Online Games - Benelux

  • Benelux
  • Revenue in the Online Games market is projected to reach US$0.37bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.78%, resulting in a projected market volume of US$0.49bn by 2029.
  • In the Online Games market, the number of users is expected to amount to 0.00 by 2029.
  • User penetration will be 0.00 in 2024 and is expected to hit 0.00 by 2029.
  • In global comparison, most revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market is projected to amount to 0.00 in 2024.

Key regions: United States, Europe, France, India, Asia

 
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Analyst Opinion

The Online Games market in Benelux has been experiencing significant growth in recent years, driven by the increasing popularity of gaming among consumers in the region.

Customer preferences:
In Benelux, there is a strong demand for online games across all age groups. The younger generation is particularly drawn to multiplayer online games, which allow them to connect and compete with players from around the world. Additionally, casual and mobile games are also gaining popularity among consumers of all ages, as they provide a convenient and accessible gaming experience.

Trends in the market:
One of the key trends in the Online Games market in Benelux is the rise of esports. Esports tournaments and events have gained a large following in the region, with professional players and teams competing for substantial prize money. This trend has not only increased the visibility of online gaming but has also led to the development of a thriving esports ecosystem, including dedicated gaming arenas, streaming platforms, and sponsorships. Another trend in the market is the growing popularity of virtual reality (VR) gaming. VR technology has advanced significantly in recent years, providing a more immersive and interactive gaming experience. Consumers in Benelux are increasingly embracing VR games, as they offer a unique and captivating way to play. This trend is expected to continue as VR technology becomes more affordable and accessible.

Local special circumstances:
One of the unique aspects of the Online Games market in Benelux is the multilingual nature of the region. With three official languages (Dutch, French, and German), game developers and publishers need to localize their products to cater to the diverse language preferences of consumers. This presents both opportunities and challenges for companies operating in the market, as they need to ensure that their games are culturally relevant and linguistically accurate.

Underlying macroeconomic factors:
The strong economic growth in Benelux has contributed to the expansion of the Online Games market. As disposable incomes rise, consumers have more spending power to invest in gaming. Additionally, the high internet penetration rate in the region and the widespread use of smartphones have made online gaming more accessible to a larger population. Furthermore, the supportive regulatory environment in Benelux has also played a role in the market's growth. The region has implemented favorable policies to encourage the development of the gaming industry, including tax incentives for game developers and investments in infrastructure. In conclusion, the Online Games market in Benelux is thriving due to customer preferences for multiplayer, casual, and mobile games, as well as the growing popularity of esports and VR gaming. The multilingual nature of the region and the supportive regulatory environment are also contributing factors. With the continued economic growth and technological advancements, the Online Games market in Benelux is expected to further expand in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

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