Gaming Networks - Poland

  • Poland
  • Revenue in the Gaming Networks market is projected to reach US$57.09m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.46%, resulting in a projected market volume of US$74.49m by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 2.2m users by 2029.
  • User penetration will be 4.4% in 2024 and is expected to hit 5.7% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$757.60m in 2024).
  • The average revenue per user (ARPU) in the Gaming Networks market is projected to amount to US$32.12 in 2024.

Key regions: South Korea, Asia, Germany, India, China

 
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Analyst Opinion

The Gaming Networks market in Poland has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the growing number of gamers in the country.

Customer preferences:
Polish gamers have shown a strong preference for multiplayer online games, which has fueled the growth of gaming networks in the country. The ability to connect and play with friends and other gamers from around the world has become a key factor in their gaming experience. Additionally, Polish gamers have shown a growing interest in competitive gaming, with the rise of esports tournaments and leagues in the country.

Trends in the market:
One of the key trends in the gaming networks market in Poland is the shift towards mobile gaming. With the increasing penetration of smartphones and the availability of high-speed internet connections, more and more gamers are turning to mobile devices for their gaming needs. This trend has led to the development of mobile gaming networks and the optimization of existing networks for mobile devices. Another trend in the market is the rise of cloud gaming. With cloud gaming, gamers can stream games directly to their devices without the need for expensive hardware. This has made gaming more accessible to a wider audience and has led to the growth of cloud gaming networks in Poland.

Local special circumstances:
Poland has a strong gaming culture, with a large community of gamers and a vibrant esports scene. This has created a favorable environment for the growth of gaming networks in the country. Additionally, the relatively low cost of living in Poland compared to other European countries has attracted international gaming companies to establish their presence in the country, further driving the growth of the gaming networks market.

Underlying macroeconomic factors:
The growth of the gaming networks market in Poland can be attributed to several underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income among consumers. This has allowed more people to afford gaming consoles, PCs, and mobile devices, driving the demand for gaming networks. Furthermore, the development of infrastructure, including the expansion of high-speed internet connections, has facilitated the growth of the gaming networks market. With faster and more reliable internet access, gamers in Poland can enjoy seamless online gaming experiences, which has contributed to the growth of the market. In conclusion, the Gaming Networks market in Poland is experiencing significant growth due to the increasing popularity of online gaming, customer preferences for multiplayer and mobile gaming, the rise of cloud gaming, the country's strong gaming culture, and favorable macroeconomic factors such as steady economic growth and the development of infrastructure.

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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