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Online Games - Germany

Germany
  • The projected revenue in the Online Games market in Germany is expected to reach US$374.70m in 2024.
  • This represents a significant growth potential for the country's gaming industry.
  • Furthermore, it is anticipated that the revenue will continue to increase steadily with an annual growth rate (CAGR 2024-2027) of 0.72%.
  • By 2027, the market volume is projected to reach US$382.80m, indicating a positive trajectory for the industry.
  • In terms of user base, the number of users in the Online Games market in Germany is expected to reach 9.4m users by 2027.
  • This signifies a growing interest and engagement of individuals in online gaming activities.
  • The user penetration rate, which measures the percentage of the population that engages in online gaming, is projected to increase from 10.9% in 2024 to 11.3% by 2027.
  • This indicates a rising popularity and acceptance of online gaming among the German population.
  • In a global comparison, it is noteworthy that China is the leading market in terms of revenue generation in the Online Games market industry.
  • In 2024, China is projected to generate a substantial revenue of US$6.53bn, highlighting its dominance in the global gaming landscape.
  • This exemplifies the immense potential and significance of the Chinese market in the Online Games market industry.
  • The average revenue per user (ARPU) in the Online Games market in Germany is projected to amount to US$41.00 in 2024.
  • This metric provides insights into the financial value generated by each individual user in the gaming industry.
  • It serves as an indicator of the profitability and monetization strategies employed by companies operating in the market.
  • In conclusion, the Online Games market in Germany is expected to experience significant growth in terms of revenue, user base, and user penetration.
  • The projected figures for 2024 and 2027 showcase the immense potential and opportunities within the German gaming industry.
  • Additionally, the global comparison emphasizes the importance of the Chinese market in driving revenue generation.
  • The average revenue per user metric further highlights the financial value associated with each user in the Online Games market.
  • Germany's online gaming market is thriving, with a strong focus on multiplayer games and a growing esports scene.

Definition:

Online games such as Fortnite and World of Warcraft are video games that can be played over the internet with other players from around the world. These games are designed to be immersive and engaging, allowing players to interact with each other in a virtual world. Players can create their own avatars, complete quests, battle enemies, and participate in various activities. The games are often structured as ongoing narratives, with new content regularly added to keep the experience fresh and exciting. Online games like these have become increasingly popular in recent years, creating new communities and social experiences for players. Online games can be divided into subscription-based games, such as World of Warcraft, or games that are for free, which allow in game purchases, such as Fortnite.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for online games can also be found in the Advertising & Media Insights in the digital video games market. Key players in the market are companies like Activision (Call of Duty), Blizzard (World of Warcraft) or Epic Games (Fortnite) For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Free-to-play games with in-game purchases for additional premium contents or functionalities
  • Massive multiplayer online games (MMOGs)

Out-Of-Scope

  • Sale of physical video games
Video Games: market data & analysis - Cover

Market Insights report

Video Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Analyst Opinion

    Thanks to high smartphone penetration across the globe, gaming is increasingly happening on the go. Mobile games of all kinds are becoming more and more popular and attract players with additional premium contents or functionalities. Thus, traditional online games slowly lose attractiveness to its usual audience. Only recent phenomena like the Battle Royale hits Fortnite and PUBG are still driving the market’s growth and shape online gaming in general.

    Users

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Demographics

    Most recent update: Mar 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    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., the Statista Global Consumer Survey), 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). GCS data is reweighted for representativeness.

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    Video Games: market data & analysis - BackgroundVideo Games: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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