Online Games - Switzerland

  • Switzerland
  • Revenue in the Online Games market is projected to reach US$66.65m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.83%, resulting in a projected market volume of US$92.73m by 2029.
  • In the Online Games market, the number of users is expected to amount to 1.2m users by 2029.
  • User penetration will be 12.8% in 2024 and is expected to hit 13.5% by 2029.
  • In global comparison, most revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market is projected to amount to US$58.64 in 2024.

Key regions: United States, Europe, France, India, Asia

 
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Analyst Opinion

The Online Games market in Switzerland has experienced significant growth in recent years, driven by the increasing popularity of gaming among the Swiss population.

Customer preferences:
Swiss consumers have shown a strong preference for online games, with a growing number of people of all ages engaging in gaming activities. This can be attributed to several factors, including the convenience and accessibility of online gaming platforms, the wide variety of game genres available, and the social aspect of playing games with friends and family. Additionally, the advancement of technology and the widespread use of smartphones and tablets have made it easier for people to access and play online games on the go.

Trends in the market:
One of the major trends in the Swiss online games market is the rise of mobile gaming. With the increasing popularity of smartphones and the availability of high-speed internet connections, more and more Swiss consumers are turning to mobile devices as their primary gaming platform. This trend has led to a significant increase in the number of mobile game downloads and in-app purchases in Switzerland. Another trend in the market is the growing demand for multiplayer online games. Swiss gamers are increasingly seeking immersive gaming experiences that allow them to interact with other players in real-time. This has led to a rise in the popularity of multiplayer online battle arena (MOBA) games and massively multiplayer online role-playing games (MMORPGs) in Switzerland.

Local special circumstances:
One of the unique characteristics of the Swiss online games market is the high disposable income of the population. Switzerland has one of the highest per capita incomes in the world, which allows Swiss consumers to spend more on leisure activities, including online gaming. This has created a lucrative market for game developers and publishers, who can target a relatively affluent consumer base. Furthermore, Switzerland has a strong gaming culture, with several gaming events and conventions held throughout the year. These events attract thousands of gamers from Switzerland and neighboring countries, providing a platform for game developers to showcase their latest releases and engage with the gaming community. This vibrant gaming culture contributes to the growth of the online games market in Switzerland.

Underlying macroeconomic factors:
The Swiss economy has remained stable in recent years, with low unemployment rates and a high standard of living. This favorable economic environment has contributed to the growth of the online games market, as consumers have more disposable income to spend on leisure activities. Additionally, Switzerland has a well-developed internet infrastructure, with high-speed broadband connections available to a majority of the population. This enables Swiss consumers to easily access and play online games, further driving the growth of the market. In conclusion, the Online Games market in Switzerland has experienced significant growth due to the increasing popularity of online gaming among Swiss consumers. The rise of mobile gaming, the demand for multiplayer online games, the high disposable income of the population, the strong gaming culture, and the favorable macroeconomic factors have all contributed to the development of the market.

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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