Download Games - Switzerland

  • Switzerland
  • Revenue in the Download Games market is projected to reach US$203.90m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.83%, resulting in a projected market volume of US$270.70m by 2029.
  • In the Download Games market, the number of users is expected to amount to 1.8m users by 2029.
  • User penetration will be 19.5% in 2024 and is expected to hit 19.5% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$118.30 in 2024.

Key regions: Japan, France, Asia, United Kingdom, India

 
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Analyst Opinion

The Download Games market in Switzerland has been experiencing steady growth in recent years. Customer preferences for digital entertainment, advancements in technology, and favorable economic conditions have all contributed to the development of this market.

Customer preferences:
Swiss consumers have shown a strong preference for digital entertainment, including download games. This can be attributed to several factors. Firstly, the convenience of downloading games directly to their devices allows them to access a wide range of titles without the need for physical copies. Secondly, the increasing popularity of online multiplayer games has created a demand for downloadable content and expansions. Lastly, the rise of mobile gaming has made download games more accessible to a wider audience, as smartphones and tablets have become the primary gaming devices for many consumers.

Trends in the market:
One of the key trends in the Download Games market in Switzerland is the shift towards online multiplayer games. With the growing popularity of competitive gaming and esports, more and more Swiss consumers are seeking out download games that offer a multiplayer experience. This trend has been fueled by the increasing availability of high-speed internet connections and the proliferation of gaming communities and platforms. Another trend in the market is the rise of microtransactions and in-game purchases. Developers are increasingly adopting a freemium model, where the base game is free to download but additional content or features can be purchased within the game. This model has proven to be highly profitable, as it allows developers to generate revenue from a larger player base and encourages ongoing engagement with the game.

Local special circumstances:
Switzerland's high standard of living and disposable income levels have contributed to the growth of the Download Games market. Swiss consumers have the financial means to invest in gaming hardware and software, making them an attractive market for developers and publishers. Additionally, Switzerland's multilingual population allows for a diverse range of game titles to be marketed and sold in the country.

Underlying macroeconomic factors:
Switzerland's stable economy and high levels of consumer confidence have provided a favorable environment for the growth of the Download Games market. The country has a strong tech industry and a highly educated workforce, which has facilitated the development of innovative gaming technologies and software. Furthermore, Switzerland's robust digital infrastructure and high internet penetration rate have ensured that consumers have access to high-quality download games and online gaming experiences. In conclusion, the Download Games market in Switzerland is thriving due to customer preferences for digital entertainment, the rise of online multiplayer games, the adoption of microtransactions, favorable local circumstances, and strong underlying macroeconomic factors. As technology continues to advance and consumer demand for immersive gaming experiences grows, the market is expected to continue its upward trajectory in the coming years.

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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