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Cloud Gaming - Switzerland

Switzerland
  • In Switzerland, revenue in the Cloud Gaming market is projected to reach US$130.74m in 2025.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 25.08%, resulting in a projected market volume of US$320.03m by 2029.
  • Within the Cloud Gaming market in Switzerland, the number of readers is expected to amount to 4.3m users by 2029.
  • User penetration will be 43.5% in 2025 and is anticipated to increase to 46.7% by 2029.
  • The average revenue per user (ARPU) in Switzerland is expected to amount to US$33.75.
  • In a global context, the majority of revenue will be generated the United States, with an estimated figure of US$2.90bn in 2025.
  • Switzerland's cloud gaming market is experiencing a surge in interest, driven by increasing demand for immersive digital entertainment among its tech-savvy population.

Definition:

Cloud gaming is a form of video game streaming that allows players to play games on their devices through an internet connection, without the need for dedicated gaming hardware or local installation of games. In cloud gaming, games are stored and run on remote servers, and the player's device only needs to send inputs and receive streaming video and audio output. Cloud gaming services often require a subscription fee and offer a library of games for users to choose from, with the ability to play games on demand. The market for cloud gaming has been growing in recent years, with the proliferation of high-speed internet connections and advancements in cloud computing technology.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through subscriptions and consumer spending. Market numbers are also featured in the Advertising & Media Insights. For more information on the data displayed, use the info button right next to the boxes.
In-Scope
  • Subscription for Cloud Gaming platforms, such as GeForce Now
  • In-game purchases from Cloud Gaming games, such as game pass
Out-Of-Scope
  • Revenues from digital video games, such as sold video games
  • Revenues from in-game purchases, such as in-game spending in Fortnite
  • Revenue from physical video games, such as buying games in stores
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Study Details

    Revenue

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

    Most recent update:

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update:

    Most recent update:

    Source: Statista Market Insights

    Analyst Opinion

    The Cloud Gaming market in Switzerland is witnessing phenomenal growth, fueled by advancements in internet infrastructure, increasing demand for seamless gaming experiences, and the rising popularity of subscription-based gaming services among consumers.

    Customer preferences:
    Consumers in Switzerland are gravitating towards cloud gaming solutions that offer flexibility and accessibility, reflecting a broader trend of on-demand entertainment consumption. The preference for subscription models is growing, driven by younger demographics who value affordability and variety in gaming experiences. Additionally, the rise of mobile gaming is reshaping consumer habits, with gamers seeking platforms that allow for seamless transitions between devices. As remote work becomes more prevalent, gamers are also looking for social connectivity through multiplayer options, enhancing the community aspect of gaming.

    Trends in the market:
    In Switzerland, the Cloud Gaming market is experiencing significant growth as consumers increasingly favor streaming services that provide instant access to a diverse library of games. The trend towards subscription-based models is becoming more pronounced, especially among younger audiences who prioritize cost-effectiveness and variety. Furthermore, the surge in mobile gaming is altering user preferences, with gamers seeking platforms that support cross-device functionality. As remote work continues to rise, the demand for social gaming experiences is growing, prompting industry stakeholders to enhance community engagement features in their offerings.

    Local special circumstances:
    In Switzerland, the Cloud Gaming market is shaped by a high standard of living and strong internet infrastructure, which facilitates seamless streaming experiences. The country's multilingual population fosters a diverse gaming culture, resulting in a demand for localized content that resonates with various linguistic groups. Additionally, Switzerland's stringent data protection regulations influence the development and marketing of cloud gaming services, compelling companies to prioritize user privacy and security. These unique factors contribute to a distinct market dynamic focused on quality and user trust.

    Underlying macroeconomic factors:
    The Cloud Gaming market in Switzerland is influenced by several macroeconomic factors, including robust economic performance, technological innovation, and consumer spending patterns. Switzerland's stable economy, characterized by high GDP per capita and low unemployment rates, enhances disposable income, enabling consumers to invest in gaming services. Additionally, strong investment in digital infrastructure, driven by favorable fiscal policies, supports high-speed internet access essential for cloud gaming. Global trends towards digital entertainment consumption further propel market growth, while concerns over data privacy and security necessitate compliance with stringent regulations, shaping service offerings and consumer trust in the cloud gaming landscape.

    Users

    Most recent update:

    Source: Statista Market Insights

    Global Comparison

    Most recent update:

    Source: Statista Market Insights

    Methodology

    Data coverage:

    Figures are based on subscription spending, consumer spending, investment, and funding data.

    Modeling approach / Market size:

    Market sizes are determined by a Top-Down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration and cloud revenues. This data helps us to estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

    Additional Notes:

    The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

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    Key Market Indicators

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

    Most recent update:

    Source: Statista Market Insights

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    Cloud computing is the delivery of hosted services over the internet through the main service delivery segments; infrastructure as a service (IaaS), platform as a service (PaaS), and software as a service (SaaS). Revenue in the United Kingdom (UK) from public cloud services, which makes up most of the cloud computing market, amounted to around 12 billion U.S. dollars in 2020. This is a share of almost four percent of the global public cloud market.
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