Video Games in the Netherlands

August 2026
USD 1,195
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Overview:

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.

Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.

If you're in the Video Games industry in Netherlands, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Video Games in Netherlands report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in Netherlands?
  • Which are the leading brands in Video Games in Netherlands?
  • How are products distributed in Video Games in Netherlands?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Netherlands?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in the Netherlands - Category analysis

Key Data Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Nintendo Benelux and Digital Platforms Reshape Player Spending
Xbox Game Pass and Seasonal Sales Drive Digital Software
Chart 2 Xbox Game Pass and Steam Discounts Anchor Value-Led Buying
Sony and Microsoft Adapt Monetisation to Meet Stricter Eu Rules
Chart 3 PlayStation Family App Offers Minor Safeguards
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Microsoft and Sony to Deepen Digital Engagement as Price Sensitivity Rises
Digital Strategies to Power Video Games Software Supremacy
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Sony Leverages Playstation to Outpace Rivals in Value Share
Nintendo Reinvigorates Video Games Hardware and Drives Ecosystem Engagement
Chart 8 Switch 2 Lifts Dutch Console Sales
Chart 9 Company Shares 2025
Chart 10 Brand Shares 2025
Digital Storefronts Reshape Consumer Behaviour with Instant Access and Value
Boxed Games Become Niche as Digital Models Shape Retail Dynamics
Chart 11 Retail Channels 2020-2025
Hybrid Hardware and Immersive Formats Redefine Games
Live-Service Design and Cross-Platform Access Extend Product Lifecycles
Cloud Delivery and Ai Tools Expand the Boundaries of Game Product
Chart 12 Economic Context for Video Games
Chart 13 Real Gdp Growth 2020-2030
Chart 14 Inflation 2020-2030
Chart 15 Consumer Context for Video Games
Chart 16 Population 2020-2030
Chart 17 Population by Generation 2025

Toys and Games in the Netherlands - Industry Overview

2025 Developments

Key Data Insights

Chart 18 Key Industry Trends for Toys and Games
Collectors Drive Value-Led Transformation through Digital and Physical Play
Lego and Pokémon Trading Cards Fuel Premium Adult Engagement
Chart 19 Hot Wheels' F1 Range Captures Kidults
Little Dutch Embraces Sustainable Play Amid Regulatory Pressures
Chart 20 Little Dutch's Garden Collection Reflects Sustainable Toys
Chart 21 Value Sales 2020-2030
Chart 22 Value Sales by Category 2025
Nintendo and Lego to Drive Digital Access and Kidult Collectability
Chart 23 Switch 2 Lifts Dutch Console Sales
Mattel and Funko to Unlock Kidult Demand with Licensed Launches
Chart 24 Forecast Value Sales 2020-2030
Chart 25 Forecast Value Sales by Category 2025-2030
Lego and Sony Outpace Rivals as Premium and Digital Play Converge
Mattel and Pokémon Ignite Collector Demand with Licensed Launches
Chart 26 Company Shares 2025
Chart 27 Brand Shares 2025
Retail E-Commerce Surpasses Retail Offline as Shopping Shifts Online
Chart 28 Retail Channels 2020-2025
Hybrid Play and Premium Design Shape Toys and Games
Recent Launches Illustrate the Direction of Innovation
Chart 29 Economic Context for Toys and Games
Chart 30 Real Gdp Growth 2020-2030
Chart 31 Inflation 2020-2030
Chart 32 Consumer Context for Toys and Games
Chart 33 Population 2020-2030
Chart 34 Consumer Expenditure 2020-2030
Chart 35 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

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 definitions
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This report originates from Passport, our Video Games research and analysis database.

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