Games - Netherlands

  • Netherlands
  • In the Netherlands, revenue in the Games market is projected to reach US$3,211.00m in 2024.
  • This revenue is expected to display an annual growth rate (CAGR 2024-2029) of 7.77%, leading to a projected market volume of US$4,667.00m by 2029.
  • In a global context, the majority of revenue will be generated United States, with a projection of US$128.10bn in 2024.
  • Within the Games market in the Netherlands, the number of users is anticipated to reach 7.1m users by 2029.
  • User penetration in the Netherlands will be 35.2% in 2024 and is projected to rise to 39.9% by 2029.
  • The average revenue per user (ARPU) in the Netherlands is expected to amount to US$1,035.00.
  • The Netherlands is witnessing a surge in indie game development, reflecting a growing demand for innovative and culturally resonant gaming experiences in the media market.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Netherlands has witnessed significant growth in recent years, driven by changing customer preferences and the increasing popularity of gaming worldwide.

Customer preferences:
Dutch consumers have shown a strong preference for video games across various platforms, including consoles, PCs, and mobile devices. This can be attributed to the increasing availability of high-quality games and the convenience of playing on different devices. Additionally, the rise of online multiplayer games has also contributed to the growing demand for gaming in the country. Dutch gamers are increasingly looking for immersive and interactive experiences, which has led to a surge in the popularity of virtual reality (VR) gaming.

Trends in the market:
One of the key trends in the Dutch Games market is the shift towards digital distribution. The increasing availability of high-speed internet and the convenience of downloading games directly to devices has led to a decline in physical sales. This trend is expected to continue as more gamers embrace digital platforms and online marketplaces. Additionally, the rise of subscription-based gaming services and cloud gaming platforms has also gained traction in the Netherlands, allowing gamers to access a wide range of games without the need for expensive hardware. Another notable trend in the Dutch Games market is the growing popularity of esports. Esports tournaments and events have gained significant attention and have attracted a large number of viewers and participants in the country. This has led to the emergence of professional esports teams and the establishment of dedicated esports arenas. The increasing recognition of esports as a legitimate form of entertainment has also led to investments in infrastructure and the development of esports academies.

Local special circumstances:
The Netherlands has a strong gaming culture and a vibrant indie game development scene. Dutch game developers have gained international recognition for their innovative and creative games, contributing to the overall growth of the Games market in the country. The government has also been supportive of the gaming industry, providing funding and incentives for game development studios. This has fostered a favorable environment for local game developers to thrive and has attracted international investors and publishers.

Underlying macroeconomic factors:
The strong growth of the Dutch Games market can also be attributed to the overall economic stability and high disposable income of the population. The Netherlands has a high standard of living and a tech-savvy population, which has contributed to the increasing adoption of gaming as a form of entertainment. Additionally, the country's well-developed infrastructure and access to high-speed internet have facilitated the growth of online gaming and digital distribution. In conclusion, the Games market in the Netherlands is experiencing significant growth due to changing customer preferences, the rise of digital distribution, the popularity of esports, the presence of a vibrant indie game development scene, and favorable macroeconomic factors. The future of the market looks promising, with continued advancements in technology and the increasing integration of gaming into various aspects of everyday life.

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.

Overview

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