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

After a period of accelerated growth during the corona pandemic, the gaming industry is in a state of economic stabilization, both internationally and nationally. Now that the growth rates of the corona years can no longer be matched, reports of reorganizations, bankruptcies and layoffs follow each other in rapid succession. Many game developers therefore believe that the Dutch gaming industry is in bad shape.

And although the cultural recognition of games is increasing over the years, there is still a way to go. Dutch makers can still make much less use of subsidy possibilities than foreign colleagues and believe that the government does 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).

Source: Games Monitor 2024
Source: Games Monitor 2024
In 2023 | Source: Games Monitor 2024

Income: The strong growth of the gaming industry accelerated during the corona years. Gaming increased above average, resulting in higher turnover and investors investing more in video games (Vroegop 2024). Global turnover increased sharply between 2019 and 2021 from 145,7 to 192,7 billion dollars (Newzoo 2022a). This growth rate could not be matched after the corona pandemic, with a 26 percent decrease in average playing time between 2021 and 2023 (Newzoo 2024a). Investors withdrew and reports of reorganizations, bankruptcies and layoffs followed each other in rapid succession (Vroegop 2024, Van Ammelrooy 2023). A global trend of waves of layoffs started with at least 8 thousand layoffs in 2022 and grew steadily to more than 14 thousand 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 income than in 2021. At the same time, the landscape is polarizing: almost half of the companies now earn less than a hundred thousand euros per year, while one in five still earns more than a million (Grinsven et al. 2025). Despite the stable turnover, a number of rounds of layoffs and closures also occurred in the Netherlands (Vroegop 2024). In discussions with the field, it becomes clear that the closure of Dutch Game Garden earlier this year in particular – albeit due to a subsidy shortage – 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 say their own studio is struggling and 58 percent believe the Dutch game industry as a whole is not doing well.

€ x 1.000.000 | Source: Games Monitor 2024
$ x 1.000.000.000 | 2024 is an estimate of expected revenue | Source: Newzoo 2020, 2022 and 2024
$ x 1.000.000.000 | Source: Newzoo 2024

 

Number of courses and students: In 2024, those who want to become active in the Dutch game industry could attend 32 courses, 15 of which were at HBO and 13 at MBO. These courses indicate a decrease in the inflow of students. Once enrolled, students find it more difficult to find an internship at game studios. Although the intake of students by the game industry is a cause for concern, experts indicate that the appreciation of game students in other industries is increasing. They see more graduates than before finding an internship or job in other fields (Grinsven et al. 2025).

Number of players: Dutch game developers create their games for a global audience that has been growing in size for years. In 2024, an estimated 3 billion people worldwide played video games, 1 billion more than 10 years ago (Newzoo 2024b and 2020). In the Netherlands, 2022 million people played games in 9,6 and 32 percent of households owned a game console (Grinsven et al. 2024, NMO Mediatrends 2022). The Vrijetijdomnibus (VTO) also shows that gaming is a popular form of leisure activity: in 2022, 52 percent of Dutch people aged 6 and over said they played games sometimes – 21 percent even played daily and 15 percent weekly. Dutch people mainly play games alone (69 percent of respondents who play games), but they also play with others via the internet (41 percent) and with others who are in the same room (36 percent). In addition to playing games yourself, watching others play games, 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).

nx 1.000.000 | Source: Games Monitor 2024
nx 1.000.000.000 | Source: Newzoo 2020, 2022 and 2024

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.

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

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

Dutch Game Garden (2021) Games Monitor the Netherlands 2020 update: covid impact† Utrecht: Dutch Game Garden.

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 (2024) Newzoo Global Games Market Report 2024. Amsterdam: Newzoo.

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

Sources

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Justification text and image

Editorial note: The current version of this page was read by Martine Spaans (DGA). An earlier version of this page was written by Bjorn Schrijen.

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