Cloud Gaming - Switzerland

  • Switzerland
  • Revenue in the Cloud Gaming market is projected to reach US$85.57m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 30.19%, resulting in a projected market volume of US$320.00m by 2029.
  • In the Cloud Gaming market, the number of readers is expected to amount to 4.2m users by 2029.
  • User penetration will be 38.1% in 2024 and is expected to hit 46.7% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$25.37.
  • In global comparison, most revenue will be generated in the United States (US$1,938.00m in 2024).

Key regions: Europe, Germany, India, France, Asia

 
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Analyst Opinion

Switzerland, known for its stunning landscapes and high-quality chocolate, is also making a name for itself in the Cloud Gaming market.

Customer preferences:
Swiss consumers have shown a growing interest in Cloud Gaming, drawn to its convenience and flexibility. With the rise of mobile gaming and the increasing popularity of multiplayer online games, players in Switzerland are seeking ways to access their favorite games anytime, anywhere. Cloud Gaming provides a solution by allowing users to stream games directly to their devices, eliminating the need for expensive gaming consoles or high-performance computers. This appeals to tech-savvy Swiss consumers who value convenience and the ability to play games on the go.

Trends in the market:
One of the key trends in the Cloud Gaming market in Switzerland is the increasing adoption of subscription-based gaming services. Companies like Google and Nvidia have entered the Swiss market with their respective cloud gaming platforms, Stadia and GeForce Now. These platforms offer subscription plans that give users access to a library of games for a monthly fee. This model has gained traction in Switzerland as it provides gamers with a wide range of games to choose from without the need to purchase individual titles. Additionally, the subscription model often includes other benefits such as exclusive discounts and early access to new releases, further incentivizing users to subscribe. Another trend in the Swiss Cloud Gaming market is the integration of cloud gaming services with existing gaming platforms. Major gaming companies, such as Sony and Microsoft, have recognized the potential of Cloud Gaming and have started offering their own cloud gaming services. This integration allows players to seamlessly switch between traditional gaming and cloud gaming, giving them more options and flexibility in their gaming experience. It also enables players to access their game progress and achievements across different devices, enhancing the overall gaming experience.

Local special circumstances:
Switzerland boasts a highly developed and reliable internet infrastructure, making it an ideal market for Cloud Gaming. The country's high internet penetration rate and fast internet speeds ensure smooth and uninterrupted gameplay for users. This favorable infrastructure, coupled with the tech-savvy nature of Swiss consumers, creates a conducive environment for the growth of the Cloud Gaming market.

Underlying macroeconomic factors:
The Cloud Gaming market in Switzerland is also influenced by broader macroeconomic factors. The country has a strong economy and a high standard of living, allowing consumers to afford the necessary devices and internet connections for Cloud Gaming. Additionally, Switzerland has a well-established gaming industry, with several successful game development studios and a supportive ecosystem for gaming startups. This vibrant gaming culture contributes to the demand for Cloud Gaming services and fosters innovation in the market. In conclusion, the Cloud Gaming market in Switzerland is thriving due to customer preferences for convenience and flexibility, the adoption of subscription-based gaming services, integration with existing gaming platforms, a reliable internet infrastructure, and the country's strong economy and gaming industry. As the market continues to evolve, we can expect to see further growth and innovation in the Cloud Gaming space in Switzerland.

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.

Overview

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