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14 documents·7 publishers

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Page 1
Report31 pages

Game Fokus: Esports 2019

Editorial 6 01 Einleitung 8 02 Geschichte des eSports 14 Interview mit Alexander Müller, Gründer und Geschäftsführer beim eSports-Team SK Gaming 03 Status quo von eSports 22 Interview mit Melek Balgün, freie Moderatorin und eSports-Expertin Interview mit Alexander Jobst, Vorstand Marketing und Kommunikation, FC Schalke 04 Interview mit Toan Nguyen, Executive Director und Partner bei ...

  • The German eSports market is projected to reach approximately 130 million Euros by 2020, representing an average annual growth of around 27 percent.
  • Despite its growing relevance, eSports in Germany faces significant hurdles due to a lack of official recognition as a sport, unlike 50 other countries (including EU states like Austria, Netherlands, and Sweden) that already acknowledge and promote it.
  • The German government, through the 2018 coalition agreement, has pledged to support eSports as its own sport with club and association rights, and the Foreign Office eased entry requirements for non-EU eSports athletes in August 2018, yet full equality with traditional sports is still missing.
  • Sponsoring, advertising, media rights, ticketing, and merchandising are key revenue streams for eSports, with global revenues from media rights, sponsoring, and advertising alone projected to be around 897 million US dollars in 2019.
  • Major non-endemic companies like Red Bull (sponsoring athletes and events for over 10 years) and Amazon (acquiring Twitch for nearly one billion US dollars in 2014) are heavily invested in eSports, with Twitch securing Overwatch League streaming rights for 90 million US dollars.
Sport1Jan 2019
Page 1
Report27 pages

Jahresbericht der Deutschen Games-Branche 2018

01 Gamer in Deutschland 6 02 Markt für Computer- und 12 .2 Umsätze mit virtuellen Gütern und Zusatzinhalten sowie Abonnements .3 Umsätze mit Gebühren für Online-Netzwerke 03 Games-Branche in Deutschland 22 .1 Beschäftigtenzahlen und Unternehmen .4 Die 10 Forderungen der Games-Branche 04 eSports 36 05 gamescom 40 06 Deutscher Computerspielpreis 42 07 Unterhaltungssof...

  • The German games market generated 2.2 billion Euros in 2017, growing 10% from 2016. This growth was driven by a 21% increase in revenue from virtual goods and additional content (reaching 1.01 billion Euros) and a 57% increase in revenue from online network fees (reaching 179 million Euros).
  • Smartphone gaming has surpassed PC as the most popular gaming platform in Germany, with 18.2 million smartphone gamers compared to 17.3 million PC gamers in 2017. Console gaming also saw significant engagement with 16 million players.
  • The German games industry is largely mid-sized, with 90% of companies generating up to 5 million Euros in annual revenue. It also boasts a high export quota, with 46% of its revenue earned outside Germany, significantly higher than the music (9%) and film/TV (4%) industries.
  • The market share of German game developments continues to decline, reaching 5.4% in 2017 (down from 6.9% in 2014). This is particularly evident in mobile gaming, where the share of German-developed apps dropped from 4.2% to 3.7% due to increased competition and high marketing costs.
  • The gamescom event attracted over 355,000 visitors in 2017, maintaining its position as the world's largest event for games. The number of exhibitors also grew by 6% to 703.
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game – Verband der deutschen Games-Branche e. V.Jan 2018

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