After receiving a significant boost from COVID-19 restrictions during 2020, the rate of growth in retail constant value sales (2021 prices) of video games returned to single digits but remained robust (and in line with the performance during the review period prior to the pandemic) in 2021. Video games continue to grow in popularity among both adults and children, with Epic Games Inc’s Fortnite, the FIFA series of football games from Electronic Arts Benelux and Activision Blizzard Benelux BV’s Call of Duty first-person shooter series particularly popular.
Mobile and online games continue to grow in popularity, accounting for more than a quarter of retail value sales of video games between them in 2021. As technology develops at a rapid pace, children are moving away from toys and into gaming at a younger age.
During 2020, demand for static consoles was strong, boosted by the launch of a new generation of devices by Sony (PlayStation 5) and Microsoft (Xbox Series S and X) in November. However, these consoles (particularly the PlayStation 5) remained in short supply throughout 2021 due to the ongoing global semiconductor shortage.
The rate of growth in retail constant value sales of video games will slow significantly in 2022, as daily life continues to normalise, and be relatively subdued during the forecast period as a whole. AR/VR headsets will remain the top performer.
Digital now dominates the distribution of video games software (both video and computer games), and this trend is set to deepen during the forecast period. This will be facilitated by accelerating internet download speeds.
The days of static consoles may also be numbered, as the streaming of video games (also known as cloud gaming, with the game hosted on a far-away server and streamed to a local device, such as a smartphone, tablet or a smart TV) set to go mainstream during the forecast period. Some industry sources go so far as to predict that the current generation (PlayStation 5 and Xbox Series S and X) will be the last generation of static consoles.
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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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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 DefinitionsThis report originates from Passport, our Video Games research and analysis database.
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