Esports - Austria

  • Austria
  • In Austria, revenue in the Esports market is projected to reach US$27.3m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.17%, which will result in a projected market volume of US$36.8m by 2029.
  • The largest market of the Esports market in Austria is Esports Betting, with a market volume of US$17.0m in 2024.
  • Most revenue is generated the United States, with a projected market volume of US$1,070.0m in 2024.
  • In the Esports market in Austria, the number of users is anticipated to reach 3.1m users by 2029.
  • User penetration in Austria will be 29.2% in 2024 and is expected to increase to 34.4% by 2029.
  • The average revenue per user (ARPU) in Austria is expected to amount to US$10.39.
  • Austria's esports market is witnessing a surge in grassroots tournaments, reflecting a growing community-driven approach to competitive gaming and player engagement.

Key regions: China, United States, Asia, Germany, France

 
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Analyst Opinion

The eSports market in Austria is experiencing subdued growth, influenced by factors such as increasing sponsorship and advertising opportunities, rising interest among consumers, and the convenience of streaming and online ticketing services. These sub-markets are contributing to the overall growth of the market, but it is also impacted by regulations and limitations on publisher fees and eSports betting. Despite its slower growth rate, the market is expected to continue expanding due to the strong presence of Austrian gamers and the country's growing digital infrastructure.

Customer preferences:
The eSports market has seen a significant increase in demand for virtual events and tournaments, as consumers increasingly prioritize online entertainment options. This trend is driven by the growing popularity of online gaming and the desire for socially distant forms of entertainment. Additionally, there has been a rise in the use of VR and AR technologies in eSports, providing a more immersive and interactive experience for players and viewers alike. These developments highlight a shift towards digital forms of entertainment and the importance of innovative technology in shaping consumer preferences.

Trends in the market:
In Austria, the eSports market is experiencing a surge in popularity, driven by the increasing availability of high-speed internet and advancements in gaming technology. This has led to a rise in online tournaments and events, creating opportunities for players and organizations to generate revenue through sponsorships and advertisements. Furthermore, there is a growing trend of professional sports teams and traditional sports organizations investing in eSports, recognizing its potential for growth and profitability. This trend is expected to continue, with potential implications for industry stakeholders such as game developers, sponsors, and media companies. These stakeholders may need to adapt their strategies and partnerships to tap into the market's potential and cater to the evolving needs and interests of eSports audiences.

Local special circumstances:
In Austria, the eSports market is thriving due to the country's high internet penetration rate and strong gaming culture. Furthermore, the government's supportive attitude towards eSports has led to the establishment of dedicated eSports centers and the inclusion of eSports in school curriculums. Additionally, the country's central location in Europe makes it a popular destination for international eSports events. This combination of factors has created a unique environment for the growth of the eSports market in Austria, setting it apart from other markets in the region.

Underlying macroeconomic factors:
The eSports market in Austria is heavily influenced by macroeconomic factors such as technological advancements, regulatory support, and investment in digital infrastructure. Countries with favorable regulatory environments and strong investment in eSports technologies are experiencing rapid market growth compared to regions with regulatory challenges and limited funding. Additionally, the increasing popularity of eSports among younger generations and the growing demand for online entertainment are driving the market's expansion. The health of the national economy, as well as global economic trends, also play a significant role in shaping the eSports market in Austria.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

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
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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