Finland Gaming Market 2023-2030
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Finland Gaming Market 2023-2030

Last Updated:  Apr 25, 2025 | Study Period: 2023-2030

FINLAND GAMING MARKET

 

INTRODUCTION

 The video game industry in Finland consists of 260 active video game developer studios, roughly a dozen professional players, and numerous enthusiastic amateurs.

 

The Finnish gaming market is regarded as one of the fastest-growing in the world, expanding by a whopping 9% annually. 

 

Here are the offices of the largest gaming studios in the West, including Rovio (Angry Birds), Supercell (Clash of Clans), and Seriously Digital Entertainment (Best Friends).

 

Computer Space, an arcade game, was the first consumer video game. Pong, a well-known arcade game, and the Magnavox Odyssey, the first home console, followed.

 

The best organizations incorporate Supercell, Rovio, Cure Amusement, Sulake, RedLynx, Frozenbyte and Housemarque. 

 

Max Payne, Rally Trophy, Stardust, Angry Birds, and Control are among the most significant games made in Finland. Spacewar! was one of the first video games of its kind, and it was created as a hobby by students at MIT.

 

The simple act of playing a video game online, typically with friends, is known as online gaming. Online games can be played on any device, from PCs, laptops, and mobile phones to dedicated video game consoles like PlayStation, Xbox, and Nintendo Switch. There are numerous advantages to gaming online.

 

FINLAND GAMING MARKETSIZE AND FORECAST

 

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TheFinland Gaming Market Accountedfor $XX Billion in 2022 and is anticipated to reach $XX Billion by 2030, registering a CAGR of XX% from 2023 to 2030.

 

NEW PRODUCT LAUNCH

NetflixNFLX - open a new game development studio in Helsinki, Finland, to continue its expansion into the gaming industry.

 

“This is another step in their vision to build a world-class games studio that will bring a variety of delightful and deeply engaging original games — without ads and no in-app purchases — to their hundreds of millions of members around the world,” I am excited to announce that they are establishing an internal games studio in Helsinki, Finland.

 

“Netflix entered the market for mobile gaming a few years ago and has steadily increased its presence there ever since.

 

The initial objective was to use gaming to keep subscribers interested in additional content, such as games released around the popular Stranger Things series on the platform.

 

Now it could even be used as intellectual property to expand series. The Netflix app lets you play the games.  "The gaming industry is one of the largest industries on the planet – but it's rapidly changing" regarding the sector's ongoing growth and the new technology driving it.

 

Gaming is now a major part of the culture of young people. It already has an effect on movies, music, and even the clothes and sneakers we wear. As part of our education and learning, they even engage in games.

 

This cultural shift is being driven by GenZers at an astonishing rate. We all play games now as a part of our daily lives, so the time when being a gamer was an identity is fading.

 

COMPANY PROFILE

 

THIS REPORT WILL ANSWER FOLLOWING QUESTIONS

  1. How many Gaming are manufactured per annum in Finland? Who are the sub-component suppliers in this region?
  2. Cost breakup of a Finland Gaming and key vendor selection criteria
  3. Where is the Gaming manufactured? What is the average margin per unit?
  4. Market share of Finland Gaming market manufacturers and their upcoming products
  5. Cost advantage for OEMs who manufacture Finland Gaming in-house
  6. key predictions for next 5 years in Finland Gaming market
  7. Average B-2-B Gaming market price in all segments
  8. Latest trends in Gaming market, by every market segment
  9. The market size (both volume and value) of the Gaming market in 2023-2030 and every year in between?
  10. Production breakup of Gaming market, by suppliers and their OEM relationship

 

Sl noTopic
1Market Segmentation
2Scope of the report
3Abbreviations
4Research Methodology
5Executive Summary
6Introduction
7Insights from Industry stakeholders
8Cost breakdown of Product by sub-components and average profit margin
9Disruptive innovation in the Industry
10Technology trends in the Industry
11Consumer trends in the industry
12Recent Production Milestones
13Component Manufacturing in US, EU and China
14COVID-19 impact on overall market
15COVID-19 impact on Production of components
16COVID-19 impact on Point of sale
17Market Segmentation, Dynamics and Forecast by Geography, 2022-2030
18Market Segmentation, Dynamics and Forecast by Product Type, 2022-2030
19Market Segmentation, Dynamics and Forecast by Application, 2022-2030
20Market Segmentation, Dynamics and Forecast by End use, 2022-2030
21Product installation rate by OEM, 2022
22Incline/Decline in Average B-2-B selling price in past 5 years
23Competition from substitute products
24Gross margin and average profitability of suppliers
25New product development in past 12 months
26M&A in past 12 months
27Growth strategy of leading players
28Market share of vendors, 2022
29Company Profiles
30Unmet needs and opportunity for new suppliers
31Conclusion
32Appendix