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
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.
Radio in Poland 2025. Analysis of listenership and listener behavior
Krzysztof Fiedorek
Radio attracts 17.3 million listeners in Poland every day, who spend over four hours with their receivers. Interestingly, as much as 86 percent of station time is listened to via traditional FM waves. Despite digitalization, the internet accounts for only 12.5 percent of the listenership share.
Tags, hashtags and links in video descriptions. Youtube SEO after Gemini AI update [ANALYSIS]
BARD
Once, positioning a video on Youtube was simple. It was enough to stuff the description with keywords and wait for results. Those days are not coming back. In 2026, the algorithm is no longer a simple search engine that connects dots. It is the powerful Gemini AI artificial intelligence that understands your video better than you do.
See articles on a similar topic:
Virtual Influencers Perceived as More Authentic than Real Ones
Agnieszka Kliks-Pudlik
Virtual influencers are fictional, generated characters that imitate the appearance and behaviour of real people. They have millions of followers. They are perceived by Gen-Alpha as even more authentic than real people, which creates many challenges, says Dr. Ada Florentyna Pawlak.
Paid journalistic content. Market trends and forecasts by Reuters Institute
Krzysztof Fiedorek
Only 18 percent of internet users pay for online news access, and the rate has not increased for the third year in a row. Norway sets records with 42%, while Greece does not exceed 7%. Globally, nearly one in three subscribers cancels after a year.
Video Games Drive Europe. Record Number of Players in 2023
BARD
The video game market in Europe reached a value of €25.7 billion in 2023, marking a 5% increase compared to the previous year. Video Games Europe and the European Games Developer Federation released the report "All About Video Games – European Key Facts 2023".
Violence in Media and Child Rearing
Małgorzata Więczkowska
The influence of mass media on individuals is now an undisputed fact. There is no place today where this impact on religious, moral, political, social, or educational attitudes cannot be felt.




























