Gaming Networks - Germany

  • Germany
  • Revenue in the Gaming Networks market is projected to reach €145.90m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.27%, resulting in a projected market volume of €179.80m by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 5.7m users by 2029.
  • User penetration will be 5.9% in 2024 and is expected to hit 6.9% by 2029.
  • In global comparison, most revenue will be generated in the United States (€702.60m in 2024).
  • The average revenue per user (ARPU) in the Gaming Networks market is projected to amount to €29.79 in 2024.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks market in Germany has experienced significant growth in recent years, driven by changing customer preferences and the increasing popularity of online gaming.

Customer preferences:
Customers in Germany have shown a strong preference for online gaming, with a growing number of gamers opting for multiplayer online games that allow them to connect and compete with players from around the world. This has led to a surge in demand for gaming networks that provide a seamless and reliable online gaming experience. Furthermore, the rise of mobile gaming has also contributed to the growth of the gaming networks market, as more and more gamers are accessing games through their smartphones and tablets.

Trends in the market:
One of the key trends in the gaming networks market in Germany is the increasing adoption of cloud gaming. Cloud gaming allows gamers to stream games directly from the internet, eliminating the need for expensive gaming consoles or high-end gaming PCs. This trend has gained traction in Germany due to the country's strong internet infrastructure and high smartphone penetration rate. As a result, gaming networks that offer cloud gaming services have witnessed significant growth in the market. Another trend in the gaming networks market in Germany is the growing popularity of esports. Esports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. Esports has gained a massive following in Germany, with a large number of esports events being held across the country. This has created a demand for gaming networks that can support the infrastructure required for hosting and streaming esports tournaments.

Local special circumstances:
Germany has a strong gaming culture, with a large number of gamers and gaming enthusiasts in the country. This has created a favorable environment for the growth of the gaming networks market, as there is a ready market of potential customers. Furthermore, Germany is home to several gaming companies and studios, which has further contributed to the development of the gaming networks market.

Underlying macroeconomic factors:
The growth of the gaming networks market in Germany can also be attributed to favorable macroeconomic factors. Germany has a strong economy and high disposable income levels, which has allowed consumers to spend more on leisure activities such as gaming. Additionally, the country has a well-developed internet infrastructure, with high-speed internet connections being widely available. This has facilitated the growth of online gaming and the demand for gaming networks. In conclusion, the gaming networks market in Germany has experienced significant growth due to changing customer preferences, the rise of online gaming, and the increasing popularity of esports. The adoption of cloud gaming and the strong gaming culture in the country have further contributed to the growth of the market. With favorable macroeconomic factors and a well-developed internet infrastructure, the gaming networks market in Germany is expected to continue its upward trajectory 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.

Vue d’ensemble

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