Games

Domain

On the Games domain page, we discuss developments in the production, distribution and consumption of digital games, as well as the infrastructure supporting them. As the games industry is inherently international, both Dutch and international data and insights are used.

763 million

revenue in 2023

763

614

companies in 2024

614

4.291

jobs in 2023

4.291

Summary

After a relatively successful period during the corona pandemic, a turbulent time of reorganizations, closures, and rounds of layoffs began in the international game industry. Due to the relatively small scale of Dutch game studios, the direct impact remained limited, but here too, developers are expressing pessimism about the state of the industry.

And although the cultural recognition of games has been increasing over the years, there is still a long way to go. For the time being, Dutch developers have far fewer access to subsidy opportunities than their foreign counterparts and feel that the government is doing too little to support the sector. Additional efforts are also needed to preserve Dutch games as cultural heritage.

Overview and key figures

Video games offer a wide variety of experiences. From games that deal with mental health or let the player contribute to the search for a vaccine against cancer, to games starring a heavily armed axolotl or a mail-delivering gnome, and games about theatre, music and literature, reflective puzzle games and chaotic multiplayer games, and games that bring the past to life or let you shape the world of tomorrow.

The gaming industry can be defined as the entirety of companies and individuals engaged in the development, production, publication and distribution of video games. A distinction is often made between two subsectors: applied games (also seriousgames named) en entertainment games.  applied games are usually developed for a client and are used in education, healthcare, for training purposes, marketing or for awareness. amusement games are primarily intended for entertainment and can be further divided into different genres, such as adventure, sports and puzzle, but also based on budget (AAA versus indie) and intensity (of hardcore to hypercasual). All these games are played on computers (PC games), smartphones and tablets (mobile games) and special game consoles such as the Nintendo Switch, Xbox or PlayStation (console games).

Key figures

In order to map the number of organisations, employees, education, students, players and income in figures, various sources must be used. Since the gaming industry is inherently international, both national and international figures must be considered. Dutch figures are scarce, but are provided via the biennial Games MonitorFor international figures, the monitor from the Game Developers Conference and publications from market researcher Newzoo.

Number of organizations and employees: The Dutch gaming industry comprises approximately 2023 employees and 4.291 companies in 614 (Grinsven et al. 2025). The majority are self-employed and small businesses – the Netherlands has few really big game studios. These companies are mainly located in the Randstad, with a large hub in Amsterdam (Grinsven et al. 2025). Most companies in the industry are involved in developing new games. Of these developers, 36 percent are exclusively applied games – Internationally speaking, the Netherlands has many makers of these types of games. The other developers mainly focus on entertainment games for consumers (Grinsven et al. 2025).

Number of companies developing games in the Dutch game industry, by game type

In 2024 | Source: Games Monitor 2024

Income: The strong growth of the gaming industry accelerated during the COVID-19 years. Gaming increased significantly, resulting in higher revenue and investors investing more in video games (Vroegop 2024). Worldwide, revenue rose sharply between 2019 and 2021 from 145,7 to 192,7 billion dollars (Newzoo 2022a). This growth rate could not be matched after the COVID-19 pandemic, with a 26 percent decline in average play time between 2021 and 2023 (Newzoo 2024a). Investors withdrew, and reports of reorganizations, bankruptcies, and layoffs followed in rapid succession (Vroegop 2024, Van Ammelrooy 2023). A global trend of layoff waves began with at least 8,000 layoffs in 2022 and grew steadily to over 14,000 layoffs in 2024 (Maas 2025).

Despite the global decline, the Dutch game industry's revenues have held up. Two out of three studios report in the survey of the biennial Games Monitorstable or higher revenues than in 2021 (Grinsven et al. 2025). Despite the predominantly stable revenue, a number of rounds of layoffs and closures also occurred in the Netherlands (Vroegop 2024). Discussions with the field reveal that the closure of Dutch Game Garden earlier this year in particular – albeit due to a subsidy shortfall – has had a major impact. This development hub supported both both emerging and established studios with office space, guidance, and networking opportunities, and increased the visibility of the Dutch game industry through events. On balance, Dutch studios are less positive than three years ago: 16 percent of developers say their own studio is struggling and 58 percent believe that the Dutch game industry as a whole is not doing well (Grinsven et al. 2025; see also Maessen 2025).

 

Actual and projected revenue of the global gaming industry, 2018-2025

$ x 1.000.000.000 | 2025 is an estimate of expected revenue | Source: Newzoo 2020, 2022 and 2025

Expected revenue of the global gaming industry in 2025, by segment

$ x 1.000.000.000 | Source: Newzoo 2025

Number of courses and students: In 2024, those wishing to become active in the Dutch game industry could turn to 32 study programs, 15 of which were at HBO (higher professional education) and 13 at MBO (secondary vocational education). These programs report a decline in student intake. Once enrolled, students find it difficult to find an internship at game studios. Although the uptake of students by the game industry is a cause for concern, experts note that the appreciation of game students in other sectors is increasing. They observe that more graduates than before are finding internships or jobs in other fields (Grinsven et al. 2025).

Number of players: Dutch game developers make their games for a global audience that has been growing in size for years. In 2024, an estimated more than 3 billion people worldwide played video games at least once, which is 1 billion more than 10 years ago (Newzoo 2024b and 2020). From the report Cultural participation in figures (de Hoog & Swartjes 2026) shows that gaming is also a common form of leisure activity in the Netherlands: in 2024, 57 percent of Dutch people aged 6 and older indicated that they game occasionally – 21 percent even do so daily and 17 percent weekly. Gaming via a phone or tablet is more popular than gaming on a (gaming) computer: 53 percent and 40 percent of Dutch people play via these devices, respectively. Most Dutch people game alone (71 percent of respondents who game), but they also play with others via the internet (40 percent) and with others in the same room (38 percent). In addition to playing games oneself, watching others game is also common – for example streamers and e-sports players  – increasingly popular. Worldwide, 2022 million people watched live streams in 920 and 532 million watched e-sports (Newzoo 2022b).

Number of video game players worldwide, 2015-2024

nx 1.000.000.000 | Source: Newzoo 2020, 2022 and 2025

What else do we want to know about the Games domain?

Although diversity and inclusion are important themes in both the broader cultural sector and the gaming industry, we still know relatively little about diversity in the Dutch gaming industry - apart from gender distributions. Measuring this is complex, but it could ensure that it can be monitored within the sector and possibly shape policy around it.

Finally, an ambition of the Culture Monitor is to make more interconnections between the games industry and other domains within the cultural sector, looking for instance at how domains are organised and the cultural and societal impact they have. These insights can help ensure that domains learn from each other and ultimately strengthen each other as well.

Want to know more about the Games domain?

View more data about the Games domain in the Dashboard of the Culture Monitor.

More literature about the Games domain can be found in the Knowledge base of the Boekman Foundation.

The Games domain has several monitors that contain a lot of information about the industry. For example, the Dutch Games Association publishes the Games Monitor With figures on the Dutch game industry, the Game Developers Conference publishes an annual report monitor about the global gaming industry and market researcher Newzoo regularly publishes publications about market trends at a global level.

Sources

Characters

Geena Davis Institute on Gender in Media, Oak Foundation and Promundo (2021)The double-edged sword of online gaming: an analysis of masculinity in video games and the gaming community. Rancho Cucamonga, Chapel Hill and Washington: Geena Davis Institute on Gender in Media, Oak Foundation and Promundo.

Grinsven, C. van., A. Terpstra and M. Dierckx (2025) The Netherlands: Games Monitor 2024† Utrecht: Dutch Game Garden. 

Newzoo (2020) Newzoo Global Games Market Report 2020. Amsterdam: Newzoo. 

Newzoo (2022) Newzoo Global Games Market Report 2022. Amsterdam: Newzoo. 

Newoo (2025) Newzoo Global Games Market Report 2025. Amsterdam: Newzoo.

SteamSpy (zj) 'Games released in previous months'. On: www.steamspy.com.

Sources

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Editorial note: An earlier version of this page was reviewed by Martine Spaans (Managing Director).

Graphics and design: Horizon forbidden west from Guerrilla Games / Sony Interactive Entertainment.