menu
Weekly Online Magazine
ISSN 2544-5839
zamknij
Work In Media image

1.09.2025 Media industry

Mobile games in Poland. Market value and forecasts

Newseria, KFi

In 2030, the number of mobile game users in Poland may exceed 7.1 million, and market revenue will approach 470 million dollars, according to Statista data. As the number of gamers increases, the market for mobile gaming devices is also expanding.
Poczytaj artykuł wydanie polskie w wydaniu polskim

Mobile games in Poland. Market value and forecastsillustration: DALL-E

According to representatives of ZTE Poland, the producers of nubia smartphones whose two new models have just premiered in Poland, this segment of the domestic market remains largely untapped, and so far, it has been dominated mainly by advanced and expensive devices. Artificial intelligence plays a major role in enhancing gaming hardware.

"There are about 3 billion mobile gamers worldwide, with half of them in Asia and the Pacific", says Adam Bialic, marketing manager at ZTE Poland and nubia, in an interview with Newseria agency. "A large share is North and South America, while Europe still has a lot of catching up to do".

According to the Q1 2025 report by Xsolla, the global mobile gaming market is expected to grow at an increasingly rapid pace, with a compound annual growth rate (CAGR) at 11.3 percent. In 2025 alone, a 9.9 percent year-on-year increase is forecast.

Trends in player engagement are shifting, with Generation Z and Alpha taking the lead. These gamers are reshaping the gaming sector. From an early age, they have used digital technologies, which makes them more likely to choose interactive content created by players that includes social media connectivity. Cloud gaming is expected to generate 25.3 billion dollars in revenue worldwide by 2029.


Trends in the Polish market


  • According to PMR data, in 2023 mobile titles accounted for 36 percent of all video games in Poland, including those available via social media platforms and web browsers.
  • The same share applied to desktop games,
  • while consoles accounted for 28 percent.

Statista analysts indicate that the Polish market is seeing a rise in innovative titles, reflecting a growing game developer community and increasing consumer engagement.

  • Forecasts suggest that by 2030 the number of mobile game users in Poland will reach 7.1 million,
  • and their market share will rise to 18.4 percent, up from 15.6 percent this year.

"In Poland, the mobile gaming market is still in its infancy. Of course, there are quite a lot of mobile gamers in Poland. This group expands the overall gamer population, as we also have people interested in games on desktop computers, various consoles, so there are several platforms, and today the smartphone is one of them. The group that identifies as smartphone game users is the largest of all, about 40 percent", says Adam Bialic. "However, it is important to remember that this diversifies the overall number of gamers. Those who play major titles on consoles or computers are not necessarily the same ones who also play on smartphones".

Meanwhile, according to the ZTE Poland representative, despite the rising number of gamers, the market for gaming smartphones is still not sufficiently developed, although it holds great potential.

Share the article:

dodaj na Facebook prześlij przez Messenger dodaj na Twitter dodaj na LinkedIn

COMMERCIAL BREAK
Work In Media

New articles in section Media industry

Social media, journalism and advertising. Trust in sponsored content study

Krzysztof Fiedorek
Is sponsored content destroying credibility on social media? Research results are ruthless. We trust regular editorial posts in 87.5 percent of cases. When a bank pays for material, the rate drops to 20 percent. Young recipients equate commerce with falsehood.

Most influential women in polish marketing and business

Arkadiusz Zbróg, IMM
Joanna Malinowska-Parzydło, Dagmara Pakulska, Natalia Hatalska, Anna Ledwoń-Blacha, Monika Smulewicz, and Dominika Bucholc. This is the top of the list of the most influential women in marketing and business, developed by the Widoczni agency in cooperation with the Institute for Media Monitoring (IMM).

Vulnerable to disinformation. Study of fake news in social media

KFi, azk/ bst/ amac/
As many as 58 percent of Generation Z individuals are unable to recognize fake news in social media. Among those over 65, this figure stands at 29 percent - according to a study published in Poland by NASK and the Praktycy.eu association.


See articles on a similar topic:

How to silence fake news? Young Latinos support internet censorship

Krzysztof Fiedorek
In Brazil, a court shut down platform X, cutting off 40 million users. In Colombia, 70% of citizens want information control, and in Chile, 75% of young people support censoring fake news. Is information security replacing freedom of speech as a new trend? [STUDY]

Trends in Media and Entertainment. DataArt Predictions for 2019

KF
Increasing consumption of content on mobile devices, growing demand for on-demand services, and the rapid development of user-generated content are the trends expected to dominate the tech sector in 2019, according to DataArt, a global technology consulting firm.

Media Subscriptions to Replace Advertising. TMT Predictions 2018

BARD
Some publishers already consider attempts to generate revenue from online advertising a waste of time. According to the "TMT Predictions 2018" report by Deloitte, by the end of 2018, half of all adults in developed countries will have at least two online media subscriptions.

Mobile games in Poland. Market value and forecasts

Newseria, KFi
In 2030, the number of mobile game users in Poland may exceed 7.1 million, and market revenue will approach 470 million dollars, according to Statista data. As the number of gamers increases, the market for mobile gaming devices is also expanding.

More in the section: Media industry

Work in media

United States
New York • Washington DC • Los Angeles • Chicago • Houston • Phoenix • Philadelphia United Kingdom
London • Birmingham • Manchester • Liverpool • Glasgow • Edinburgh Canada
Toronto • Ottawa • Montreal • Calgary Australia
Sydney • Melbourne • Brisbane • canberra Ireland, New Zealand, India

advertisement

Media Review 24/7




community

Facebook LinkedIn X Twitter TikTok Instagram Threads Youtube Google News Blue Sky Social RSS

Reporterzy.info - online media studies magazine. The world of communication from the inside. Media, journalism, PR and marketing. Data, reports, analyses, advice. History and market, law, photography, job offers.



Reporter shopping

Reporter shopping

Affordable laptops, notebooks and netbooks
Affordable laptops, notebooks and netbooks
for writing
Digital SLR and compact cameras
Digital SLR and compact cameras
for photographers
Books and e-books about media
Books and e-books about media
for reading
Video drones and flying cameras
Video drones and flying cameras
for pilots
Gimbals for stabilizing video
Gimbals for stabilizing video
for those on the move
Software and apps for creative work
Software and apps for creative work
for digital creators
More occasions

advertisementMedia Review 24/7
Read books and e-books

Read books and e-books

Okładka Understanding Media: The Extensions of Man
Understanding Media: The Extensions of Man
Okładka Media Control. The Spectacular Achievements of Propaganda
Media Control. The Spectacular Achievements of Propaganda
Okładka The 40-Day Social Media Fast
The 40-Day Social Media Fast
Okładka Social Media Marketing All-in-One For Dummies
Social Media Marketing All-in-One For Dummies
Okładka Trust Me, I`m Lying: Confessions of a Media Manipulator
Trust Me, I`m Lying: Confessions of a Media Manipulator
Okładka Hate, Inc.: Why Today`s Media Makes Us Despise One Another
Hate, Inc.: Why Today`s Media Makes Us Despise One Another
more books and e-books

Reporterzy.info

More about us

Our tools and services

Contact


© Dwornik.pl Bartłomiej Dwornik 2oo1-2o26