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Video Games in Sweden

  • PDF Icon

    Report

  • 22 Pages
  • June 2025
  • Region: Sweden
  • Euromonitor International
  • ID: 1855507
In 2024, video games in Sweden experienced solid value growth, propelled by hardware and software advancements, particularly major game releases and in-game subscriptions. Notable trends included cross-platform play, the kidult phenomenon, and AI-driven personalisation. E-commerce remained the dominant distribution channel, with digital distribution reshaping the retail environment. Competitive landscape concentration also increased, with the top companies holding over 50% value share.

The Video Games in Sweden report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2020-2024, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market - be they new product developments, distribution or pricing issues. Forecasts to 2029 illustrate how the market is set to change.

Product coverage: Video Games Hardware, Video Games Software.

Data coverage: Market sizes (historic and forecasts), company shares, brand shares and distribution data.

Why buy this report?

  • Get a detailed picture of the Video Games market;
  • Pinpoint growth sectors and identify factors driving change;
  • Understand the competitive environment, the market’s major players and leading brands;
  • Use five-year forecasts to assess how the market is predicted to develop.

Table of Contents

KEY DATA INSIGHTS
2024 DEVELOPMENTS
  • Digital content continues to drive growth of video games in Sweden
  • CHART 1 Key Trends 2024
INDUSTRY PERFORMANCE
  • 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
  • WHAT’S NEXT?
  • 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
COMPETITIVE LANDSCAPE
  • 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
CHANNELS
  • 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
  • CHART 5 Key Trends 2024
  • CHART 6 Dataspelsbranschen Focused on Reducing its Climate Footprint
  • CHART 7 Black Myth: Wukong Among Best-Selling Games on Steam
  • CHART 8 Analyst Insight
  • 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
TOYS AND GAMES IN SWEDEN
EXECUTIVE SUMMARY
  • Rise of kidults and strength of video games drive overall sales
KEY DATA INSIGHTS
INDUSTRY PERFORMANCE
  • Video games leads growth in toys and games
  • Sustainability drive and inclusivity trend influence players’ strategies
  • Hasbro Nordic targets kidults with Marvel Legends range
  • Game Science and Hasbro embrace digital distribution and e-commerce growth
  • WHAT’S NEXT?
  • 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
COMPETITIVE LANDSCAPE
  • Sony gains share in concentrated competitive landscape
  • Embracer Group investments drive growth through decentralised, innovative approach
  • MGA and Zapf Creation merger to increase share
  • Nintendo confirms new console launch with controller upgrades
CHANNELS
  • 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
ECONOMIC CONTEXTCONSUMER CONTEXTCOUNTRY REPORTS DISCLAIMER
SOURCES
  • Summary 1 Research Sources