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Cloud Gaming - Netherlands

Netherlands
  • In the Netherlands, revenue in the Cloud Gaming market market is projected to reach US$88.62m in 2024.
  • The revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 30.40%, leading to a projected market volume of US$334.10m by 2029.
  • Furthermore, in the Cloud Gaming market market, the number of readers in the Netherlands is anticipated to amount to 5.8m users by 2029.
  • User penetration is expected to be 25.9% in 2024 and is forecasted to rise to 32.3% by 2029.
  • The average revenue per user (ARPU) in the Netherlands is projected to be US$19.39.
  • In a global context, the most revenue will be generated the United States, with an expected figure of US$1.94bn in 2024.
  • In the Netherlands, the cloud gaming market is increasingly gaining traction as consumers seek seamless gaming experiences amidst a growing digital entertainment landscape.

Definition:

Cloud gaming is a form of video game streaming that allows players to play games on their devices through an internet connection, without the need for dedicated gaming hardware or local installation of games. In cloud gaming, games are stored and run on remote servers, and the player's device only needs to send inputs and receive streaming video and audio output. Cloud gaming services often require a subscription fee and offer a library of games for users to choose from, with the ability to play games on demand. The market for cloud gaming has been growing in recent years, with the proliferation of high-speed internet connections and advancements in cloud computing technology.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through subscriptions and consumer spending. Market numbers are also featured in the Advertising & Media Insights. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Subscription for Cloud Gaming platforms, such as GeForce Now
  • In-game purchases from Cloud Gaming games, such as game pass

Out-Of-Scope

  • Revenues from digital video games, such as sold video games
  • Revenues from in-game purchases, such as in-game spending in Fortnite
  • Revenue from physical video games, such as buying games in stores
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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

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Cloud Gaming market in Netherlands is experiencing significant growth and development due to several key factors. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to the expansion of the Cloud Gaming market in Netherlands.

    Customer preferences:
    Customers in Netherlands are increasingly seeking convenient and accessible gaming experiences. Cloud Gaming provides the opportunity to play high-quality games without the need for expensive gaming hardware. This appeals to a wide range of gamers, including casual players who may not want to invest in dedicated gaming equipment. The ability to access games on multiple devices, such as smartphones, tablets, and smart TVs, also aligns with the preferences of tech-savvy consumers in Netherlands.

    Trends in the market:
    The rise of 5G technology is a significant trend driving the growth of the Cloud Gaming market in Netherlands. With faster and more reliable internet connections, gamers can enjoy seamless streaming and multiplayer experiences. This has led to increased interest and adoption of Cloud Gaming services in the country. Additionally, the availability of a wide variety of gaming titles and subscription-based models has further fueled the market growth.

    Local special circumstances:
    Netherlands has a well-developed internet infrastructure, which makes it an ideal market for Cloud Gaming. The country has high internet penetration rates and a strong digital culture, making it easier for consumers to embrace cloud-based gaming solutions. Furthermore, the Netherlands has a thriving gaming industry, with many local game developers and studios. This creates a supportive ecosystem for Cloud Gaming services, as there is a demand for both local and international gaming content.

    Underlying macroeconomic factors:
    The strong economy of Netherlands plays a significant role in the growth of the Cloud Gaming market. With a high GDP per capita and disposable income, consumers have the financial means to invest in gaming experiences. The country also has a high smartphone penetration rate, which further enhances the potential market for Cloud Gaming services. Additionally, the government's focus on digital innovation and technology adoption creates a favorable environment for the development and expansion of the Cloud Gaming market in Netherlands. In conclusion, the Cloud Gaming market in Netherlands is experiencing robust growth due to customer preferences for convenient and accessible gaming experiences, the rise of 5G technology, the country's well-developed internet infrastructure, and the strong economy. These factors contribute to the increasing adoption of Cloud Gaming services and the overall expansion of the market in Netherlands.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    Figures are based on subscription spending, consumer spending, investment, and funding data.

    Modeling approach / Market size:

    Market sizes are determined by a Top-Down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration and cloud revenues. This data helps us to estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

    Additional Notes:

    The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

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    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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