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 serious games 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
Number of companies developing games in the Dutch game industry, by game type
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
Actual and projected revenue of the global gaming industry, 2018-2025
Expected revenue of the global gaming industry in 2025, by segment
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
Number of video game players worldwide, 2015-2024
Trends and developments
Recognition of games as culture
Games are currently receiving little attention in the
The lack of government subsidies in the Dutch context is problematic, especially now that the investment climate has deteriorated after the corona pandemic. Developing a game often takes years of work, which means that a significant investment must first be made before a return can be achieved. In 2021, therefore, the Midgame Fund founded by Dutch game developers. Through this, a group of approximately 35 investors attempts to partially close the pre-financing gap with investments of up to 150.000 euros, in exchange for a limited share of the revenue. With the proceeds, the fund reinvests in new projects. Since its inception, the Midgame Fund has invested in eight projects, for a total amount of 600.000 euros (Otterlo 2021b).
Although the role of games within cultural policy is small, their role as a cultural medium is increasing. Games combine cultural forms such as film, literature, music, architecture, design and visual arts, but their interactive possibilities make games more than the sum of their parts. For example, games make it possible to explore digital worlds with complete freedom or to help shape them as a co-creator, and to let the player step directly into the shoes of a main character and make them responsible for choices and their impact. In this way, games provide unique, personal and immersive experiences. Increasingly, these are also personal stories of creators or stories that touch on important social themes.
In addition, games are increasingly becoming part of other cultural domains. The examples are numerous. For instance, filmmakers use game technology and are increasingly making films and series based on games; games can contribute to the reconstruction of heritage sites; the Leescoalitie launched a reading promotion project centered on game stories; and Museum Belvédère organized an exhibition on game art in the autumn of 2021 (Gestel 2020, Handy 2023, Harty 2022, Bibliotheeknetwerk 2021, Museum Belvédère 2021). A broader development is that (major) games are transforming into (social) platforms that also offer space for activities other than play – also known as the metaverse (Newzoo 2021). These include cultural activities, such as a digital concert or a guided tour of a virtually recreated museum (Carpenter 2020, Vergauwen 2021; see also Rensen 2026b).
If games are viewed as culture, then it is also important to safeguard them as cultural heritage. This is an urgent issue, because games as heritage are very vulnerable due to their dependence on digital formats and services. Games are developed for specific software and hardware (such as Windows 11 or a PS5) that quickly becomes obsolete; moreover, physical media are subject to wear and tear (also known as 'bitrot') and online games can be taken offline at any moment (Maessen 2023a, Rensen 2026a). Currently, there are various in the Netherlands
A (too?) wide range of new games
Just like the film and music industries, the way games are distributed has changed completely in the past decade. Where ten years ago the majority of games were sold on physical media such as DVDs and Blu-rays, now most games are downloaded or streamed via digital stores. By 2024, 95 percent of global game revenue will come from digital distribution (Newzoo 2024b).
The impact of this change can hardly be underestimated, as online distribution ushered in a significant broadening of the gaming landscape. It opened the market for small studios – so-called indies – to reach a global audience independently of a publisher through digital stores. There, these developers also found increasing room for innovative offerings, artistic experimentation and smaller-scale experiences than games had offered until then. At the same time, more and more programs and tools for developing games became available, making this possible for a growing number of developers.
The impact of these developments is clearly visible in the large supply. For example, more than 2024 new games will appear on Steam – the largest digital store for PC games and the most important distribution channel for Dutch developers – every month in 1.000 (SteamSpy nj). Moreover, new games do not only compete with other new supply. Some games remain popular for years, whether or not because the developer also adds new content for years. The large supply makes it difficult for new games to stand out, which means that developers have to invest more in marketing, publishers are more often taken into account and frequent and large discounts are offered. Although this large supply certainly has disadvantages, overproduction is also characteristic of the creative and cultural industries that are struggling with demand uncertainty. This means that it is uncertain which games will be successful, so it would be better to produce more (as also described by Fürst et al. 2023).
Number of newly released games on Steam, 2010-2025
Partly because games from Dutch makers appear in many places, it is difficult to measure how many games they produce per year. This is also methodologically difficult. For example, game makers regularly develop updates for existing titles or release these titles for new systems. Only an overview of new titles therefore gives an underestimate of the actual production. To gain a little more insight into this, the Dutch Game Industry Directory, by game developer Adriaan de Jongh, expanded to include, among other things, the ability to derive statistics from it (Otterlo 2021a). Developers can add their games to this database themselves, and have been regularly invited to do so since the update. At present, the database is not yet complete and are particularly applied games underrepresented, but the hope is that the Directory will become increasingly accurate in the future.
Changing revenue models
The democratization of game development has led to an increasing number of people and companies hoping to make money from making games. The most common revenue model for game developers worldwide is ‘pay to download’ (57 percent) (GDC 2025). Digitalization has also paved the way for new revenue models, including subscription services, microtransactions, and in-game advertising (Ecorys & KEA 2023).
With subscription services, a user pays a fixed amount per month for access to a large selection of games (such as Apple Arcade or Playstation Plus) or to one specific game (such as World of Warcraft) (Wijman 2019). In 2020, international research showed that 35 percent of gamers used at least one subscription service (Jaeger et al. 2020); the share of such subscription services in the total turnover of the gaming industry was then
Due to the rise of this revenue model, an unprecedented international acquisition drive occurred between 2021 and 2023, during which various Dutch studios were also acquired. Companies thereby acquire more content for their subscription services: the more studios (and licenses owned by these studios) that are part of your company, the more games you can add (Elliot 2022, Maessen 2022a, see also Maessen 2022b). The scale of cloud gaming remains marginal, however, with global sales reaching $2,27 billion in 2024 (Capello et al. 2024).
Microtransactions are also a widely used revenue model: this concerns purchases made within a (often free) game, such as cosmetic upgrades or loot boxes. Loot boxes, in particular, have been frequently in the news. Players often pay for these digital grab bags with real money, without knowing whether they will receive something valuable or worthless. Consequently, the Netherlands and Belgium were among the first countries in the world to take active action against loot boxes, and this issue is now receiving attention at the European level as well (Bright 2022a, Batchelor 2023).
By no longer basing a game on a one-time purchase, but on selling features within the game, the way games are designed changes. The focus is no longer on encouraging the consumer to buy the game, but on encouraging the consumer to keep coming back to the game – so-called player retention. Because the more the consumer plays, the more profit can be made – through advertising or selling additional features (Capello et al. 2024).
Technological developments
The gaming industry is a creative industry driven primarily by technological developments. Over the past decades, these developments have determined how, where, and with whom we play games: from linear games with a fixed scenario to open-world games in which players determine their own path, and from gaming together on a console to online gaming with thousands of others. Two technologies that are defining the further development of the gaming industry are Virtual Reality (VR) and Artificial Intelligence (AI).
Virtual Reality
Virtual Reality (VR) has undergone a major transformation in the gaming world in recent years. What started as an experimental technology available to a handful of tech enthusiasts has developed into a significant segment within the gaming industry. With
Games serve as an important link between consumers and VR. In a survey by market researcher Newzoo, 39 percent of consumers say they
Artificial Intelligence
Another technology that has come into greater focus in the gaming industry – and the broader creative industry – in recent years is Artificial Intelligence (AI). Although AI has been used in video games for decades to create adaptive characters and storylines, the rapid development of generative AI (GenAI) is now creating even more possibilities (Cairns 2023).
The survey of the recent Games Monitor provides insight into the application of GenAI within the development process of Dutch game studios. GenAI is primarily used for programming: 48 percent of the relevant respondents use the technology for this purpose. Regarding the generation of content, such as game art and text, the figures show a clear difference between the intended applications. The most use occurs in the generation of prototypes and concepts (40 percent of the respondents), while use for the final game content is considerably more limited (27 percent for text and 20 percent for game art). Generating audio and music constitutes the least applied area of GenAI, with approximately 20 percent use in pre-production and 15 percent in the final product. It is expected that these percentages will rise significantly in the coming years, given the number of studios that do not currently use GenAI but are considering it (Grinsven et al. 2025).
Application of genAI by game developers
This does not mean that everyone is equally enthusiastic about the rapid rise of GenAI. 23 percent of respondents are opposed to the use of this technology within the game industry. And even developers who do view GenAI as an opportunity have mixed feelings about it, primarily because many models are trained on copyrighted material without permission or compensation for the creators (Grinsven et al. 2025). Moreover, a survey of game developers worldwide shows that opinions are shifting rapidly: whereas in 2024 only 18 percent believed that GenAI had a negative impact on the game industry, that share had risen to 52 percent by 2026 (GDC 2026). And besides game developers, resistance is also visible among gamers: for example, in the fierce criticism of a Belgian studio suspected of using generative AI for the final version of its game (Lems 2025).
Working on diversity, equity and inclusion
It is becoming increasingly clear that the image of gamers as primarily young, white, heterosexual men (GLAAD 2024) needs to be challenged. For example, 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 percent of active gamers identify as LGBTQIA+ (GLAAD 2024). It is also not the case that only young people play games: 37 percent of all Dutch people between the ages of 45 and 65 play games occasionally (Maessen 2022c).
However, the consequences of this image have an impact in many ways. Firstly, the gaming industry is predominantly staffed by white men. In the Netherlands, only 2012 percent of workers in the gaming industry were women in 14, but this will have increased to 2024 percent in 23 (Grinsven et al. 2025). Data on game developers worldwide shows that creators are predominantly male and white – where this was 2023 and 77 percent respectively in 65, it will be 2025 and 66 percent in 59 (GDC 2023 and 2025). Research among more than 1.100 (mainly American) developers showed that the number of developers from the LGBTIQA+ community and developers with a disability was slightly above average (IGDA 2024).
Underrepresentation and discrimination are also a problem in games themselves. This is reflected in who is and is not represented in games and in the way in which this is done. For example, it appears that women, characters of color, from the LGBTIQA+ community, with a disability, from an older age group or who are overweight are much less or even hardly present (Geena Davis Institute on Gender in Media et al. 2021). In addition to the fact that these different categories are underrepresented, they are often also portrayed according to stereotypes. For example, women are much more likely to be depicted wearing revealing clothing or (partially) naked than male characters (Geena Davis Institute on Gender in Media et al. 2021).
Diversity of characters in video games
These proportions contribute to the high prevalence of discrimination, sexual harassment and transgressive behaviour, not only among gamers but also in the workplace. In recent years, this has mainly become known among large foreign studios (NOS 2023, Bright 2022b, 2021 and 2020), but in previous years our interviewees from the Dutch industry also reported that they had encountered or experienced examples of this during their careers. Gamers also suffer from transgressive behaviour. For example, women and girls who play online games are often confronted with sexist behaviour and intimidation (Putten et al. 2021). More than half of gamers who identify as LGBTQIA+ also indicate that they experience intimidation when playing online games. Of this group, 42 percent avoided playing certain games for fear of intimidation and 27 percent stopped playing a game because of intimidation (GLAAD 2024).
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] en HiPerks
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
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.
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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.
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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.