Gaming Hardware - Netherlands

  • Netherlands
  • Revenue in the Gaming Hardware market is projected to reach US$1.52bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.68%, resulting in a projected market volume of US$2.10bn by 2029.
  • In the Gaming Hardware market, the number of users is expected to amount to 1.8m users by 2029.
  • User penetration will be 8.3% in 2024 and is expected to hit 9.9% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$1.03k.
  • In global comparison, most revenue will be generated in China (US$33,310.00m in 2024).

Key regions: United States, Japan, United Kingdom, South Korea, India

 
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Analyst Opinion

The Gaming Hardware market in Netherlands has been experiencing steady growth in recent years, driven by the increasing popularity of video games and the rising demand for high-quality gaming equipment.

Customer preferences:
Netherlands has a strong gaming culture, with a significant portion of the population actively engaged in gaming. Dutch gamers are known for their preference for high-performance gaming hardware, such as gaming PCs, gaming laptops, and gaming consoles. They value the latest technology and are willing to invest in top-of-the-line gaming equipment to enhance their gaming experience. Additionally, there is a growing interest in virtual reality (VR) gaming, with Dutch gamers showing a willingness to adopt VR headsets and accessories.

Trends in the market:
One of the key trends in the Gaming Hardware market in Netherlands is the shift towards online gaming. With the increasing availability of high-speed internet and the rise of multiplayer online games, more gamers are opting for online gaming experiences. This has led to a growing demand for gaming peripherals such as gaming keyboards, gaming mice, and gaming headsets that are optimized for online gaming. Another trend in the market is the rise of eSports. Netherlands has a thriving eSports scene, with professional eSports teams and tournaments gaining popularity. This has created a demand for gaming hardware that is specifically designed for competitive gaming, such as high-performance gaming monitors with fast refresh rates and low input lag.

Local special circumstances:
One of the unique aspects of the Gaming Hardware market in Netherlands is the strong presence of local gaming hardware manufacturers. Dutch companies have been at the forefront of innovation in the gaming hardware industry, producing high-quality gaming equipment that is highly regarded by gamers worldwide. This has created a sense of pride among Dutch gamers, who often prefer to support local brands.

Underlying macroeconomic factors:
The growth of the Gaming Hardware market in Netherlands can be attributed to several underlying macroeconomic factors. The country has a strong economy and a high standard of living, which allows consumers to allocate a significant portion of their disposable income towards leisure activities such as gaming. Additionally, the Netherlands has a well-developed infrastructure, including reliable internet connectivity and a robust retail sector, which facilitates the distribution and sale of gaming hardware. In conclusion, the Gaming Hardware market in Netherlands is experiencing steady growth due to the preference for high-performance gaming equipment, the shift towards online gaming, the rise of eSports, the presence of local gaming hardware manufacturers, and the underlying macroeconomic factors such as a strong economy and well-developed infrastructure. As the gaming industry continues to evolve and new technologies emerge, the market is expected to further expand in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Gaming Hardware market, which includes various types of gaming devices such as consoles, gaming PCs and laptops, and peripherals. This market covers both online and offline sales of gaming hardware. All monetary figures refer to consumer spending on these hardware products and accessories. This spending considers any discounts, margins, and taxes.

Modeling approach / Market size:

The market size is determined through a comprehensive approach. We utilize data from annual financial reports of leading companies, industry associations, third-party studies and reports, primary research surveys (e.g., Consumer Insights), and performance metrics (e.g., user adoption rates, price points, usage patterns) to analyze the markets. To estimate the segment size for each country, we consider relevant key market indicators and data from country-specific industry associations. This includes macroeconomic indicators, historical trends, current market dynamics, and reported performance metrics of key industry players. Factors like average prices and purchase frequencies are considered.

Forecasts:

We apply diverse forecasting techniques tailored to the behavior of the specific market. For instance, methods like trend smoothing and adoption curve analysis are well-suited for forecasting trends in gaming hardware, considering the evolving nature of technology adoption. The main drivers influencing forecasts include economic indicators such as GDP per capita, consumer spending per capita, and technological advancements like 5G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated biannually to reflect any changes in market dynamics. The impact of external factors, such as the COVID-19 pandemic, is considered at the country-specific level. The text incorporates current exchange rates in its modeling. Additionally, any impacts from events like the Russia-Ukraine war or significant industry developments are considered on a country-specific basis. The market information is refreshed twice a year. In some instances, updates are made on an ad hoc basis, such as when new pertinent data is released or substantial shifts within the market impact projected trends. Consumer Insights data is reweighted to ensure representativeness.

Overview

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