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Streaming - Switzerland

Switzerland
  • In Switzerland, revenue in the Streaming market is projected to reach US$188.0k in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 8.84%, which will lead to a projected market volume of US$287.2k by 2029.
  • While most revenue in the global Streaming market is generated China, the Swiss market is part of this growth trajectory.
  • By 2029, the number of users in the Streaming market in Switzerland is expected to amount to 1.2m users.
  • User penetration in Switzerland will be 9.2% in 2024 and is anticipated to increase to 13.0% by 2029.
  • Additionally, the average revenue per user (ARPU) in Switzerland is expected to amount to US$0.2.
  • In Switzerland, the eSports streaming market is experiencing a surge in popularity, driven by increasing interest in competitive gaming and community engagement.

Definition:

Esports Streaming refers to the live broadcasting and on-demand viewing of competitive gaming content across digital platforms, allowing fans to watch their favorite games, tournaments, and players in real-time or at their convenience. This market is driven by platforms like Twitch, YouTube Gaming, and others, where millions of viewers engage with live streams, highlights, and commentary. Esports streaming not only provides entertainment but also offers a platform for advertisers, sponsors, and content creators to reach a global audience. It is a critical component of the esports ecosystem, enhancing fan interaction, expanding the reach of esports events, and generating significant revenue through ad placements, subscriptions, and viewer donations.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through consumer spending and ad spending. Sales channel data shows online revenues. All monetary figures refer to the annual gross revenue.
Key players of the market include companies or teams such as FaZe, Cloud9 or TSM.
For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Live broadcast content
  • Professional gamers
  • Gaming related content

Out-Of-Scope

  • Video-on-Demand
  • Casual Gamers
  • Non-gaming related content
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Esports: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Analyst Opinion

    The eSports streaming market in Switzerland has seen steady growth, influenced by factors such as the growing popularity of digital platforms, increasing awareness and interest in eSports among consumers, and the convenience of online streaming services. This mild growth rate is impacted by factors such as limited broadband infrastructure and the relatively small size of the Swiss market.

    Customer preferences:
    The eSports market in Switzerland has seen a notable increase in demand for live streaming of gaming events, as consumers increasingly prefer to watch their favorite players and teams compete in real-time from the comfort of their own homes. This trend is driven by cultural shifts towards digital entertainment and the convenience of streaming platforms, as well as the evolving lifestyle of consumers who prioritize staying connected and up-to-date on the latest gaming events. Additionally, the rise in popularity of streaming is also fueled by the growing accessibility of high-speed internet and technological advancements that make it easier for viewers to tune in to live events.

    Trends in the market:
    In Switzerland, the eSports Streaming Market is experiencing a surge in viewership and revenue. With the rise of online gaming and live streaming platforms, the market is witnessing a shift towards more interactive and engaging content. This trend is expected to continue, as more players and audiences embrace the convenience and accessibility of streaming. As a result, industry stakeholders are investing in new technologies and partnerships to enhance the streaming experience and attract a larger audience. This trend also presents opportunities for advertising and sponsorships, as companies seek to reach the highly engaged and tech-savvy eSports audience. Furthermore, the growth of the streaming market is expected to drive the overall growth of the eSports industry in Switzerland, making it a key focus for industry stakeholders.

    Local special circumstances:
    In Switzerland, the Streaming Market within the eSports Market is thriving due to the country's high internet penetration rate and strong gaming culture. The Swiss government's support for eSports has also played a role in the market's growth. Additionally, Switzerland's central location in Europe has made it a popular destination for international eSports tournaments, further boosting the local market. Furthermore, the country's strict data privacy laws have instilled trust in online streaming platforms, creating a favorable environment for the market's development.

    Underlying macroeconomic factors:
    The Streaming Market within the eSports Market in Switzerland is also impacted by macroeconomic factors such as technological advancements, regulatory support, and investment in digital infrastructure. Countries with strong government support and robust investments in digital technologies are experiencing higher growth in the market compared to those with regulatory challenges and limited funding. Furthermore, the rising prevalence of gaming enthusiasts and the increasing popularity of eSports events globally are further driving the demand for streaming platforms, leading to the growth of the market.

    Reach

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

    Modeling approach / market size:

    The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

    Forecasts:

    We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

    Additional notes:

    The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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