Mobile Games - Poland

  • Poland
  • The Mobile Games market in Poland is projected to see a significant increase in revenue, with estimates reaching €130.70m by 2024.
  • It is expected to maintain a steady growth rate, showing an annual growth rate (CAGR 2024-2027) of 6.39%.
  • As a result, the market volume is projected to reach €157.40m by 2027.
  • The number of users in the Mobile Games market is also expected to rise steadily, with estimates reaching 6.5m users by 2027.
  • This indicates a growing interest and engagement in mobile gaming among Polish consumers.
  • User penetration, which refers to the proportion of the population using mobile games, is predicted to increase from 15.9% in 2024 to 17.6% by 2027.
  • This suggests that a larger percentage of the population will be engaging with mobile games during this period.
  • In comparison to other countries globally, China is projected to generate the highest revenue in the Mobile Games market, with estimates reaching €31,800.00m by 2024.
  • This highlights the significant market potential and revenue opportunities within the Chinese market.
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to €21.86 in 2024.
  • This metric indicates the average amount of revenue generated by each user in the market.
  • Poland's mobile gaming market is thriving, driven by a strong demand for local game developers and a growing gaming community.

Key regions: Germany, France, United Kingdom, China, South Korea

 
Mercado
 
Región
 
Comparación de regiones
 
Moneda
 

Analyst Opinion

While already being by far the biggest Video Games market, the Mobile Games market still bears a huge growth potential for the coming years. New adaptions of the mobile gaming hit Pokémon Go, games like Harry Potter: Wizards Unite and Nintendo’s growing support for Mobile Games are essential driving forces for the market’s future development. Also, mobile versions of the popular online games Fortnite and PUBG have a huge impact on the market’s growth.

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., the Statista Global Consumer Survey), 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). GCS data is reweighted for representativeness.

Visión general

  • Revenue
  • Analyst Opinion
  • Users
  • Demographics
  • Global Comparison
  • Methodology
  • Key Market Indicators
Espere, por favor

Contacto

¿Alguna duda? Estaremos encantados de atenderte.
Statista Locations
Contacto Nerea Marcos
Nerea Marcos
Client Success Manager

Lu - vi, 9:30 - 17:00 h (CET)

Contacto Meredith Alda
Meredith Alda
Sales Manager– Contacto (Estados Unidos)

Lu - vi, 9:00 - 18:00 h (EST)

Contacto Yolanda Mega
Yolanda Mega
Operations Manager– Contacto (Asia)

Lu - vi, 9:00 - 17:00 h (SGT)

Contacto Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contacto (Asia)

Lu - vi, 10:00 - 18:00 h (JST)

Contacto Lodovica Biagi
Lodovica Biagi
Director of Operations– Contacto (Europa)

Lu - vi, 9:30 - 17:00 h (GMT)

Contacto Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contacto (América Latina)

Lu - vi, 9:00am-6:00pm (EST)