Mobile Games - Switzerland

  • Switzerland
  • Revenue in the Mobile Games market is projected to reach US$0.39bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.33%, resulting in a projected market volume of US$0.53bn by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 1.8m users by 2029.
  • User penetration will be 16.9% in 2024 and is expected to hit 19.4% by 2029.
  • In global comparison, most revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to US$258.60 in 2024.

Key regions: United Kingdom, India, China, South Korea, Asia

 
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Analyst Opinion

The Mobile Games market in Switzerland has been experiencing significant growth in recent years, driven by several factors. Customer preferences have shifted towards mobile gaming as a convenient and accessible form of entertainment. Additionally, the market has benefited from trends such as the increasing popularity of casual gaming and the rise of esports.

Customer preferences:
Swiss consumers have shown a strong preference for mobile gaming due to its convenience and portability. With smartphones becoming more affordable and accessible, a larger portion of the population now owns a mobile device capable of playing games. This has led to a wider audience for mobile games, including both casual gamers and more dedicated players.

Trends in the market:
One notable trend in the Mobile Games market in Switzerland is the growing popularity of casual gaming. Casual games are typically easy to learn and can be played in short bursts, making them ideal for mobile devices. This trend is driven by the increasing number of people looking for quick and enjoyable gaming experiences during their daily commutes or downtime. Another trend that has contributed to the growth of the market is the rise of esports. Esports refers to competitive video gaming, often played in organized tournaments with professional players. Switzerland has seen a surge in esports events and competitions, attracting both local and international participants. This has created opportunities for mobile game developers to create esports-focused titles and capitalize on the growing interest in competitive gaming.

Local special circumstances:
Switzerland's high standard of living and strong economy have contributed to the growth of the Mobile Games market. With a relatively affluent population, Swiss consumers have the disposable income to spend on mobile games and in-app purchases. This has created a lucrative market for game developers and publishers. Furthermore, Switzerland's multicultural society has also influenced the Mobile Games market. The country is home to a diverse population, including a large number of expatriates and international students. This multicultural environment has led to a demand for games that cater to different languages and cultural preferences, providing opportunities for developers to create localized content.

Underlying macroeconomic factors:
The strong economy and high standard of living in Switzerland have provided a favorable environment for the Mobile Games market to thrive. With a stable and prosperous economy, consumers have the financial means to invest in mobile gaming and related products. Additionally, Switzerland's well-developed infrastructure and high internet penetration rates ensure that consumers have access to high-quality mobile gaming experiences. In conclusion, the Mobile Games market in Switzerland has experienced significant growth in recent years, driven by customer preferences for convenient and accessible gaming experiences. The rise of casual gaming and esports, along with Switzerland's high standard of living and multicultural society, have contributed to the market's development. With a strong economy and high internet penetration rates, Switzerland provides a favorable environment for the Mobile Games market to continue growing in the future.

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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