Die Computer- Und Videospielindustrie in Deutschland

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Die Computer- Und Videospielindustrie in Deutschland Abschlussbericht zur Studie Die Computer- und Videospielindustrie in Deutschland Daten – Fakten – Analysen Oliver Castendyk & Jörg Müller-Lietzkow Die Studie Die Computer- und Videospielindustrie in Deutschland wurde durchgeführt vom Forschungs- und Kompetenzzentrum Audiovisuelle Produktion der Hamburg Media School unter der Leitung von Oliver Castendyk, in Kooperation mit Jörg Müller-Lietzkow von der Universität Paderborn, im Auftrag der beiden nationalen Branchenverbände der deutschen Games-Industrie, BIU – Bundesverband Interaktive Unterhaltungssoftware e.V. und GAME – Bundesverband der deutschen Games-Branche e.V. sowie mit Förderung der Beauftragten der Bundesregierung für Kultur und Medien (BKM) im Rahmen der Initiative Kultur- und Kreativwirtschaft des Bundes, der Senatskanzlei Berlin und dem Hessischen Ministerium für Wirtschaft, Energie, Verkehr und Landesentwicklung. © 2017 Forschungs- und Kompetenzzentrum Audiovisuelle Produktion der Hamburg Media School Autoren & Mitarbeiter Hamburg Media School: Prof. Dr. Oliver Castendyk, Juliane Müller, Clemens Poser, Christoph Witte Universität Paderborn: Prof. Dr. Jörg Müller-Lietzkow Infografiken Natalja Knauer www.nakn.de Inhalt A. Einleitung: Von Kennzahlen und Erkenntnissen ....................................................... 1 B. Geschichte der deutschen Games-Industrie ............................................................ 3 B.I. Internationale Entwicklungslinien .................................................................... 3 B.I.1. Vor 1972 ................................................................................................ 3 B.I.2. 1972 bis 1979 ......................................................................................... 4 B.I.3. 1980 bis 1989 ......................................................................................... 6 B.I.4. 1990 bis 1999 ......................................................................................... 8 B.I.5. 2000 bis 2009 ......................................................................................... 9 B.I.6. 2010 bis 2017 ....................................................................................... 12 B.II. Die nationale Computer- und Videospielindustrie ............................................ 16 B.II.1. Internationale Bedeutungslosigkeit auf dem Anbietermarkt ......................... 16 B.II.2. Browsergame-Boom und Free-to-play Revolution ...................................... 18 B.II.3. Konsolidierung und Behauptung der Marktstellung in hyperkompetitiven Zeiten .................................................................................................. 19 C. Digitale Spiele als Kultur .................................................................................... 22 C.I. Gehören Computer- und Videospiele zur Kultur? ............................................. 23 C.I.1. Bedeutung und Geschichte des Kulturbegriffs ............................................ 23 C.I.2. Digitale Spiele als Werke der Hoch- und der Populärkultur .......................... 25 C.I.3. Die Vielfalt an Genres, Themen und Inhalten ............................................ 26 C.I.4. Die Verknüpfung mit anderen Kulturmedien .............................................. 27 C.I.5. Die kulturelle Eigenlogik digitaler Spiele ................................................... 28 C.I.6. Die Zukunft der Games-Kultur ................................................................ 30 C.II. Digitale Spiele als Kulturgüter im Rechtssystem.............................................. 30 C.II.1. Grundgesetz ......................................................................................... 31 C.II.2. Europäisches Beihilferecht ...................................................................... 31 D. Marktbeschreibung und Verortung der Computer- und Videospielindustrie ............... 35 D.I. Marktstruktur ............................................................................................. 35 D.II. Marktteilnehmer und Wertschöpfungskette .................................................... 38 D.II.1. Nationale Marktstruktur auf Datenbasis .................................................... 40 D.II.2. Exkurs I: Wert(schöpfungs)ketten ........................................................... 43 D.II.3. Exkurs II: Events und eSports ................................................................. 49 D.III. Angebotsvielfalt und Mobilität ....................................................................... 56 D.III.1. Marktdifferenzierung durch Angebotsvielfalt .............................................. 56 D.III.2. Marktdifferenzierung I: Plattformen ......................................................... 57 D.III.3. Marktdifferenzierung II: Spielarten .......................................................... 67 D.III.4. Marktdifferenzierung III: Geschäftsmodelle............................................... 71 D.III.5. Nationale Entwicklungen vor dem Hintergrund der gewählten Differenzierung ..................................................................................... 77 D.IV. Exkurs: Das Problem mit der amtlichen Statistik ............................................. 81 D.IV.1. Einordnung digitaler Spiele in die WZ-Klassifikation ................................... 81 D.IV.2. Zuverlässigkeit der amtlichen Daten zum Bereich Publishing ....................... 84 D.IV.3. Vorschlag für eine veränderte WZ-Gruppen-Einteilung ............................... 85 E. Umsätze und gesamtwirtschaftliche Bedeutung .................................................... 87 E.I. Einführung: Handels- und Unternehmensumsätze ........................................... 87 E.II. Vergleich der Handelsumsätze ...................................................................... 89 E.II.1. Handelsumsätze im weltweiten Vergleich .................................................. 89 E.II.2. Handelsumsätze im nationalen Vergleich .................................................. 90 E.III. Unternehmensumsätze ................................................................................ 90 Abschlussbericht zur Studie: Die Computer- und Videospielindustrie in Deutschland, V 1.1, 30.11.2017 III E.III.1. Gesamtumsatz deutscher Unternehmen ................................................... 90 E.III.2. Bruttowertschöpfung .............................................................................. 91 E.III.3. Unternehmensumsatz mit und ohne ausländische Mutterunternehmen ......... 92 E.III.4. Verteilung auf Tätigkeitsbereiche ............................................................. 93 E.III.5. Deutsche Spiele-Entwicklungen ............................................................... 94 E.III.6. Dienstleister und Zulieferer ..................................................................... 95 E.III.7. Umsätze mit Games und mit anderen Produkten und Dienstleistungen ......... 96 E.IV. Marktstruktur ............................................................................................. 99 E.IV.1. Umsatzverteilung insgesamt ................................................................... 99 E.IV.2. Umsatzverteilung mit und ohne ausländisches Mutterunternehmen ............ 100 E.V. Umsatzanteile und Exportquoten ................................................................ 101 E.V.1. Games als internationales Produkt ......................................................... 101 E.V.2. Umsätze national und international ........................................................ 102 E.VI. Umsatzrendite .......................................................................................... 104 E.VII. Gewinnentwicklung ................................................................................... 105 F. Beschäftigung und Ausbildung .......................................................................... 108 F.I. Darstellung der Beschäftigungsstrukturen .................................................... 108 F.I.1. Vergleich der Mitarbeiterzahlen ............................................................. 108 F.I.2. Struktur des Arbeitsmarktes ................................................................. 109 F.I.3. Befristung der Arbeitsverhältnisse ......................................................... 111 F.I.4. Verteilung der Unternehmen nach Beschäftigtengrößenklassen ................. 112 F.I.5. Produktivität der Branche ..................................................................... 113 F.I.6. Frauenanteil ....................................................................................... 114 F.I.7. Internationale Fachkräfte ..................................................................... 115 F.II. Fokus: Ausbildung und Arbeitsmarkt ........................................................... 116 F.II.1. Die Bedeutung der Hochschulen für die Industrie – eine Einordnung .......... 118 F.II.2. Gilt heute noch das Best Practice-Beispiel Nordamerika? .......................... 119 F.II.3. Die Perspektive der Industrie in Deutschland .......................................... 120 F.II.4. Der umgekehrte Blick: Die Perspektive der Hochschulen .......................... 120 G. Investitions- und Kostenstruktur ....................................................................... 123 G.I. Kostenarten ............................................................................................. 123 G.II. Refinanzierung ......................................................................................... 127 G.III. Investitionen
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