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Online Games - Belgium

Belgium
  • In Belgium, revenue in the Online Games market market is projected to reach US$122.90m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 2.86%, resulting in a projected market volume of US$141.40m by 2029.
  • The number of users in Belgium's Online Games market market is expected to amount to 1.6m users by 2029.
  • User penetration in Belgium will be 12.3% in 2024 and is anticipated to increase to 13.5% by 2029.
  • In global comparison, the majority of revenue will be generated China, which is expected to reach US$6.53bn in 2024.
  • The average revenue per user (ARPU) in Belgium's Online Games market market is projected to amount to US$85.12 in 2024.
  • In Belgium, the online games market is witnessing a surge in popularity, driven by increased mobile gaming accessibility and innovative, localized content.

Definition:

Online games such as Fortnite and World of Warcraft are video games that can be played over the internet with other players from around the world. These games are designed to be immersive and engaging, allowing players to interact with each other in a virtual world. Players can create their own avatars, complete quests, battle enemies, and participate in various activities. The games are often structured as ongoing narratives, with new content regularly added to keep the experience fresh and exciting. Online games like these have become increasingly popular in recent years, creating new communities and social experiences for players. Online games can be divided into subscription-based games, such as World of Warcraft, or games that are for free, which allow in game purchases, such as Fortnite.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for online games can also be found in the Advertising & Media Insights in the digital video games market. Key players in the market are companies like Activision (Call of Duty), Blizzard (World of Warcraft) or Epic Games (Fortnite) For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Free-to-play games with in-game purchases for additional premium contents or functionalities
  • Massive multiplayer online games (MMOGs)

Out-Of-Scope

  • Sale of physical video games
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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 Online Games market in Belgium has been experiencing significant growth in recent years.

    Customer preferences:
    Belgian customers have shown a strong preference for online games, with a particular interest in multiplayer games that allow them to interact with other players. They enjoy the social aspect of gaming and are drawn to games that offer a sense of community and competition. Additionally, Belgian gamers appreciate games that offer immersive experiences and high-quality graphics. They are willing to invest in gaming equipment and accessories to enhance their gaming experience.

    Trends in the market:
    One of the key trends in the Belgian online games market is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, more and more Belgians are turning to mobile devices to play games. This trend is driven by the convenience and portability of mobile gaming, as well as the wide variety of games available on mobile platforms. Mobile gaming has become a major segment of the market, attracting both casual and hardcore gamers. Another trend in the Belgian online games market is the growing popularity of esports. Esports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. Esports has gained a significant following in Belgium, with a growing number of fans attending live events and watching online streams. This trend has led to the emergence of esports teams and organizations in the country, as well as increased investment in esports infrastructure.

    Local special circumstances:
    One of the unique aspects of the Belgian online games market is the country's linguistic diversity. Belgium has three official languages - Dutch, French, and German. This presents both challenges and opportunities for game developers and publishers. In order to appeal to the Belgian market, games need to be localized in multiple languages. This includes translating the game's text and audio, as well as adapting the game's cultural references and humor. Game developers who are able to successfully localize their games for the Belgian market have a competitive advantage.

    Underlying macroeconomic factors:
    The growth of the online games market in Belgium can be attributed to several underlying macroeconomic factors. Firstly, the increasing availability of high-speed internet has made online gaming more accessible to a larger number of people. This has allowed for the development of more sophisticated and immersive online games. Secondly, the strong economy in Belgium has resulted in higher disposable incomes, which has led to increased spending on entertainment, including online games. Finally, the widespread use of smartphones and tablets has made gaming more convenient and portable, driving the growth of the mobile gaming segment.

    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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