Gaming Hardware - Poland

  • Poland
  • Revenue in the Gaming Hardware market is projected to reach US$928.80m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.94%, resulting in a projected market volume of US$1,299.00m by 2029.
  • In the Gaming Hardware market, the number of users is expected to amount to 1.2m users by 2029.
  • User penetration will be 2.6% in 2024 and is expected to hit 3.0% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$0.90k.
  • In global comparison, most revenue will be generated in China (US$33,310.00m in 2024).

Key regions: United States, Japan, United Kingdom, South Korea, India

 
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Analyst Opinion

The Gaming Hardware market in Poland has experienced significant growth in recent years, driven by customer preferences for high-quality gaming equipment, the rise of e-sports, and the increasing popularity of gaming as a form of entertainment. Customer preferences in the Gaming Hardware market in Poland have shifted towards more advanced and technologically advanced products. Gamers are increasingly looking for high-performance gaming hardware that can deliver immersive gaming experiences. This includes gaming PCs with powerful processors and graphics cards, high-resolution monitors, and ergonomic gaming peripherals such as keyboards and mice. Additionally, there is a growing demand for gaming accessories such as gaming headphones, controllers, and virtual reality (VR) devices. The rise of e-sports has also contributed to the growth of the Gaming Hardware market in Poland. E-sports, which involve competitive gaming tournaments, have gained significant popularity in the country. As a result, professional gamers and e-sports enthusiasts are investing in high-quality gaming hardware to enhance their gaming performance. This includes gaming PCs with high processing power and low latency, gaming monitors with fast refresh rates, and gaming peripherals with customizable features. Furthermore, the increasing popularity of gaming as a form of entertainment has boosted the demand for gaming hardware in Poland. Gaming is no longer seen as a niche hobby but has become mainstream, attracting a wider audience of casual gamers. This has led to an increased demand for affordable gaming hardware options that offer good performance and value for money. As a result, manufacturers are introducing entry-level gaming PCs, budget-friendly gaming peripherals, and affordable gaming accessories to cater to this growing market segment. In addition to customer preferences, there are also local special circumstances that have contributed to the development of the Gaming Hardware market in Poland. The country has a strong gaming culture, with a large number of gaming enthusiasts and e-sports teams. This has created a supportive ecosystem for the gaming industry, with events, tournaments, and gaming conventions regularly taking place. The presence of these local events and communities has further fueled the demand for gaming hardware in the country. Underlying macroeconomic factors, such as the growth of the Polish economy and increasing disposable incomes, have also played a role in the development of the Gaming Hardware market in Poland. As the economy continues to grow, more consumers have the financial means to invest in gaming hardware. Additionally, the availability of online marketplaces and e-commerce platforms has made it easier for consumers to access and purchase gaming hardware products, further driving market growth. In conclusion, the Gaming Hardware market in Poland has experienced significant growth due to customer preferences for high-quality gaming equipment, the rise of e-sports, the increasing popularity of gaming as a form of entertainment, local special circumstances, and underlying macroeconomic factors. As the market continues to evolve, manufacturers are likely to focus on developing innovative and technologically advanced gaming hardware products to meet the changing needs and preferences of Polish gamers.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Gaming Hardware market, which includes various types of gaming devices such as consoles, gaming PCs and laptops, and peripherals. This market covers both online and offline sales of gaming hardware. All monetary figures refer to consumer spending on these hardware products and accessories. This spending considers any discounts, margins, and taxes.

Modeling approach / Market size:

The market size is determined through a comprehensive approach. We utilize data from annual financial reports of leading companies, industry associations, third-party studies and reports, primary research surveys (e.g., Consumer Insights), and performance metrics (e.g., user adoption rates, price points, usage patterns) to analyze the markets. To estimate the segment size for each country, we consider relevant key market indicators and data from country-specific industry associations. This includes macroeconomic indicators, historical trends, current market dynamics, and reported performance metrics of key industry players. Factors like average prices and purchase frequencies are considered.

Forecasts:

We apply diverse forecasting techniques tailored to the behavior of the specific market. For instance, methods like trend smoothing and adoption curve analysis are well-suited for forecasting trends in gaming hardware, considering the evolving nature of technology adoption. The main drivers influencing forecasts include economic indicators such as GDP per capita, consumer spending per capita, and technological advancements like 5G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated biannually to reflect any changes in market dynamics. The impact of external factors, such as the COVID-19 pandemic, is considered at the country-specific level. The text incorporates current exchange rates in its modeling. Additionally, any impacts from events like the Russia-Ukraine war or significant industry developments are considered on a country-specific basis. The market information is refreshed twice a year. In some instances, updates are made on an ad hoc basis, such as when new pertinent data is released or substantial shifts within the market impact projected trends. Consumer Insights data is reweighted to ensure representativeness.

Overview

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