Competitive Landscape
Nordisk Film Ab Maintains Lead as Digital Channels Tighten Competition
Video games in Sweden is highly concentrated, with the competitive structure becoming even more pronounced from 2020 to 2025. The biggest player, Nordisk Film AB, distributing PlayStation, strengthened its position significantly, expanding its share from 9% in 2020 to 21% in 2025.
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Overview:
Understand the latest market trends and future growth opportunities for the Video Games industry in Sweden 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 Sweden, 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 Sweden 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 Sweden?
- Which are the leading brands in Video Games in Sweden?
- How are products distributed in Video Games in Sweden?
- How is the rise of e-commerce impacting the retail landscape and traditional outlets?
- What are the key safety regulations to observe in Sweden?
- Where is future growth expected to be most dynamic?
- Is it more important to appeal to children or adults?
Video Games in Sweden - Category analysis
Key Data Insights
Video Games Summary
Playstation Store Reshapes Spending as Digital Takes Hold
Xbox Game Pass Shifts Value to Access over Ownership
Switch 2 Launch Proves Enthusiasts Absorb Premium Pricing
Subscriptions and Digital Libraries Reshape Value as Spend Migrates Online
Recurring Spend and Access-Led Models Transform Publisher Strategies
Nordisk Film Ab Maintains Lead as Digital Channels Tighten Competition
Digital Storefronts Capture Nearly All Spend as Physical Narrows to Gifting
Catalogue Curation and Cross-Device Account Architecture Redefine the Innovation Brief
Ea Play and the Nintendo Switch 2 Illustrate How Subscription Design and Hardware Engineering Are Being Reimagined
Platform Consolidation and the Marginalisation of Physical Retail Structurally Concentrate Commercial Returns among Ecosystem Operators
Toys and Games in Sweden - Industry Overview
2025 Developments
Key Data Insights
Playstation Drives Digital Spending as Physical Toys Premiumise
Lego and Labubu Attract Adults as Learning and Sustainability Become Baseline
Digital-First Spending and Premiumisation Reshape Value Creation
Kidult Demand and E-Commerce Maturity Accelerate Digital Transformation
Recurring Revenue and Values-Driven Consumption Redefine Business Priorities
Nordisk Film Ab Outpaces Rivals as Digital Focus Accelerates
Retail E-Commerce Outpaces Physical Retail as Omnichannel Redefines Shopping
Cross-Media Ip Integration and Dual-Segment Product Architecture Emerge as the Primary Innovation Drivers
Ea Play and Lego Illustrate How Product Architecture Is Being Reimagined across Digital and Physical Play
Platform Consolidation and Retail Channel Restructuring Concentrate Commercial Returns among Integrated Operators
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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