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{"id":3081332,"date":"2022-08-17T14:20:00","date_gmt":"2022-08-17T12:20:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/spielkultur-deutscher_gamesmarkt_verzeichnet_geringes_wachstum_im_ersten_halbjahr\/3081332"},"modified":"2024-05-03T14:43:35","modified_gmt":"2024-05-03T12:43:35","slug":"spielkultur-deutscher_gamesmarkt_verzeichnet_geringes_wachstum_im_ersten_halbjahr","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/spielkultur-deutscher_gamesmarkt_verzeichnet_geringes_wachstum_im_ersten_halbjahr\/3081332","title":{"rendered":"Spielkultur: Deutscher Gamesmarkt verzeichnet geringes Wachstum im ersten Halbjahr"},"content":{"rendered":"

Der Verband der deutschen Games-Branche “game” hat\u00a0einen Bericht<\/a> zum Wachstum des deutschen Spielemarkts im ersten Halbjahr 2022 ver\u00f6ffentlicht.

<\/p>

In-Game-K\u00e4ufe sind weiterhin beliebt<\/h2>Nach dem Hoch im letzten Jahr stieg der Umsatz mit Spielen und Hardware in der ersten Jahresh\u00e4lfte lediglich um 2 Prozent (4,5 Milliarden Euro). W\u00e4hrend die Einnahmen mit In-App-K\u00e4ufen um 7 Prozent auf 1,3 Milliarden gefallen sind, ist der Umsatz mit In-Game-K\u00e4ufen bei PC- und Konsolenspielen besonders stark gewachsen. Dieser stieg im Vergleich zum Vorjahr um 24 Prozent auf 705 Millionen Euro. Erfolgreich waren au\u00dferdem Abos f\u00fcr einzelne Spiele und Geb\u00fchren f\u00fcr Online-Dienste.\u00a0Wie abzusehen war, konnten, aufgrund der Lieferengp\u00e4sse im Bereich Hardware, lediglich Spiele-PCs und Laptops ihren Umsatz um 10 Prozent auf 479 Millionen Euro steigern.\u00a0

Das gab heute der game \u2013 Verband der deutschen Games-Branche auf der Pressekonferenz der gamescom bekannt:

\u201eDie langfristigen Effekte der Corona-Pandemie wie die zahlreichen Verschiebungen neuer Titel, Lieferengp\u00e4sse und die allgemeine Eintr\u00fcbung der wirtschaftlichen Aussichten hinterlassen auch im Games-Markt ihre Spuren. Nach dem besonders starken Wachstum der vergangenen zwei Jahre und im Vergleich zu der weit problematischeren Situation in vielen anderen Branchen steht der Games-Markt allerdings weiterhin gut da\u201c, sagt Felix Falk, Gesch\u00e4ftsf\u00fchrer des game \u2013 Verband der deutschen Games-Branche. \u201eDiese Widerstandsf\u00e4higkeit h\u00e4ngt auch eng mit der gro\u00dfen Relevanz von Computer- und Videospielen zusammen, die l\u00e4ngst weit \u00fcber den eigentlichen Games-Markt hinaus reicht. Es gibt daf\u00fcr unz\u00e4hlige Beispiele vor allem in der Popkultur, auf die Games mittlerweile einen besonders gro\u00dfen Einfluss nehmen. Dass diese Relevanz zusammen mit den gro\u00dfen Potenzialen von Games f\u00fcr unsere Gesellschaft auch in der Bev\u00f6lkerung immer st\u00e4rker erkannt und wertgesch\u00e4tzt wird, ist dabei eine umso bessere Nachricht.\u201c<\/em>
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