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{"id":3107411,"date":"2018-08-15T14:15:00","date_gmt":"2018-08-15T12:15:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/spielemarkt_deutschland-2018_games-markt_boomt_durch_online-dienste_spiele-apps_und_zusatzinhalte\/3107411"},"modified":"2024-05-11T01:13:15","modified_gmt":"2024-05-10T23:13:15","slug":"spielemarkt_deutschland-2018_games-markt_boomt_durch_online-dienste_spiele-apps_und_zusatzinhalte","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/spielemarkt_deutschland-2018_games-markt_boomt_durch_online-dienste_spiele-apps_und_zusatzinhalte\/3107411","title":{"rendered":"Spielemarkt Deutschland 2018: “Games-Markt” boomt durch Online-Dienste, Spiele-Apps und Zusatzinhalte"},"content":{"rendered":"Der Markt f\u00fcr Computer- und Videospiele in Deutschland boomt, dies gab heute der game – Verband der deutschen Games-Branche auf einer Pressekonferenz zum Start der gamescom in der kommenden Woche bekannt<\/a>.

Im ersten Halbjahr 2018 ist der Umsatz um 17 Prozent auf 1,5 Milliarden Euro gewachsen. Starke Wachstumstreiber waren virtuelle G\u00fcter und Zusatzinhalte (+40 Prozent) sowie Geb\u00fchren f\u00fcr Online-Dienste (+92 Prozent). Der Teilmarkt “Spiele-Apps f\u00fcr Smartphones und Tablets” wuchs um 40 Prozent auf 683 Millionen Euro (Vorjahr: 489 Millionen Euro). Der Umsatz mit dem klassischen Verkauf von Spielen ist hingegen um 12 Prozent gesunken.

“Die Dynamik des deutschen Games-Marktes ist beeindruckend: Mit einem noch st\u00e4rkeren Wachstumstempo als bereits im Rekordjahr 2017 verteidigt Deutschland eindrucksvoll Platz f\u00fcnf der gr\u00f6\u00dften Games-M\u00e4rkte weltweit”<\/em>, sagt Felix Falk, Gesch\u00e4ftsf\u00fchrer des game, dem Tr\u00e4ger der gamescom. “Einer der gr\u00f6\u00dften Wachstumstreiber bleiben Spiele-Apps f\u00fcr Smartphones und Tablets: Sie haben nicht nur f\u00fcr Millionen Deutsche die digitale Spiele-Welt zug\u00e4nglich gemacht, sondern sind mittlerweile auch die beliebteste Spiele-Plattform. Jetzt m\u00fcssen wir in Deutschland auch als Produktionsstandort endlich zu den anderen L\u00e4ndern aufschlie\u00dfen.”<\/em>

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Der Bundesverband erkl\u00e4rt weiter: “Zum gamescom-Trend ‘\u00dcberall spielen’ geh\u00f6ren neben der Erfolgsgeschichte von Games f\u00fcr Smartphones, die erstmals in diesem Jahr den PC als beliebteste Spiele-Plattform in Deutschland abgel\u00f6st haben, auch neue Angebote wie Abonnement-Dienste, bei denen Spieler f\u00fcr wenige Euro im Monat auf eine gro\u00dfe Spiele-Bibliothek zugreifen k\u00f6nnen. Zwar sind entsprechende Angebote noch relativ neu, dennoch kennt bereits rund jeder dritte Deutsche (32 Prozent) entsprechende Dienste. Davon hat bereits rund jeder F\u00fcnfte (19 Prozent) einen Abonnement-Dienst ausprobiert. Das entspricht mehr als 4,2 Millionen Menschen in Deutschland. Gro\u00df ist auch das Interesse an Cloud-Gaming. Hierbei finden die eigentlichen Berechnungen des Spiels in der Cloud statt. So k\u00f6nnen Gamer auch ohne leistungsstarke Hardware zu Hause Blockbuster-Titel mit aufwendiger Grafik spielen. Bereits jeder vierte Deutsche (26 Prozent) hat von Cloud-Gaming geh\u00f6rt und wei\u00df, was es bedeutet. Jeder Dritte davon hat es selbst zumindest schon mal ausprobiert. Das entspricht knapp 6 Millionen Deutschen. Weitere 33 Prozent haben Cloud-Gaming zwar noch nicht ausprobiert, k\u00f6nnen es sich aber gut vorstellen.”<\/em>

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Zudem wird die Games-Branche als Innovationstreiber und interessanter Arbeitsbereich laut einer Umfrage wahrgenommen: “Der gamescom-Trend ‘Mit Spielen Zukunft gestalten’ greift die gro\u00dfe Vielseitigkeit von Games auf. Sie sind nicht nur Unterhaltungsmedium und Kulturgut, sondern auch ein wichtiger Innovationstreiber f\u00fcr andere Wirtschaftszweige und Schl\u00fcsselmedium der Digitalisierung. Das sehen mittlerweile auch Millionen Deutsche so: Mehr als jeder zweite Deutsche (54 Prozent) stimmt der Aussage zu, dass neue Technologien der Games-Branche auch f\u00fcr andere Bereiche wichtig sind. Zwei Drittel der Deutschen (66 Prozent) sagen, dass die Games-Branche besonders kreativ ist. Das zeigt sich auch bei der hohen Attraktivit\u00e4t der Games-Branche als Arbeitsmarkt der Zukunft. Mehr als jeder zweite Deutsche (53 Prozent) sieht Games-Unternehmen als einen interessanten Arbeitgeber \u2013 bei den 16- bis 24-J\u00e4hrigen sind es sogar 66 Prozent.”<\/em>

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Informationen zu den Marktdaten: “Die verwendeten Marktdaten basieren auf Erhebungen des GfK Consumer Panels, der GfK POS Measurement und von App Annie. Die Umfragedaten beruhen auf einer Online-Umfrage der YouGov Deutschland GmbH, an der 2.014 Personen zwischen dem 25.07.2018 und 30.07.2018 teilnahmen. Die Ergebnisse wurden gewichtet und sind repr\u00e4sentativ f\u00fcr die deutsche Bev\u00f6lkerung ab 16 Jahren.”<\/em>","protected":false},"excerpt":{"rendered":"

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