illustration: DALL-EAccording 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.
COMMERCIAL BREAK
New articles in section Media industry
Streaming platforms in Poland. What criteria determine the choice
Paweł Sobczak
Price, indicated by 54.2% of respondents, and subject matter (54% of indications) are the most important factors influencing users' choice of content on streaming services. The service brand is mentioned by 18.1% of those surveyed.
Yellow Badge. Jan Bluz's documentary on political prisoners in Belarus
BARD
Imagine writing three posts on a social networking site. For a few clicks on a keyboard, you get three years in a penal colony. Sounds like a grim joke? For political prisoners in Belarus, this is the reality that Jan Bluz shows in the documentary "Yellow Badge", produced with the support of the Pulitzer Center.
Advertising market 2025. Poland, Europe and the World
Marcin Grządka
The global advertising market is growing by 8.8% in 2025 and will reach a value of 1.14 trillion dollars. The industry result in Europe records slightly lower dynamics, at the level of 5.8%. In this comparison, Poland performs clearly above the average. We will record an increase of 8.9% this year and a value of 18.56 billion PLN - estimates WPP Media in the annual report "This Year Next Year".
See articles on a similar topic:
Artificial Intelligence in the Media. Reuters Digital News Report 2024
Krzysztof Fiedorek
AI has gained prominence in recent years, and its application in producing, distributing, and presenting news content continues to grow. However, this development is met with mixed feelings by audiences, which has significant consequences for media trust and its future.
Communication gap. Is anyone listening to Polish women?
Krzysztof Fiedorek
Brands claim they understand women. Media say they speak their language. Meanwhile the report "Polki 2025" shows that most messages still miss the mark. Women do not want empty slogans. They expect a dialogue that truly relates to them.
Energy under attack. Disinformation threatens Poland’s power transition
KFi
One in five online messages about energy may be fake. Between 2022 and 2025 nearly 70,000 publications warning and condemning disinformation in this strategic sector were recorded in Polish media. They generated a reach of 1.19 billion impressions.
Artificial intelligence in newsrooms. Three realities of the AI era in media
Krzysztof Fiedorek
According to a report by the European Broadcasting Union, many newsrooms already use AI but still do not fully trust it. Audiences do not want "robotic" news, and the technologies themselves though fast can be costly, unreliable, and surprisingly human in their mistakes.




























