Card Games - Germany

  • Germany
  • The Card Games market in Germany is expected to witness substantial growth in the coming years.
  • According to projections, the total revenue in this market is set to reach €105.30m by 2022.
  • This growth is anticipated to continue at an annual growth rate of 13.10% (CAGR 2022-2027), resulting in a projected market volume of €215.70m by 2027.
  • Within the Card Games market, in-app purchase (IAP) revenue is projected to reach €29.29m in 2022, indicating the popularity of such purchases among players.
  • Additionally, paid app revenue is expected to reach €1.04m in the same year, highlighting the willingness of consumers to invest in premium gaming experiences.
  • Furthermore, advertising revenue in the Card Games market is projected to reach €74.94m in 2022, showcasing the potential for advertisers to target this engaged audience.
  • The number of downloads in the Card Games market is estimated to reach 33.66m downloads in 2022, reflecting the strong demand for these games among consumers.
  • The average revenue per download is currently expected to amount to €3.13, indicating the revenue generated per game installation.
  • In a global comparison, it is noteworthy that in the United States leads the way in terms of revenue generation in the Card Games market.
  • Projections indicate that in the United States is set to generate a substantial revenue of €4,923.00m in 2022, underscoring the country's significant market share.
  • These figures highlight the potential and growth prospects of the Card Games market in Germany, making it an attractive segment for both investors and game developers.

Key regions: China, Europe, Asia, Germany, India

Comparaison de régions

Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.


Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.


In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.

Vue d’ensemble

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