Employment decreased by 3% per year between 2021 and 2023. Revenue increased by an average annual rate of 10.5% to €763 million.
Page 18 of the reportThe Greater Amsterdam urban region remained the primary hub for the Dutch games industry. It continued to grow employment between 2021 and 2023 despite an overall industry decline.
Page 25 of the reportSony-owned Guerrilla Games reportedly laid off 10% of its staff due to worldwide reorganization.
The percentage of female workers in the Dutch games industry is rising. It is aligning with broader European and North American industry averages.
The number is similar to 2022, primarily focusing on programming or game art. A majority of courses had around 40% of students stating they will never use AI for finished assets.
Page 12 of the report| Category | Bachelor & Master programs | Minors, courses | Total nr. of programs |
|---|---|---|---|
| 2012 | 35 | 9 | 44 |
| 2015 | 44 | 22 | 66 |
| 2018 | 44 | 22 | 66 |
| 2022 | 28 | 13 | 41 |
| 2024 | 32 | 10 | 42 |
Growing acceptance of immersive technologies and increased use of gaming methods support the outlook. These companies face rising competition from non-gaming companies in gamified e-learning and VR/XR applications.
They are using or testing it for localization, dialogue, training content, and audio. Entertainment studios are more hesitant due to potential player backlash.
Page 64 of the reportAUTHORS SPECIAL THANKS TO Manuel Kerssemakers (Abbey Christel van Grinsven APPLIED Games) Arjan Terpstra Bowie Derwort (Game Tailors) Laurens Rutten (CoolGames Matthijs Dierckx Michaël Bas (&ranj) & Dutch Games Association) Roger ter Heide (Improvive) Tuur Hendrikx (Sonic Picnic) RESEARCH CHAPTER 1 ...
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