Executive Summary

Jun 2019
PROSPECTS
Smartphones turn into consoles

Video games in Germany has seen dynamic development for several years, including in 2018. New releases of games, and consoles in particular, played a major role, and this trend was accelerated by the ongoing shift from physical media to digital media.

Static consoles sees strong growth, linked to the development of VR/AR

A main reason for the strong increase seen by video games in 2018 was the recent successful introduction of Nintendo Switch and Classic Mini in Germany. As such, static consoles continued to see double-digit growth in 2018.

Dynamism in online and mobile games

The recent and likely further ongoing growth of online and mobile games is negatively correlated with physical software purchases for the computer, as well as for consoles. This contrasting performance illustrates the shift from one gaming medium to the other, and is therefore not necessarily harming the profits of players.

COMPETITIVE LANDSCAPE
Nintendo and Sony on top

For the first time since 2013, Nintendo overtook Sony, taking the lead both in video games and overall toys and games. The main reason for Nintendo’s stellar performance was the recent introductions of Nintendo Classic Mini and Switch.

Samsung remains the standard in AR/VR headsets

In the fast-emerging category of AR/VR headsets, Samsung leveraged its early-mover advantage to retain the top spot with Samsung Gear VR in 2018. Strong advertising efforts and solid product availability across various retail channels, along with the company’s reputation in electronics, resulted in further strong sales growth in 2018.

Google Stadia

Google announced 2019 as its release year for its latest project, Google Stadia. This is a cloud gaming service, comparable with Spotify for music or Netflix for film and TV.

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Video Games in Germany

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Overview

Discover the latest market trends and uncover sources of future market growth for the Video Games industry in Germany with research from Euromonitor's team of in-country analysts.

Find hidden opportunities in the most current research data available, understand competitive threats with our detailed market analysis, and plan your corporate strategy with our expert qualitative analysis and growth projections.

If you're in the Video Games industry in Germany, our research will save you time and money while empowering you to make informed, profitable decisions.

The Video Games in Germany market research report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic values and company shares
  • Five year forecasts of market trends and market growth  
  • Robust and transparent market research methodology, conducted in-country

Our market research reports answer questions such as:

  • What is the market size of Video Games in Germany?
  • What are the major companies Germany?
  • How was toys and games affected by the global recession?
  • Which product categories performed best in the last year?
  • What are the new any safety regulations affecting the industry?

Why buy this report?

  • Gain competitive intelligence about market leaders
  • Track key industry trends, opportunities and threats
  • Inform your marketing, brand, strategy and market development, sales and supply functions

This industry report originates from Passport, our Toys and Games market research database.

Video Games in Germany - Category analysis

HEADLINES

PROSPECTS

Smartphones turn into consoles
Static consoles sees strong growth, linked to the development of VR/AR
Dynamism in online and mobile games

COMPETITIVE LANDSCAPE

Nintendo and Sony on top
Samsung remains the standard in AR/VR headsets
Google Stadia

CATEGORY DATA

Table 1 Sales of Video Games by Category: Value 2013-2018
Table 2 Sales of Video Games by Category: % Value Growth 2013-2018
Table 3 NBO Company Shares of Video Games: % Value 2014-2018
Table 4 LBN Brand Shares of Video Games: % Value 2015-2018
Table 5 NBO Company Shares of Video Games Hardware: % Value 2014-2018
Table 6 LBN Brand Shares of Video Games Hardware: % Value 2015-2018
Table 7 NBO Company Shares of Video Games Software: % Value 2014-2018
Table 8 LBN Brand Shares of Video Games Software: % Value 2015-2018
Table 9 Distribution of Video Games by Format: % Value 2013-2018
Table 10 Distribution of Video Games Hardware by Format: % Value 2013-2018
Table 11 Distribution of Video Games Software by Format: % Value 2013-2018
Table 12 Distribution of Video Games Software (Physical) by Format: % Value 2013-2018
Table 13 Distribution of Video Games Software (Digital) by Format: % Value 2013-2018
Table 14 Forecast Sales of Video Games by Category: Value 2018-2023
Table 15 Forecast Sales of Video Games by Category: % Value Growth 2018-2023

Toys and Games in Germany - Industry Overview

EXECUTIVE SUMMARY

Growth for both traditional toys and games and video games in 2018
Traditional and high-tech both appeal
Nintendo extends its lead, while LEGO fares better
An omnichannel push and the end of Toys ‘R’ Us
Positive outlook, with blockbusters and more innovations

MARKET DATA

Table 16 Sales of Toys and Games by Category: Value 2013-2018
Table 17 Sales of Toys and Games by Category: % Value Growth 2013-2018
Table 18 NBO Company Shares of Toys and Games: % Value 2014-2018
Table 19 LBN Brand Shares of Toys and Games: % Value 2015-2018
Table 20 Distribution of Toys and Games by Format: % Value 2013-2018
Table 21 Forecast Sales of Toys and Games by Category: Value 2018-2023
Table 22 Forecast Sales of Toys and Games by Category: % Value Growth 2018-2023

SOURCES

Summary 1 Research Sources