Gaming Networks - Switzerland

  • Switzerland
  • In Switzerland, revenue in the Gaming Networks market market is projected to reach US$18.21m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 5.37%, resulting in a projected market volume of US$23.65m by 2029.
  • The number of users in the Gaming Networks market market in Switzerland is expected to amount to 0.8m users by 2029.
  • User penetration will be 7.6% in 2024 and is expected to hit 9.1% by 2029.
  • In global comparison, most revenue will be generated the United States (US$757.60m in 2024).
  • The average revenue per user (ARPU) in Switzerland's Gaming Networks market market is projected to amount to US$27.02 in 2024.
  • Switzerland's gaming networks are increasingly embracing innovative technologies, fostering a vibrant ecosystem that enhances user engagement and elevates competitive gaming experiences.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks market in Switzerland has seen significant growth in recent years, driven by changing customer preferences and the increasing popularity of online gaming.

Customer preferences:
Swiss customers have shown a growing interest in online gaming, with a particular focus on multiplayer games and social interactions. This has led to a rise in the demand for gaming networks that offer seamless connectivity and reliable performance. Additionally, Swiss gamers are increasingly looking for platforms that provide a wide variety of games and allow for cross-platform play, enabling them to connect and compete with players from around the world.

Trends in the market:
One of the key trends in the Swiss Gaming Networks market is the shift towards cloud gaming. This technology allows gamers to stream games directly to their devices, eliminating the need for expensive gaming hardware. As a result, more gamers in Switzerland are opting for cloud gaming platforms, which offer a convenient and cost-effective way to access a wide range of games. Furthermore, the rise of cloud gaming has also opened up new opportunities for gaming networks to expand their services and reach a larger audience. Another trend in the market is the increasing integration of social features into gaming networks. Swiss gamers are increasingly looking for platforms that provide a social gaming experience, allowing them to connect with friends and meet new players. Gaming networks that offer features such as in-game chat, multiplayer matchmaking, and social media integration are becoming more popular in Switzerland.

Local special circumstances:
Switzerland has a strong gaming culture, with a high percentage of the population engaging in gaming activities. This has created a favorable environment for the growth of gaming networks in the country. Additionally, Switzerland's high internet penetration rate and reliable internet infrastructure have further facilitated the development of the gaming networks market.

Underlying macroeconomic factors:
The Swiss economy has remained stable in recent years, with a high standard of living and disposable income levels. This has allowed Swiss consumers to allocate a significant portion of their income towards entertainment and leisure activities, including gaming. The strong economy and favorable economic conditions have contributed to the growth of the gaming networks market in Switzerland. In conclusion, the Gaming Networks market in Switzerland is experiencing growth due to changing customer preferences, including a focus on online multiplayer games and social interactions. The rise of cloud gaming and the integration of social features into gaming networks are key trends in the market. Switzerland's strong gaming culture, high internet penetration rate, and stable economy have also played a role in the development of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

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.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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