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Revenues from social/casual games in Germany 2008-2024

Revenues in the social/casual game segment in Germany from 2008 to 2024*

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Release date

November 2020



Survey time period

2008 to 2019

Supplementary notes

* Forecast.
The figures for 2008 to 2012 were taken from publications of the previous years.

As of 2012, the figures are only partially comparable with those of previous years. According to the source, it should be noted that Ovum's database, which they use for their 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%.

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