Games Live Streaming - Netherlands

  • Netherlands
  • Revenue in the Games Live Streaming market is projected to reach US$137.20m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.06%, resulting in a projected market volume of US$184.10m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 4.4m users by 2029.
  • User penetration will be 18.4% in 2024 and is expected to hit 24.5% by 2029.
  • In global comparison, most revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$42.28 in 2024.

Key regions: Germany, Europe, United Kingdom, Japan, South Korea

 
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Analyst Opinion

The Games Live Streaming market in Netherlands has experienced significant growth in recent years, driven by the increasing popularity of video games and the rise of online streaming platforms.

Customer preferences:
In Netherlands, there is a strong demand for Games Live Streaming, with a large and active gaming community. Many gamers in the country enjoy watching live streams of their favorite games, as it allows them to learn new strategies, interact with other players, and stay updated with the latest trends in the gaming industry. Additionally, the convenience of being able to watch live streams from the comfort of their own homes has also contributed to the popularity of Games Live Streaming in Netherlands.

Trends in the market:
One of the key trends in the Games Live Streaming market in Netherlands is the increasing number of professional gamers and eSports events. The rise of eSports has created a new avenue for gamers to showcase their skills and compete at a professional level. As a result, there has been a growing demand for live streams of eSports tournaments and competitions, with viewers tuning in to watch their favorite teams and players in action. Another trend in the market is the emergence of local gaming influencers and content creators. These individuals have gained a significant following on platforms such as Twitch and YouTube, where they livestream their gameplay and engage with their audience. The popularity of these local influencers has contributed to the overall growth of the Games Live Streaming market in Netherlands, as their fans tune in regularly to watch their streams and support their favorite content creators.

Local special circumstances:
Netherlands has a strong internet infrastructure, with high-speed broadband connections available to a large portion of the population. This has facilitated the growth of Games Live Streaming, as viewers are able to stream high-quality video content without experiencing buffering or lag. Additionally, the country's relatively small size and high population density make it easier for content creators to connect with their audience and build a dedicated fan base.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Netherlands can also be attributed to the overall growth of the gaming industry and the increasing disposable income of consumers. As video games have become more mainstream and accepted as a form of entertainment, more people are willing to spend money on gaming-related content and services. The rising disposable income of consumers has also allowed them to invest in gaming equipment and accessories, further driving the demand for Games Live Streaming. In conclusion, the Games Live Streaming market in Netherlands has experienced significant growth due to the increasing popularity of video games, the rise of eSports, the emergence of local influencers, and the country's strong internet infrastructure. With the continued growth of the gaming industry and the increasing disposable income of consumers, it is expected that the Games Live Streaming market in Netherlands will continue to thrive in the coming years.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration. 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, video gaming revenues.

Additional Notes:

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

Overview

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