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. The Games domain currently only includes video games. Other forms of digital culture and games will be added to the Culture Monitor in the future.

Summary

The Games domain is growing at impressive rates every year. The number of game creators is increasing rapidly, as are the number of players and revenue. The Covid-XNUMX pandemic has generally amplified this growth. Besides the economic value, the cultural recognition of games is also rising. This increasingly creates overlaps with other cultural domains.

Nevertheless, the industry also faces challenges. For instance, Dutch creators can make much less use of subsidy opportunities than their foreign colleagues. Additional efforts are needed to preserve (Dutch) games as cultural heritage. With the increasing number of games, it is harder to stand out with a new game. There is still a long way to go when it comes to diversity, although more and more individuals and organisations are making progress.

Introduction 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.  

All these games originate from a young industry in the Netherlands, which in 2021 comprised around 4,560 employees and 630 companies (Dutch Game Garden 2022). These are predominantly relatively small companies - the Netherlands has few very large game studios. Moreover, these companies are mainly located in the Randstad (Grinsven et al., 2024). Most companies in the industry are active in developing new games, often distinguishing between applied (or serious) games and entertainment games.  Applied games are usually developed for a client, and are used in education, healthcare, for training purposes, as marketing or for awareness-raising, among others. In 2018, around a third of all game developers in the Netherlands exclusively made applied games - internationally, the Netherlands thus counts many creators of this type of game. The remaining developers focus mainly on entertainment games for consumers (Grinsven et al. 2019). Entertainment games also offer different experiences. For instance, more and more creators are using the medium's possibilities to tell personal stories or explore societal themes. More recently, there has also been the rise of ‘Wholesome Games’, which focus on feelings of comfort and cosiness (Control 2023). These games are played on computers (PC games), smartphones and tablets (mobile games) and dedicated gaming consoles such as the Nintendo Switch, Xbox or PlayStation (console games).

The gaming industry's already strong growth accelerated during the Covid pandemic years as many people sought refuge in games. Globally, between 2019 and 2021, revenue rose sharply from $144,4 billion to $192,7 billion. The Dutch industry also experienced growth in recent years, with turnover rising from 225 to 300 million in 2018 to 420 to 440 million in 2021 (Grinsven et al., 2019; Dutch Game Garden 2022). On the one hand, the industry now seems to be stabilising, with potential implications for creators. Although no data are yet available on the Dutch context post-pandemic years, there are worldwide sounds of reorganisations, bankruptcies and layoffs at both small companies and large publishers and studios in 2023 (van Ammelrooy, 2023). On the other hand, at the last edition of INDIGO, an annual Dutch gaming congress, there was a hopeful atmosphere: many professionals trust in the game industry's ability to lead in the increasing digitalisation and there is a robust group of professional creators in the Netherlands (Maessen, 2023a).   

It is difficult to measure how many games Dutch creators produce per year, partly because games by Dutch creators are published in many places. It is also methodologically difficult. For instance, game developers regularly update existing titles or release them for new systems. A mere overview of new titles therefore underestimates actual production. To gain some insight into this, the Dutch Game Industry Directory by game developer Adriaan de Jongh was expanded in mid-2021 to include the possibility of deriving statistics from it (Otterlo 2021b). Developers themselves can add their games to this database and have been regularly invited to do so since the update. The database is not yet complete and applied games are underrepresented, but the hope is that the directory will become increasingly accurate in the future. According to current statistics, 16 new Dutch games were released in 2021, 24 in 2022 and 18 in 2023.

Dutch games industry

This figure shows the number of companies, the number of jobs and the estimated turnover within the Dutch games industry. The graph on turnover indicates the lower and upper limits of the estimate: in 2021 turnover was between 420 and 440 million euros. For a more detailed breakdown of these figures, see the Games Monitorby Dutch Game Garden. You can switch between the different graphs via the tabs above the figure.

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€ x 1.000.000

Source: Games Monitor

Those who want to become active in the Dutch game industry in 2021 could join 23 courses. In the year 2020, there were around 700 graduates. For both the number of study programmes and the number of graduates, we thus see a decrease in these years compared to 2018, when there were still 32 study programmes entirely focused on games and around 900 students graduated (Grisven et al. 2019; Dutch Game Garden 2022; Grinsven et al., 2024). Despite the decline, these numbers may appear high relative to the number of employed people. However, trained game developers' skills also enter many other workplaces. Game studies, for example, have also become part of broader courses such as Software Development and Multimedia Design (Grinsven et al., 2024). A proportion of graduates also go to work abroad.  

Dutch game developers make their games for a global audience, which has been growing in size for years. In 2023, it is estimated that almost 3 billion people worldwide played video games at some point and the game industry realised a turnover of $184,0 billion (Newzoo, 2024). In 2022, 9,6 million people played games in the Netherlands (Dutch Game Garden 2022). 32 per cent of Dutch households therefore owned a game console in 2022 (Grinsven et al. 2019, Multiscope 2020, Uffelen et al. 2021, NMO Media Trends 2022). The Leisure Omnibus (Vrijetijdsomnibus, VTO) also shows that gaming is a popular form of leisure activity: in 2022, 52% of Dutch people aged 6 years and older reported having played games at some point, 21% even played daily and 15% weekly. Dutch people mainly game alone: in 2022, 69% said they played alone. However, people also play with others via the internet (41% of respondents who play games) and with or against others who are in the same room (36%). Besides playing by themselves, watching others game - for example, streamers, influencers or e-sports players - is also increasingly popular. Globally in 2022, 532 million people watched e-sports and 920 million watched livestreams of gamers (Newzoo, 2022).  

Global games industry revenue and number of players

Partly due to the Covid pandemic, the turnover of the global games industry rose sharply in 2020 and 2021. Market researcher Newzoo expects this strong increase to be followed by a small decline in 2022, followed by further growth from 2023 onwards.

$ x 1.000.000.000
$ x 1.000.000
nx 1.000.000.000

Source: McDonald 2022, Newzoo 2021b, Newzoo 2022a

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.  

Sustainability has also received increasing attention in the gaming industry in recent years. For instance, there are several advances regarding sustainability in game development and consumption, and games can also play an important role in raising awareness (Henshall 2024). In the Netherlands, 32% of game developers paid attention to sustainability in the game development process (Dutch Game Garden 2024). However, more is not yet known about this important topic in the Dutch context.  

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.

Previous editions of the text on this domain page can be found here:
2021
2022

Sources

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Justification text and image

Editorial note: An earlier version of this page was written by Bjorn Schrijen.

Discussion partners: In 2021 we spoke to various people to collect information for the development of this domain page.

Graphics and design: INDIGO 2018 / Photo via: Dutch Game Garden.

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