Overall, the development of video games in Germany in 2021 remained strong, given the ongoing demand from local consumers driven by prolonged “soft” lockdowns, especially in the first half of the year. This scenario motivated further purchases of products for “hometainment” purposes, including video games.
Video games software grew strongly in 2020 due to the pandemic, and continued its impressive rise in 2021. With a comparatively high growth rate, this area of video games is a clear frontrunner.
Another growth factor in German video games was a new government being elected in late 2021. The coalition agreement stipulated that there should be greater funding for German gaming.
Beyond 2021, video games is expected to record a solid performance in Germany, with gaming as an activity expected to further move towards the German mass market. This will be mainly driven by mobile games and a partial shift in consumers’ perceptions of gaming as a hobby influenced by the pandemic.
Metaverse was a buzzword circulating in 2021, which also entered the video games sphere in Germany with little practical relevance. Going forward, there is likely to be a strong push to monetise the metaverse, not only by Meta, but also by digital players in general, although overall demand from consumers remains questionable.
Another area with high growth potential in Germany is cloud gaming in line with the publication of Google’s Stadia or Xbox Game Pass, which continued to rise in popularity towards the end of the review period. However, at the same time, cloud gaming is unlikely to enter Germany’s mass market in the near future.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Germany with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
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This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.See All of Our Definitions
This report originates from Passport, our Video Games research and analysis database.
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