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The video game publishing industry has seen extremely positive sales growth over the past five years. On average, sales growth amounted to 6.7% per year. While some larger marketers have suffered a drop in sales as a result of the shift away from physical copies and towards download options, more smaller industry players have been able to establish themselves on the market. Many consumers' interest in video games also increased dramatically during the lockdown phases. Many consumers spent more time at home due to contact restrictions and severely limited leisure opportunities, particularly in the first half of 2020 and 2021. Many turned to video games in search of entertainment. The growth trend is expected to continue in 2024 with an increase in sales of 1.5% to 1.2 billion euros.The increasing performance and variety or availability of end devices is also having a positive impact on the industry. Video games can increasingly be played on mobile devices such as smartphones and tablets, making it easier for the general public to access such games. Against this backdrop, game apps are currently enjoying increasing popularity. Furthermore, ever more elaborate and technically complex games can be played on computers and consoles. Advancing digitalisation means that the group of consumers of digital games is constantly growing.The industry is expected to see a further increase in sales in the period up to 2029. Turnover is expected to grow by an average of 2.4% per year to 1.3 billion euros. The development of virtual and augmented reality games as well as the trends towards cross-platform games, mobile gaming, cloud gaming, e-sports, free-to-play and subsequent monetisation through in-game purchases will have a significant impact on the industry in the coming years. The number of companies should also increase, as smaller marketers in particular, who are also active as developers, are likely to benefit from government funding and thus have the opportunity to make their mark on the market.
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IBISWorld's research coverage on the Computer Game Publishing industry in Germany includes market sizing, forecasting, data and analysis from 2014-2029. The most recent publication was released June 2024.
The Computer Game Publishing industry in Germany operates under the WZ industry code J58.21DE. The industry is involved in the publishing of games software for various platforms such as consoles and computers. Its activities also include the online publication of video games and the provision of copyright services for game software manufacturers. The publishing of operating software and the manufacture and sale of consumer electronics devices are not part of the sector's activities. Related terms covered in the Computer Game Publishing industry in Germany include bug, esports, exergames, handheld, in-game purchase, mass-multiplayer online role-playing game and physics engine.
Products and services covered in Computer Game Publishing industry in Germany include Console games, In-app and in-game purchases and Computer games.
Companies covered in the Computer Game Publishing industry in Germany include InnoGames GmbH, Nintendo of Europe GmbH and Microsoft Deutschland GmbH.
The Performance chapter covers detailed analysis, datasets, detailed current performance, sources of volatility and an outlook with forecasts for the Computer Game Publishing industry in Germany.
Questions answered in this chapter include what's driving current industry performance, what influences industry volatility, how do successful businesses overcome volatility, what's driving the industry outlook. This analysis is supported with data and statistics on industry revenues, costs, profits, businesses and employees.
The Products and Markets chapter covers detailed products and service segmentation and analysis of major markets for the for the Computer Game Publishing industry in Germany.
Questions answered in this chapter include how are the industry's products and services performing, what are innovations in industry products and services, what products or services do successful businesses offer and what's influencing demand from the industry's markets. This includes data and statistics on industry revenues by product and service segmentation and major markets.
The Geographic Breakdown chapter covers detailed analysis and datasets on regional performance of the Computer Game Publishing industry in Germany.
Questions answered in this chapter include where are industry businesses located and how do businesses use location to their advantage. This includes data and statistics on industry revenues by location.
The Competitive Forces chapter covers the concentration, barriers to entry and supplier and buyer profiles in the Computer Game Publishing industry in Germany. This includes data and statistics on industry market share concentration, barriers to entry, substitute products and buyer & supplier power.
Questions answered in this chapter include what impacts the industry's market share concentration, how do successful businesses handle concentration, what challenges do potential industry entrants face, how can potential entrants overcome barriers to entry, what are substitutes for industry services, how do successful businesses compete with substitutes and what power do buyers and suppliers have over the industry and how do successful businesses manage buyer & supplier power.
The Companies chapter covers Key Takeaways, Market Share and Companies in the Computer Game Publishing industry in Germany. This includes data and analysis on companies operating in the industry that hold a market share greater than 5%.
Questions answered in this chapter include what companies have a meaningful market share and how each company is performing.
The External Environment chapter covers Key Takeaways, External Drivers, Regulation & Policy and Assistance in the Computer Game Publishing industry in Germany. This includes data and statistics on factors impacting industry revenue such as economic indicators, regulation, policy and assistance programs.
Questions answered in this chapter include what demographic and macroeconomic factors impact the industry, what regulations impact the industry, what assistance is available to this industry.
The Financial Benchmarks chapter covers Key Takeaways, Cost Structure, Financial Ratios, Valuation Multiples and Key Ratios in the Computer Game Publishing industry in Germany. This includes financial data and statistics on industry performance including key cost inputs, profitability, key financial ratios and enterprise value multiples.
Questions answered in this chapter include what trends impact industry costs and how financial ratios have changed overtime.
The Industry Data chapter includes 10 years of historical data with 5 years of forecast data covering statistics like revenue, industry value add, establishments, enterprises, employment and wages in the Computer Game Publishing industry in Germany.
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The market size of the Computer Game Publishing industry in Germany is €1.2bn in 2026.
There are 205 businesses in the Computer Game Publishing industry in Germany, which has grown at a CAGR of 5.2 % between 2019 and 2024.
The Computer Game Publishing industry in Germany is unlikely to be materially impacted by import tariffs with imports accounting for a low share of industry revenue.
The Computer Game Publishing industry in Germany is unlikely to be materially impacted by export tariffs with exports accounting for a low share of industry revenue.
The market size of the Computer Game Publishing industry in Germany has been growing at a CAGR of 6.7 % between 2019 and 2024.
Over the next five years, the Computer Game Publishing industry in Germany is expected to grow.
The biggest companies operating in the Computer Game Publishing industry in Germany are InnoGames GmbH, Nintendo of Europe GmbH and Microsoft Deutschland GmbH
Console games and In-app and in-game purchases are part of the Computer Game Publishing industry in Germany.
The company holding the most market share in the Computer Game Publishing industry in Germany is InnoGames GmbH.
The level of competition is high and increasing in the Computer Game Publishing industry in Germany.