Video Games in Switzerland

June 2025
USD 1,195
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Overview:

Understand the latest market trends and future growth opportunities for the Video Games industry in Switzerland with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.

Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.

If you're in the Video Games industry in Switzerland, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Video Games in Switzerland report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in Switzerland?
  • Which are the leading brands in Video Games in Switzerland?
  • How are products distributed in Video Games in Switzerland?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Switzerland?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in Switzerland - Category analysis

KEY DATA FINDINGS

Further move towards digital content drives sales of video games software
Chart 1 Key Trends 2024
Video games software remains largest and most dynamic category overall
Xbox Cloud Gaming expands offerings via “Bring Your Own Games” program
Chart 2 Xbox Cloud Gaming Adds New Feature for Streaming Personal Game Libraries
No Man's Sky uses AI to transform user engagement and personalisation
Subscription services drive digital games’ value upward
Chart 3 Analyst Insight
Video games software to drive overall category growth
Cloud gaming and personalisation transform gaming habits and spending
Mobile strategies, e-sports, and premium offerings to drive growth
Top companies gain share amid growth of mobile games
BANDAI NAMCO and Krafton expand games portfolios to solidify positions
Chart 4 Krafton Introduces Next-Generation Games to Expand Its Online Gaming Presence
Niantic sells gaming division to Scopely; Ubisoft explores buyout options
Switch 2, GTA 6, Assassin’s Creed, and Monster Hunter release dates loom
E-commerce remains dominant distribution channel
Samsung and Google announce mixed reality headset plans

Toys and Games in Switzerland - Industry Overview

Kidult trend contributes to sales, with brands targeting adults with nostalgic toys
Chart 5 Key Trends 2024
Video games leads sales despite overall value decline
SVS protests unfair competition from Asian online marketplaces
Schleich replaces PVC with recyclable TPE to meet demand
Chart 6 Analyst Insight
Collectibles surge, driven by kidult trend and nostalgia
Chart 7 Pokémon to One Piece: Collectibles Surge as Kidults Embrace Nostalgia
Video games set to record fastest growth over forecast period
Kidult trend impacts toys and games, while challenges arise
E-commerce to drive distribution but in-store experiences can create tangible experiences
Lego gains share to remain most popular brand overall
Tiptoi and Furby drive interest in interactive and tech-integrated designs
MGA merges with Zapf, Niantic divests and Ubisoft takeover considered
Hasbro, Spin Master and Nintendo launch new products in 2025
Chart 8 Nintendo Switch 2 to Launch in June 2025, Aiming to Redefine Gaming Experience
E-commerce gains ground while retailers adopt omnichannel approach
Toys R Us Asia uses stores to create immersive brand experiences
Chart 9 Real GDP Growth and Inflation 2019-2029
Chart 10 PEST Analysis in Switzerland 2024
Chart 11 Key Insights on Consumers in Switzerland 2024
Chart 12 Consumer Landscape in Switzerland 2024

COUNTRY REPORTS DISCLAIMER

Summary 1 Research Sources
The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

Video Games

This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.

See all of our definitions
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This report originates from Passport, our Video Games research and analysis database.

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