This represents 45% of the total population. Among these, 3.5 million are identified as paying customers.
They also capture 37% of total daily gaming time.
Page 5 of the reportThis platform captures 19% of daily gaming time. Mobile devices reach 55% of the market and capture 16% of daily time.
These metrics include total player count, time spent, and revenue generation.
These screen types are computer, entertainment, personal, and floating screens. This is defined by the Screen Segmentation Model.
Like a multi-tool, these gamers use every available screen for their gaming needs.
This is due to its robust internet infrastructure and multilingual workforce.
The 2012 Dutch Games Market report provides a comprehensive analysis of the gaming landscape in the Netherlands, focusing on consumer behavior, platform usage, and market growth indicators. The primary objective is to equip industry stakeholders with actionable insights into the evolving digital economy, where traditional business models are increasingly supplanted by free-to-play services. The analysis emphasizes that success in the modern market requires a strategic shift toward cross-screen accessibility and a continuous balancing act between consumer value and corporate profitability.
Key findings indicate that the Netherlands hosts 8 million active gamers, representing approximately 45% of the total population. Among these, 3.5 million are identified as paying gamers. Platform engagement is diverse, with casual websites leading at 65% reach, followed by console games at 58% and mobile devices at 55%. Time allocation data reveals that casual and social websites account for 37% of total daily gaming time, while console and mobile platforms capture 19% and 16%, respectively. The report highlights a positive year-over-year growth trend across all key metrics, including player count, time spent, and revenue generation.
The research utilizes a proprietary Screen Segmentation Model to categorize the market into computer, entertainment, personal, and floating screens. This methodology allows for a granular cross-analysis of consumer habits, revealing that 14% of Dutch gamers engage across all four screen types. Data is derived from a combination of consumer surveys, transactional records, and financial analysis, covering over 200 variables. By integrating these diverse data streams, the report offers a holistic view of the industry, positioning the Netherlands as a strategic test market for digital media products due to its central European location, robust internet infrastructure, and multilingual workforce.