The competitive landscape of video games became increasingly fragmented over the review period, particularly when compared to the level of consolidation in Western Europe. Compared to 2019, when the top five global companies held 45% value share, this figure fell to 41% in 2024.
Many local consumers tend to favour popular games rather than playing titles by new publishers. Video games tend to be a means of socialising, and therefore consumers tend to play specific games with their friends rather than trying out a new option on their own.
The trend of focusing on core brands within video games reflects the consumer preference for established titles, often used as social platforms. Games such as Roblox and Fortnite function as comprehensive platforms, maximising audience reach by offering diverse experiences and reflecting this preference.
Video games in Germany is on the cusp of further product innovation, with the anticipated launch of Nintendo Switch 2 and MSI Claw in 2025. The latter is from a Taiwanese electronics company, which introduced its new Claw A8 hand-held console at Computex 2025, powered by AMD to offer greater hardware flexibility.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Germany with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in Germany, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See all of our definitionsThis report originates from Passport, our Video Games research and analysis database.
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