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Games - Switzerland

Switzerland
  • In Switzerland, revenue in the Games market is projected to reach US$2.37bn in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 8.53%, leading to a forecasted market volume of US$3.57bn by 2029.
  • In a global context, the majority of revenue will be generated United States, which is expected to reach US$128.10bn in 2024.
  • Within the Games market in Switzerland, the number of users is projected to amount to 3.3m users by 2029.
  • User penetration in Switzerland will be 33.5% in 2024 and is expected to increase to 36.5% by 2029.
  • The average revenue per user (ARPU) in Switzerland is expected to amount to US$1.18k.
  • Switzerland is witnessing a growing interest in digital gaming platforms, reflecting a shift towards interactive media consumption among its tech-savvy population.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

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

    Most recent update: Nov 2024

    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: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Games market in Switzerland has been experiencing steady growth in recent years, driven by a combination of customer preferences, market trends, and local special circumstances. Customer preferences in Switzerland have played a significant role in shaping the Games market. Swiss consumers have shown a strong preference for high-quality, innovative games that offer immersive and engaging experiences. They value games that provide a combination of entertainment, education, and social interaction. This has led to an increased demand for a wide range of games, including console games, mobile games, and PC games. Additionally, Swiss consumers are willing to spend more on games that offer premium features or exclusive content. Trends in the market have also contributed to the growth of the Games market in Switzerland. The rise of digital distribution platforms, such as Steam and the App Store, has made it easier for Swiss consumers to access a wide variety of games. This has increased the availability and convenience of games, leading to higher adoption rates. Furthermore, the popularity of online multiplayer games has driven the demand for gaming communities and esports events in Switzerland. This has created new opportunities for game developers, publishers, and event organizers to cater to the growing interest in competitive gaming. Local special circumstances have further fueled the growth of the Games market in Switzerland. The country's strong economy and high disposable income levels have allowed Swiss consumers to allocate a significant portion of their budget to entertainment and leisure activities, including gaming. Additionally, Switzerland has a well-developed infrastructure and high internet penetration rates, which have facilitated the adoption of digital games and online gaming services. The country's multilingual population has also contributed to the diversity of the Games market, with games being available in multiple languages to cater to the preferences of different regions and language groups. Underlying macroeconomic factors have also played a role in the development of the Games market in Switzerland. The country's stable political environment, strong intellectual property rights protection, and supportive regulatory framework have created a favorable business environment for game developers and publishers. Furthermore, Switzerland's position as a global hub for technology and innovation has attracted international game companies to establish a presence in the country, leading to increased investment and job opportunities in the Games industry. Overall, the Games market in Switzerland is experiencing growth due to customer preferences for high-quality games, market trends such as digital distribution and online multiplayer gaming, local special circumstances including a strong economy and high internet penetration rates, and underlying macroeconomic factors that support the development of the Games industry.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Demographics

    Most recent update: Mar 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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.

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    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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