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Gaming Networks - Netherlands

Netherlands
  • In the Netherlands, revenue in the Gaming Networks market market is projected to reach US$54.96m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 7.64%, leading to a projected market volume of US$79.42m by 2029.
  • By that same year, the number of users in the Gaming Networks market market in the Netherlands is anticipated to total 2.4m users.
  • User penetration in the country will be 9.8% in 2024 and is forecasted to increase to 13.6% by 2029.
  • In a global context, the majority of revenue in the Gaming Networks market market will be generated the United States, which is projected to reach US$757.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market withNetherlands is projected to amount to US$31.61 in 2024.
  • In the Netherlands, the gaming networks market is witnessing a surge in demand for innovative online platforms, reflecting a growing appetite for immersive digital experiences.

Definition:

Gaming networks refer to online platforms or services that facilitate multiplayer gaming experiences, allowing players to connect and interact with each other over the internet. These networks often provide features such as matchmaking, chat functionalities, leaderboards, and social integration, enabling gamers to engage in collaborative or competitive gameplay across various devices and locations.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through subscriptions. Key players in the market are companies, such as PlayStation Network (PSN), Xbox Live, and Nintendo Switch Online.

In-Scope

  • Subscription-based access to online premium services such as Xbox Live Gold, PlayStation Plus, or Nintendo Switch Online
  • Game passes such as Xbox Game Pass, EA Access, or Origin Access

Out-Of-Scope

  • Monthly fees for playing online-based games such as World of Warcraft
  • Expenses for DLCs, season passes, in-games purchases, etc.
  • Cloud gaming subscriptions such as PlayStation Now
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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 Gaming Networks market in Netherlands is experiencing significant growth and development in recent years.

    Customer preferences:
    Customers in Netherlands are increasingly turning to gaming networks for their entertainment needs. The convenience and accessibility of online gaming platforms have made them a popular choice among gamers of all ages. With a wide range of games available, gamers can easily find their preferred gaming genre and connect with other players from around the world. Additionally, the rise of mobile gaming has further fueled the demand for gaming networks, as players can now enjoy their favorite games anytime and anywhere.

    Trends in the market:
    One of the key trends in the Gaming Networks market in Netherlands is the increasing popularity of multiplayer online games. These games allow players to interact with each other in real-time, creating a social and competitive gaming experience. This trend is driven by the desire for social connection and the thrill of competing against other players. As a result, gaming networks are focusing on enhancing their multiplayer capabilities and providing seamless online gaming experiences. Another trend in the market is the growing presence of esports. Esports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. Esports has gained significant traction in recent years, with a dedicated fan base and lucrative sponsorship deals. Gaming networks in Netherlands are capitalizing on this trend by hosting esports events and creating platforms for gamers to showcase their skills. This has not only attracted more players to the gaming networks but has also generated a new revenue stream through advertising and sponsorships.

    Local special circumstances:
    Netherlands has a strong gaming culture and a supportive infrastructure for the gaming industry. The country is home to several gaming companies and has a vibrant community of game developers and designers. This has created a favorable environment for the growth of gaming networks in Netherlands. Additionally, the high internet penetration rate and advanced technological infrastructure in the country make it easier for gamers to access online gaming platforms.

    Underlying macroeconomic factors:
    The growth of the Gaming Networks market in Netherlands is also influenced by macroeconomic factors. The increasing disposable income and changing lifestyle preferences of consumers have contributed to the rising demand for gaming networks. As more people have access to smartphones and high-speed internet, the market for mobile gaming has expanded significantly. Furthermore, the COVID-19 pandemic has further accelerated the growth of the gaming industry, as people turned to gaming networks for entertainment during lockdowns and social distancing measures. In conclusion, the Gaming Networks market in Netherlands is experiencing significant growth and development. Customer preferences for online gaming, the popularity of multiplayer games, the rise of esports, the supportive gaming culture, and favorable macroeconomic factors are all contributing to the growth of the market. As the market continues to evolve, gaming networks in Netherlands will need to adapt to the changing needs and preferences of their customers to maintain their competitive edge.

    Users

    Most recent update: Nov 2024

    Source: Statista Market 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 Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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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    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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