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Games Live Streaming - Netherlands

Netherlands
  • In the Netherlands, revenue in the Games Live Streaming market market is projected to reach US$137.20m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.07%, leading to a projected market volume of US$184.10m by 2029.
  • Within the Games Live Streaming market market in the Netherlands, the number of users is anticipated to amount to 4.4m users by 2029.
  • User penetration in the Netherlands will be 18.4% in 2024 and is expected to rise to 24.5% by 2029.
  • In a global context, the highest revenue will be generated China, which is projected to reach US$2.58bn in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in the Netherlands is projected to amount to US$42.28 in 2024.
  • In the Netherlands, the Games Live Streaming market is witnessing a surge in popularity, driven by a growing community of gamers and content creators.

Definition:

Games live streaming refers to the practice of broadcasting video gameplay and commentary in real-time to an online audience. The market for games live streaming encompasses a wide range of platforms, services, and products, including streaming platforms.

Additional Notes:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through advertising and consumer spending on subscriptions and gifts. Market numbers for Esports live streaming are also featured in the Esports market. Key players in the market are live streaming platforms, such as Twitch, Youtube Gaming or Facebook Gaming. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Live streaming advertising, such as ads on Twitch
  • Consumer spending on platforms, such as subscriptions or donations to streamers on e.g. Twitch
  • Sponsorships for special status of streamers, such as being a Twitch partnered streamer
  • Live streaming of non-related gaming content, such as In Real Life content on Twitch, e.g. cooking

Out-Of-Scope

  • Live streaming TV content, such as television streams
  • Any form of live streams not provided on gaming streaming platforms (Twitch, YouTube Gaming, Facebook Gaming, etc.), such as Instagram or TikTok live streams
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

    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 Games Live Streaming market in Netherlands has experienced significant growth in recent years, driven by the increasing popularity of video games and the rise of online streaming platforms.

    Customer preferences:
    In Netherlands, there is a strong demand for Games Live Streaming, with a large and active gaming community. Many gamers in the country enjoy watching live streams of their favorite games, as it allows them to learn new strategies, interact with other players, and stay updated with the latest trends in the gaming industry. Additionally, the convenience of being able to watch live streams from the comfort of their own homes has also contributed to the popularity of Games Live Streaming in Netherlands.

    Trends in the market:
    One of the key trends in the Games Live Streaming market in Netherlands is the increasing number of professional gamers and eSports events. The rise of eSports has created a new avenue for gamers to showcase their skills and compete at a professional level. As a result, there has been a growing demand for live streams of eSports tournaments and competitions, with viewers tuning in to watch their favorite teams and players in action. Another trend in the market is the emergence of local gaming influencers and content creators. These individuals have gained a significant following on platforms such as Twitch and YouTube, where they livestream their gameplay and engage with their audience. The popularity of these local influencers has contributed to the overall growth of the Games Live Streaming market in Netherlands, as their fans tune in regularly to watch their streams and support their favorite content creators.

    Local special circumstances:
    Netherlands has a strong internet infrastructure, with high-speed broadband connections available to a large portion of the population. This has facilitated the growth of Games Live Streaming, as viewers are able to stream high-quality video content without experiencing buffering or lag. Additionally, the country's relatively small size and high population density make it easier for content creators to connect with their audience and build a dedicated fan base.

    Underlying macroeconomic factors:
    The growth of the Games Live Streaming market in Netherlands can also be attributed to the overall growth of the gaming industry and the increasing disposable income of consumers. As video games have become more mainstream and accepted as a form of entertainment, more people are willing to spend money on gaming-related content and services. The rising disposable income of consumers has also allowed them to invest in gaming equipment and accessories, further driving the demand for Games Live Streaming. In conclusion, the Games Live Streaming market in Netherlands has experienced significant growth due to the increasing popularity of video games, the rise of eSports, the emergence of local influencers, and the country's strong internet infrastructure. With the continued growth of the gaming industry and the increasing disposable income of consumers, it is expected that the Games Live Streaming market in Netherlands will continue to thrive in the coming years.

    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 company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

    Modeling approach / Market size:

    Market sizes are determined by a Top-Down approach, based on a specific rationale for the 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. 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, video gaming 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

    Explore more high-quality data on related topic

    Live streaming - statistics & facts

    Live video content is no longer a novelty. In the entertainment industry, the popularity of live streaming as a format has been linked to the gaming world. Almost thirty percent of internet users worldwide watched live streaming content weekly in the last quarter of 2023. Breaking news and sports were the most popular categories of livestream videos among U.S. audiences as of March 2024.
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