The State of Polish Video Games Industry 2020”

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The State of Polish Video Games Industry 2020” The coordinator of the research project is Krakowski Park Technologiczny sp.z o.o. Co-financed by the Ministry of Culture and National Heritage from the Culture Promotion Fund Financing The study entitled ”HR policy and salaries in the Polish video games industry” was created as part of the Baltic Game Industry project. Baltic Game Industry is financed by the European Union through the European Regional Development Fund, within the framework of the Baltic Sea Region Interreg program. Partners ® PUBLICIS ÉQUIVALENCE PANTONE PUB_16_9404_Logo_Groupe_Pant 04/03/2016 24, rue Salomon de Rothschild - 92288 Suresnes - FRANCE Tél. : +33 (0)1 57 32 87 00 / Fax : +33 (0)1 57 32 87 87 PANTONE 871 C 2 Web : www.carrenoir.com Ce fichier est un document d’exécution créé sur Illustrator version CS5. NOIR 100 % Note from the authors Kraków Technology Park, together with the Polish Gamers Observatory and Chapter I contains general information about the value of the global video Partners, are pleased to present the third edition of the comprehensive game market and the most important trends shaping it. It also presents es- report entitled “The State of Polish Video Games Industry 2020”. timated values of specific elements of the Polish market, forecasts of the expenditures spent by the Polish consumers on video games in the years Since 2014, together with our Partners, we have presented six editions of 2019-2024 and a separate estimation of the value of global revenues of the research focusing on Polish gamers (Polish Gamers Research), present- the Polish video game developers. We present the profiles of the selected ing the video game market and the changes occurring therein, connected foreign and Polish companies listed on the stock exchange compared to the among others with the social and demographic profile of the gamers, fre- global revenues of the video games industry, the selected profiles of devel- quency and time spent on playing, preferred payment methods, platforms opers listed on the foreign stock exchanges in the context of the progress- and game genres. ing concentration of the global video games market, as well as the essential trends shaping the video games market in Poland and abroad. In addition, We have also developed three editions of the report related to Polish de- Chapter I describes the principal elements of the Polish market, including velopers of video games (Polish Gamedev 2014, 2017, 2019). That report the publishing and distribution segment, and the participants of the video contains the current and the anticipated situation of the specific segments game development process. We have analysed the business models con- of the Polish video game industry, market value, condition of Polish com- nected with production and distribution of video games in Poland, and dis- panies, employment and remuneration structure. One of the three reports, cussed the impact of the video game development on the Polish economy, “Warsaw Video Games Industry 2019-2020”, was devoted only to the mar- with particular attention paid to tax incentives for production of cultural ket of the capital city. video games. Based on the information compiled on our own and obtained during in-depth interviews with the leading representatives of the sector, we Our research is conducted using our own methodology and research tools. analysed the most important factors affecting the present and future situ- The reports have been published in Polish and English. They are available for ation on the market. free at the websites • https://www.kpt.krakow.pl/branza-gier-wideo, Chapter II contains an analysis of the results of the “Polish Gamers Research • https://Polishgamers.com, 2020” survey, which focused on the profile of Polish gamers, both in terms • http://sektorykreatywne.mkidn.gov.pl, of basic social and demographic data, as well as their gameplay interests, • https://www.nck.pl/badania/raporty. favourite platforms, interest in e-sports, VR, preferred payment methods, spending levels and the methods of playing games by parents and their The information gathered by us in the present edition of the report presents gaming children. The current research was conducted in May 2020, during the current trends in the international and domestic video game market, the the lockdown caused by the coronavirus pandemic. Therefore, the research habits of gamers, market needs and the condition of Polish companies from questionnaire was expanded by the questions related to changes in the con- the sector. In our opinion, knowledge in that scope is essential for enterprises sumer behaviour of Polish gamers in connection with COVID-19. This year’s introducing new products on the market, as well as the institutions involved research is exceptionally valuable and allows an insight in the changes of the in supporting the sector, because it helps in designing the actions, distrib- behaviours of Polish gamers in that period in the context of other European uting the resources and promoting the world’s most recognised sector of Union countries, which has been described in Chapter I. creative industries. Chapter III presents the principal information about the situation of the Polish developers of video games on the basis of the survey conducted among them. In addition, the authors of that chapter prepared a survey re- garding the salaries in the Polish gamedev sector, which is the largest on that scale. The results presented have been discussed by a group of industry experts during individual structured interviews. The chapter also contains descriptions of the biggest successes achieved by the Polish developers, as well as a review of the companies listed on the Warsaw Stock Exchange. 3 Methodology The data used in the report was compiled based on: Six editions of Polish Gamers Research in the years 2014-2020. The last edi- look 2020-2024 report, Ipsos | ISFE Gaming in Lockdown | September 2020 tion of the research was conducted on 15-31 May 2020 using the Computer |VIDEO GAMING IN LOCKDOWN The impact of Covid-19 on video game play Assisted Web Interview (CAWI) method among the Internet users aged 15- behaviours and attitudes. 65 within the Ariadna panel. The technological scope of the survey was com- pleted by PUBLICIS GROUPE. The sample together with boosters included The series of structured interviews conducted by the authors of the report 1737 Internet users in the above age brackets. The group also included par- with the representatives of the major market segments in 2020. ents of gaming children (N=594) who were asked questions related to con- sumer habits connected with playing for both the parents and the children, • Przemysław Marszał, 11 bit studio including the level of parental control and adherence to the guidelines of the • Krzysztof Kwiatek, Creepy Jar age information system (PEGI). Each of the respondents met the requirement • Paweł Gumiński, Rage Quit Games of playing on at least one among the selected gaming platforms: consoles, • Damian Fijałkowski, T-bull mobile devices (smartphones and tablets), personal computers, browsers • Maciej Zużałek, Ten Square Games and social networks. In order to obtain more precise and reliable results, the • Grzegorz Dymek, Anshar Studios data weighting processes have been used while calculating the final results. • Piotr Babieno, Bloober Team The survey conducted included all essential social and demographic factors • Michał Mielcarek, Draw Distance (gender, age, financial status, motivations, place of residence, education), as • Tomek Majewski, One More Level well as detailed information concerning gaming preferences. • Jakub Rokosz, Fool’s Theory • Tomasz Tomaszewski, Crunching Koalas The Polish Gamedev 2019/2020 was conducted in the period of September- • Sebastian Wojciechowski, People Can Fly December 2019 in the form of an online questionnaire sent to the verified list • Rafał Szrajber, Łódź University of Technology of 476 Polish companies developing video games. During the research, 100 • Jakub Wójcik, Indie Games Polska Foundation fully completed questionnaires have been returned, which means maintain- • Paweł Kopiński, Superbright ing a test sample size at the level of the report from 2017. The test sample • Maciej Szcześnik, Ewa Maria Szczepankowska, Warsaw Film School contained studios differing from the point of view of size, location, revenues • Piotr Jurek , ARP Games or types of published games. The research focuses on the essential aspects • Adam Piesiak, QLOC of the functioning of gamedev companies on the market, including pro- • Adam Zdrzałek, Ubisoft duction of games, employment, project budgets or relations with external • Jakub Mirski, Microsoft business partners. The data generated in the survey has additionally been • Michał Gembicki, Klabater combined with the opinions of experts representing selected design studios, • Krzysztof Kostkowski , PlayWay business organisations and scientific institutions. Th at stage of the project • Aleksy Uchański, Movie Games and other was completed using the method of 18 structured interviews. Such trian- • Dominika Urbańska-Galanciak, SPIDOR gulation of research methods allowed developing an in-depth approach to the most important phenomenon for the Polish video games sector in 2020. Kraków Technology Park has been supporting the Polish video game indus- try as a coordinator of the research project for nearly 10 years. It has contin- The research “HR policy and salaries in the Polish video games sector” was uously created and improved the tools, responding to the needs of the sec- conducted at the turn of August and September 2020 by manaHR upon tor by organising a leading B2B industry conference in Central and Eastern request of the Kraków Technology Park. The survey was conducted with re- Europe - Digital Dragons, executing the internationalisation programme by spect to the group of 2,241 employees of the companies producing video promoting companies on the foreign markets, organising a unique KrakJam, games, including 1,700 from the gamedev area. In order to limit the impact of a part of the Global Game Jam, every year, providing training within the Dig- large enterprises on the final results, the sample was Balanced.
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