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game – Verband der deutschen Games-Branche e. V.
The German computer and video games market experienced significant growth during the first half of 2016, with total turnover reaching 971 million euros. This represents a 10 percent increase compared to the 884 million euros recorded during the same period in 2015. The industry’s performance during this timeframe outpaced other cultural and media-based sectors in Germany, driven by shifts in consumer spending habits toward digital services and microtransactions.
Key findings indicate a divergence in revenue streams. While traditional game sales for PCs, consoles, and mobile devices generated 521 million euros—a 2.4 percent decline from the previous year—this was offset by robust growth in other categories. The virtual goods and additional content segment, which includes microtransactions in free-to-play titles, grew by 20 percent to 317 million euros. Furthermore, subscription services and fee-based online networks, such as PlayStation Plus and Xbox Live Gold, saw substantial gains. Subscription revenue rose by 26 percent to 82 million euros, while spending on online networks surged by 144 percent, reaching 51 million euros.
The analysis relies on data compiled by the GfK Consumer Panel, which utilizes an ongoing survey of 25,000 representative German consumers to track purchasing and usage habits. This methodology provides a comprehensive view of the market, including physical media, digital downloads, and, for the first time in this period, expenditures on fee-based online networks. The findings reflect the broader German games industry, represented by the BIU (German Games Industry Association), whose members account for over 85 percent of the national market.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.