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Games - Benelux

Benelux
  • In the Benelux region, revenue in the Games market is projected to reach US$5.10bn in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 7.43%, which will result in a projected market volume of US$7.30bn by 2029.
  • In a global context, the majority of revenue will be generated United States, with figures reaching US$128.10bn in 2024.
  • Within the Games market in Benelux, the number of users is expected to amount to 12.5m users by 2029.
  • User penetration in the region will be 36.2% in 2024, and it is anticipated to increase to 41.1% by 2029.
  • The average revenue per user (ARPU) in Benelux is expected to amount to [arpu_firstmarket_yeartoday].
  • In the Benelux region, the Games in the Media market is increasingly emphasizing immersive experiences, reflecting a growing consumer demand for interactive storytelling.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Games market in Benelux has been experiencing steady growth in recent years, driven by changing customer preferences and local special circumstances. Customer preferences in the Games market in Benelux have shifted towards digital and mobile gaming, with an increasing number of consumers opting for online gaming platforms and mobile apps. This trend can be attributed to the convenience and accessibility of digital gaming, as well as the growing popularity of smartphones and tablets. Additionally, there is a growing demand for multiplayer and social gaming experiences, as consumers seek to connect and interact with friends and other players online. Trends in the market indicate a rise in the popularity of esports and competitive gaming in Benelux. Esports tournaments and events are attracting a large and dedicated fan base, with professional players and teams gaining recognition and sponsorship deals. This trend is driven by the rise of streaming platforms such as Twitch, which allow fans to watch and engage with their favorite esports players in real-time. The increasing popularity of esports is also contributing to the growth of gaming communities and the development of professional gaming leagues in Benelux. Local special circumstances in Benelux, such as the presence of major gaming companies and the availability of government support, have further fueled the growth of the Games market. Benelux is home to several renowned game development studios and publishers, attracting talent and investment from both domestic and international sources. The government has also recognized the economic potential of the Games industry and has implemented supportive policies and incentives to foster its growth. This includes funding programs for game development projects and initiatives to promote digital innovation in the sector. Underlying macroeconomic factors, such as the overall economic stability and high disposable income in Benelux, have also contributed to the growth of the Games market. The region has a strong purchasing power and a high level of digital infrastructure, making it an attractive market for gaming companies. Additionally, the cultural affinity for gaming and technology in Benelux has created a favorable environment for the industry to thrive. Overall, the Games market in Benelux is experiencing growth due to changing customer preferences towards digital and mobile gaming, the rise of esports and competitive gaming, local special circumstances such as the presence of major gaming companies and government support, and underlying macroeconomic factors such as economic stability and high disposable income. This positive trajectory is expected to continue in the coming years, with the Games market playing an increasingly important role in the region's economy.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

    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.

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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