Games Live Streaming - Austria

  • Austria
  • Revenue in the Games Live Streaming market is projected to reach US$89.53m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.61%, resulting in a projected market volume of US$123.30m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 2.4m users by 2029.
  • User penetration will be 19.5% in 2024 and is expected to hit 26.8% by 2029.
  • In global comparison, most revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$51.18 in 2024.

Key regions: Germany, Europe, United Kingdom, Japan, South Korea

 
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Analyst Opinion

The Games Live Streaming market in Austria has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the rise of esports. Customer preferences in the Games Live Streaming market in Austria are heavily influenced by the younger generation, who are avid gamers and seek to engage with their favorite games and players in a more interactive way.

Live streaming platforms provide an opportunity for gamers to watch professional players compete in real-time, learn new strategies, and connect with other gaming enthusiasts. The convenience of accessing live streams on various devices, such as smartphones and laptops, has also contributed to the growing demand for Games Live Streaming in Austria. Trends in the market show that the number of professional esports tournaments and events hosted in Austria has been on the rise.

These events attract a large audience both in-person and through live streaming platforms, creating opportunities for game developers, sponsors, and advertisers to reach a highly engaged target market. The increasing presence of esports teams and organizations in Austria has also fueled the demand for live streaming services, as fans want to follow their favorite teams and players closely. Local special circumstances in Austria contribute to the development of the Games Live Streaming market.

The country has a strong gaming culture, with a significant number of gamers and esports enthusiasts. This has created a supportive environment for the growth of live streaming platforms, as there is a ready and engaged audience. Additionally, Austria has a well-developed internet infrastructure, which enables smooth and high-quality live streaming experiences for users.

Underlying macroeconomic factors, such as the increasing disposable income and the growing digitalization of the entertainment industry, have also played a role in the development of the Games Live Streaming market in Austria. As more people have access to high-speed internet and disposable income to invest in gaming and entertainment, the demand for live streaming services has increased. Furthermore, the COVID-19 pandemic has further accelerated the growth of the market, as people turned to online entertainment options during lockdowns and social distancing measures.

In conclusion, the Games Live Streaming market in Austria is experiencing significant growth due to customer preferences for interactive gaming experiences, the rise of esports, and the increasing availability of high-quality live streaming platforms. The local gaming culture and strong internet infrastructure in Austria, combined with underlying macroeconomic factors, have created a favorable environment for the market's development.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, video gaming revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

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