VR Software - Austria

  • Austria
  • The VR Software market in Austria is anticipated to witness a significant increase in revenue, projected to reach US$21.9m dollars by 2024.
  • This growth is expected to continue with an annual growth rate (CAGR 2024-2029) of 8.51%, resulting in a projected market volume of US$32.9m dollars by 2029.
  • In Austria, the VR Software market is expected to generate the highest revenue, with a projected market volume of US$990.3m dollars by 2024.
  • The number of users in the VR Software market in Austria is estimated to reach 1,100.0k users by 2029.
  • The user penetration rate is expected to increase from 10.4% in 2024 to 12.2% by 2029.
  • The average revenue per user (ARPU) in Austria's VR Software market is projected to amount to US$23.5 dollars.
  • Austria's VR software market is thriving, with a strong focus on innovative solutions for education and training.
 
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Analyst Opinion

The VR Software market in Austria is experiencing steady growth, driven by increasing customer preferences for immersive and interactive experiences.

Customer preferences:
Customers in Austria are increasingly seeking out virtual reality (VR) software to enhance their entertainment and gaming experiences. The demand for VR gaming software has been steadily increasing as gamers look for more immersive and realistic gaming experiences. Additionally, there is a growing interest in VR software for educational purposes, as schools and universities in Austria are adopting VR technology to enhance learning and provide students with interactive and engaging educational content.

Trends in the market:
One of the key trends in the VR software market in Austria is the development of VR software for industries beyond gaming and entertainment. Companies in sectors such as real estate, tourism, and healthcare are leveraging VR technology to provide virtual tours, training simulations, and therapeutic experiences. This trend is driven by the desire to enhance customer experiences and improve operational efficiency. For example, real estate agents are using VR software to showcase properties to potential buyers, allowing them to virtually explore and visualize the space before making a decision. Another trend in the market is the increasing adoption of VR software by businesses for collaboration and communication purposes. With the rise of remote work and virtual meetings, companies are turning to VR software to create virtual meeting spaces and facilitate more immersive and engaging interactions. This trend is expected to continue as businesses recognize the potential of VR technology to improve collaboration and productivity.

Local special circumstances:
Austria has a strong gaming and technology industry, which provides a favorable environment for the development and adoption of VR software. The country is home to several gaming studios and tech companies that are at the forefront of VR innovation. This local expertise and infrastructure contribute to the growth of the VR software market in Austria.

Underlying macroeconomic factors:
The growth of the VR software market in Austria is supported by favorable macroeconomic factors. The country has a strong economy and a high standard of living, which allows consumers to invest in VR technology and software. Additionally, the government of Austria has been supportive of the technology industry, providing incentives and funding for research and development in the VR sector. These factors create a conducive environment for the growth of the VR software market in Austria. In conclusion, the VR software market in Austria is experiencing growth due to increasing customer preferences for immersive experiences, the development of VR software for industries beyond gaming, the adoption of VR software for collaboration and communication purposes, the local expertise and infrastructure in the gaming and technology industry, and the favorable macroeconomic factors in Austria.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on VR software revenue, which includes revenues from video games and VR videos consumed via stand-alone or tethered units.

Modeling approach / market size:

The market size is determined through a top-down approach. We use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports 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 consumer spending, internet penetration, 4G coverage, and historical developments.

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 level of digitalization, adoption of technology, GDP per capita, and internet penetration.

Additional notes:

F2The 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 and the Russia-Ukraine war are considered at a country-specific level. 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).

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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