Video Games in Germany

August 2026
USD 1,195
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Overview:

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.

If you're in the Video Games industry in Germany, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Video Games in Germany report includes:

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

This report answers:

  • What is the market size of Video Games in Germany?
  • Which are the leading brands in Video Games in Germany?
  • How are products distributed in Video Games in Germany?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Germany?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in Germany - Category analysis

Key Data Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Nintendo's Switch 2 Launch Drives Surge in Hardware Sales
Chart 2 Nintendo Switch 2 Launch
Gamers Deepen Loyalty with Digital and Subscription-Based Ecosystems
Chart 3 Xbox Game Pass Price Rise
Retailers and Publishers Pivot as Physical Software Declines and Digital Adoption Accelerates
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Brands Drive Growth by Shifting to Recurring Digital Spend
Leading Companies Deepen Loyalty by Prioritising Subscriptions and Digital Ecosystems
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Top Company Sustains Leadership as Ecosystem Loyalty Shapes Value
Major Global Deals Reshape Franchise Control and Spark Product-Driven Rebounds
Chart 8 Company Shares 2025
Chart 9 Brand Shares 2025
Digital Platforms Capture Everyday Spend as Boxed Sales Erode
Chart 10 Retail Channels 2020-2025
Franchise Ownership and Domestic Ip Development Emerge as the Defining Innovation Priorities
Franchise Investment and Structural Consolidation Reshape the Product Landscape
Corporate Consolidation and Ecosystem Lock-In Concentrate Returns among Certain Franchise Holders
Chart 11 Economic Context for Video Games
Chart 12 Real Gdp Growth 2020-2030
Chart 13 Inflation 2020-2030
Chart 14 Consumer Context for Video Games
Chart 15 Population 2020-2030
Chart 16 Consumer Expenditure 2020-2030
Chart 17 Population by Generation 2025

Toys and Games in Germany - Industry Overview

2025 Developments

Key Data Insights

Chart 18 Key Industry Trends for Toys and Games
Nintendo’S Console Refresh Increases Video Game Spend and Drives Recovery
Chart 19 Nintendo Switch 2 Launch
Adult Collectors Reshape Premium Offerings and Stabilise Value
Chart 20 League of Legends' Riftbound Cards
Recurring Subscriptions Strengthen Platform Loyalty and Insulate Revenue
Chart 21 Xbox Game Pass Price Rise
Chart 22 Value Sales 2020-2030
Chart 23 Value Sales by Category 2025
Digital Ecosystems and Collectible Demand Sustain Value Growth
Ip Consolidation and Recurring Revenue Models Define the Future of Toys and Games
Chart 24 Forecast Value Sales 2020-2030
Chart 25 Forecast Value Sales by Category 2025-2030
Top Players Anchor Leadership as Value Pools Concentrate
Global Deals Reshape Video Games Value Flows
Chart 26 Company Shares 2025
Chart 27 Brand Shares 2025
E-Commerce Platforms Capture Spending as Digital Goods Surge
Chart 28 Retail Channels 2020-2025
Phygital Integration and Domestic Development Capacity Redefine the Product Development Brief
Ubisoft and Asus Target Adult Consumers with Domestically Anchored Software and Premium Portable Hardware
Corporate Consolidation and Physical Retail Repositioning Concentrate Commercial Returns among More Integrated Operators
Chart 29 Economic Context for Toys and Games
Chart 30 Real Gdp Growth 2020-2030
Chart 31 Inflation 2020-2030
Chart 32 Consumer Context for Toys and Games
Chart 33 Population 2020-2030
Chart 34 Consumer Expenditure 2020-2030
Chart 35 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

Video Games

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
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This report originates from Passport, our Video Games research and analysis database.

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