Polish Gamers Research 2022
We are proud to offer a unique report, Polish Gamers 2022, prepared by a team of experts in close cooperation with the PURR Media agency. This report is the latest and the most comprehensive bodies of knowledge about Polish gamers aged 15-65.
Just click below and learn the essentials on the substantive scope of this report.
The first results of Polish Gamers Research were presented during Digital Dragons 2022 conference.
The number of players among Polish internet users is decreasing. Russia’s invasion of Ukraine is to blame. Krakowski Park Technologiczny, GRY-Online S.A., and Polish Gamers Observatory present the first results of the research on Polish gamers.
This is probably the most surprising conclusion from the Polish Gamers Research 2022 survey. The research was conducted in March 2022 on a group of nearly 2,000 respondents aged 15-65.
The Russian invasion and numerous consequences brought by the war in Ukraine resulted in a reduced interest in playing video games among Polish gamers – says Patrycja Rodzińska-Szary, co-author of the research, co-founder of Polish Gamers Observatory.
The results of Polish Gamers Research from March 2022 indicate that 67% of the surveyed internet users aged 15-65 played at least once in the last month on one of the five platforms, i.e. on a console, PC, mobile devices, social platforms or browser.
We had not expected such a tumble. This is 9 percentage points decrease compared to the results of the research in 2020, when 76% of Poles described themselves as gamers. This year, 13% of Polish gamers explicitly declared that the war in Ukraine is the reason why they play less. Polish gamers had been following the current news, and the war in Ukraine itself was the reason for their stress, inability to concentrate and even reluctance to be entertained.- says Patrycja Rodzińska-Szary, co-founder of Polish Gamers Observatory.
Source: Gamers among Polish internet users aged 15-65. Polish Gamers Research, May 2022, polishgamers.com
The survey, carried out in May 2020, i.e. at the beginning of the Covid-19 pandemic, showed the opposite trend – playing in Poland and in the world was even more popular than before the pandemic. Since 2014, when we launched Polish Gamers Research, such negative fluctuations have never been so drastic as they are now. We are observing a decline in interest in playing on all five platforms. Mobile devices remain the most popular gaming platform. – adds Michał Bobrowski, co-author of the research, co-founder of Polish Gamers Observatory, CMO GRY-Online S.A. – Given the complete unpredictability of the situation beyond our eastern border, it is still difficult to estimate its impact on many aspects of our lives, including whether and how we will be consuming video games.
Source: Impact of pandemic on gaming habits among Polish gamers. Polish Gamers Research, May 2022, polishgamers.com
However, it does not change the fact that the Polish gaming community is almost equal when it comes to gender and is composed of 53% of males and of 47% of females. Most Polish gamers are adults with secondary (40%) or higher (30%) education. 61% of Polish players have a permanent job. The myth of the teen player has no basis in reality.
It is worth emphasizing the importance of these data, as they constitute empirical evidence against the stereotypical and harmful beliefs that playing video games is a pastime only for children and adolescents. – explainsDamian Gałuszka, a sociologist at AGH in Kraków, helping with the research methodology.
Polish gamers play to relax and to kill time. They are more and more willing to spend higher amounts on in-game payments on mobile devices. Compared to the results of Polish Gamers Research 2020, this year a higher percentage of gamers spent between 50 PLN and 99 PLN or even 100 PLN and more on an in-game purchase on mobile devices
Such a change in Polish gamers’ habits is natural and in line with global trends. Why is that? In 2021, more than 50% of the global gaming revenue was generated by games for mobile devices. In total itequals to USD 93 billion. says Patrycja Rodzińska-Szary.
This year, the research questionnaire was expanded to include questions about the impact of the COVID-19 pandemic and the Ukrainian-Russian war on the habits of gamers. We also asked about the knowledge of NFT and metaverse. 13% of gamers know what metaverse is and 11% of them have experience with metaverse in games. When it comes to NFTs, only 14% of respondents declare their knowledge of how non-fungible tokens function.
This year’s research brought a new perspective on how Polish gamers consume game-related video materials as well as the live streaming of video games.
Polish video creators could be interested in some findings that our research brought.
Polish gamers value more the competence of the video content creators (43%) and an interesting way of talking about the game (53%) than the popularity of the authors themselves – explain Patrycja Rodzińska-Szary and Michał Bobrowski.
Polish gamers most often watch other gamers playing FIFA 22 (28%), Minecraft (27%), and League of Legends (25%) not only to relax or to improve their own skills, but above all to evaluate the attractiveness of the game itself.
The findings reported by Polish Gamers Research are a clear signal for game developers to include video services and their social potential in the promotional strategies. – adds Damian Gałuszka
Polish Gamers Research on a sample of almost 2,000 players allows us to track trends depicting players’ behaviour, their way of playing, the equipment they use to play, which games they most often use, how much time they spend or how much money they spend on games. This research is a treasury of knowledge for game developers who can use the knowledge to adapt future their products to the needs of consumers. – adds Anna Krampus-Sepielak, Krakow Technology Park
About Polish Gamers Research: The seventh edition of the Polish Gamers Research allows a detailed analysis of the trends connected with the characteristics of Polish gamers. The project was launched in 2014 and it proves that games have undoubtedly become a widely accepted form of entertainment regardless of gender, age, or social status. Polish Gamers Research was conducted by GRY-Online S.A., Polish Gamers Observatory and Kraków Technology Park. The technical side of the last two editions of Polish Gamers Research has been the responsibility of Data Science – the research department of Publicis Groupe.
News provided by Polish Gamers Observatory, GRY-Online S.A., Krakow Technology Park