Video Games in Germany

Video Games in Germany

In 2019, video games in Germany showed stabilised growth for once, due to the continuing strong performance of digital games and AR/VR headsets, but especially given the fact that gaming increasingly reaches society’s middle class. A fitting example is the recent development of Germany’s e-sports scene. Germany counts as the European pioneer when it comes to e-sports and when it comes to measures as media rights, number of events and sponsorship. Seeing traditional sports as a benchmark for whic...

Euromonitor International's Video Games in Germany report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2015-2019, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market – be they new product developments, distribution or pricing issues. Forecasts to 2024 illustrate how the market is set to change.

Product coverage: Video Games Hardware, Video Games Software.

Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.

Why buy this report?
* Get a detailed picture of the Video Games market;
* Pinpoint growth sectors and identify factors driving change;
* Understand the competitive environment, the market’s major players and leading brands;
* Use five-year forecasts to assess how the market is predicted to develop.

Euromonitor International has over 40 years' experience of publishing market research reports, business reference books and online information systems. With offices in London, Chicago, Singapore, Shanghai, Vilnius, Dubai, Cape Town, Santiago, Sydney, Tokyo and Bangalore and a network of over 800 analysts worldwide, Euromonitor International has a unique capability to develop reliable information resources to help drive informed strategic planning.


Video Games in Germany
Euromonitor International
August 2020
List OF CONTENTS AND TABLES
HEADLINES
PRE-COVID-19 PERFORMANCE
Digital games and AR/VR sets drive growth in 2019, with e-sports development and battle royale games showing notable potential
VR headsets continue to see high growth in 2019 and has huge potential that depends on various factors
Themed heading 3
2020 AND BEYOND
COVID-19 impact
Affected products within video games
Recovery and opportunities
CATEGORY DATA
EXECUTIVE SUMMARY
COVID-19 impact on toys and games
COVID-19 country impact
Digitalisation remains the main theme within Germany’s toys and games industry in 2019
LEGO and Nintendo maintain their leading positions in traditional toys and games and video games, while e-commerce sales soar in 2019
Following temporary COVID-19-related growth spike in 2020, toys and games is set to see slower but steady growth over the forecast period
MARKET DATA
GLOBAL MACROECONOMIC ENVIRONMENT
GLOBAL INDUSTRY ENVIRONMENT
DISCLAIMER
SOURCES

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