Netherlands Gaming Market 2023-2030
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Netherlands Gaming Market 2023-2030

Last Updated:  Apr 25, 2025 | Study Period: 2023-2030

NETHERLANDS GAMING MARKET

 

INTRODUCTION

Gaming is playing an electronic video game on a computer, smartphone, or dedicated gaming console. Gamers are people who play video games a lot.

 

The main idea of your game needs to be broken down into as few elements as possible, and then you need to describe them in an evocative way.

 

Naturally, it could be more or less than three things, but the fewer the better. The act of playing computer games is called gaming. Web based gaming permits players from around the world to challenge one another.

 

Gaming is actually a mind-training activity disguised as fun. Regular gaming has been shown to improve brain connectivity and gray matter in the brain, according to studies.

 

It should begin by providing your reader with a general understanding of the topic as a whole (gray matter is connected to muscle control, memories, perception, and spatial navigation).

 

The topic should be narrowed down in the middle of the introduction so that the reader understands its significance and what your paper intends to accomplish.

 

The ease of use and accessibility of online gaming are major reasons for its popularity. Now, gamers can play their favorite games from any location as long as they have access to the internet.

 

The production and consumption of numerous other forms of media, including movies and music, have also been altered by video games.

 

Through the use of cutting-edge technologies, educational games like Brain Age enable teachers and students to communicate in novel ways, transforming education. 

 

NETHERLANDS GAMING MARKETSIZE AND FORECAST

 

infographic: Netherlands Gaming Market, Netherlands Gaming Market Size, Netherlands Gaming Market Trends, Netherlands Gaming Market Forecast, Netherlands Gaming Market Risks, Netherlands Gaming Market Report, Netherlands Gaming Market Share

 

TheNetherlands Gaming Marketaccounted for $XX Billion in 2022 and is anticipated to reach $XX Billion by 2030, registering a CAGR of XX% from 2023 to 2030.

 

NEW PRODUCT LAUNCH

Gauselmann Group made the announcement that MERKUR Gaming Netherlands held the first in-house trade fair since the pandemic began in the Boxmeer branch office under the theme "Next Stop Boxmeer."

 

The ZONIC multigamer, the new connecting topper for the POWER PLAYER multigamer, and a variety of new game packages were the encounter's highlights. 

 

"The event couldn't have been better" as COVID-19 regulations in the country were recently lifted. Finally, we were able to see their clients again, spend time with them, and show them our most recent products.

 

MERKUR GAMING Netherlands is introducing the most recent Gauselmann multigamer to the Dutch gaming market with the ZONIC. Its extra-deep console and two 32-inch screens are designed ergonomically so that players can get the best view of the monitors.

 

The ZONIC comes in a variety of frames, each of which has a unique design and can be used in any setting. Additionally, the "LINE" and "FLASH" variations were presented. The Netherlands is the first nation where we are introducing the ZONIC, following Germany.

 

In addition, the FIVE feature has been added to the ZONIC-exclusive game packages "Glitter & Gold" and "Heroes & Legends."

 

This is a first because we are introducing an additional feature to the Dutch market for the first time. "A multiplayer gaming machine is created when two to three multigamers are combined in the POWER PLAYER.

 

When compared to single-player machines, multigamer machines allow players to wager up to four euros per game and have a better chance of winning larger prizes.

 

In terms of size and design, the new connecting topper for three slot machines works perfectly with the M-BOX MAX cabinet. Additionally, the topper has a monitor that serves as a space for marketing videos and draws attention to the POWER PLAYER at the installation site.

 

COMPANY PROFILE

 

THIS REPORT WILL ANSWER FOLLOWING QUESTIONS

  1. How many games are manufactured per annum in Netherlands? Who are the sub-component suppliers in this region?
  2. Cost breakup of a Netherlands Gaming and key vendor selection criteria
  3. Where is the Gaming manufactured? What is the average margin per unit?
  4. Market share of Netherlands Gaming market manufacturers and their upcoming products
  5. Cost advantage for OEMs who manufacture Netherlands Gaming in-house
  6. key predictions for next 5 years in Netherlands Gaming market
  7. Average B-2-B Gaming market price in all segments
  8. Latest trends in Gaming market, by every market segment
  9. The market size (both volume and value) of the Gaming market in 2023-2030 and every year in between?
  10. Production breakup of Gaming market, by suppliers and their OEM relationship

 

Sl noTopic
1Market Segmentation
2Scope of the report
3Abbreviations
4Research Methodology
5Executive Summary
6Introduction
7Insights from Industry stakeholders
8Cost breakdown of Product by sub-components and average profit margin
9Disruptive innovation in the Industry
10Technology trends in the Industry
11Consumer trends in the industry
12Recent Production Milestones
13Component Manufacturing in US, EU and China
14COVID-19 impact on overall market
15COVID-19 impact on Production of components
16COVID-19 impact on Point of sale
17Market Segmentation, Dynamics and Forecast by Geography, 2022-2030
18Market Segmentation, Dynamics and Forecast by Product Type, 2022-2030
19Market Segmentation, Dynamics and Forecast by Application, 2022-2030
20Market Segmentation, Dynamics and Forecast by End use, 2022-2030
21Product installation rate by OEM, 2022
22Incline/Decline in Average B-2-B selling price in past 5 years
23Competition from substitute products
24Gross margin and average profitability of suppliers
25New product development in past 12 months
26M&A in past 12 months
27Growth strategy of leading players
28Market share of vendors, 2022
29Company Profiles
30Unmet needs and opportunity for new suppliers
31Conclusion
32Appendix