The value growth of video games accelerated dramatically in the Netherlands in 2020. The number of hours that both adults and children spent playing video games skyrocketed as a result of the COVID-19 pandemic.
Affordability does not seem to have been a significant issue amongst consumers deciding to buy video games hardware or software in 2020, despite the pandemic-inspired economic unease and concerns about rising unemployment which have caused Dutch consumers to tighten their belts in other areas. Some consumers consider the initial price to be worthwhile considering the long periods spent using the products.
E-commerce was the outstanding winner among distribution channels for video games in the Netherlands in 2020. The fact that many retailers were closed during the lockdown did not significantly limit access to video games software.
Despite an Indian summer for traditional toys and games in 2020, the future of the global toys and games industry will remain dominated by video games, especially video games software (in-game purchases). The situation is the same in the Netherlands.
Opportunities in video games look to be in software rather than hardware over the forecast period. Sales of online games and mobile games are set to see continued strong growth, driven mainly by in-game purchases.
Consumer shopping behaviour has changed as a result of the pandemic. Although retail stores have reopened, with measures in place to limit or prevent the spread of COVID-19, consumers have become hesitant about going for a leisurely shopping trip.
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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.
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This report originates from Passport, our Video Games research and analysis database.
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