Online games is expected to be the fastest growing category in the forecast period. This is largely because online games are one of the most convenient options to play on smartphone devices, which are commonly held or are close to people throughout the day.
The subscription model is expected to take share from sales of physical computer and console games in the upcoming years. Digital games will also suffer as more consumers opt to pay for access to numerous games, as opposed to buying one game for themselves.
New technology is likely to be integrated into video games offering a more immersive gameplay experience or to provide innovative controls via gesture or other body movements. These new ways of playing games are expected to attract consumers in the forthcoming period.
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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.
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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