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Smartphones remain the most popular gaming platform among Germans

George Miller

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Smartphones remain the most popular gaming platform among Germans
Reading Time: 3 minutes

 

• 19.5 million Germans play games on smartphones

• PCs back in second place

• German games industry tops the 6-billion-euro mark

Smartphones remain the most popular gaming platform among Germans. Puzzles, brain-teasers or building games: 19.5 million people in Germany use smartphones to play games. That’s 900,000 more gamers than in 2018. These are the figures released today by game – the German Games Industry Association, based on data collected by the market research company GfK. This means smartphones are now Germany’s most popular gaming platform by an even wider margin; they hit the top spot for the first time in 2018. The number of PC users increased as well: in 2019, around 16.3 million people played on computers, which is an increase of 2.9 million gamers compared to 2018. Reasons for this growth include the release of hotly anticipated games such as city-building strategy game ‘Anno 1800’ or the western epic ‘Red Dead Redemption 2’, as well as the launch of new subscription services such as the Xbox Game Pass for PC or Ubisoft’s Uplay+.

By contrast, fewer people used consoles such as the Nintendo Switch, the Sony PlayStation, or the Microsoft Xbox to dive into the digital world in 2019. Approximately 15.9 million people played console games in 2019 – around 800,000 fewer gamers than in the previous year. However, the planned launches of the follow-up consoles to Sony’s PlayStation 4 and Microsoft’s Xbox One at the end of the year are expected to breathe new life into the console sector. As game announced in March, one third of Germans are greatly looking forward to the release of the coming generation of consoles. Tablets, on the other hand, gained approximately 300,000 additional users in 2019, amounting to a total of 11.3 million gamers. Overall, more than 34 million Germans play computer and video games. The average age is 37.5 years.

Felix Falk, Managing Director of game, says: ‘At home or on the go, alone or with friends: Germans play games all the time and everywhere. At times like these, in particular, we can see why so many people in Germany love games: they’re fun, they bring people together, and they allow us to escape for a little while, even when we’re sitting at home.’

German games market grows by 6 per cent

As already reported by game, the German games market grew by 6 per cent in 2019, to around 6.2 billion euros. Sales of games hardware, including consoles, gaming PCs and accessories, dropped by 2 per cent from the previous year, to 2.4 billion euros. In contrast, the market for games software showed a gain of 11 per cent: in 2019, a total of about 3.9 billion euros was spent on computer and video games and the charges for the respective online services.

About the market data
The current data take into account further dedicated games hardware like gaming PCs and the corresponding accessories, resulting in a larger market size than previously reported. This is true also of the adjusted data for 2018, which accordingly differs from that reported last year.
The market data is based on statistics compiled by the GfK Consumer Panel and App Annie. The methods used by GfK to collect data on Germany’s digital games market are unique in terms of both their quality and their global use. They include an ongoing survey of 25,000 consumers who are representative of the German population as a whole regarding their digital game purchasing and usage habits, as well as a retail panel. The data collection methods provide a unique insight into the German market for computer and video games.

 

game – the German Games Industry Association:
We are the association of the German games industry. Our members include developers, publishers and many other games industry actors such as esports event organisers, educational establishments and service providers. As a joint organiser of gamescom, we are responsible for the world’s biggest event for computer and video games. We are an expert partner for media and for political and social institutions, and answer questions relating to market development, games culture and media literacy. Our mission is to make Germany the best games location.

Central Europe

STS Completes Acquisition of Betsys

Niji Narayan

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STS Completes Acquisition of Betsys
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Polish bookmaking giant STS has completed the acquisition of Czech betting software provider Betsys.

Under the agreement, the terms of which were not disclosed, STS will take full ownership of Betsys, a software business in which it was already the majority shareholder. It acquired a 50% stake in the supplier’s parent company Greep in April 2017.

Betsys is STS’s main provider of software for both online and retail channels, and also counts the likes of Czech gaming conglomerate Sazka among its clients.

STS did not state what impact the acquisition would have on its financial results, but did reveal that Betsys generates “revenues of several million Euros per year.”

“This is a significant investment which secures our further development. The proprietary bookmaking system, and the possibility for its in-house development, constitutes a key advantage in our industry. We have already been generating more than 85% of our revenues via online channels, so further growth in IT solutions is of strategic value to us,” Mateusz Juroszek, chief executive of STS, said.

“The integration of Betsys and STS is not only a confirmation of the high quality of our services but above all, it allows us to expand our competence in the sector of IT solutions for the bookmaking industry, which is growing dynamically,” Jiri Najman, chief executive of Betsys, said.

“Betsys, as part of the STS Group, is guaranteed stable growth and the possibility of creating and developing significant competitive advantages for the bookmaker in terms of technology,” Jiri Najman added.

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Central Europe

Enormous potential for serious games: sales revenue expected to grow by 19 per cent annually in Germany

George Miller

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Enormous potential for serious games: sales revenue expected to grow by 19 per cent annually in Germany
Reading Time: 2 minutes

 

German serious games market likely to grow to 370 million US dollars by 2023
‘Considering the current turmoil in many industries, more companies should move with the times and use serious games as part of their employee training’

The German market for serious games is expected to grow significantly in the coming years: sales revenue in Germany is likely to increase by an average of 19 per cent annually, and market volume is projected to grow accordingly, to 370 million US dollars by 2023. This information was announced today by game – the German Games Industry Association. These figures are based on a projection from auditing and consulting firm PricewaterhouseCoopers. And the global trend looks similar: worldwide sales revenue from serious games is projected to grow by 19 per cent, creating a market worth approximately 9.2 billion US dollars by 2023.

‘This data on the German market for serious games – which has never been presented in this form before – demonstrates that serious games boast enormous potential in many areas, such as education and health care, and they also offer very strong economic prospects,’ says Felix Falk, Managing Director of game. ‘Whether learners are school pupils or career professionals, serious games increase learners’ motivation over the long term and make complex concepts easier to understand. They present a major opportunity for our knowledge-based society, and considering all their positive aspects, they are not being used nearly often enough.’

Human resources managers rate serious games particularly positively

The positive aspects of serious games are also important in a professional context. 98 per cent of the human resources managers surveyed who had already used serious games rated them as good or fairly good. 89 per cent observed an improvement in learning performance, and 86 per cent believed that their employees enjoyed the games. Around three quarters (76 per cent) of the human resources managers surveyed observed an increase in motivation among their employees.

Felix Falk: ‘Many in the business world still have reservations about serious games, as they feel that games are the antithesis of work. However, the survey results show how positively human resources managers rate serious games. Considering the current turmoil in many industries, more companies should move with the times and use serious games as part of their employee training. These games give employees the opportunity to learn key skills for the digital workplace alongside their colleagues in an interactive, digital format. And they can also give companies a strong competitive advantage.’

Further data from the survey on serious games conducted by auditing and consulting firm PricewaterhouseCoopers can be found in the new publication ‘game Fokus Serious Games’, which is available free of charge and in German language on seriousgames.game.de

 

About the market data
The data comes from a survey conducted by auditing and consulting firm PricewaterhouseCoopers (PwC) GmbH. 407 human resources managers were surveyed, comprising 234 men and 173 women. The average age of survey participants was 43.1. The survey was conducted in the second half of December 2018.

game – the German Games Industry Association
We are the association of the German games industry. Our members include developers, publishers and many other games industry actors such as esports event organisers, educational establishments and service providers. As a joint organiser of gamescom, we are responsible for the world’s biggest event for computer and video games. We are an expert partner for media and for political and social institutions, and answer questions relating to market development, games culture and media literacy. Our mission is to make Germany the best games location.

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Central Europe

New Products Help Mitigate Fall of Gambling Revenue in Poland

Niji Narayan

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New Products Help Mitigate Fall of Gambling Revenue in Poland
Reading Time: < 1 minute

 

The new figures published by Poland’s finance ministry have revealed that while the gambling revenue decline for the year to date, newly regulated products helped mitigate the falls in online betting and land-based gaming.

The gross gaming yield projections provided by H2 Gambling Capital revealed that the total for the year to June 11 is expected to fall 9.5% from 2019’s figures. This is significantly lower than the 19.6% decline projected across all EU markets.

Poland’s lower projected decline was due to the development of newly regulated verticals such as online casinos and land-based arcades. Online casino revenue grew 96.7% for the year to June 11, aided by growth from Totalizator Sportowy’s Total Casino site.

Total Casino is Poland’s only legal online casino site which was launched in December 2018. The casino saw new player sign-ups grow significantly this year, according to the Ministry. This in turn took revenue from offshore sites, which saw casino revenue fall 25.0% for the period.

Total online revenue was up 0.3%, with a 14.2% decline in sports betting – during a period in which sporting events were suspended during the Covid-19 crisis – offset by growth in online casino and online lotteries (up 26.2%).

For the land-based sector, revenue across all verticals was down 13.1%, largely down to a 27.3% drop in casino yield and a 25.4% decline for betting. Number games such as lotteries saw gross gaming yield fall 8.6%. However, gaming arcades saw their contribution rise 41.4% over the period.

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