2020
9
Germany Video Games and Consoles Market Report 2020
2020-12-22T12:02:52+00:00
REP64E33720_04BB_424B_A1FA_FC0EB6BECD79
2195
129043
[{"name":"Video Games and Consoles","url":"https:\/\/store.mintel.com\/industries\/technology\/video-games-consoles"}]
Report
en_GB
COVID-19 has created a unique opportunity to build a bigger gaming audience including new and lapsed gamers looking for entertainment at home during the pandemic.Jan Urbanek, Research Analyst -…

Germany Video Games and Consoles Market Report 2020

£ 2,195 (Excl.Tax)

Report Summary

Providing the most comprehensive and up-to-date information and analysis of the Video Games & Consoles – Germany market including the behaviours, preferences and habits of the consumer.

Young gamers in particular show a strong demand for playing with friends online and in the same room. Cloud gaming and cross-play can be used to foster these experiences. Features allowing the use of streaming services together, and including video chat functions, can further facilitate social interaction in times of social distancing.

Quickly Understand

  • How to overcome technical hurdles to offer social value?
  • How to make mobile gaming more enticing?
  • What are the main players within the industry?
  • How to drive engagement through creating virtual couch experiences?
  • How to overcome technical barriers to offer social value?
  • What are German consumers’ demands for next-gen consoles?

Covered in this report

Brands mentioned: Apple, Bethesda, Blizzard Entertainment, EA, Facebook, FIFA 20, Fortnite, Microsoft, Netflix, Nintendo, PlayStation, Sony, Spotify, Teleparty, Watch Party, Xbox, xCloud, YouTube, ZeniMax Media, etc.

Expert analysis from a specialist in the field

Written by Jan Urbanek, a leading analyst in the Consumer Technology sector, his extensive knowledge delivers in-depth commentary and analysis to highlight current trends and add expert context to the numbers.

COVID-19 has created a unique opportunity to build a bigger gaming audience including new and lapsed gamers looking for entertainment at home during the pandemic.
Jan Urbanek
Analyst – Consumer Technology

Table of Contents

  1. Executive summary

    • Market context
    • Mintel predicts
    • [Graph] Germany: games console revenue, 2015-20 (€m)
    • [Graph] Germany: games console revenue, 2015-25 (€m)
    • What consumers want, and why
    • [Graph] Germany: attitudes towards social gaming, by generation, June 2020
    • [Graph] Germany: impact of COVID-19 on portable console activities, June 2020
    • [Graph] Germany: impact of COVID-19 on static console activities, June 2020
    • [Graph] Germany: likelihood of buying next-gen console, June 2020
    • Opportunities
    • The competitive landscape
    • [Graph] Germany: console device sales volume share, by brands, 2018-19
  2. THE IMPACT OF COVID-19

    • market drivers

      • What consumers want, and why

        • Games console owners and brands
        • [Graph] Germany: static games console brands in the household, June 2020
        • [Graph] Germany: any Nintendo Switch ownership, by generation, June 2020
        • [Graph] Germany: static console ownership by technology products in household, June 2020
        • Activities on games consoles
        • [Graph] Germany: use cases for portable games consoles, June 2020 ¹
        • [Graph] Germany: use cases for static games consoles, June 2020
        • [Graph] Germany: impact of COVID-19 on static console activities, June 2020
        • [Graph] Germany: impact of COVID-19 on portable console activities, June 2020
        • [Graph] Germany: use cases for static games consoles, by generation, June 2020
        • Attitudes towards console gaming
        • [Graph] Germany: attitudes towards console gaming, June 2020
        • [Graph] Germany: attitudes towards social gaming, by generation, June 2020
        • [Graph] Germany: regular purchase of in-game content, by generation, June 2020
        • Intention to buy next-gen consoles
        • [Graph] Germany: respondents who are likely to buy the next generation of consoles, by static console gaming behaviour, June 2020
        • [Graph] Germany: consumers likely to buy next-gen console, by gender, June 2020
        • VR headsets
        • [Graph] Germany: ownership of a VR headset, by owned console brand, June 2020
        • [Graph] Global: agreement: "I love trying new experiences", December 2019
      • Launch activity and innovation

        • Advertising and marketing activity
      • Market share

        • [Graph] Germany: console device sales volume share, by brands, 2018-19
      • market size, segmentation and forecast

        • Forecasting during the COVID-19 pandemic
        • [Graph] Germany: games console revenue, 2015-20 (€m)
        • [Graph] Global: estimated games market revenue, by platform, 2020
        • [Graph] Germany: console market revenue, 2015-25 (€m)
      • Appendix

        • Note on COVID-19
        • Appendix – abbreviations and consumer research methodology
        • Appendix – market size and forecast

      About the report

      This market report provides in-depth analysis and insight supported by a range of data. At the same time, introductory and top-level content is provided to give you an overview of the issues covered.

      The consumer

      What They Want. Why They Want It.

      The Competitors

      Who’s Winning. How To Stay Ahead.

      The Market

      Size, Segments, Shares And Forecasts: How It All Adds Up.

      The Innovations

      New Ideas. New Products. New Potential.

      The Opportunities

      Where The White Space Is. How To Make It Yours.

      The Trends

      What’s Shaping Demand – Today And Tomorrow.

      Below is a sample report, understand what you are buying.

      Click to show report
      Germany Sample Report Cover

      Please Note: This is a sample report. All of the figures, graphs, and tables have been redacted. Our reports are available to download in PDF and PPT formats.

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