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G2A.COM


Founder of G2A.COM – Bartosz Skwarczek – tells Matt Broughton why the digital marketplace has finally taken external investment and how its diversification is benefiting game publishers


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Bartosz Skwarczek, Founder of G2A.COM


artosz - can you tell us a little about your own background and how you came to be involved in the world of gaming?


I grew up in Nowy Sącz, a small town in Poland. After graduating from the AGH University of Science and Technology in Kraków, I founded my first company in the steel construction industry. Within five years, it ranked among the top 20 Polish companies in its field. In 2010, someone I knew asked me to mentor him for six months and suggested I start a business in the games industry. I saw strong potential in the concept and decided to get involved.


Tell us a bit about the evolution of G2A.COM from an online game store into what it is today. Recognizing the shift from physical to digital, I saw that by 2010, nearly 70% of the market was physical, but over the next decade, it fell to around 5%. In 2014, G2A.COM transitioned to a marketplace model, acknowledging the limits of traditional retail and creating a platform for independent sellers, developers, and publishers to connect securely. Today, we’re the world’s largest digital entertainment marketplace, operating in 180 countries with over 35 million users who have purchased more than 135 million items, including games, gift cards, subscriptions, software,


28 | MCV/DEVELOP July/August 2026


and e-learning. We now operate solely as a business- to-business platform. We have also developed very successful partnerships with major companies, including Wargaming, Gigabyte, Logitech, MSI, and Gameloft.


In what areas is the company most focused these days? We are committed to setting the highest standards for international digital marketplaces. Like many early-stage businesses, we have faced challenges and scrutiny as the industry evolves. These reflect broader shifts in gaming, including digital distribution, new marketplace models, and the need to educate users about digital products. Marketplaces attract a diverse, price-sensitive audience with distinct expectations. As the industry and consumer


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