Streaming - Netherlands

  • Netherlands
  • In the Netherlands, revenue in the Streaming market is projected to reach US$0.7m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 2.85%, leading to a projected market volume of US$0.8m by 2029.
  • Although most revenue is generated China, in the Netherlands also contributes to the Streaming market with a projected market volume of US$40.5m in 2024.
  • In the Streaming market withNetherlands, the number of users is anticipated to amount to 3.7m users by 2029.
  • User penetration is predicted to be 18.4% in 2024 and is expected to increase to 20.6% by 2029.
  • The average revenue per user (ARPU) in the Netherlands is expected to amount to US$0.2.
  • The Netherlands is witnessing a surge in eSports streaming popularity, driven by a young, tech-savvy demographic that avidly engages with competitive gaming content.

Key regions: Germany, United States, China, India, South Korea

 
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Analyst Opinion

The eSports streaming market in the Netherlands is seeing minimal growth, influenced by factors like limited audience and slow adoption of digital platforms. Despite this, the convenience and increasing health awareness among consumers continue to drive the market forward.

Customer preferences:
As the popularity of eSports continues to rise in the Netherlands, streaming platforms are becoming the go-to source for fans to watch their favorite games and tournaments. This has led to a shift in consumer preferences towards more immersive and interactive streaming experiences, with an emphasis on high-quality production and commentary. Additionally, the rise of mobile gaming has opened up new opportunities for streaming, as more people are tuning in on their smartphones and tablets. This trend is driven by the growing influence of younger generations and their preference for on-the-go entertainment options.

Trends in the market:
In the Netherlands, the eSports industry is experiencing a surge in streaming services, with platforms such as Twitch and YouTube Gaming gaining popularity among gamers and viewers alike. This trend is expected to continue as the country has a strong gaming culture and high internet penetration. This has significant implications for industry stakeholders, as it provides a new avenue for revenue generation through advertising and sponsorships. Additionally, it allows for a more global reach and audience engagement, potentially leading to the growth of the eSports market in the Netherlands and beyond.

Local special circumstances:
In the Netherlands, the streaming market within the eSports market is influenced by the country's high internet penetration rate and tech-savvy population. Additionally, the Dutch government's support for eSports, including tax breaks for eSports organizations, has contributed to the growth of the streaming market. The country's strong gaming culture and high disposable income also make it a lucrative market for streaming platforms and advertisers. Furthermore, the Netherlands' strict regulations on gambling and loot boxes in video games have shaped the way eSports tournaments and betting are conducted in the country.

Underlying macroeconomic factors:
The growth of the Streaming Market within the eSports Market in the Netherlands is heavily influenced by macroeconomic factors such as the country's strong digital infrastructure, favorable regulatory environment, and high levels of technological innovation. With a growing number of users and increasing demand for online entertainment, the Netherlands is experiencing significant growth in the streaming market. Additionally, the country's stable economy and supportive fiscal policies have created a favorable environment for investment in the eSports industry, further driving market growth. The rising popularity of eSports as a form of entertainment has also contributed to the growth of the streaming market, with a large and engaged audience fueling demand for high-quality streaming services.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. 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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