Having surged into double digits during 2020 on the back of pandemic-related restrictions on movement, the rate of growth in retail constant value sales of video games slowed significantly in 2021 but remained robust. This slowdown was particularly notable in hand-held and static consoles, which many local consumers purchased during 2020 to keep themselves and their families entertained during lockdown.
During late 2020, demand for static consoles was boosted by the launch of a new generation of hardware (Sony’s PlayStation 5 and Microsoft’s Xbox Series S and X), but these products remained in short supply throughout 2021 due to the global shortage of semiconductors. As a result, many local consumers who wanted one of these consoles could not find it.
Mobile and online gaming are steadily growing in popularity among local consumers of all ages, buoyed by the fact that most adults now have smartphones, in addition to faster internet speeds. Between them, they accounted for almost a third of value sales in video games during 2021.
Retail constant value sales of video games will be little better than static during the forecast period as a whole, as demand suffers something of a post-pandemic hangover. Static consoles will be among the worst performers, as demand for the latest generation of consoles begins to cool and their pricing is reduced.
Mobile and online games will continue to grow in importance: By the end of the forecast period, they will account for more than two-fifths of retail value sales of video games in Switzerland. The rollout of 5G mobile networks will play a role in this by helping to make mobile and online gaming more accessible than ever.
AR/VR headset will remain the top performer in video games, although the rate of growth in retail constant value sales will slow significantly as demand begins to mature. Sony’s PlayStation VR is currently the most popular AR/VR headset among Swiss gamers, and Sony is set to launch PlayStation VR2 in 2023, while Facebook was rebranded Meta during late 2021 in order to reflect the centrality of the metaverse (which is accessed via VR) to the company’s future plans.
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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
This report originates from Passport, our Video Games research and analysis database.
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