| Characteristic | Console games | PC games | Social/casual games | eSports |
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| - | - | - | - | - |
| - | - | - | - | - |
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| - | - | - | - | - |
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| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
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September 2024
Germany
2010 to 2023
* Forecast.Â
¹ The source states that revenue from downloadable content and subscriptions has been reassessed based on new sources. For the first time, cloud and subscription gaming revenue has been broken down separately, leading to corrections to console microtransactions.
Figures do not include earnings from advertising or hardware sales.
The figures do not include revenue from advertisements (video games, streaming adverts) or hardware sales. In the figures from 2017, however, additional in-app advertising revenue is recorded in the social games area. A comparison with the previous year's figures is therefore only possible to a limited extent.
Figures for 2010 to 2017 were retrieved from earlier reports.









