News - 14 March 2023

Expenditure on video games in 2022 maintained a growth trend

The gaming industry is one of the most dynamic sectors in the Polish economy. According to PMR data, the total spending on video games in 2022 was higher than the previous year. This result is particularly significant because the market found itself in a completely new situation. For the first time, the overall number of players using paid video games has decreased.

Mobile games most valuable, consoles gain momentum

The revenues from the sale of mobile, social, and browser games contribute the most to the prosperity of the Polish market. This is due, among other things, to the growing penetration of mobile devices, universal access to the internet through cellular networks and portable devices. The strength of this segment is also due to the relatively low barrier to entry, which proved to be particularly important during the pandemic.

 

In 2020 and 2021, over 1.5 million new players joined. Meanwhile, in 2022, the war in Ukraine and high inflation did not result in a decrease in the number of mobile gamers. Although the frequency of playing and the level of per capita spending have decreased, there is no total abandonment of games by these consumers who have already used the services at least in terms of the net effect, i.e., the growth of the entire player base.

Theoretically, console games had the smallest share in the overall market result. On the other hand, it is a segment that is constantly growing and has the potential to surpass PCs in the coming years. In our opinion, the initial cost (the purchase of necessary gaming equipment) may be significant here, as it is considerably higher for PC games compared to consoles, even if the overall experience may be better. Additional factors driving the console market are the popularization of next-generation consoles, the option to resell individual titles (physical game versions), and the development of the subscription model.

 

The subscription model is developing in Poland, but we are still talking about a relatively low base. The vast majority of gamers still purchase video games in the traditional model (individual purchases). Gamers explain that subscriptions often do not include premieres of AAA games. They also deprive the possibility of reselling games in the secondary market. Despite the barriers mentioned for the development of the subscription model, further popularization among gamers can be expected. This will be encouraged by the offerings of platforms that provide access to games through a subscription, as well as the overall shift in the business towards subscriptions and digital services.

 

 

Find comprehensive information about the current state of the Polish gaming market in the PMR report:

 

Gaming market in Poland.
Market analysis and development forecasts for 2023-2028.
Impact of inflation and war in Ukraine.

In 2028, every fifth household will have a game console

According to the latest PMR forecasts, the percentage of households equipped with a smartphone, PC, or game console will continue to increase. High penetration of these devices will particularly characterize the number of households with smartphones and computers, which will be directly correlated with greater capabilities of such devices (not only for video games). At a lower level, the number of households equipped with game consoles will be lower, however, we assume that by 2028, every fifth household in Poland will have this type of device.

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Paweł Olszynka

ICT Business Unit Director