Video Games in Sweden

June 2025
EUR 1,125
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Overview:

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.

The Video Games in Sweden report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in Sweden?
  • Which are the leading brands in Video Games in Sweden?
  • How are products distributed in Video Games in Sweden?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Sweden?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in Sweden - Category analysis

KEY DATA INSIGHTS

Digital content continues to drive growth of video games in Sweden
Chart 1 Key Trends 2024
Video games software buoyed by major titles and subscription services
Chart 2 Elden Ring Shadow of the Erdtree Video Game
Activision Blizzard uses subscriptions to drive World of Warcraft engagement
Chart 3 Microsoft Corp offers 12-month World of Warcraft Subscription
Konami's Silent Hill 2 remake taps into the kidult segment
Video games software set to be most dynamic performer overall
AI personalisation and new releases to boost video games
Hazelight focuses on narrative, while Infinity Nikki uses cross-platform play
Sony strengthens leadership of consolidated competitive landscape
Embracer Group’s autonomy model and investment drive growth
Chart 4 Analyst Insight
Nintendo plans new console with improved functionality in 2025
Retail e-commerce remains dominant distribution channel for video games
DreamHack boosts video game engagement through esports and partnerships
Digital sales and collectors support online game sales

Toys and Games in Sweden - Industry Overview

Rise of kidults and strength of video games drive overall sales
Chart 5 Key Trends 2024
Video games leads growth in toys and games
Sustainability drive and inclusivity trend influence players’ strategies
Chart 6 Dataspelsbranschen Focused on Reducing its Climate Footprint
Hasbro Nordic targets kidults with Marvel Legends range
Game Science and Hasbro embrace digital distribution and e-commerce growth
Chart 7 Black Myth: Wukong Among Best-Selling Games on Steam
Video games to retain dominance of toys and games in Sweden
Consumer behaviour shaped by digital purchases, eco awareness, and nostalgia
Adapting traditional toys and games with digital options for broader gaming audience
Sony gains share in concentrated competitive landscape
Embracer Group investments drive growth through decentralised, innovative approach
MGA and Zapf Creation merger to increase share
Chart 8 Analyst Insight
Nintendo confirms new console launch with controller upgrades
Retail e-commerce dominates toys and games distribution due to convenience
Retail offline remains important for traditional toys and games
DreamHack events boost game exposure and merchandise sales
Chart 9 Real GDP Growth and Inflation 2019-2029
Chart 10 PEST Analysis in Sweden 2024
Chart 11 Key Insights on Consumers in Sweden 2024
Chart 12 Consumer Landscape in Sweden 2024

COUNTRY REPORTS DISCLAIMER

Summary 1 Research Sources
The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

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 definitions
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This report originates from Passport, our Video Games research and analysis database.

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