Download Games - Poland

  • Poland
  • Revenue in the Download Games market is projected to reach US$153.20m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.86%, resulting in a projected market volume of US$203.70m by 2029.
  • In the Download Games market, the number of users is expected to amount to 5.9m users by 2029.
  • User penetration will be 14.4% in 2024 and is expected to hit 15.2% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$26.37 in 2024.

Key regions: Japan, France, Asia, United Kingdom, India

 
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Analyst Opinion

The Download Games market in Poland has experienced significant growth in recent years, driven by changing customer preferences and the increasing popularity of gaming worldwide.

Customer preferences:
Polish consumers have shown a strong preference for downloading games rather than purchasing physical copies, as it offers convenience and immediate access to a wide range of titles. This trend is in line with the global shift towards digital distribution, which has been fueled by the widespread adoption of high-speed internet and the proliferation of smartphones and gaming consoles.

Trends in the market:
One of the key trends in the Polish Download Games market is the growing popularity of mobile gaming. With the increasing availability of smartphones and the rise of app stores, more and more people are turning to mobile devices for their gaming needs. This has led to a surge in demand for mobile games, especially casual and free-to-play titles. Additionally, the introduction of in-app purchases and microtransactions has become a lucrative revenue stream for developers and publishers. Another trend in the market is the rise of online multiplayer games. Polish gamers are increasingly seeking social and interactive gaming experiences, and online multiplayer games provide them with the opportunity to connect and compete with players from around the world. This trend is driven by the growing popularity of eSports and the rise of streaming platforms, which have made gaming a mainstream form of entertainment.

Local special circumstances:
Poland has a vibrant gaming community and a strong presence of local game developers, which has contributed to the growth of the Download Games market. Polish game studios have gained international recognition for their high-quality and innovative titles, attracting both domestic and international players. This has created a favorable environment for the development and distribution of download games in the country.

Underlying macroeconomic factors:
The Polish economy has been growing steadily in recent years, which has increased disposable incomes and consumer spending power. As a result, more people are able to afford gaming devices and are willing to spend money on download games. Additionally, the government has implemented policies to support the development of the digital economy, including the gaming industry, which has further fueled the growth of the Download Games market. In conclusion, the Download Games market in Poland has seen significant growth due to changing customer preferences, such as the preference for digital downloads and the increasing popularity of mobile and online multiplayer games. The presence of a vibrant gaming community and supportive government policies have also contributed to the market's development. With the continued growth of the Polish economy and advancements in technology, the Download Games market is expected to continue its upward trajectory in the coming years.

Methodology

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.

Overview

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