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Consumer spending for video games in Germany 2003-2024

Consumer spending for video games in Germany from 2003 to 2024

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Sources

Release date

November 2020

Region

Germany

Survey time period

2003 to 2019

Supplementary notes

* Forecast (years 2019-2023).
The figures for 2003 to 2012 were retrieved from previous report editions.
From 2012, the figures are only partially comparable with those of previous years. As the source notes: "It should be noted that Ovum's database, which we use for our social/casual games analysis, has undergone a major overhaul. Based on Ovum's new app revenue base in 2016, it can be seen that the social/casual games segment has been heavily underestimated in its volume and actually represented the largest component of the video game market in 2015, with a market share of 44.2%".
According to the source, the figures include spending for PC games, console games, online games and mobile games. Expenses for hardware are not included.

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Statistics on "Video games in Germany"

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