Metaverse Gaming - Poland

  • Poland
  • The Metaverse Gaming market in Poland is projected to reach a value of US$123.9m by 2024.
  • This market segment is expected to show a compound annual growth rate (CAGR 2024-2030) of 43.61%, resulting in a projected market volume of US$1,087.0m by 2030.
  • In 2024, in the United States is expected to generate the most value in the Metaverse Gaming market with a projected market volume of US$7.5bn.
  • By 2030, the number of users in this market segment is expected to amount to 7.3m users.
  • The user penetration rate is projected to be 5.6% in 2024 and is expected to reach 19.0% by 2030.
  • Furthermore, the average value per user (ARPU) is projected to amount to US$55.4.
  • Poland is experiencing a surge in the adoption of Metaverse gaming, with a growing number of players immersing themselves in virtual worlds for social interaction and entertainment.
 
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Analyst Opinion

The Metaverse Gaming market in Poland is experiencing significant growth and development, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Poland are favoring immersive gaming experiences that allow players to interact with virtual worlds and other players in real-time.

This preference is driven by the desire for escapism, social interaction, and the opportunity to explore new and exciting virtual environments. As a result, the demand for metaverse gaming platforms and virtual reality (VR) technologies is increasing in Poland. Trends in the market indicate that metaverse gaming is becoming more accessible and affordable in Poland.

The advancements in VR technology have made it more affordable for consumers to purchase VR headsets and accessories, allowing them to experience the metaverse gaming world from the comfort of their own homes. Additionally, the development of cross-platform compatibility has made it easier for players to connect and play with others across different devices and gaming platforms. Local special circumstances in Poland, such as a growing tech-savvy population and a thriving gaming community, have contributed to the development of the metaverse gaming market.

Poland has a strong presence in the gaming industry, with many successful game developers and studios based in the country. This has created a supportive ecosystem for the growth of the metaverse gaming market, with local talent and expertise driving innovation and development. Underlying macroeconomic factors, such as increasing disposable income and the growth of the digital economy, have also played a role in the development of the metaverse gaming market in Poland.

As the economy continues to grow, more consumers have the financial means to invest in gaming equipment and experiences. Additionally, the rise of e-commerce and digital payment methods has made it easier for consumers to purchase virtual goods and services within the metaverse gaming world. In conclusion, the Metaverse Gaming market in Poland is experiencing growth and development due to customer preferences for immersive gaming experiences, market trends towards accessibility and affordability, local special circumstances including a tech-savvy population and a thriving gaming community, and underlying macroeconomic factors such as increasing disposable income and the growth of the digital economy.

With these factors in play, the metaverse gaming market in Poland is expected to continue to expand and evolve in the coming years.

Methodology

Data coverage:

Figures are based on in-app spending, consumer spending, in-game spending, app downloads, and 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, and research companies. Next, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. 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

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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