The report offers a comprehensive analysis of the gaming space in Poland. It calculates the value of the Polish gaming market in terms of consumer spending on video games (with exclusive forecasts until 2024) and in terms of gaming firms’ revenue generated in Poland; and sizes the gaming sector on the Warsaw Stock Exchange (revenue, market capitalisation). The game publishing and distribution segment is discussed too, as is Poland’s growing esports market.
Furthermore, the report looks at key consumer trends in the Polish gaming market. It estimates the population of gamers in Poland and presents their habits, preferences and spending patterns.
The report also contains a detailed overview of the Polish game development industry. It discusses the number of players, their geographical distribution, business models, etc., and presents a graphical map of the sector showing the main segments and their most influential players. Trends in funding for the sector are discussed too. The revenues of the largest players are presented for the last eight years and the top firms are profiled in detail.
A supplement on global gaming trends adds an international perspective.
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.
- 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.
Who benefits from the analysis?
The report is intended for directors, managers and professionals in charge of sales, marketing, and business development at the following types of organisations:
- Gaming firms planning to float on the Warsaw Stock Exchange (the main board or NewConnect)
- Companies and non-commercial entities interested in sponsorship of the gaming sector, including the esports industry
- Foreign game producers looking to set up operations in Poland
- Game producers seeking to diversify their business models
- Gaming hardware vendors
- Retailers of games
- Digital game distributors
- Companies and foreign investors who want to work with Polish gaming firms
- Game publishers and distributors, including international companies
- Research and consultancy firms
- Academic and scientific institutions
- Financial institutions, domestic and foreign (banks, stock brokerages, investment funds, insurers)
Why to buy the report?
- Professional compendium on the gaming space in Poland exploring its various aspects
- Graphical map of Poland’s gaming industry presenting its key segments and their most influential players (AAA games, small-budget and indie games, mobile and casual games, VR and AR, esports, publishing and distribution, esports events)
- Proprietary estimates of historical spending on video games in Poland (2013-2018) and growth projections for 2019-2024 – total spending and a breakdown by genre
- Estimated population of gamers in Poland in 2013-2018
- Analysis of the WSE-listed gaming sector (revenues, market capitalisation)
- Global presence of Polish gaming firms (foreign revenue share)
- Revenues of the 20 largest gaming companies in Poland in 2011-2018
- Key financials of the largest Polish video game producers
- Findings from a PMR survey that asked more than 1,000 Poles about their expenditures on games – how many people spend money on games, how much they spend, how often and on what genres (mobile, social or browser games and their add-ons; PC and console games and add-ons)