Mobile Games - Netherlands

  • Netherlands
  • In the Netherlands, revenue in the Mobile Games market market is projected to reach US$0.47bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.35%, leading to a projected market volume of US$0.67bn by 2029.
  • In the context of the Mobile Games market market in the Netherlands, the number of users is anticipated to amount to 4.5m users by 2029.
  • User penetration in the Netherlands will be 22.0% in 2024 and is expected to increase to 25.4% by 2029.
  • In a global comparison, the highest revenue will be generated United States, with a figure of US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market in the Netherlands is projected to be US$120.90 in 2024.
  • In the Netherlands, the mobile games sector is witnessing a surge in demand for innovative gameplay experiences that prioritize user engagement and social interaction.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Netherlands has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances. Customer preferences in the Mobile Games market in Netherlands have shifted towards more immersive and interactive gaming experiences. With the advancement in technology, mobile games have become more sophisticated, offering realistic graphics, engaging storylines, and multiplayer capabilities. This has led to an increase in demand for mobile games that provide a high level of entertainment and social interaction. Additionally, customers in Netherlands are increasingly looking for mobile games that can be played on the go, allowing them to fill their leisure time with entertainment wherever they are. Trends in the market show that mobile game developers in Netherlands are focusing on creating innovative and unique gaming experiences to cater to the evolving preferences of customers. They are investing in developing games that offer augmented reality (AR) and virtual reality (VR) features, allowing players to immerse themselves in a virtual world. Furthermore, there is a growing trend of mobile games incorporating elements of gamification, where players are rewarded for completing certain tasks or achieving specific goals. This not only enhances the entertainment value of the games but also encourages players to spend more time playing and exploring different levels. Local special circumstances in Netherlands have also contributed to the growth of the Mobile Games market. Netherlands has a high smartphone penetration rate, with a large portion of the population owning smartphones. This provides a ready market for mobile game developers, as there is a wide customer base that can access and download games from app stores. Additionally, the country has a strong gaming culture, with a significant number of gamers and gaming enthusiasts. This creates a supportive environment for the growth of the Mobile Games market, with a large and engaged audience that is willing to try out new games and provide feedback to developers. Underlying macroeconomic factors also play a role in the development of the Mobile Games market in Netherlands. The country has a stable and prosperous economy, which provides consumers with disposable income to spend on entertainment and leisure activities. This allows customers to invest in mobile games and in-app purchases, driving revenue growth in the market. Furthermore, the government in Netherlands has been supportive of the gaming industry, providing incentives and funding for game developers. This has encouraged the growth of the Mobile Games market, attracting both local and international developers to invest in the country. Overall, the Mobile Games market in Netherlands is developing rapidly, driven by changing customer preferences, local special circumstances, and underlying macroeconomic factors. The market is expected to continue growing in the coming years, as mobile game developers continue to innovate and cater to the evolving needs and preferences of customers.

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.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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