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game – Verband der deutschen Games-Branche e. V. | Game Industry Library
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game – Verband der deutschen Games-Branche e. V.
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game – Verband der deutschen Games-Branche e. V.
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Report
39 pages
German Games Industry: 2025
The German games market contracted by 6% in 2024, resulting in total revenue of €9.4 billion and the first recorded decline in industry employment and active companies.
Federal funding is set to increase to €125 million annually by 2026, supported by new competitive tax incentives designed to improve Germany's international market standing.
Germany remains Europe's largest games market and the fifth largest globally, supported by a robust player base of 37.5 million people with an average age of 39.5.
Market Analysis
Player Demographics
Employment
+1
game – Verband der deutschen Games-Branche e. V.
Jan 2025
Report
31 pages
Annual Report of the German Games Industry 2022
The German computer games market reached a total valuation of 14 billion euros in 2022.
The industry maintains a significant player base of 8 million individuals across Germany.
The sector is supported by a structured framework of 26 industry-specific companies and employment entities.
Market Analysis
Player Demographics
Germany
Game – Verband der deutschen Games-Branche e.V.
Jan 2022
Report
26 pages
Annual Report of the German Games Industry 2021
The German computer games market reached a total valuation of 14 billion euros in 2021.
The German games industry encompasses a broad ecosystem, including employment figures, company data, and specialized initiatives like the Entertainment Software Self-Regulation Body.
The industry operates under a framework of ten specific strategic demands aimed at shaping the future of the German games sector.
Market Analysis
Player Demographics
Employment
+1
game – Verband der deutschen Games-Branche e. V.
Jan 2021
Report
43 pages
Games Industry 2019/20
Germany is the largest video-game market in Europe and the fifth-largest globally, generating a record €4.4 billion in 2018 with a 9 percent year-on-year growth rate.
The German government supports the industry with €50 million in annual non-repayable grants, which cover 25 to 50 percent of project costs for developers.
The sector comprises approximately 524 game-related firms, including 368 development studios, employing 11,000 staff directly and nearly 28,000 when including ancillary roles.
Market Analysis
Investment
Employment
+1
game – Verband der deutschen Games-Branche e. V.
Jan 2020
Report
27 pages
Arbeiten in der Games-Branche: Kreativität trifft Technologie
The games industry is characterized by a high degree of professional diversity, requiring a wide range of skills and backgrounds.
There is no single, standardized career path for becoming a game developer.
Aspiring professionals frequently seek guidance on the specific qualifications and entry requirements needed to enter the sector.
Game Development
Employment
Germany
game.de
Jan 2019
Report
27 pages
Jahresbericht der deutschen Games-Branche 2019
The German games industry report for 2019 provides a comprehensive overview of the sector, covering market analysis, employment data, and industry policy demands.
The report details the state of the German gaming market, including specific sections on consumer demographics and software entertainment trends.
Industry infrastructure is highlighted through the analysis of the gamescom event, the Deutscher Computerspielpreis, and the Stiftung Digitale Spielekultur.
Market Analysis
Employment
Germany
game – Verband der deutschen Games-Branche e. V.
Jan 2019
Report
27 pages
Jahresbericht der Deutschen Games-Branche 2018
The German games market in 2018 is characterized by a shift toward digital revenue streams, specifically through virtual goods, additional content, and subscription models.
Revenue generation is increasingly driven by fees associated with online gaming networks.
The German games industry landscape comprises a defined ecosystem of companies and a growing number of employees.
Market Analysis
Esports
Germany
+1
game – Verband der deutschen Games-Branche e. V.
Jan 2018