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Mobile games revenue in Germany reached 2.7 billion euros in 2025, a 25 per cent rise over the 2,130 million euros recorded in 2021.
The German Games Industry Association (game) maintains a market data hub that aggregates current statistics on the German video game sector, presented mainly as infographic-style releases. Its purpose is to give industry stakeholders, policymakers, and the press an accessible reference for the size, structure, and development of the domestic games market, alongside the association's wider advocacy, funding, and event activities.
The most recent entries, dated June through August 2026, focus on consumer behavior and platform usage. Topics include which platforms German players use most, the demographic breadth of the player community, and the finding that seven in ten games are purchased as downloads. Download purchases are especially popular among 20- to 29-year-olds. A further release maps regional games funding programmes across Germany.
Headline financial figures cover 2025. The German games market grew 4 percent, and gaming hardware revenue rose 12 percent. Mobile games revenue reached roughly 2.7 billion euros, up 25 percent from 2021, climbing from 2,130 million in 2021 through 2,206, 2,351 and 2,586 million to 2,671 million in 2025. In-app purchases generated about 2,596 million of the 2025 total, with online gaming services contributing 56 million and app purchases 19 million. These mobile figures draw on Sensor Tower and YouGov Shopper data.
On the supply side, a June 2026 release describes a mixed recovery: the number of games companies is increasing while employment is falling, suggesting that the industry is rebounding only slowly from recent contraction.
The coverage is national, centered on Germany, and spans 2021 to 2025 for mobile revenue, with publication dates running from March to August 2026. Methodological detail is limited on the landing page itself, as the individual releases carry the underlying data. The page also points to related association themes, including funding, esports, youth protection, diversity, and the gamescom events.
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