Video games is expected to return to growth over the course of the forecast period to 2027, with sales being driven by the launch of new products such as Logitech G Cloud and Valve Steam Deck in hand-held consoles and the PlayStation VR2 gaming headset. These innovations should add new growth impetus in 2023 and throughout the forecast period.
Rising prices, such as those announced for the static consoles Xbox Series S and Xbox Series X in February 2023, are expected to dampen the magnitude of growth over the forecast period. This will be compounded by a weakening and uncertain economic climate in Sweden, which will result in more considered and selective purchasing patterns to 2027.
While cloud-based gaming is not a mainstream approach to gaming yet, the concept is viewed as a paradigm shift in video games, as it revolutionises the way in which games are played. Cloud gaming allows consumers to stream games using remote servers in data centres without any need for downloads.
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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.
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 DefinitionsThis report originates from Passport, our Video Games research and analysis database.
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