What is the content of the report?
- Analysis of the value of the gaming industry in Poland – quantitative data with qualitative commentary. The issue is analysed from several aspects.
- Market value in terms of consumer spending on video games – proprietary estimates of historical spending (2013-2018) and growth projections for 2019-2024. Total spending and a breakdown into
two broad segments: mobile, social and browser games; and PC and console games.the - Market value in terms of the combined revenues generated in Poland by gaming companies (including local subsidiaries of foreign firms) in 2009-2018.
- WSE-listed gaming sector – revenue and market capitalisation. The combined revenues of Polish gaming firms listed on the Warsaw Stock Exchange (including export revenues) in 2011-2018 and their combined market capitalisation in 2008-2018 are calculated. The analysis also compares the revenues of AAA developers and indie studios; the market capitalisation of WSE main board listees vs. New
Connect listees; and looks at the shares of individual companies in the sector’s capitalisation. - Value of the esports market in Poland – drawing on several secondary sources, the estimated value of the Polish esports market is presented for the period 2016-2018. The most important trends in the Polish esports market are discussed, notably the size of the exports audience, the most popular games and broadcast channels, the most important events, teams, tournament organisers, etc.
- Market value in terms of consumer spending on video games – proprietary estimates of historical spending (2013-2018) and growth projections for 2019-2024. Total spending and a breakdown into
- The report explores key consumer trends in the Polish gaming market, including:
- Population of gamers – the penetration rate of video games among Polish internet users aged 15-55 is presented and the country’s population of gamers, and the number of gamers among active internet users, are calculated on this basis for the years 2013-2018. Employing a similar methodology, we calculate the population of mobile gamers in Poland in 2016-2018.
- Gamers’ habits and preferences – e.g. the frequency and the motivations for playing games on different platforms; the most popular categories of games; gaming styles (playing alone or with others); sources of new games; the most popular titles.
- Expenditures on games – this section presents findings from a PMR survey of more than 1,000 Poles from which we gained information about how many Poles spend money on games of different kinds (mobile, social and browser games and PC and console games), how much they spend and how often, what the correlation with age is, etc. The growing popularity of free-to-play games with paid add-ons is also covered here.
- Overview of the Polish game development industry – number of studios; their geographical distribution; business models; a close analysis of the studios listed on the Warsaw Stock Exchange; best-selling Polish games on foreign markets.
- Revenues of the largest Polish game developers in 2011-2018 and profiles of the top five players – CD Projekt, Techland, PlayWay, 11 bit studios, Ten Square Games.
- The report also discusses trends in funding for the game development industry in Poland, including forms of government support.