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Online Games - Netherlands

Netherlands
  • In the Netherlands, revenue in the Online Games market market is projected to reach US$239.00m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.41%, leading to a projected market volume of US$341.60m by 2029.
  • The number of users in the Online Games market market in the Netherlands is anticipated to amount to 1.9m users by 2029.
  • User penetration in the Netherlands will be 9.9% in 2024 and is projected to increase to 10.4% by 2029.
  • In a global context, the majority of revenue will be generated China, with figures reaching US$6.53bn in 2024.
  • The average revenue per user (ARPU) in the Online Games market market withNetherlands is projected to amount to US$137.20 in 2024.
  • The Netherlands is witnessing a surge in online gaming popularity, driven by an increasing demand for immersive experiences and competitive play among younger demographics.

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 Netherlands is experiencing significant growth and development.

    Customer preferences:
    Dutch consumers have shown a strong interest in online games, with a growing number of people engaging in gaming activities. The convenience and accessibility of online games have made them increasingly popular among both casual and hardcore gamers. Additionally, the proliferation of smartphones and high-speed internet connections has allowed for seamless gaming experiences on the go.

    Trends in the market:
    One of the key trends in the online games market in Netherlands is the rise of mobile gaming. Mobile games have gained immense popularity due to their ease of use and the ability to play anytime, anywhere. This trend is driven by the increasing number of smartphone users in the country and the availability of a wide range of mobile games. Another trend in the market is the growing popularity of multiplayer online games. Dutch gamers are increasingly seeking social interactions and immersive experiences in their gaming activities. Multiplayer online games provide a platform for players to connect with others, collaborate, and compete, enhancing the overall gaming experience.

    Local special circumstances:
    The Netherlands has a strong gaming culture, with a vibrant community of gamers and game developers. The country is known for its innovative and creative game development industry, which has contributed to the growth of the online games market. Dutch game developers have been successful in creating unique and engaging games that resonate with both local and international audiences. Furthermore, the country's advanced digital infrastructure and high internet penetration rate have created a conducive environment for the online games market to thrive. The Netherlands has one of the highest internet penetration rates in Europe, enabling seamless online gaming experiences.

    Underlying macroeconomic factors:
    The strong growth in the online games market in Netherlands can be attributed to several macroeconomic factors. The country has a stable and prosperous economy, which has contributed to the disposable income of consumers. As a result, consumers have more discretionary spending power, which they can allocate towards leisure activities such as online gaming. Additionally, the Dutch government has been supportive of the gaming industry, providing favorable policies and incentives for game developers. This support has attracted both local and international game developers to the country, further fueling the growth of the online games market. In conclusion, the online games market in Netherlands is experiencing significant growth and development. This can be attributed to customer preferences for convenience and accessibility, the rise of mobile gaming, and the increasing popularity of multiplayer online games. The country's strong gaming culture, advanced digital infrastructure, and supportive government policies have also played a key role in driving the growth of the market.

    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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