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
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.
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,
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.
Source: McDonald 2022, Newzoo 2021b, Newzoo 2022a
Trends and developments
Games as culture, games as heritage
Games currently play a very minor role in
Although the role of games in cultural policy is small, their role as a cultural medium is growing. Games combine cultural forms such as film, literature, music, architecture, design and visual arts, yet their interactive features make games more than the sum of their parts. For instance, games make it possible to explore digital worlds with complete freedom or and allow players to shape them as cocreators. They put the player directly in the shoes of a protagonist, making them responsible for decisions and their impact. In this way, games create unique, personal and 'immersive' experiences. Increasingly, these are also personal stories of creators or stories that touch on important social issues. For example, games can be used to improve the physical and mental health of people over 60 (Gutiérrez-Pérez et al. 2023).
Furthermore, games are increasingly becoming part of other cultural domains. The examples are numerous. Consider for instance filmmakers using game technology and increasingly making films and series based on games, the opening ceremony of the Tokyo Olympics consisting largely of video game music, games which can contribute to the reconstruction of heritage sites, the Reading Coalition (Leescoalitie) launching a reading promotion project around game stories, and Museum Belvédère organising an exhibition on game art in autumn 2021 (Gestel 2020, Handy 2023, Harty 2022, McWhertor 2020, Bibliotheeknetwerk 2021, Museum Belvédère 2021). A broader development is that (major) games are turning into (social) platforms that also provide space for activities other than play - also called the metaverse (Newzoo 2021). These include cultural activities, such as digital concerts or tours of virtually simulated museums (Carpenter 2020, Vergauwen 2021).
If games are seen as culture, then it is also important to safeguard them as cultural heritage. This is also an urgent issue, because games as heritage are very vulnerable, for instance because of how and where they can be archived (Maessen, 2023b). Currently, there are
A (too?) wide range of new games
Similarly to the film and music industries, the way games are distributed has completely changed in the past decade. Whereas a decade ago the majority of games were sold on physical carriers such as DVDs and Blu-rays, now most games are downloaded or streamed via digital shops. By 2023, 95 per cent of global game sales came from digital distribution channels (Batchelor, 2023a).
Physical and digital distribution
93 per cent of global game sales are now made through digital distribution channels. Games on physical carriers are still mainly sold for game consoles, such as the Nintendo Switch, the PlayStation and the Xbox. Games for smartphones and tablets are exclusively distributed digitally.
Source: GamesIndustry.biz
It is almost impossible to underestimate the impact of this change, as digital distribution ushered in a major broadening of the gaming landscape. It opened the market for small studios - so-called indies - to reach a global audience independent of publishers and digital shops. Here, developers also found an increasing space for innovative content, artistic experimentation and smaller-scale experiences than games had offered until then. Simultaneously, more and more programmes and tools to develop games also became available, making game design feasible for a growing number of developers.
The industry's growth is evident in a (perhaps too) large supply. For instance, on Steam - one of the largest digital shops for PC games - in 2023 more than 9,000 new games were published (SteamSpy z.j.). This is a slight decrease from 2022, when more than 10,000 games were added. The mobile Google Play Store in 2023
Increase in the number of new games
The number of new games released annually is rapidly increasing, as figures from Steam (one of the largest digital stores for PC games) and the Google Play Store (one of the largest platforms for mobile games) illustrate. The decline in the number of games available in the Google Play Store in 2018 was caused by new regulations that some of the games did not comply with.
Source: SteamSpy and Statista
Changing revenue models
With the democratisation of game development, there are more and more people and companies hoping to make money from game development, and with ever-increasing demand, there is also more money to be made. The most commonly used revenue models for game developers worldwide are 'pay to download' and 'free to download' (50% and 36% respectively) (GDC, 2023). A report on the value of a 'European Video Games Society' in 2023 identified three elements of revenue models for games that can be combined, including subscription services, microtransactions and advertisements in games (Ecorys & KEA, 2023). In subscription services, a user pays a fixed amount per month for access to a large selection of games (Wijman 2019). In 2020, international research found that 35 per cent of respondents used at least one subscription service (Jaeger et al. 2020); the share of such subscription services in total gaming industry revenue was around
Another type of transaction that received a lot of attention especially in early 2022 is the non-fungible token (NFT). NFTs are unique ownership tokens of digital objects, recorded on the blockchain. In a game, for example, a player with an NFT could be the unique owner of a special weapon, which the player could then resell. In 2022, however, the number of Dutch companies using NFTs was only 6%. Opinions also vary on the use of NFTs as a revenue model. For example, creators are concerned about the impact of NFTs on game design and the ethical implications, for example due to the gambling elements introduced by the use of NFTs (Dutch Game Garden 2024).
A recent consequence of the rise of these revenue models is an almost unprecedented buyout trend in which publishers and game studios are being acquired by large(er) companies. In January 2022 alone, three major acquisitions worth $85 billion were announced - more than had been spent on acquisitions in the whole of 2021. In 2023, this trend continued: Microsoft acquired Activision Blizzard (Call of Duty and Candy Crush) (Maessen, 2023c). One of the reasons for this is that it allows the companies to acquire content for their subscription services: the more studios (and licences owned by these studios) are part of your company, the more games you can
Working on diversity, equity and inclusion
It is becoming increasingly clear that the notion that gamers are mainly young, white, heterosexual men (GLAAD, 2024) needs to be challenged. For instance, data from VGFN (2023) showed that almost half of all players in the Netherlands are women, and gaming is also popular among the LGBTQIA+ community worldwide: according to GLAAD, 17% of active gamers identify themselves as LGBTQ (GLAAD, 2024) Also, not only young people game: 37% of all Dutch people between 45 and 65 years old play games from time to time (Maessen, 2022c).
However, the consequences of this misconception manifest in many ways. For one, the gaming industry mainly employs white men. In 2018, only 19% of those employed in the Dutch gaming industry were women - internationally, in 2023, the figure was 23% (Grinsven et al. 2018, GDC 2023). In 2021, the number of women employed in the Dutch gaming industry increased to 23 per cent (Dutch Game Garden 2024). Data on game developers worldwide show that creators are predominantly white, at 65% (GDC, 2023). A survey of over 1.100 (mainly US) developers showed that the number of developers from the LGBTQIA+ community and developers with disabilities was slightly above average (IGDA 2019). Important opportunities therefore remain in attracting a more diverse workforce. Workers in the Dutch gaming industry see opportunities to achieve this through adjustments to the language in job advertisements, a collective labour agreement, payments for overtime, gender-neutral restrooms, flexible working hours, home office opportunities and sick leave (Kocken, 2022). There is also increasing attention at the international level to what unionisation could mean for the gaming industry and what that should look like in an industry characterised by small-scale production in local contexts (Keogh & Abraham, 2024).
Underrepresentation and discrimination are also a problems in games themselves. This manifests in who is and is not represented in games and in what manner. In 2022, 40% of respondents to the Games Monitor Survey (Dutch Game Garden 2024) said they consider diversity and inclusion in game design and development. For example, it appears that women, characters of colour, LGBTQIA+ individuals, those with disabilities, those from an older age group or those who are overweight are much less represented, if at all (Geena Davis Institute on Gender in Media et al. 2021). Besides being underrepresented, these different characters are often portrayed according to stereotypes. For instance, women are much more likely to appear with revealing clothing or (partially) naked on screen than male characters (Geena Davis Institute on Gender in Media et al 2021).
These relationships contribute to the fact that sexual harassment and transgressive behaviour are common, not only for gamers but also in the workplace. In recent years, this was revealed especially in large foreign companies (Hermus 2021b, Otterlo 2021c), but in earlier years, our interviewees from the Dutch industry also revealed that they have encountered or experienced examples of such behaviour throughout their careers. Gamers also suffer from transgressive behaviour. For instance, women and girls who game online often face sexist behaviour and harassment - also outside the games (Wells et al. 2021). More than half of gamers who identify as LGBTQ also report experiencing harassment when gaming online. 42% of this group avoided playing certain games for fear of experiencing such behaviour, and 27% stopped playing a game because of harassment (GLAAD, 2024).
Diversity of characters in video games
In 2021, 27.564 video game characters were analysed across 684 gameplay videos. Gender, skin colour, sexual orientation, age, disabilities and body size were assessed. The results clearly show that male, white, heterosexual, young, non-disabled and thin characters are still the most common in video games.
Source: Geena Davis Institute on Gender in Media
Although the games industry has a long way to go in terms of diversity, more and more people are making efforts in this regard. There are now many initiatives and organizations working on this, such as: Women in Games, AbleGamers, the Dutch Games [4Diversity] and HiPerks
Diversity among video game creators
When asked to what extent developers worldwide are working on diversity and inclusion in 2023, 59 per cent answered at least 'a moderate amount'. In 2021, this was true for 60 per cent of developers. The answer category 'a lot' was not included in the 2023 edition.
Source: Game Developers Conference
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
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.