Esports - Switzerland

  • Switzerland
  • The Esports market in Switzerland is projected to generate a revenue of US$34.0m by 2024.
  • This revenue is expected to grow at an annual rate of 7.43% from 2024 to 2029, resulting in a projected market volume of US$48.7m by 2029.
  • Among the various segments within the Esports market, Esports Betting holds the largest market share, with a volume of US$23.9m in 2024.
  • In terms of revenue generation, United States leads the way with a projected market volume of US$1,070.0m in 2024.
  • As for the number of users in the Esports market, it is expected to reach 1,680.0k users by 2029.
  • The user penetration rate is projected to be 13.5% in 2024 and is expected to increase to 18.5% by 2029.
  • The average revenue per user (ARPU) is estimated to be US$28.39.
  • Switzerland is emerging as a leading hub for Esports events, attracting top international players and hosting prestigious tournaments.

Key regions: China, United States, Asia, Germany, France

 
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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.

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.

Overview

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