The competitive landscape of video games in Sweden became increasingly concentrated between 2019 and 2024, with the top five global companies accounting for 57% share of value sales in 2024, compared to 54% in 2019. This was above the Western Europe average of 54% at the end of the review period.
Embracer Group's strong performance in 2024 was driven by the successful launch of Kingdom Come: Deliverance 2. The company's decentralised operating model allows its studios to operate with a high degree of autonomy, which can lead to faster decision-making and greater creativity and efficiency.
Nintendo Co Ltd, which dominates hand-held consoles and physical console games, has confirmed the launch of Nintendo Switch 2 for 2025. The updated features of the leading hand-held console in Sweden include a mouse sensor on the Joy-Con 2 controllers that allows for precise aiming and navigation, and in-game chat supported by a built-in microphone, enabling greater interaction between players, thereby enhancing the gaming experience.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Sweden with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in Sweden, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See all of our definitionsThis report originates from Passport, our Video Games research and analysis database.
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