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Video Games in Sweden

Published Jun 30, 2025
Length 22 Pages
SKU # EP20175030

Description

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.

Euromonitor International's 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

22 Pages
Video Games in Sweden
Euromonitor International
June 2025
List Of Contents And Tables
VIDEO GAMES IN SWEDEN
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 CONTEXT
CONSUMER CONTEXT
COUNTRY REPORTS DISCLAIMER
SOURCES
Summary 1 Research Sources

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