Online Games - D-A-CH

  • D-A-CH
  • Revenue in the Online Games market market in the D-A-CH region is projected to reach US$0.52bn in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 2.21%, leading to a projected market volume of US$0.58bn by 2029.
  • In the D-A-CH Online Games market market, the number of users is anticipated to reach 12.1m users by 2029.
  • User penetration is forecasted to be 11.3% in 2024, increasing to 12.0% by 2029.
  • In a global context, the highest revenue will be generated China, with US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market within the D-A-CH region is projected to be US$45.87 in 2024.
  • Germany's online gaming market is increasingly prioritizing immersive experiences, reflecting a growing consumer demand for innovative storytelling and interactive gameplay.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in D-A-CH, which includes Germany, Austria, and Switzerland, is experiencing significant growth and development. Customer preferences in the Online Games market in D-A-CH are driven by several factors. Firstly, there is a growing demand for immersive and interactive gaming experiences. Players are increasingly seeking games that provide engaging storylines, realistic graphics, and multiplayer capabilities. Additionally, there is a preference for mobile gaming, as more consumers are accessing games through their smartphones and tablets. This shift towards mobile gaming is driven by the convenience and portability of these devices. Finally, there is a strong interest in online multiplayer games, where players can connect and compete with others from around the world. Trends in the market indicate a shift towards free-to-play games with in-app purchases. This business model allows players to access the game for free, but offers additional features or virtual items for purchase within the game. This trend is driven by the desire to attract a larger player base and generate revenue through microtransactions. Additionally, there is a growing focus on esports, with an increasing number of tournaments and professional teams emerging in the region. This trend is fueled by the popularity of competitive gaming and the potential for lucrative sponsorships and prize money. Local special circumstances in the D-A-CH region also contribute to the development of the Online Games market. Firstly, the region has a strong gaming culture, with a high level of interest and participation in gaming activities. This creates a favorable environment for the growth of the market. Additionally, the D-A-CH region has a well-developed infrastructure, including reliable internet connectivity and a high penetration of smartphones. This facilitates the accessibility and adoption of online games. Underlying macroeconomic factors further support the growth of the Online Games market in D-A-CH. The region has a strong economy, with high disposable incomes and a willingness to spend on leisure activities. This enables consumers to invest in gaming hardware and software, as well as in-game purchases. Furthermore, the D-A-CH region has a large population, providing a sizable market for online games. This population also includes a significant number of tech-savvy individuals who are likely to be early adopters of new gaming technologies. In conclusion, the Online Games market in D-A-CH is experiencing growth and development due to customer preferences for immersive and interactive gaming experiences, a shift towards free-to-play games with in-app purchases, and a focus on esports. Local special circumstances, such as a strong gaming culture and well-developed infrastructure, further contribute to the market's growth. Underlying macroeconomic factors, including a strong economy and a large population, also support the development of the market.

Methodology

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.

Overview

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