Board Games - Poland

  • Poland
  • The Board Games market in Poland is expected to witness significant growth in the coming years.
  • By 2022, the total revenue in this market is projected to reach US$2.18m.
  • This indicates a positive trend and signifies the increasing popularity of board games among consumers in the country.
  • Furthermore, the Board Games market in Poland is expected to maintain a steady annual growth rate (CAGR 2022-2027) of 8.09%.
  • This growth rate is anticipated to contribute to a projected market volume of US$3.46m by 2027.
  • These numbers highlight the potential for continued expansion and development in the board games industry.
  • In-app purchase (IAP) revenue is projected to be a significant source of income within the Board Games market in Poland, with an expected value of US$0.85m in 2022.
  • This indicates a strong consumer demand for additional in-game features and content.
  • Paid app revenue is also projected to contribute to the overall revenue in the Board Games market in Poland, with an estimated value of US$0.39m in 2022.
  • This suggests that consumers are willing to invest in premium board game applications, enhancing their gaming experience.
  • Additionally, advertising revenue is expected to play a significant role in the overall revenue generation within the Board Games market in Poland.
  • It is projected to reach US$0.95m in 2022.
  • This demonstrates the potential for advertisers to target the board game audience and capitalize on their engagement.
  • Moreover, the number of downloads in the Board Games market in Poland is projected to reach 13.30m downloads in 2022.
  • This highlights the growing interest and engagement of consumers with board game applications.
  • Currently, the average revenue per download in the Board Games market in Poland is expected to be US$0.16.
  • This metric provides insights into the monetization potential of board game applications and the revenue generated per user download.
  • In a global comparison, it is noteworthy that in the United States generates the highest revenue in the Board Games market, with an estimated value of US$1,149.00m in 2022.
  • This indicates the significance of the US market and its dominance in terms of revenue generation.
  • Overall, the Board Games market in Poland is poised for growth, with projected revenue, market volume, and consumer engagement indicating a positive outlook for this market segment.

Key regions: Europe, South Korea, United States, Germany, Japan

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us 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 relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.

Overview

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