Gaming Networks - Austria

  • Austria
  • Revenue in the Gaming Networks market is projected to reach US$12.11m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.27%, resulting in a projected market volume of US$18.02m by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 0.8m users by 2029.
  • User penetration will be 6.7% in 2024 and is expected to hit 9.4% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$757.60m in 2024).
  • The average revenue per user (ARPU) in the Gaming Networks market is projected to amount to US$20.29 in 2024.

Key regions: South Korea, Asia, Germany, India, China

 
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Analyst Opinion

The Gaming Networks market in Austria has experienced significant growth in recent years, driven by customer preferences for online gaming and the increasing popularity of eSports.

Customer preferences:
Austrian gamers have shown a strong preference for online gaming, with a growing number of players participating in multiplayer games and connecting with others through gaming networks. This trend can be attributed to the convenience and accessibility of online gaming, as well as the social aspect of playing with friends and strangers from around the world. Additionally, the rise of eSports has captured the attention of many Austrian gamers, with competitive gaming events and tournaments attracting large audiences both online and offline.

Trends in the market:
One of the key trends in the Austrian gaming networks market is the increasing demand for mobile gaming. With the widespread adoption of smartphones and tablets, more and more gamers are turning to mobile devices as their primary gaming platform. This trend is driven by the convenience and portability of mobile gaming, allowing players to enjoy their favorite games anytime and anywhere. As a result, gaming networks are focusing on optimizing their platforms for mobile devices and developing mobile-friendly games to cater to this growing segment of the market. Another trend in the Austrian gaming networks market is the emergence of virtual reality (VR) gaming. VR technology has advanced significantly in recent years, providing gamers with immersive and realistic gaming experiences. Austrian gamers are embracing this new technology, with VR gaming gaining popularity and driving demand for VR-compatible games and gaming networks. This trend is expected to continue as VR technology becomes more affordable and accessible to a wider audience.

Local special circumstances:
Austria has a strong gaming culture, with a high proportion of gamers among its population. The country has a well-established gaming industry, with a number of local game developers and studios creating innovative and high-quality games. This local talent has contributed to the growth of the gaming networks market in Austria, as gamers are drawn to locally developed games and platforms.

Underlying macroeconomic factors:
The growth of the gaming networks market in Austria can also be attributed to favorable macroeconomic factors. The country has a strong economy and high disposable income levels, allowing consumers to spend more on entertainment and leisure activities such as gaming. Furthermore, Austria has a well-developed internet infrastructure, with high-speed internet connections available to a large portion of the population. This enables seamless online gaming experiences and encourages more people to participate in gaming networks. In conclusion, the Gaming Networks market in Austria is experiencing significant growth due to customer preferences for online gaming and the increasing popularity of eSports. The demand for mobile gaming and virtual reality gaming is also driving the market forward. Austria's strong gaming culture, favorable macroeconomic factors, and well-developed internet infrastructure contribute to the growth of the gaming networks market in the country.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) 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 various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

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 GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The 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 is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. 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). Consumer Insights data is reweighted for representativeness.

Overview

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