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The study used the Polish Gamedev database and supplementary sources to identify 621 video game producers. After exclusions, the remaining active producers were analysed as of late 2017.
The study examines how the video game market in Poland took shape, focusing on game producers headquartered in the country as of late 2017. Drawing on the Polish Gamedev database supplemented with information from developers' websites and industry portals, the authors identified 621 entities producing video games. After excluding firms registered abroad, those without a headquarters, and inactive entities, the analysis covered the remaining active producers, classified by year of founding, game category, and target platform. The authors propose a five-category framework (PC, console, mobile, browser and social, and virtual reality) and a set of 32 platforms to structure this analysis.
Key findings indicate that most Polish producers work within a single category, with 52 percent focused on one category, roughly 30 percent on two, and about 16 percent on three or more. Mobile games were the most common output (62 percent of firms), followed by PC games (58 percent), browser and social games (25 percent), and VR (7 percent). Console development was notably underrepresented, which the authors attribute to the Polish market's relatively low demand for console titles. The growth of new producers tracked major technological shifts: a surge in mobile developers between 2009 and 2014 followed the spread of smartphones, while browser and social game studios expanded in the early 2000s alongside mass internet access.
The Game Business · 2026