Result
Video games are an integral part of many Germans' leisure activities. Around a third of the population play regularly - i.e. at least once a week - on their computer, console or smartphone. More than one in four would also like to play games more often. Currently, almost one in two young adults immerse themselves in the virtual gaming world, while only around one in five over-65s play regularly. A year-on-year comparison shows the boom in video games - the proportion of players has tripled in the last ten years alone.
Reasons
The reasons for this increase are manifold and can be attributed to both technological and social developments. The technical availability of video games on various platforms - from smartphones and consoles to PCs - and the differentiation of the range on offer has made gaming accessible to broad sections of the population. They are no longer just a pastime for young people, but have developed into a mass medium. In addition, the social perception of video games has changed. They are no longer regarded purely as an entertainment medium, but are also seen as a potential learning and educational tool. Game-based concepts promote problem-solving skills, strategic thinking and teamwork - skills that are also important in real life. The growing e-sports scene has created additional appeal, particularly among the younger generation.
Forecast
Interest in video games will continue to grow. New technological developments such as virtual reality and augmented reality will make the gaming experience even more immersive and thus also appeal to target groups that previously had less access to this form of leisure activity. Thanks to artificial intelligence, personalised and dynamic gaming experiences will also be possible that respond to the respective needs, abilities and interests of users. At the same time, discussions about the challenges will continue. In order to avoid excessive consumption and promote responsible use of the medium, media literacy will play a key role in the coming years - both in schools and in the family environment. Only in this way can video games realise their potential as an educational and entertainment medium without having a negative impact on social life or the health of players. The future of the video games market therefore promises not only technological innovations, but also an increasing social integration of this medium into everyday life - across all age groups and educational levels.



