Cloud Gaming - Poland

  • Poland
  • Revenue in the Cloud Gaming market is projected to reach US$38.21m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 28.43%, resulting in a projected market volume of US$133.50m by 2029.
  • In the Cloud Gaming market, the number of readers is expected to amount to 2.0m users by 2029.
  • User penetration will be 3.9% in 2024 and is expected to hit 5.2% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$24.23.
  • In global comparison, most revenue will be generated in the United States (US$1,938.00m in 2024).

Key regions: Europe, Germany, India, France, Asia

 
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Analyst Opinion

Poland, like many other countries, is experiencing a growing trend in the Cloud Gaming market. With an increasing number of people seeking convenient and accessible gaming experiences, the demand for cloud gaming services has been steadily rising.

Customer preferences in Poland are shifting towards cloud gaming due to several factors. Firstly, the convenience and flexibility offered by cloud gaming platforms are appealing to gamers who want to play their favorite games anytime and anywhere. With cloud gaming, there is no need for expensive gaming hardware or physical game discs, as all the games are streamed directly from the cloud.

This allows gamers to access a wide variety of games without the need for large downloads or installations. Additionally, the affordability of cloud gaming services is another factor driving its popularity in Poland. Many cloud gaming platforms offer subscription-based models, allowing gamers to access a vast library of games for a monthly fee.

This makes gaming more accessible to a wider audience, including casual gamers who may not want to invest in expensive gaming equipment. Trends in the market indicate that the cloud gaming industry in Poland is set to continue its growth trajectory. The increasing availability of high-speed internet connections across the country is a key driver of this trend.

With faster internet speeds, gamers can enjoy seamless streaming of games without experiencing lag or latency issues. This has significantly improved the overall gaming experience and made cloud gaming a viable option for more gamers in Poland. Furthermore, advancements in technology have also contributed to the growth of the cloud gaming market in Poland.

The development of 5G networks and the increasing availability of high-performance gaming servers have further enhanced the streaming capabilities of cloud gaming platforms. This has allowed for higher quality graphics and faster response times, making the gaming experience even more immersive and enjoyable. Local special circumstances in Poland, such as a strong gaming community and a growing esports scene, have also contributed to the growth of the cloud gaming market.

Poland has a vibrant gaming culture, with a large number of gamers and gaming enthusiasts. This has created a strong demand for cloud gaming services, as gamers look for new and innovative ways to engage with their favorite games. The growing esports scene in Poland has also increased the popularity of cloud gaming, as competitive gamers seek the advantages offered by cloud gaming platforms.

Underlying macroeconomic factors, such as the increasing disposable income and the growing popularity of digital entertainment, have also played a role in the development of the cloud gaming market in Poland. As more people have the financial means to invest in gaming and entertainment, the demand for cloud gaming services has naturally increased. Additionally, the shift towards digital entertainment and the rise of online gaming communities have created a favorable environment for the growth of the cloud gaming market.

In conclusion, the Cloud Gaming market in Poland is experiencing significant growth due to customer preferences for convenience and affordability, advancements in technology, a strong gaming community, and favorable macroeconomic factors. As these trends continue to evolve, the cloud gaming market in Poland is expected to expand further, providing gamers with even more options and opportunities for immersive gaming experiences.

Methodology

Data coverage:

Figures are based on subscription spending, consumer spending, investment, and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration and cloud revenues. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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