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Bachelor thesis

Market potential of the E-sports industry in Switzerland

    2019

95

Mémoire de bachelor: Haute école de gestion de Genève, 2019

English This paper provides an analysis of the interest in video games by Swiss residents and the current state of e-sports investment in Switzerland. It provides information aiming to facilitate the investment for firms interested by the e-sports industry as well as an estimation of the expected revenue from video game accessories purchases in Switzerland for 2020. The first objective of this research was to define Swiss video game players and their gaming behavior, as well as having a glance of the Swiss market for video games and e-sports. The second major objective was to perform a market analysis by identifying the present firms involved in e-sports sponsorship and assessing the firms that could be potentially interested in becoming sponsors given the results from the first objective. The research methods included: data collection from an online survey, data treatment and analysis, quantitative analyses by the creation of economic models using ordinary least squares estimation methods and a linear probability model, qualitative analysis of data as well as interviews and an estimation of market value. The results permitted to understand that the attributes making a person more likely to be a video games player are being a male, having achieved mandatory or post-mandatory education as highest degree, being single or divorced and having a large share of friends interested in video game. Additional analyses permitted to find the characteristics as well affecting the participant’s commitment to play, the interest they have in e-sports and the amount they spend to fully enjoy their gaming experience. The analysis of the market allowed the paper to identify Swiss firms having a suitable profile to invest in e-sports. These firms were: Digitec, Microspot, Sunrise, Rivella, Ramseier and more. Finally, the estimation of the market value for video game accessories purchases in 2020 amounted to 542 million Swiss Francs. Given the incoming innovation in the video games industry, such as the 5G network or the creation of gaming streaming platforms, the researcher strongly recommends these companies to consider investigating in the e-sports and video games industry. This paper proves that Swiss residents, corresponding to the sample’s representation, show a true interest for video games and this market represents an investing opportunity for e-sports investment and sponsorship.
Language
  • English
Classification
Economics
Notes
  • Haute école de gestion Genève
  • International Business Management
  • hesso:hegge
License
License undefined
Identifiers
  • RERO DOC 327886
Persistent URL
https://sonar.ch/hesso/documents/314936
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