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Esports - Switzerland

Switzerland
  • In Switzerland, revenue in the Esports market is projected to reach US$34.0m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.43%, leading to a projected market volume of US$48.7m by 2029.
  • The largest market within Esports market is Esports Betting, which will have a market volume of US$23.9m in 2024.
  • While most revenue is generated the United States with a projected market volume of US$1.1bn in 2024, in Switzerland is also part of this growing market.
  • By 2029, the number of users in the Esports market is expected to amount to 1.7m users.
  • User penetration in Switzerland will be 13.5% in 2024 and is anticipated to rise to 18.5% by 2029.
  • The average revenue per user (ARPU) in the Esports market is expected to amount to US$28.39.
  • Switzerland is increasingly embracing Esports, with a growing number of local tournaments and an expanding community of dedicated players and fans.

Definition:

Esports, short for electronic sports, refers to competitive video gaming where professional players or teams compete in various multiplayer video games. These competitions are often organized into leagues, tournaments, and events, attracting both online and offline audiences. Esports has grown into a global industry, with players, sponsors, and spectators contributing to its popularity and economic significance.

Structure:

The Esports market can be divided into 6 different parts. First, Sponsorship & Advertising, which refers to revenues made from sponsorship deals and advertising for events and tournaments. Merchandise & Ticketing refers to the revenues generated mainly from tournament tickets and the merchandise that comes with it. Additionally, Streaming, Media Rights and Publisher Fees, which all refers to the revenue that is associated with broadcasting Esports events accross various channels. Lastly, Esports Betting includes the betting on outcomes of Esport events.

Additional information:

The market comprises revenues, ad spendings, users, average revenue per user, and penetration rates. Revenues are generated through advertising spending and consumer spending. Sales channel data shows both online and offline revenues. Information on Esports betting can also be found in the Digital Market Insights. 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

  • Professional and semi-professional gaming competitions, such as Semi-Pro League
  • Tournaments and leagues, such as Dota 2 The International
  • Sponsorship deals and advertising, such as FaZe and Steelseries
  • Merchandise and ticketing for Esport tournaments
  • Streaming of tournaments, such as streaming on Twitch

Out-Of-Scope

  • Amateur competitions, such as Amateur Esports League
  • Streaming revenues of non-organized competitive gaming, such as casual gaming on Twitch
  • Digital and physical sales from video games, such as sales of Call of Duty
  • Digital tools associated with revenues from Esports, such as Teamspeak or Discord
Esports: market data & analysis - Cover

Market Insights report

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 market in Switzerland has been slowly growing due to factors such as increasing brand sponsorships, growing merchandise and ticket sales, and the popularity of online streaming and media rights. However, the muted growth rate can be attributed to limited market regulations and the impact of COVID-19 on live events.

    Customer preferences:
    As the popularity of eSports continues to rise in Switzerland, the market is seeing a shift towards online streaming platforms and virtual tournaments. With the country's tech-savvy population and strong internet infrastructure, there is a growing demand for immersive gaming experiences and virtual communities. This trend is also driven by the increasing availability of high-speed internet and the rise of mobile gaming, allowing for greater accessibility and convenience. Additionally, the younger generations are drawn to the social aspects of eSports, further fueling its growth.

    Trends in the market:
    In Switzerland, the eSports market is experiencing a surge in popularity, with more traditional sports organizations investing in eSports teams and tournaments. This trend is expected to continue, with eSports projected to become a billion-dollar industry in the country. Additionally, there is a growing trend of eSports being recognized as a legitimate career path, with universities offering eSports programs and scholarships. This could have significant implications for industry stakeholders, such as game developers, event organizers, and advertisers, who could tap into this growing market for increased revenue opportunities. Furthermore, with the rise of online streaming platforms, eSports has the potential to reach a global audience, making it a lucrative market for international partnerships and collaborations.

    Local special circumstances:
    In Switzerland, the eSports market is thriving due to the country's high-tech infrastructure and strong gaming culture. The country's central location in Europe also makes it a hub for international tournaments and events. Additionally, Switzerland's strict regulations on gambling have allowed for a more open and accepted attitude towards eSports, leading to a supportive environment for its growth. Furthermore, the country's affluent population and high standard of living have also contributed to the market's success, with a willingness to invest in the latest gaming technology and equipment.

    Underlying macroeconomic factors:
    The eSports market in Switzerland is significantly impacted by macroeconomic factors, including global economic trends, national economic health, fiscal policies, and financial indicators. With a stable and prosperous economy, Switzerland has a strong foundation for the growth of the eSports industry. The country's favorable regulatory environment and investment in digital infrastructure have also played a key role in driving the market forward. Furthermore, the growing popularity of eSports among the younger population, coupled with the increasing accessibility of technology, has led to a surge in demand for eSports in Switzerland. This trend is expected to continue as the country maintains its position as a leader in technology and innovation.

    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 Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. 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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