Creation
Toys and Games in Poland - Industry Overview
2025 Developments
Key Data Insights
Digital Ecosystems and Subscriptions Sustain Toys and Games Growth
Adult Collectors Support Premiumisation in Traditional Toys and Games
Social Commerce and Digital Discovery Reshape Purchasing Behaviour
Steam, Subscriptions and Digital Ecosystems Are Projected to Drive Growth
Kidult Demand Is Set to Reinforce Premiumisation across Traditional Toys and Games
Social Commerce and Omnichannel Discovery Are Expected to Reshape Purchasing Behaviour
Sony, Electronic Arts and Lego Strengthen Their Positions in an Evolving Market
Digital Ecosystems, Premiumisation and Licensing Reshape Competition
E-Commerce Outpaces Offline Channels as Digital Buying Accelerates
Social Commerce and Omnichannel Retail Reshape Purchasing Behaviour
Platform Ecosystems and Licensed Properties Reshape Product Development
Playstation Plus, Lego F1 and Labubu Illustrate Evolving Engagement Models
Recurring Engagement Becomes the Primary Source of Value Creation
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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