Video games continued to enjoy a pandemic-driven boost to current value sales in 2021. Despite Sweden never enforcing a formal lockdown, social distancing was still recommended in 2021, and many people continued to stay indoors, and had a limited social environment.
Video games hardware saw robust double-digit current value growth in 2021, mostly due to the solid performance of static consoles, led by the new, and therefore costly, Sony PlayStation 5, along with Microsoft Xbox Series. The category also benefited in value terms from rising inflation, which kept the prices of the new consoles high throughout 2021.
Major players continue to monetise gaming, with one of the methods being in-game purchases (or microtransactions). In the current competitive landscape, video games publishers often boost their revenues via microtransactions as opposed to increasing the prices of video games.
The popularity of video games skyrocketed during the last couple of years, and while the future course of the COVID-19 pandemic remains uncertain, a decrease in player engagement once all restrictions are fully removed is expected. After living life mainly virtually for so long, consumers will seek other forms of activity and entertainment.
The augmented and virtual reality gaming ecosystem will continue to grow, as gaming will become increasingly intertwined with the idea of a life-like, alternative reality. While the metaverse future will not be a reality any time soon, the metaverse buzz will fuel sales of AR/VR headsets.
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.
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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 DefinitionsThis report originates from Passport, our Video Games research and analysis database.
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