Central Europe
Germany: Sales revenues from paid online services for games rises significantly once again
• 461 million euros generated by fees from online services
• More than 5 million people in Germany pay for online services
• German games industry tops 6-billion-euro mark
Sales revenue generated by fees from online services in Germany rose significantly once again. The segment grossed approximately 461 million euros in 2019, which is an increase of 30 per cent compared to 2018 (353 million euros) – and even that year, the segment had nearly doubled, with growth of 97 per cent. These are the figures released today by game – the German Games Industry Association, based on data collected by the market research company GfK. Fee-based online services are currently available in multiple versions and for a range of different gaming platforms. For example, services on consoles including Nintendo Switch Online, PlayStation Plus and Xbox Live Gold offer options such as playing online with and against other players, saving games in the cloud and receiving discounts on games and expansions. Subscription services for PC such as Origin Access Premier (EA) and Uplay+ (Ubisoft) allow players to pay a fixed monthly fee to access a huge rotating library of games and to play some new games before the release date. With cloud gaming services such as Google Stadia Pro and PlayStation Now, on the other hand, gamers no longer need high-performance hardware to play titles with their full range of graphics, as the computing power to run the games is provided in the cloud. Monthly fees for online services can range from 4 to 10 euros, depending on the provider. Last year, a total of approximately 5.1 million gamers paid for these fee-based services, which is around 300,000 people more than in 2018 (4.8 million).
In Germany, growing numbers of gamers are discovering fee-based online services that give them access to an enormous selection of the latest hot titles, offers and discounts for a monthly fee. The strong growth in this segment also indicates how much the games market is currently changing: long-term access and usage rights for games are becoming much more important than purchasing individual titles,’ says Felix Falk, Managing Director of game. ‘Cloud gaming services are an interesting option for many gamers, particularly if we consider future trends and blockbuster titles that require a lot of processing power. All the heavy processing takes place in data centres, so the players themselves no longer need particularly high-performance hardware. There’s a lot going on in this budding market segment at the moment, and we expect to hear much more about it in future.’
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 takes 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 GfK, 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.
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Central Europe
Poland to Classify Gambling Streaming as Serious Crime
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.
Casino-Groups
Sebastian Jarosch Becomes Head of AI at Casinos Groups
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.
Birgit Wimmer
Birgit Wimmer Named Chairwoman as NOVOMATIC AG Reshapes Supervisory Board
“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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