Games - Germany

  • Germany
  • In Germany, revenue in the Games market is projected to reach €11.98bn in 2025.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 6.89%, resulting in a projected market volume of €15.64bn by 2029.
  • In a global context, the majority of revenue will be generated United States, which is expected to reach €129,200.00m in 2025.
  • Within Germany's Games market, the number of users is anticipated to amount to 29.9m users by 2029.
  • User penetration is projected to be 33.1% in 2025 and is expected to rise to 36.1% by 2029.
  • The average revenue per user (ARPU) in Germany is expected to amount to €994.40.
  • Germany's Games in the Media market is increasingly embracing immersive technologies, highlighting a growing consumer demand for virtual and augmented reality experiences.

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

 
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Analyst Opinion

The Games Market within the Media Market in Germany is witnessing moderate growth, influenced by factors such as evolving consumer preferences, the rise of mobile gaming, and increasing investment in game development, which together shape the industry's landscape.

Customer preferences:
Consumers in Germany are increasingly gravitating towards immersive gaming experiences, driven by a desire for social interaction and community engagement in a digital landscape. The rise of streaming platforms and eSports is reshaping preferences, with younger demographics favoring interactive content that allows for participation and connection. Additionally, there is a growing interest in diverse narratives and representation within games, reflecting broader societal shifts towards inclusivity and cultural awareness, influencing game development and marketing strategies.

Trends in the market:
In Germany, the Games Market is experiencing a surge in popularity for virtual and augmented reality experiences, as players seek deeper immersion and interaction. The rise of mobile gaming continues to capture attention, particularly among younger audiences who value accessibility and on-the-go entertainment. Additionally, the integration of social features in multiplayer games is fostering community engagement, reflecting a shift towards collaborative play. Industry stakeholders must adapt to these trends by prioritizing innovative technologies and inclusive narratives to meet evolving consumer demands and maintain competitive edge.

Local special circumstances:
In Germany, the Games Market is shaped by a strong emphasis on data protection and privacy regulations, which influence game development and marketing strategies. The country's rich cultural heritage fosters a demand for locally developed narratives, resulting in unique gaming experiences that resonate with players. Additionally, Germany's robust educational system promotes STEM fields, encouraging innovation in game design and technology. These factors create a distinct market dynamic, emphasizing quality content and responsible gaming practices while supporting a vibrant ecosystem of developers and players.

Underlying macroeconomic factors:
The Games Market in Germany is significantly influenced by macroeconomic factors such as economic stability, consumer spending power, and technological advancements. A strong national economy fosters higher disposable income, allowing consumers to invest in gaming products and services. Additionally, Germany's commitment to innovation, supported by government initiatives and funding for tech startups, bolsters the development of cutting-edge gaming technologies. Global trends, such as the rise of e-sports and mobile gaming, also impact local market dynamics, driving competition and collaboration among developers. Furthermore, favorable fiscal policies encourage investment in the creative industries, enhancing the overall growth of the games sector.

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.

Vue d’ensemble

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