Metaverse Gaming - Netherlands

  • Netherlands
  • The Metaverse Gaming market is projected to reach a value of €0.2bn in 2024, according to market forecasts.
  • This value is expected to grow at an annual rate of 44.08% from 2024 to 2030, resulting in a projected market volume of €1.6bn by 2030.
  • It is worth noting that United States is currently the leading market, with a projected volume of €6.8bn in 2024.
  • In terms of user base, the number of users in the Metaverse Gaming market is expected to reach 4.8m users by 2030.
  • User penetration, which measures the proportion of users in relation to the total population, is projected to be 8.2% in 2024 and is expected to increase to 26.5% by 2030.
  • Furthermore, the average Value per user (ARPU) is expected to amount to €127.1.
  • This metric provides insights into the revenue generated by each user in the market.
  • These figures highlight the significant growth potential and market opportunities in the Metaverse Gaming market.
  • The Netherlands, as a country, can also tap into this dynamic market and benefit from its expansion.
  • The Netherlands has seen a surge in virtual reality gaming, with a growing number of gamers embracing the immersive experiences of the Metaverse.
 
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Analyst Opinion

The Metaverse Gaming market in Netherlands has been experiencing significant growth and development in recent years.

Customer preferences:
Netherlands has a strong gaming culture, with a large number of people actively participating in gaming activities. The popularity of online gaming has been on the rise, and there is a growing interest in virtual reality (VR) and augmented reality (AR) gaming experiences. Dutch gamers are known to be tech-savvy and open to new gaming technologies, making them an ideal target market for metaverse gaming.

Trends in the market:
One of the key trends in the Metaverse Gaming market in Netherlands is the increasing demand for immersive and interactive gaming experiences. Gamers are looking for more than just traditional gaming, they want to be fully immersed in virtual worlds and have the ability to interact with other players in real-time. This has led to the rise of metaverse gaming platforms that offer a combination of VR, AR, and social networking features. Another trend in the market is the integration of blockchain technology in metaverse gaming. Blockchain technology allows for secure and transparent transactions within the virtual world, as well as the ownership and trading of virtual assets. This has opened up new opportunities for gamers to monetize their gaming experiences and for developers to create unique and valuable virtual assets.

Local special circumstances:
The Netherlands is known for its strong technology infrastructure and digital innovation. The country has a high internet penetration rate and a well-established gaming industry. This provides a favorable environment for the growth of the Metaverse Gaming market. Additionally, the Dutch government has been supportive of the gaming industry, providing incentives and support for startups and innovation in the sector.

Underlying macroeconomic factors:
The strong economy of Netherlands and the high disposable income of its population contribute to the growth of the Metaverse Gaming market. Gamers are willing to invest in high-quality gaming equipment and experiences, driving the demand for metaverse gaming platforms. Furthermore, the COVID-19 pandemic has accelerated the adoption of online gaming and virtual experiences, as people seek entertainment and social interaction from the safety of their homes. In conclusion, the Metaverse Gaming market in Netherlands is experiencing growth and development due to customer preferences for immersive and interactive gaming experiences, the integration of blockchain technology, the country's strong technology infrastructure, and the supportive government policies. The underlying macroeconomic factors, such as the strong economy and the impact of the COVID-19 pandemic, also contribute to the growth of the market.

Methodology

Data coverage:

Figures are based on in-app spending, consumer spending, in-game spending, app downloads, and investment and funding data.

Modeling approach / Market size:

Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Vue d’ensemble

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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