COMPETITIVE LANDSCAPE
Microsoft, Sony, and Nintendo lead video games, which sees rising concentration
Video games in the Netherlands saw increased concentration from 2019 to 2024, with the top five companies accounting for 57% of value sales in 2024, up from 54% in 2019, surpassing the Western European average of 54%. Microsoft, Sony, and Nintendo remained the leading players in 2024.
Take-Two benefits from consumer interest in established brands
Titles from Take-Two Interactive, such as GTA V and Red Dead Redemption 2, continued to perform well in 2024, despite being released several years ago. Players appear to be increasingly interested in established brands, which they associate with quality, and which offer a sense of nostalgia, particularly in the case of games that are part of a series with multiple releases.
Returning Vlambeer focuses on new releases and maintaining its existing catalogue
Gaming developer Vlambeer reopened its doors in the Netherlands in 2024, following its closure in 2020. An indie studio, Vlambeer is known for titles such as Nuclear Throne and Ridiculous Fishing.
Valve may release a Half-Life sequel; SCS to launch Benelux maps
Moving forward, to take advantage of its existing franchise, Valve may introduce a new iteration of Half-Life. Hoping to capitalise on the existing popularity of the Half Life franchise among Dutch gamers, there is speculation that a release could be seen by the end of 2025.
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Overview:
Understand the latest market trends and future growth opportunities for the Video Games industry in Netherlands with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in Netherlands, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
The Video Games in Netherlands report includes:
- Analysis of key supply-side and demand trends
- Detailed segmentation of international and local products
- Historic volume and value sizes, company and brand market shares
- Five year forecasts of market trends and market growth
- Robust and transparent research methodology, conducted in-country
This report answers:
- What is the market size of Video Games in Netherlands?
- Which are the leading brands in Video Games in Netherlands?
- How are products distributed in Video Games in Netherlands?
- How is the rise of e-commerce impacting the retail landscape and traditional outlets?
- What are the key safety regulations to observe in Netherlands?
- How has retail disruption following COVID-19 and national lockdown impacted sales?
- Where is future growth expected to be most dynamic?
- Is it more important to appeal to children or adults?
Video Games in the Netherlands - Category analysis
KEY DATA FINDINGS
Demand for core brands and the expanding gamer population contribute to growth
Releases such as Call of Duty and EA Sports FC 25 drive sales of video games software
Xbox expands cloud gaming, positioning itself as a cost-effective platform
Video games hardware and software set to expand in the forecast period
Taking advantage of established franchises
More gamers will favour high-value consoles and adopt gaming headsets
AI personalisation and subscription services set to contribute to growth in video games
Microsoft, Sony, and Nintendo lead video games, which sees rising concentration
Take-Two benefits from consumer interest in established brands
Returning Vlambeer focuses on new releases and maintaining its existing catalogue
Valve may release a Half-Life sequel; SCS to launch Benelux maps
Retail e-commerce dominates sales of video games
Offline retail sees the best performance, as stores seek to improve their appeal
Game Mania closes stores in 2025, focusing on selling physical games online
Anticipated growth for retail e-commerce will require companies to adapt
Toys and Games in the Netherlands - Industry Overview
Kidult trend and licensing contribute to solid growth
Video games leads growth in toys and games
Funko taps into nostalgia with Star Wars Mandalorian figure
Lego leverages brand recognition and the kidult trend for growth
Video games forecast to lead growth in toys and games
AR/VR and new consoles set to fuel growth in video games
Kidults and parental desire for screen-free time set to drive growth for traditional toys and games
Retail e-commerce and omnichannel retailing set to contribute to growth
Microsoft and Sony drive concentration, with LEGO also performing well
Little Dutch Shop's premium wooden toys drive value sales
Vtech to launch new electronic educational toys range in 2025
Retail e-commerce maintains its dominance
Retail e-commerce is particularly important in video games: Game Mania turns online-only
Resurgence for offline retail, and Toychamp acquires Intertoys
COUNTRY REPORTS DISCLAIMER
The following categories and subcategories are included:
Video Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See all of our definitionsWhy buy this report?
- Gain competitive intelligence about market leaders
- Track key industry trends, opportunities and threats
- Inform your marketing, brand, strategy and market development, sales and supply functions
This report originates from Passport, our Video Games research and analysis database.
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