Online Games - Austria

  • Austria
  • Revenue in the Online Games market is projected to reach US$83.28m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.67%, resulting in a projected market volume of US$109.70m by 2029.
  • In the Online Games market, the number of users is expected to amount to 1.2m users by 2029.
  • User penetration will be 12.9% in 2024 and is expected to hit 13.8% by 2029.
  • In global comparison, most revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market is projected to amount to US$71.73 in 2024.

Key regions: United States, Europe, France, India, Asia

 
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Analyst Opinion

The Online Games market in Austria has been experiencing significant growth in recent years, driven by changing customer preferences and the local special circumstances of the country.

Customer preferences:
Austrian customers have shown a strong preference for online games in recent years. This can be attributed to several factors, including the increasing availability of high-speed internet connections and the growing popularity of smartphones and tablets. These technological advancements have made it easier for customers to access and play online games, leading to a surge in demand. Furthermore, Austrian customers have shown a preference for games that offer immersive and interactive experiences. They are drawn to games that have engaging storylines, realistic graphics, and multiplayer capabilities. This preference for immersive experiences has led to the rise of online role-playing games and multiplayer online battle arena games in the Austrian market.

Trends in the market:
One of the key trends in the online games market in Austria is the growing popularity of mobile gaming. With the increasing penetration of smartphones and tablets, more and more Austrians are playing games on their mobile devices. This trend is expected to continue as mobile devices become more powerful and offer better gaming experiences. Another trend in the market is the rise of esports. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. Esports has gained a significant following in Austria, with a growing number of enthusiasts and spectators. This trend has led to the development of dedicated esports teams, leagues, and events in the country.

Local special circumstances:
Austria has a strong gaming culture, with a large number of dedicated gamers and gaming communities. The country has a long history of producing successful video game developers and has a vibrant indie game development scene. This has created a supportive environment for the growth of the online games market in Austria. Furthermore, the Austrian government has been supportive of the gaming industry, providing incentives and subsidies for game developers. This has attracted both domestic and international game developers to establish a presence in the country, further fueling the growth of the market.

Underlying macroeconomic factors:
The strong growth of the online games market in Austria can also be attributed to underlying macroeconomic factors. The country has a stable economy and a high standard of living, which has resulted in a large disposable income for many Austrians. This has allowed them to spend more on leisure activities, including online gaming. Additionally, the COVID-19 pandemic has had a positive impact on the online games market in Austria. With people spending more time at home due to lockdowns and social distancing measures, there has been an increase in demand for online entertainment, including online games. This trend is expected to continue even after the pandemic, as people have become accustomed to the convenience and entertainment value of online gaming. In conclusion, the Online Games market in Austria is experiencing significant growth due to changing customer preferences, the local special circumstances of the country, and underlying macroeconomic factors. The increasing availability of high-speed internet connections, the popularity of smartphones and tablets, and the preference for immersive experiences have all contributed to the growth of the market. Additionally, the strong gaming culture, government support, and stable economy of Austria have created a favorable environment for the online games market to thrive.

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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