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Key regions: France, South Korea, Europe, India, Asia
The Online Games market in Poland is experiencing steady growth and development, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences play a crucial role in the growth of the Online Games market in Poland.
With the increasing availability of high-speed internet and the proliferation of smartphones, more and more people are turning to online gaming as a form of entertainment. The convenience and accessibility of online games appeal to a wide range of customers, from casual gamers to hardcore enthusiasts. Additionally, the popularity of multiplayer online games has soared in recent years, as players seek social interaction and competition with others.
Trends in the market also contribute to the growth of the Online Games market in Poland. One notable trend is the rise of esports, which has gained significant traction in recent years. Esports tournaments and events attract large audiences and generate substantial revenue through sponsorships, advertising, and ticket sales.
This trend has led to increased investment in the development of esports infrastructure and the professionalization of esports teams and players in Poland. Furthermore, the emergence of virtual reality (VR) and augmented reality (AR) technologies has opened up new possibilities for immersive gaming experiences, driving consumer interest and fueling market growth. Local special circumstances in Poland also impact the Online Games market.
The country has a vibrant gaming culture, with a strong community of gamers and game developers. Polish game developers have gained recognition and success both domestically and internationally, creating a favorable environment for the growth of the Online Games market. Additionally, Poland has a relatively low cost of living compared to other European countries, making it an attractive destination for game development studios and companies looking to establish a presence in the region.
Underlying macroeconomic factors also contribute to the growth of the Online Games market in Poland. The country's economy has been steadily growing, leading to increased disposable income and consumer spending power. As a result, more people are able to afford gaming devices and invest in online games.
Furthermore, the government has been supportive of the technology and gaming industry, providing incentives and funding for game development and innovation. In conclusion, the Online Games market in Poland is experiencing growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. With the increasing popularity of online gaming, the rise of esports, the emergence of VR and AR technologies, and the supportive environment for game development, the market is expected to continue its upward trajectory in the coming years.
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.Modeling approach / market size:
The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.Forecasts:
We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.Additional notes:
The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)