Online Games - Germany

  • Germany
  • In Germany, revenue in the Online Games market market is projected to reach €347.40m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 0.62%, resulting in a projected market volume of €358.30m by 2029.
  • In the Online Games market market withGermany, the number of users is expected to amount to 9.6m users by 2029.
  • User penetration will be 11.0% in 2024 and is anticipated to increase to 11.6% by 2029.
  • In a global context, most revenue will be generated China (€6,057.00m in 2024).
  • The average revenue per user (ARPU) in Germany's Online Games market market is projected to amount to €38.02 in 2024.
  • Germany's online gaming market continues to thrive, driven by increasing consumer demand for immersive experiences and a growing acceptance of gaming as mainstream entertainment.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in Germany has been experiencing significant growth in recent years, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
German consumers have shown a strong preference for online gaming, with a growing number of people of all age groups engaging in this form of entertainment. The convenience and accessibility of online games have made them increasingly popular, particularly among younger demographics. Additionally, the rise of mobile gaming has further fueled the demand for online games in Germany, as smartphones and tablets have become the primary gaming devices for many consumers.

Trends in the market:
One of the key trends in the German online games market is the increasing popularity of multiplayer games. German gamers are increasingly seeking social interactions and immersive experiences, and multiplayer games provide them with the opportunity to connect and compete with players from around the world. This trend has led to the rise of esports in Germany, with professional gaming tournaments and leagues gaining significant traction. Another trend in the market is the growing adoption of virtual reality (VR) and augmented reality (AR) technologies in online gaming. These technologies offer a more immersive and interactive gaming experience, attracting a new segment of consumers who are looking for innovative and engaging gameplay. The advancements in VR and AR technologies have also led to the development of new gaming platforms and devices, further driving the growth of the online games market in Germany.

Local special circumstances:
Germany has a strong gaming culture and a vibrant gaming community, which has contributed to the growth of the online games market. The country is home to several major gaming events and conventions, attracting both local and international gamers. This ecosystem has fostered a supportive environment for game developers and publishers, encouraging innovation and the creation of high-quality games. Furthermore, Germany has a robust infrastructure and high internet penetration, which has facilitated the widespread adoption of online gaming. The country's reliable and fast internet connectivity has enabled seamless multiplayer experiences and online gaming communities.

Underlying macroeconomic factors:
The strong overall economy in Germany has played a significant role in the growth of the online games market. With a high disposable income and a strong purchasing power, German consumers are willing to spend on entertainment and leisure activities, including online gaming. The stability of the German economy and low unemployment rates have also contributed to the growth of the market, as consumers have more discretionary income to spend on gaming. In conclusion, the Online Games market in Germany is experiencing significant growth due to the preferences of German consumers, market trends such as multiplayer gaming and VR/AR technologies, local special circumstances including a strong gaming culture and robust infrastructure, and underlying macroeconomic factors such as a strong economy and high disposable income. As these factors continue to support the growth of the market, the online games industry in Germany is expected to thrive 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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