Download Games - Germany

  • Germany
  • Revenue in the Download Games market is projected to reach US$0.88bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.75%, resulting in a projected market volume of US$1.11bn by 2029.
  • In the Download Games market, the number of users is expected to amount to 19.3m users by 2029.
  • User penetration will be 22.8% in 2024 and is expected to hit 23.3% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$46.51 in 2024.

Key regions: Japan, France, Asia, United Kingdom, India

 
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Analyst Opinion

The Download Games market in Germany has been experiencing steady growth in recent years, driven by changing customer preferences, evolving trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Download Games market in Germany have shifted towards convenience and accessibility.

With the increasing popularity of smartphones and tablets, more consumers are opting to download games directly onto their devices rather than purchasing physical copies. This trend is further fueled by the availability of high-speed internet connections, which allows for quick and easy downloading of games. Additionally, the rise of online multiplayer games has created a demand for downloadable content and expansions, as players seek to enhance their gaming experience.

Trends in the market indicate a growing demand for mobile games in Germany. The country has one of the highest smartphone penetration rates in Europe, and this has contributed to the popularity of mobile gaming. Mobile games are often free to download, with revenue generated through in-app purchases and advertisements.

This freemium model has proven successful in attracting a large user base, as consumers are more willing to try out a game if it does not require an upfront payment. As a result, developers and publishers are investing heavily in the development of mobile games to cater to this growing demand. Local special circumstances in Germany also play a role in the development of the Download Games market.

The country has a strong gaming culture, with a large number of dedicated gamers and gaming communities. This has created a supportive environment for game developers and publishers, who are able to tap into this passionate fan base. Additionally, Germany has a well-developed infrastructure, with reliable internet connections and widespread access to digital platforms, making it an ideal market for downloadable games.

Underlying macroeconomic factors have also contributed to the growth of the Download Games market in Germany. The country has a strong economy and high disposable income levels, which allows consumers to spend on entertainment and leisure activities. Furthermore, the COVID-19 pandemic has led to an increase in demand for digital entertainment, as people spend more time at home and seek out alternative forms of entertainment.

This has further boosted the market for downloadable games, as consumers turn to gaming as a source of entertainment and escapism. In conclusion, the Download Games market in Germany is developing due to changing customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The shift towards convenience and accessibility, the growing demand for mobile games, the supportive gaming culture, and the strong economy all contribute to the growth of the market.

As these factors continue to evolve, the Download Games market in Germany is expected to expand further in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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