Esports - Poland

  • Poland
  • In 2024, the projected revenue in the Esports market of Poland is expected to reach US$16.3m.
  • This estimate indicates a projected market volume of US$26.3m by 2029, with an annual growth rate (CAGR 2024-2029) of 10.08%.
  • Within the Esports market, the largest market is Sponsorship & Advertising, which is projected to have a market volume of US$9.8m in 2024.
  • Moreover, United States is expected to generate the highest revenue with a projected market volume of US$1,070.0m in the same year.
  • Looking at the user base, the number of Esports market users in Poland is expected to reach 6.6m users by 2029.
  • In 2024, the user penetration rate is projected to be 12.2%, and it is expected to increase to 16.9% by 2029.
  • Lastly, the average revenue per user (ARPU) in the Esports market of Poland is expected to be US$3.30.
  • Poland's thriving Esports scene is fueled by a passionate community, top-tier talent, and a growing number of dedicated Esports organizations.

Key regions: China, United States, Asia, Germany, France

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The eSports market in Poland is experiencing steady growth, driven by factors such as increasing popularity of digital platforms, growing interest in competitive gaming, and the convenience of online events and services. However, the market's growth rate is limited by challenges such as limited brand awareness and regulatory barriers.

Customer preferences:
As gaming becomes more popular in Poland, there has been a noticeable shift in consumer preferences towards virtual reality (VR) and augmented reality (AR) gaming experiences. This trend is driven by the younger demographic, who are seeking more immersive and interactive gaming experiences. Additionally, the rise in mobile gaming and the availability of high-speed internet has led to an increase in online multiplayer gaming, creating a strong community aspect within the eSports market.

Trends in the market:
In Poland, the eSports market is experiencing a surge in interest and investment, with growing numbers of players, viewers, and sponsors. This trend is expected to continue as the country's gaming industry continues to expand and develop. Additionally, there is a rising focus on creating a professional ecosystem for players, including training facilities, coaching, and tournaments. This presents a significant opportunity for industry stakeholders to tap into the growing market and establish themselves as leaders in the industry. Furthermore, the increasing popularity of eSports in Poland could potentially attract international investments and partnerships, leading to further growth and development of the market.

Local special circumstances:
In Poland, the eSports market has been steadily growing due to the country's strong gaming culture and increasing internet and smartphone penetration. The popularity of eSports events and tournaments has been further boosted by the country's large youth population, who are highly engaged in online gaming. Additionally, Poland's government has shown support for eSports, with initiatives to develop the industry and attract international events. These unique factors have contributed to the rapid growth of the eSports market in Poland, setting it apart from other markets in Europe and beyond.

Underlying macroeconomic factors:
The eSports market in Poland is also influenced by macroeconomic factors such as technological advancements, government support, and investment in digital infrastructure. Countries with favorable regulatory frameworks and strong investment in eSports are experiencing faster market growth compared to regions with regulatory challenges and limited funding. Additionally, the growing popularity of gaming and the rising number of young population in Poland are driving the demand for eSports events and tournaments, leading to growth opportunities for the market. Furthermore, the overall economic health of the country, including factors such as disposable income and consumer spending, also play a significant role in shaping the eSports market in Poland.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

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.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)