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game – Verband der deutschen Games-Branche e. V.
The German games industry experienced a significant demographic shift in 2019, characterized by an aging player base and robust market growth. The primary thesis highlights that gaming has evolved beyond a youth-centric activity into a diverse cultural, educational, and therapeutic medium, driven largely by the increasing participation of older demographics. As of 2019, nearly 10 million individuals aged 50 and older were active gamers, representing 29 percent of the total player population in Germany.
The average age of German gamers reached 36.4 years in 2019, continuing a steady upward trend from 31 years in 2014. Across the nation, more than 34 million people engage with computer and video games on various platforms, including consoles, PCs, and mobile devices. Gender parity remains a notable feature of the market, with women accounting for 48 percent of all gamers.
Financial performance in the German market was equally strong, with total sales of games and hardware reaching 4.4 billion euros in 2018, marking a 9 percent increase over the previous year. Growth was primarily fueled by online service fees, which nearly doubled to 353 million euros, and in-game purchases, which rose 28 percent to 1.9 billion euros.
These findings are based on comprehensive market data collected through a combination of retail panels and an ongoing survey of 25,000 consumers representative of the German population. The methodology utilizes data from GfK Consumer Panel, GfK Entertainment, GfK POS Measurement, and App Annie to provide a high-quality, longitudinal view of national gaming habits. Due to changes in service providers and data collection methodologies, these figures are noted as distinct from previous years' reporting.
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Game – Verband der deutschen Games-Branche e.V. · 2022