Esports - Netherlands

  • Netherlands
  • In the Netherlands, revenue in the Esports market is projected to reach US$47.6m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.01%, resulting in a projected market volume of US$66.8m by 2029.
  • The largest market within Esports market is Esports Betting, with a market volume of US$32.2m in 2024.
  • Most revenue is generated the United States, with a projected market volume of US$1,070.0m in 2024.
  • In the Esports market, the number of users in the Netherlands is expected to amount to 4.6m users by 2029.
  • User penetration will be 22.7% in 2024 and is expected to reach 25.6% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$11.88.
  • The Netherlands is emerging as a prominent hub for Esports, driven by increasing investments in talent development and infrastructure supporting competitive gaming.

Key regions: China, United States, Asia, Germany, France

 
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Analyst Opinion

The eSports market in Netherlands has seen steady growth over the years, driven by factors such as increasing popularity of online gaming, growing interest in competitive gaming, and the convenience of virtual events. However, the market's growth rate has been subdued due to challenges in sponsorship and advertising, as well as regulations surrounding eSports betting. Despite these obstacles, the market is expected to continue expanding in the coming years.

Customer preferences:
In the Netherlands, there has been a growing interest in eSports, particularly among younger demographics. This can be attributed to the increasing accessibility of gaming platforms and the rise of professional eSports leagues and tournaments. As a result, there has been a shift towards digital entertainment and socialization, with eSports serving as a popular means of connection and competition. This trend is also influenced by the cultural value placed on technology and innovation, as well as the proliferation of high-speed internet and mobile devices.

Trends in the market:
In the Netherlands, the eSports market is experiencing a surge in popularity, with a growing number of players, teams, and tournaments. This trend is driven by the increasing accessibility of online gaming platforms, advancements in technology, and a growing fan base. As a result, we are seeing a rise in corporate sponsorship and investment in the industry, as well as the emergence of professional eSports leagues. This trajectory is significant as it not only provides new opportunities for players and businesses, but also has the potential to shape the future of entertainment and competition. However, there may also be potential concerns around player health and addiction, as well as the need for regulation and fair treatment of players. Overall, the current trend in the eSports market in the Netherlands is indicative of a promising and rapidly evolving industry with significant potential for growth.

Local special circumstances:
In the Netherlands, the eSports market is thriving due to the country's strong infrastructure and advanced technological capabilities. With a highly connected population and a supportive government, the Netherlands has become a hub for eSports events and competitions. Additionally, the country's progressive attitude towards gaming and its strong culture of competition has contributed to the growth of the market. Furthermore, the Netherlands has a well-developed gaming industry, providing a solid foundation for the eSports market to flourish.

Underlying macroeconomic factors:
The eSports market in the Netherlands is heavily impacted by macroeconomic factors such as technological advancements, government support, and investment in digital infrastructure. Countries with advanced technological capabilities and government policies that promote eSports are experiencing significant growth in the market. On the other hand, countries with limited technological advancements and government regulations hindering eSports development are seeing slower market growth. Furthermore, the increasing popularity of eSports among the younger generation and the rise of online gaming platforms are contributing to the market's growth in the Netherlands.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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