Games - D-A-CH

  • D-A-CH
  • Revenue in the Games market in D-A-CH is forecasted to reach US$14.14bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.27%, leading to a projected market volume of US$20.08bn by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$128.90bn in 2024).
  • In D-A-CH, the number of users is projected to be 0.00 by 2029.
  • User penetration is set to be 0.00 in 2024 and is projected to reach 0.00 by 2029.
  • The average revenue per user (ARPU) is expected to be [arpu_firstmarket_yeartoday] in D-A-CH.
  • The gaming industry in Germany, Austria, and Switzerland is experiencing a surge in mobile gaming, driving innovation and revenue growth.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in D-A-CH, consisting of Germany, Austria, and Switzerland, is experiencing significant growth and development.

Customer preferences:
Customers in the D-A-CH region have shown a strong preference for video games across various platforms, including consoles, PCs, and mobile devices. This preference is driven by the increasing availability of high-quality games, as well as the convenience and accessibility of digital distribution platforms. Additionally, multiplayer and online gaming have gained popularity, allowing players to connect and compete with others from around the world.

Trends in the market:
One notable trend in the D-A-CH Games market is the increasing demand for virtual reality (VR) gaming. VR technology has advanced significantly in recent years, providing immersive and realistic gaming experiences. This trend is driven by the growing availability of VR headsets and games, as well as the desire for a more engaging and interactive gaming experience. Another trend in the market is the rise of mobile gaming. With the widespread adoption of smartphones and tablets, more and more people are turning to mobile devices for gaming. This trend is fueled by the convenience and portability of mobile gaming, allowing players to enjoy games anytime and anywhere. Furthermore, the increasing quality and complexity of mobile games have attracted a wider audience, including casual gamers who may not have previously engaged in gaming.

Local special circumstances:
The D-A-CH region has a strong gaming culture, with a rich history of game development and a dedicated community of gamers. Germany, in particular, is known for its vibrant gaming scene, with numerous game development studios and gaming events. This local special circumstance contributes to the growth and development of the Games market in the D-A-CH region, as it fosters innovation and creativity within the industry.

Underlying macroeconomic factors:
The strong economy in the D-A-CH region plays a significant role in the development of the Games market. With high disposable incomes and a strong purchasing power, consumers in the region have the financial means to invest in gaming hardware, software, and accessories. Furthermore, the D-A-CH region has a high level of internet penetration and technological infrastructure, which supports the growth of online gaming and digital distribution platforms. In conclusion, the Games market in the D-A-CH region is experiencing growth and development due to customer preferences for video games, including VR gaming and mobile gaming. The local special circumstances, such as a strong gaming culture and a vibrant gaming scene, further contribute to the market's growth. Additionally, the region's strong economy and technological infrastructure provide a favorable environment for the Games market to thrive.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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