Definition:
The mobile games market encompasses the development, distribution, and consumption of video games specifically designed for mobile devices such as smartphones and tablets. These games are typically available for download through mobile app stores and often feature a wide range of genres, including casual, puzzle, strategy, and action games, catering to diverse audiences globally.
Additional Information:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases and in-app purchases. Key players in the market are companies, such as Tencent Holdings Limited, Activision Blizzard, and Supercell.
Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Jan 2025
Source: Statista Market Insights
Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.
Most recent update: Aug 2024
Most recent update: Jan 2025
Source: Statista Market Insights
The Mobile Games Market in Germany is experiencing moderate growth, influenced by factors such as the rising popularity of smartphones, increased investment in game development, and the expanding user base seeking engaging and accessible gaming experiences.
Customer preferences: Consumers in Germany are gravitating towards mobile games that emphasize social interaction and community engagement, reflecting a cultural shift towards connectedness. This trend is fueled by younger demographics who prioritize multiplayer experiences and collaborative gameplay. Additionally, the rise of casual gaming aligns with busy lifestyles, as players seek quick and engaging entertainment options that fit into their daily routines. Gamification elements in non-gaming apps are also influencing preferences, blending gaming with productivity and education.
Trends in the market: In Germany, the Mobile Games Market is experiencing a notable shift towards socially interactive experiences, with many players favoring titles that foster community engagement. This trend is particularly pronounced among younger audiences who seek multiplayer and collaborative gameplay, highlighting a cultural emphasis on connectedness. Additionally, the rise of casual gaming caters to the fast-paced lifestyle of modern consumers, offering quick and accessible entertainment. As gamification features permeate non-gaming applications, industry stakeholders must adapt to these evolving preferences, exploring innovative ways to blend gaming with everyday activities, thereby enhancing user engagement and retention.
Local special circumstances: In Germany, the Mobile Games Market is shaped by a robust regulatory framework that prioritizes data protection and user privacy, influencing game design and marketing strategies. The cultural emphasis on community and collaboration is reflected in the popularity of multiplayer games, especially among younger demographics. Furthermore, Germany's diverse population fosters a demand for localized content that resonates with various cultural backgrounds, enhancing player engagement. This unique blend of regulatory and cultural factors differentiates Germany's market dynamics from other regions, driving innovation and growth in mobile gaming.
Underlying macroeconomic factors: The Mobile Games Market in Germany is significantly influenced by macroeconomic factors, including national economic stability, consumer spending patterns, and the global shift towards digital entertainment. A strong economy with low unemployment rates fosters disposable income, allowing consumers to invest in mobile gaming. Additionally, Germany's commitment to digital infrastructure enhances access to high-speed internet, crucial for online multiplayer experiences. Global trends, such as the rise of esports and mobile gaming adoption, further propel the market. Moreover, favorable fiscal policies supporting technology and innovation encourage local developers, driving competition and creativity in game design and marketing.
Most recent update: Jan 2025
Source: Statista Market Insights
Most recent update: Jan 2025
Source: Statista Market Insights
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Jan 2025
Source: Statista Market Insights
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