Mobile Games - Germany

  • Germany
  • In Germany, revenue in the Mobile Games market market is projected to reach US$2.87bn in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.47%, leading to a projected market volume of US$4.31bn by 2029.
  • By 2029, the number of users in the Mobile Games market market in Germany is expected to amount to 20.4m users.
  • User penetration is forecasted to be 21.3% in 2024 and is anticipated to rise to 24.6% by 2029.
  • In a global context, the highest revenue will be generated United States, with figures reaching US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in Germany's Mobile Games market market is projected to be US$162.00 in 2024.
  • In Germany, the mobile games market is experiencing a surge in popularity, driven by innovative gameplay and increasing mobile device penetration.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Germany has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
German consumers have shown a growing interest in mobile games, with a particular focus on casual and puzzle games. These types of games are easy to play and offer quick entertainment, making them popular choices among a wide range of age groups. Additionally, German gamers appreciate high-quality graphics and immersive gameplay experiences, leading to a demand for visually appealing and engaging mobile games.

Trends in the market:
One of the key trends in the German Mobile Games market is the rise of in-app purchases. Many game developers have adopted a freemium model, where the game is free to download but offers in-app purchases for additional features or virtual items. This monetization strategy has proven successful in Germany, as consumers are willing to spend money on in-game purchases to enhance their gaming experience. This trend has led to increased revenue for game developers and has encouraged the development of more sophisticated and engaging mobile games. Another trend in the market is the growing popularity of multiplayer mobile games. German gamers enjoy the social aspect of gaming and prefer to play with friends or compete against other players online. This has led to the rise of mobile games that offer multiplayer modes or online leaderboards, allowing players to connect and interact with each other. The multiplayer aspect adds an extra layer of engagement and competitiveness to the gaming experience, driving the demand for these types of games in Germany.

Local special circumstances:
Germany has a strong gaming culture and a well-established gaming industry. The country is home to several major game development studios and hosts various gaming events and conferences throughout the year. This vibrant gaming ecosystem has created a favorable environment for the growth of the Mobile Games market in Germany. Additionally, Germany has a high smartphone penetration rate and a well-developed mobile infrastructure, providing a solid foundation for the mobile gaming industry to thrive.

Underlying macroeconomic factors:
The strong growth in the Mobile Games market in Germany can also be attributed to underlying macroeconomic factors. Germany has a stable and prosperous economy, which has resulted in high disposable incomes for consumers. This allows them to spend more on leisure activities, including mobile games. Furthermore, the COVID-19 pandemic has had a significant impact on the gaming industry worldwide, as people turned to mobile games for entertainment during lockdowns and social distancing measures. This increased demand for mobile games has contributed to the growth of the market in Germany. In conclusion, the Mobile Games market in Germany is experiencing growth due to changing customer preferences, such as a preference for casual and puzzle games, as well as the popularity of in-app purchases and multiplayer games. The local special circumstances, including a strong gaming culture and a well-established gaming industry, have also played a role in the market's development. Additionally, underlying macroeconomic factors, such as high disposable incomes and the impact of the COVID-19 pandemic, have contributed to the growth of the Mobile Games market in Germany.

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., Consumer Insights), 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). Consumer Insights data is reweighted for representativeness.

Overview

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