Download Games - Netherlands

  • Netherlands
  • In the Netherlands, revenue in the Download Games market market is projected to reach €95.18m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.29%, resulting in a projected market volume of €117.40m by 2029.
  • By 2029, the number of users in the Download Games market market in the Netherlands is expected to amount to 2.6m users.
  • User penetration will be 14.7% in 2024 and is anticipated to increase to 14.8% by 2029.
  • In a global context, the majority of revenue will be generated the United States, where it is projected to reach €4,638.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in the Netherlands is projected to amount to €36.61 in 2024.
  • In the Netherlands, the Download Games segment is increasingly driven by a strong preference for digital ownership and innovative gaming experiences among consumers.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in Netherlands has been experiencing significant growth in recent years.

Customer preferences:
One of the main reasons for the growth of the Download Games market in Netherlands is the increasing popularity of gaming among the Dutch population. Gaming has become a mainstream form of entertainment, with a wide range of age groups and demographics participating in gaming activities. This has led to a higher demand for downloadable games, as players prefer the convenience of being able to access and play games directly from their devices.

Trends in the market:
Another trend in the Download Games market in Netherlands is the shift towards digital distribution. With the rise of digital platforms such as Steam and Epic Games Store, consumers are increasingly choosing to download games rather than purchasing physical copies. This trend is driven by the convenience and instant access that digital downloads offer, as well as the ability to easily update and install games without the need for physical media.

Local special circumstances:
The Dutch gaming market is also influenced by local special circumstances. The Netherlands has a strong gaming culture, with a high percentage of the population actively participating in gaming activities. The country is home to several successful game development studios, which has contributed to the growth of the local gaming industry. Additionally, the Netherlands has a well-developed internet infrastructure, which makes it easier for consumers to download games quickly and efficiently.

Underlying macroeconomic factors:
The growth of the Download Games market in Netherlands can also be attributed to underlying macroeconomic factors. The Dutch economy has been performing well in recent years, with a strong GDP growth and low unemployment rate. This has resulted in increased disposable income for consumers, allowing them to spend more on leisure activities such as gaming. Furthermore, the COVID-19 pandemic has also played a role in driving the growth of the Download Games market, as people have been spending more time at home and looking for entertainment options. In conclusion, the Download Games market in Netherlands is experiencing growth due to customer preferences for convenience and instant access, the shift towards digital distribution, local special circumstances such as a strong gaming culture and well-developed internet infrastructure, as well as underlying macroeconomic factors such as a strong economy and the impact of the COVID-19 pandemic.

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.

Vue d’ensemble

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