Games - Germany

  • Germany
  • Germany is expected to see a revenue of US$10.67bn in the Games market by 2024.
  • The revenue is forecasted to have an annual growth rate (CAGR 2024-2029) of 7.11%, leading to a market volume projection of US$15.04bn by 2029.
  • When compared globally, in China is anticipated to generate the highest revenue in the Games market, reaching US$128.90bn in 2024.
  • By 2029, the number of users in Germany's Games market is expected to reach 29.9m users.
  • User penetration is projected to be 32.1% in 2024 and is estimated to increase to 36.1% by 2029.
  • The average revenue per user (ARPU) is forecasted to be US$1,061.00.
  • Germany shows a rising demand for interactive storytelling games, blending history and entertainment to engage audiences in immersive gaming experiences.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Germany has seen significant growth in recent years, driven by changing consumer preferences and the increasing popularity of mobile gaming. Customer preferences in the Games market in Germany have shifted towards mobile gaming, with more and more people playing games on their smartphones and tablets.

This trend can be attributed to the convenience and portability of mobile devices, as well as the wide range of games available on app stores. Additionally, the rise of social gaming has also contributed to the growth of the market, as multiplayer games and online communities have become increasingly popular among gamers in Germany. Trends in the market indicate that the demand for virtual reality (VR) gaming is on the rise in Germany.

VR gaming offers a more immersive and interactive gaming experience, which appeals to a wide range of consumers. The availability of affordable VR headsets and the increasing number of VR games being developed have contributed to the growing popularity of this segment in the market. Furthermore, the esports industry has also gained traction in Germany, with professional gaming tournaments attracting large audiences and generating significant revenue.

This trend can be attributed to the increasing recognition of esports as a legitimate form of entertainment and the growing number of professional esports teams and leagues in the country. Local special circumstances in Germany have also played a role in the development of the Games market. Germany has a strong gaming culture, with a large number of dedicated gamers and gaming communities.

The country is also home to several prominent game developers and publishers, which has contributed to the growth of the industry. Additionally, Germany has a well-established infrastructure for gaming, with a high-speed internet connection and a large number of gaming cafes and venues. This has made gaming more accessible and convenient for consumers, further driving the growth of the market.

Underlying macroeconomic factors have also influenced the development of the Games market in Germany. The country has a strong economy and a high disposable income, which has allowed consumers to spend more on entertainment and leisure activities, including gaming. Furthermore, the increasing penetration of smartphones and tablets in Germany has made gaming more accessible to a wider audience, boosting the demand for games and gaming accessories.

Overall, the Games market in Germany has experienced significant growth due to changing customer preferences, the rise of mobile gaming, and the increasing popularity of VR gaming and esports. Local special circumstances, such as Germany's strong gaming culture and infrastructure, have further contributed to the growth of the market. Additionally, underlying macroeconomic factors, such as a strong economy and high disposable income, have supported the development of the Games market in Germany.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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