Games Live Streaming - Switzerland

  • Switzerland
  • Revenue in the Games Live Streaming market is projected to reach US$96.80m 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$128.50m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 2.2m users by 2029.
  • User penetration will be 18.4% in 2024 and is expected to hit 23.9% by 2029.
  • In global comparison, most revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$59.40 in 2024.

Key regions: Germany, Europe, United Kingdom, Japan, South Korea

 
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Analyst Opinion

The Games Live Streaming market in Switzerland has been experiencing significant growth in recent years.

Customer preferences:
Swiss customers have shown a strong preference for live streaming games, as it allows them to watch their favorite games and tournaments in real-time from the comfort of their own homes. This convenience factor has contributed to the increasing popularity of games live streaming platforms in Switzerland. Additionally, the younger demographic in Switzerland has shown a particular interest in live streaming games, as they are more tech-savvy and accustomed to consuming content online.

Trends in the market:
One of the key trends in the Games Live Streaming market in Switzerland is the rise of eSports. eSports tournaments have gained a considerable following in the country, with professional gamers competing in popular games such as Dota 2, League of Legends, and Counter-Strike: Global Offensive. The increasing popularity of eSports has led to a surge in demand for live streaming platforms that cater specifically to this niche market. As a result, we have seen the emergence of dedicated eSports live streaming platforms in Switzerland. Another trend in the market is the integration of social media features into games live streaming platforms. Swiss customers are increasingly seeking interactive experiences where they can engage with other viewers and even the streamers themselves. Live chat, real-time commenting, and the ability to share streams on social media platforms have become important features for Swiss customers. This trend has led to the development of platforms that prioritize social interaction and community building.

Local special circumstances:
Switzerland has a high standard of living and a strong economy, which has contributed to the growth of the Games Live Streaming market. Swiss customers have the disposable income to invest in high-quality streaming equipment and subscriptions to premium live streaming platforms. Additionally, Switzerland has a well-developed internet infrastructure, with fast and reliable internet connections available throughout the country. This has facilitated the widespread adoption of games live streaming platforms in Switzerland.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Switzerland can be attributed to several underlying macroeconomic factors. Firstly, the increasing popularity of gaming as a form of entertainment has created a larger customer base for games live streaming platforms. Secondly, the advancements in technology have made it easier and more affordable for individuals to stream games online. The availability of high-speed internet connections and the development of user-friendly streaming software have lowered the barriers to entry for aspiring streamers. Finally, the rise of social media and online communities has created a demand for interactive and engaging content, which games live streaming platforms are able to provide. Overall, the Games Live Streaming market in Switzerland is thriving due to customer preferences for convenience and interactive experiences, as well as the country's strong economy and technological infrastructure. The growth of eSports and the integration of social media features have further fueled the market's expansion. With these favorable conditions, the Games Live Streaming market in Switzerland is expected to continue its upward trajectory in the coming years.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the 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. 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, video gaming 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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