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game – Verband der deutschen Games-Branche e. V.
This market across PCs, consoles, and mobile devices reached a total revenue of 659 million euros.
The German games industry experienced significant growth in 2016, driven largely by the increasing popularity of free-to-play titles and the monetization of virtual goods. The market for virtual goods and additional content across PCs, consoles, and mobile devices grew by 17 percent, reaching a total of 659 million euros. This expansion is attributed to a rising number of paying users, which increased from 3.3 million in 2015 to 3.9 million in 2016, alongside a slight rise in average monthly expenditure per user from 12.02 euros to 13.57 euros.
Free-to-play games have established themselves as a foundational pillar of the German market, particularly within the mobile sector. Game apps saw a 30 percent growth in 2016, totaling 409 million euros, with free-to-play titles accounting for approximately 96 percent of that revenue. Beyond mobile, the model has become a standard for major e-sports titles, where players purchase non-competitive digital items such as character skins or in-game currency.
The findings are based on comprehensive market research conducted by GfK, utilizing an ongoing consumer panel of 25,000 individuals representative of the German population. This methodology allows for detailed insights into purchasing and usage habits across various digital platforms. The data reflects a broader trend where the accessibility of free-to-play games serves as a successful entry point for consumers, ultimately fostering long-term engagement and consistent revenue streams for developers and publishers within the German market.
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