2025
8
Germany Gaming Consumer: 2025
2025-12-18T08:01:04+00:00
REPEA46FCDF_6F53_45E1_BB4D_EE5428CD272D
2995
189733
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Report
en_GB
Video games are a mainstream pastime, reaching 65% of Germans, with 56% playing at least once a week. Smartphones are…
Germany
Gaming
simple

Germany Gaming Consumer: 2025

"Younger Germans welcome brand collaborations with gaming, but delivering community-specific value is key to stand out and authentically convey commitment."

Jan Urbanek, Principal Analyst

German Gaming Consumer – Trends and Insights

  • Video games are a mainstream pastime, reaching 65% of Germans, with 56% playing at least once a week. Smartphones are the most popular gaming devices, underscoring accessibility as a key driver of engagement.
  • The German gaming market also demonstrates resilience: market revenue persisted even amid cost-of-living pressures, highlighting how gaming is a prioritised discretionary spend that consumers turn to for escapism and comfort.
  • Engagement patterns, however, continue to vary widely by age and gender: younger consumers (16-34s) play most frequently by far across devices and are motivated by social connection. Older gamers primarily engage with casual games, while competitive gameplay and high-quality hardware are typically valued more by men.
  • For brands, younger gamers present the strongest commercial opportunity, not only for in-game ads, but also through adjacent engagements, such as gaming-themed products. While they are receptive to brand collaborations, authenticity and a clear value-add are crucial.

This Report Looks at the Following Areas:

  • How often Germans play video games, including the devices used
  • Types of video games played
  • Purchases of gaming-themed items in the past 12 months
  • Gamer typologies, based on consumer attitudes towards gaming, and how brands can target them
Collapse All
  1. EXECUTIVE SUMMARY

    • What you need to know
    • Outlook for gaming
    • Opportunities
    • Prioritise community-specific value over broad reach
    • Müller connects with gamers through Call of Duty
    • Elevate the value-add by creating social experiences
    • Pick the right audience and timing to boost marketing effectiveness
  2. THE MARKET

    • Consumers and the economic outlook
    • Gaming can offer cut-through in a cluttered ad landscape
    • Graph 1: media formats used daily, by age, 2024
    • Loneliness among younger audiences will shape gaming habits
    • Innovations with gaming services and hardware will drive revenue
  3. THE CONSUMER

    • Frequency of playing video games
    • Video games engage Germans across age groups
    • Gender stereotypes are far off – but not entirely untrue
    • Graph 2: playing video games at least once a week, by gender and age, 2025
    • Capitalise on the reach of watchable gaming content
    • Types of video games played
    • Fragmented gaming habits pose a key challenge for advertisers
    • Graph 3: types of video games played in the last three months, by age, 2025
    • Tailor to the gaming preferences of your target group
    • Graph 4: types of video games played in the last three months, by gender and age, 2025
    • Gaming-related purchased
    • Gaming partnerships can work across categories
    • Graph 5: gaming-themed items purchased in the last 12 months, by 16-34s, 2025
    • Gaming partnerships can work across categories
    • Draw in new audiences with gaming crossovers
    • Gamer typologies
    • German Gamer typologies
    • Group 1: Self-conscious Enthusiasts
    • Graph 6: Self-conscious Enthusiasts, by age, vs all gamers, 2025
    • Engage Self-conscious Enthusiasts by normalising gaming passion
    • Mercedes Benz celebrates gaming as a skill
    • Group 2: Hardcore Purists
    • Graph 7: Hardcore Purists, by age, vs all gamers, 2025
    • Immersion is key when advertising to Hardcore Purists
    • Group 3: resonate with Reserved Aesthetes through visual appeal
    • Graph 8: Reserved Aesthetes, by age, vs all gamers, 2025
    • Group 4: Casuals can be reached through mobile ads
    • Graph 9: Casuals, by age, vs all gamers, 2025
  4. INNOVATION AND MARKETING

    • Brands across categories tap into Minecraft for marketing…
    • …exemplified by NYX and McDonald’s
    • Polestar shows its appreciation for the GeoGuessr community
    • Samsung brings ad-supported cloud gaming to its TVs
    • Sparkasse taps into the Fortnite community with branded gaming experience
    • Kaufland combines the reach of fitness and gaming influencers
    • RTL promotes its sports content with interactive Minecraft placement
  5. APPENDIX

    • Report scope
    • The consumer
    • Consumer research questions
    • Consumer research methodology
    • Cluster analysis
    • Repertoire analysis methodology
    • Abbreviations
    • A note on language – Germany

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