Revenue from virtual additional content for video games in Germany 2008-2023

Revenue from paid virtual additional content for computer and video games in Germany from 2008 to 2023

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Sources

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Release date

April 2024

Region

Germany

Survey time period

2008 to 2023

Special properties

In-game and in-app purchases (from 2019 including subscriptions)

Supplementary notes

* Change in methodology. According to the source, due to the growing dynamics of digital business models, the statistical methods for measuring virtual additional content revenues were jointly adjusted by Gfk and BIU".

** The source stated in March 2019 as follows regarding the figures for 2017 onwards : "Please note: The recent data can not be compared to the 2018 market data due to a change of provider and the resulting changes of methodology. What is new is the fact that the data for the game app market are derived from the app market specialist App Annie."
This results in limited comparability for the figures from 2017 onward.

*** From 2019, the figures also include sales of subscription fees for individual online games (2019: EUR 113 million).

In general, the source makes the following comment: "In-game purchases include both small amounts of money - for example for better equipment of your own game character - as well as more expensive content such as entire additional campaigns or season passes".

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