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German Games Market Registers 6% Growth in 2019

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  • German games industry tops the 6-billion-euro mark
  • In-game purchases and fees for online services are growth engines
  • ‘The dynamic growth shows once again that games are one of the most important drivers of the digital world.’

The German games market registered continued significant growth in 2019: sales of games hardware and software rose by 6 per cent overall, to around 6.2 billion euros. These are the figures released today by game – the German Games Industry Association, based on data collected by GfK and App Annie. 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 fees for the respective online services.

‘The German games market developed amazingly well in 2019,’ says Felix Falk, Managing Director of game. ‘Up to now, the years at the end of a console generation have been comparatively weaker economically. But we aren’t seeing any st oe now. Revenue models like in-game purchases and fees for online services have become important columns st oe games market. This means that, alongside the classic purchase of computer and video games, the long-term use of game titles is playing an ever greater role. The dynamic growth shows once again that games are one st o most important drivers st o digital world.’

In-game purchases and fees for online services are decisive growth engines

Sales through fees for online services showed the strongest percentage growth in 2019, rising by 31 per cent, to 461 million euros. These include, among other things, costs st oe online services of games consoles such as Nintendo Switch Online, PlayStation Plus and Xbox Live Gold. Also in this category are subscription services like Origin Access Premiere (EA) and Uplay+ (Ubisoft), which charge a fixed monthly rate for access to a large library of games, as well as sales for cloud gaming offerings like Google Stadia and PlayStation Now. Sales through in-game purchases also grew sharply in 2019: compared to 2018, this submarket increased by 16 per cent, to around 2.3 billion euros. In-game purchases include both small charges – to better equip one’s game character, for example – and more expensive content like whole additional campaigns and season passes. Declines were posted in other market segments, however, such as the one-time purchase of computer and video games (-3 per cent, to around 1 billion euros) and subscription to individual game titles (-10 per cent, to around 113 million euros).

About the market data

When further dedicated games hardware like gaming PCs and the corresponding accessories are taken into account, the market size for 2018 is larger than was communicated 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 st o 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 st o German games industry. Our members include developers, publishers and many other games industry actors such as esports companies, educational establishments and service providers. As a joint organiser of gamescom, we are responsible st oe 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 st o make Germany the best games location.

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Central Europe

Poland to Classify Gambling Streaming as Serious Crime

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The Polish Parliament is considering a landmark draft law to curb harmful digital content, specifically targeting the phenomenon known as “patostreaming.”

Patostreaming is recognised as a new term to categorise criminal offences related to the broadcasting of online violence, abuse and sexually degrading content.

The proposed legislation would criminalize the broadcasting of violence, abuse, and sexually degrading material. Additionally, the bill seeks to outlaw the promotion of online gambling by social media influencers. By amending the Penal Code, supporters aim to bridge the legal gap between digital behaviour and offline criminal acts, ensuring online offenders face the same accountability as those in the physical world.

The bill carries the backing of ministers of Poland’s new Civic Coalition (KO) government, formed in late 2025 by the union of the Citizens Platform (PO), Modern (Nowoczesna) and the Polish Initiative (iPL).

Supporters call for clearer enforcement powers to treat the online broadcasting of serious criminal acts as a punishable offence, aligning digital conduct with crimes already sanctioned offline.

If adopted, the legislation would introduce prison sentences ranging from three months to five years for individuals who publicly share real or staged content depicting serious criminal acts via online platforms.

The same penalty range would also apply to influencers found to be illegally promoting online gambling activity that remains heavily restricted under Poland’s state-controlled gambling regime.

KO ministers have framed the initiative as part of a broader effort to strengthen online protections for Polish youth, citing rising exposure to violent digital content and illegal gambling promotions across social media platforms.

The post Poland to Classify Gambling Streaming as Serious Crime appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Casino-Groups

Sebastian Jarosch Becomes Head of AI at Casinos Groups

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Sebastian Jarosch is no longer solely the founder and managing director of Casino Groups as he is also taking on the role of Head of AI, at least on an interim basis. This personnel decision marks a conscious step towards closer integration of corporate management and technological responsibility.

In future, Jarosch will not only be responsible for the strategic direction of the company, but also for the further development of the AI systems that already form a central part of the product landscape. Casino Groups is one of the best-known platforms, which has been using and continuously developing an AI-supported rating system for online casinos for some time.

The decision to anchor the role of Head of AI directly at management level was a conscious one. Artificial intelligence now influences almost all areas of the affiliate business, from content structures and data analysis to regulatory documentation and product logic. Such a development requires decisions that bring together economic objectives, technological possibilities and legal frameworks.

Sebastian Jarosch brings this perspective from years of experience in the iGaming sector. As an entrepreneur, he is familiar with economic dependencies as well as the challenges of increasing regulation. The additional responsibility in the AI area makes it possible to set technological courses more quickly, define priorities more clearly and establish innovation as an integral part of corporate management.

The new role of Head of AI fits in perfectly with current developments in the iGaming market. Increasing regulatory requirements, rising acquisition and content costs, and the growing influence of AI-powered search systems are changing the economic fundamentals of the affiliate business. Visibility is no longer achieved solely through reach, but through authority, consistency and verifiable quality.

With this appointment, Casino Groups is sending a clear signal to the outside world. Affiliate companies are increasingly being valued like media or technology companies. Partners and investors are placing greater emphasis on compliance, data competence and sustainable product development. The bundling of management and AI responsibility strengthens the company’s credibility in these areas.

At the same time, Casinos Groups is positioning itself as a player that does not delegate innovation, but actively drives it forward. The interim nature of the role creates space for further development and adaptation without diluting the strategic ambition. For the industry as a whole, this step underlines that AI expertise has arrived at the management level.

The role of Head of AI forms the organisational foundation for this development. It ensures that technological innovation, editorial standards and economic objectives are interlinked. Casino Groups is thus pursuing a clear line: technology as a tool, people as an authority and quality as a connecting element.

The post Sebastian Jarosch Becomes Head of AI at Casinos Groups appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Birgit Wimmer

Birgit Wimmer Named Chairwoman as NOVOMATIC AG Reshapes Supervisory Board

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During the General Meeting of NOVOMATIC AG, Birgit Wimmer, MSc., MBA, was designated to the Supervisory Board and subsequently elected as its Chairwoman in the constitutive meeting. She steps into the role of Dr. Bernd Oswald, who served as a Member of the Supervisory Board of NOVOMATIC AG for roughly ten years and will now assume a different role within the company group.
As a co-shareholder, Birgit Wimmer has engaged for many years in key governance roles within the top holding companies, including stints as a Non-Executive Member of the Board of Directors for the Swiss holding companies and as Managing Director of NOVO Invest GmbH. She possesses substantial experience in investment and management, along with numerous years of involvement in the banking sector.

“As Chairwoman of the Supervisory Board, I look forward to working together with my colleagues on both the Supervisory Board and the Executive Board as we help to successfully shape the Group’s strategic and sustainable development,” says Birgit Wimmer.

Dr. Haig Asenbauer, an internationally experienced lawyer with particular expertise in cross-border M&A transactions, company reorganization, and complex investment structures, was elected to serve as Deputy Chairman. Martina Flitsch retains her position as a Member of the Supervisory Board. She has many years of experience in international group structures and in providing strategic and legal support for corporate investments. Dr. Robert Hofians, a recognized finance and capital markets expert who also has extensive experience in the fields of governance and regulation in his roles as a professor and public accountant, also remains a Member of the Supervisory Board.

As of January 1, 2026, the Supervisory Board of NOVOMATIC AG is now composed as follows:

  • Birgit Wimmer, MSc., MBA (Chairwoman)
  • Dr. Haig Asenbauer (Deputy Chairman)
  • Martina Flitsch (Member)
  • Dr. Robert Hofians (Member)

The post Birgit Wimmer Named Chairwoman as NOVOMATIC AG Reshapes Supervisory Board appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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