Video Games in the Netherlands

July 2025
USD 1,195
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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
Chart 1 Key Trends 2024
Releases such as Call of Duty and EA Sports FC 25 drive sales of video games software
Chart 2 Analyst Insight
Xbox expands cloud gaming, positioning itself as a cost-effective platform
Chart 3 Xbox Cloud Gaming Expands Access Beyond Consoles
Video games hardware and software set to expand in the forecast period
Chart 4 Nintendo, Sony, Microsoft Drive Next-Gen Console Expansion
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
Chart 5 Key Trends 2024
Video games leads growth in toys and games
Chart 6 Analyst Insight
Funko taps into nostalgia with Star Wars Mandalorian figure
Chart 7 Star Wars Funko Figures Target Dutch Consumers
Lego leverages brand recognition and the kidult trend for growth
Chart 8 Disney Classics Boost Lego’s Cross-Age Appeal
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
Chart 9 Real GDP Growth and Inflation 2019-2029
Chart 10 PEST Analysis in the Netherlands 2024
Chart 11 Key Insights on Consumers in the Netherlands 2024
Chart 12 Consumer Landscape in the Netherlands 2024

COUNTRY REPORTS DISCLAIMER

Summary 1 Research Sources
The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

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 definitions
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This report originates from Passport, our Video Games research and analysis database.

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