Rebound in Gaming Industry: Market Atlantic sea of growth resurges
The gaming industry in Germany is currently undergoing a period of transition, with mixed signals pointing towards a mature market adapting to new consumption habits. After a 6% decline in total revenue in 2024, the market is showing signs of recovery, albeit modestly.
According to a survey by the consulting firm Bain, 52% of the surveyed respondents in Germany occasionally or frequently play video or computer games, a figure that has remained relatively stable over the years. Interestingly, the average age of gamers in Germany has risen to 39.5 years, an increase of 1.3 years compared to the previous year.
The decline in revenue can be attributed to a drop in hardware sales, which fell by 10% to €2.939 billion, primarily due to the lack of blockbuster game releases. However, there is growth in the cloud gaming and subscription services segment, which expanded by 12% to €965 million. This shift towards service-based gaming consumption reflects the industry's adaptation to the digital age.
The industry employs around 12,134 people, a 2% decrease from the previous year. The German government's support for the games industry is viewed as weak by 87% of surveyed companies, which may hinder competitiveness compared to other countries.
Regarding popularity, gaming remains a major part of German entertainment culture, with a steadily expanding audience across multiple age groups. Microtransactions dominate revenue in PC and mobile gaming, forming 70% of revenue on PC and an overwhelming 98% on smartphones/tablets.
The Gamescom, taking place next week in Cologne under the motto "Games - Perfect Entertainment," is on a record course. Gerald Böse, CEO of Koelnmesse, expects over 1,500 exhibitors from 72 countries, a new record. Felix Falk, Game CEO, promotes games as something for the whole family, citing examples like Mario Party and Doom.
45% of German gamers cannot imagine life without video and computer games, a six percentage point increase compared to 2024. The proportion of gamers in Germany has increased compared to 2015 (42%). The gaming market in Germany increased by 4% in the first half of 2025, reaching approximately 4.6 billion euros.
Online gaming services such as cloud functions increased by 4% to around 0.6 billion euros in the first half of 2025. Mobile and tablet games, where players can make additional purchases while playing, are popular. Advertising is sometimes displayed during the game to encourage players to spend money. Last year, 335,000 people attended the Gamescom, and it's expected to be just as vibrant this year.
In summary, the gaming industry in Germany is a mature but currently challenged market adapting to new consumption habits, with potential anchored in cloud gaming growth and digital services but facing pressure from declining company numbers and hardware sales. This points to an industry in transition, striving to balance traditional and digital offerings to meet the evolving needs of its audience.
| Aspect | Status 2024-2025 | |-----------------------------|----------------------------------------| | Total Market Revenue | €9.405 billion in 2024 (6% decline YoY) | | Hardware Sales | €2.939 billion (10% decline YoY) | | Game Sales Revenue | €5.501 billion (6% decline YoY) | | Cloud Gaming & Subscriptions | €965 million (12% growth) | | Employment | 12,134 workers (2% decline) | | Market Trend (H1 2025) | +4% growth indication | | Government Support | Perceived as weak and limiting | | Popularity | Strong and growing audience across ages | | Monetization Focus | Heavy reliance on microtransactions |
- The growth in the cloud gaming and subscription services segment, which expanded by 12% to €965 million, is an indicator of the finance sector within the gaming business adapting to new consumption habits.
- The games industry in Germany, with a steadily expanding audience across multiple age groups, generates a significant portion of its revenue from microtransactions, particularly in PC and mobile gaming, representing 70% and 98% of revenue respectively.