Share of in-game purchases of the total gaming revenue in Germany 2009-2022

Share of in-game purchases in the computer and video games market (excluding hardware) in Germany from 2009 to 2022

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Release date

April 2023

Region

Germany

Survey time period

2009 to 2022

Supplementary notes

Own calculation based on absolute values.

* Break in the method. The source makes the following note: ‘Against the background of the increasing dynamics of digital business models, the statistical methods for measuring sales of additional virtual content were adapted in cooperation between GfK and BIU.’

** For figures from 2017 onwards the source stated this in March 2019: "Please note: The recent data cannot be compared to the market figures for 2018 due to a change of provider and the resulting change of methods. What is new is the fact that the data for the game-app market are derived from the app market specialist App Annie."
Therefore, figures before 2017 have limited comparability with the following years.

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

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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Statistics on " Gaming in Germany "

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