TIME TO GAME

FACTS, FIGURES & INSPIRATION

OF THE VIDEO GAME INDUSTRY

IN BELGIUM in 2024

VIDEO GAMES sold

BELGIUM CONTINUES TO BE A VIDEO GAME POWERHOUSE WITH UPWARD SOFTWARE AND HARDWARE SALES ACROSS THE BOARD, CLIMBING 12% FROM 2023 TO €698 MILLION

VIDEO GAME SALES

10 MILLION
+ 0 %

EVOLUTION PHYSICAL VS DIGITAL FULL GAME SALES

Nintendo does not share their digital sales with Sparkers’ Games Sales Data (GSD). 

Therefore, we did not include Nintendo physical sales either, as this would make the share of physical sales appear higher than it is.

LOOKING IN DETAIL AT FULL SOFTWARE SALES, 72% ARE DIGITAL DOWNLOADS, WHICH MEANS BELGIUM IS LAGGING THE WORLDWIDE TREND OF AROUND 85% DIGITAL SOFTWARE DOWNLOADS

TOP 5 BEST-SELLING VIDEO GAME DEVICES

1

PlayStation 5

2

Nintendo Switch

3

Xbox Series

4

PlayStation 4​

5

MY ARCADE

TOP 5 BEST-SELLING CONSOLE GAMES

1
2
3
4
5

TOP 5 BEST-SELLING PC GAMES​

1
2
3
4
5

TOP 5 HIGHEST GROSSING MOBILE GAMES

1
2
3
4
5

TOP 5 MOST DOWNLOADED MOBILE GAMES

1
2
3
4
5

TOP 5 MOST PLAYED PC & CONSOLE GAMES

1
2

Due to technical reasons, it is unfortunately not possible to split these Call of Duty titles

3
4
5

TOP 5 MOST LIVE STREAMED INTERNATIONAL VIDEO GAMES

- IN HOURS WATCHED -

1

7.114.934

2

5.799.588

3

2.978.813

4

2.859.844

5

1.902.872

TOP 5 MOST LIVE STREAMED BELGIAN VIDEO GAMES

- IN HOURS WATCHED -

1

275.190

2

3.873

3

882

4

592

5

555

Making video games

FLANDERS REMAINS THE ECONOMIC MOTOR OF THE BELGIAN ECOSYSTEM, SHOWING A STEADY INCREASE. ACTIVITY IN THE BRUSSELS REGION REMAINS STABLE COMPARED TO 2023, WHILST WALLONIA ALMOST DOUBLED ITS TURNOVER

Turnover
20 M
COMPANY COUNT
60
FTE COUNT
10

number of companies per province

VGFB Key Report 2024 FACTS, FIGURES & INSPIRATION OF THE VIDEO GAME INDUSTRY IN BELGIUM IN 2024

playing video games

GAMERS IN BELGIUM
100000
0 %
0 %

Other / non-binary 1%

average age

0 years old

More than 1 out of 3 Belgian Gamers
is older than 35 years

TOP 10 MOST PLAYED GENRES

NUMBER OF PLAYERS PER PLATFORM​

CHILDREN’S VIDEO GAMEPLAY

KIDS' PROFILE AND THEIR PLAYTIME

0 %
0 %

80% OF PARENTS SET A MAXIMUM NUMBER OF HOURS FOR THEIR CHILD(REN) TO PLAY

0 %

of Belgian kids aged 4 to 17 play video games less than 7 hours per week

0 %

of Belgian kids aged 4 to 17 play video games between 7 and 15 hours per week

0 %

of Belgian kids aged 4 to 17 play video games more than 15 hours per week

HOW KIDS AGED 4 TO 17 PLAY

ON CONSOLE
0 %
on smartphone
0 %
on pc
0 %
on tablet
0 %
via streaming
0 %

TOP 5 MOST PLAYED VIDEO GAMES BY KIDS AGED 4 TO 17

1

fortnite

2

roblox

3

minecraft

4

mario games

5

pokémon games

AWARENESS OF PARENTS

PEGI AND PARENTAL CONTROL TOOLS

0 %

of parents know about the PEGI age rating system

0 %

of parents use PEGI to determine which video games are suitable for their child(ren)

0 %

of parents seek information on video games their child(ren) play

0 %

of parents use parental control tools

PURCHASES OF IN‑GAME CONTENT

ALMOST 50% OF SURVEYED PARENTS ARE WELL TO VERY WELL INFORMED ABOUT THE TOPIC OF PURCHASES OF IN-GAME CONTENT

0 %

of parents make agreements with their child(ren) about purchases of in-game content

0 %

of parents are aware of virtual currencies in games

IN-GAME SPENDING

0 %

of parents indicate their
child(ren) is/are not allowed to spend money while playing

0 %

of parents indicate their child(ren) is/are allowed to spend money while playing. 
The amount allowed per month is:

Benefits parents believe video games have on their child(ren)

0 %

of parents believe playing video games benefits creativity

0 %

of parents believe playing video games benefits language skills

0 %

of parents believe playing video games benefits intelligence

0 %

of parents do not believe playing video games benefits their child(ren)

AGREEMENTS PARENTS MAKE WITH THEIR CHILD(REN)

97% of parents think it is important to be aware of their child(ren)’s video game experience

0 %

of parents talk to their child(ren) about the games they play

0 %

of parents make agreements with their child(ren) about where/ when and how much they can play

0 %

of parents play video games with their child(ren), of which 19% play together often

0 %

of parents feel they have sufficient control over the video game experience of their child(ren)

0 %

of parents allow their child(ren) to play video games if a parent is present

0 %

of parents allow their child(ren) to play online video games with other friends

0 %

of parents allow their child(ren) to play online video games with people he/she does not know

SOURCES AND METHODOLOGY

Player data extracted from Global Games Markets & Forecast report provided by Newzoo. Mainly based on its Global Gamer Study interviewing more than 73.000 respondents across 36 key countries/markets. Age range covered for Belgium is 10 to 65 years old. Player ratios from Global Gamer Study projected against online population, using UN population and ITU internet penetration metrics. To calculate total players, participants are asked to select all platforms (mobile, console and pc) that they have played within past 6 months. People who selected at least one platform are counted as “player”. Play time is not incorporated. However, all respondents labeled as “players” do receive follow-up questions regarding their play frequency and estimated play time per week for further differentiation.

Children’s and parents data extracted from annual survey conducted by DVJ Insights, commissioned by VGFB. Survey of 700 parents and caretakers in Belgium between 25 and 60 years old with kids aged 4 to 17 that play video games.

Consumer sales data on console and pc extracted from Game Sales Data tracker by Sparkers and Game Performance Monitor by Newzoo.

  • Pc and console revenue collected by Sparkers’ Games Sales Data (GSD), official tracker of the video game sector, including sales of game devices and consoles (including bundles), first and third party console and pc accessories, physical prepaid cards, full physical pc and console games in all Belgian hypermarkets, supermarkets, specialist stores (except MediaMarkt) and online stores as well as full digital pc and console game downloads on PSN, Xbox Live, Nintendo eShop (third party games only), Steam, Epic Games Store, Origin Store, Ubisoft Store, Battle.net, Rockstar Games store. 
  • Pc and console sales of in-game content collected by Newzoo including DLC, microtransactions, in-game single subscriptions and additionally also console multi-game and streaming subscriptions (such as PlayStation Plus and Xbox Game Pass).
  • Monthly active users (MAUs) collected by Newzoo.

Consumer sales data on mobile extracted from AppMagic including sales of full digital mobile game downloads on AppStore and Google Play Store as well as sales of in-game content.

Audience data extracted from Audience tracker by Sparkers based on total live stream hours watched on 20+ platforms (such as Twitch and YouTube), delayed viewing not included.

Company data is obtained via the annual survey of all Belgian companies active in game development and services, supplemented with official financial statements, provided by FLEGA, WALGA and games.brussels. 

Excluded from our scope: in-game advertising, merchandise sales, sales of pc hardware, Larian Studios sales figures.