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Key regions: Germany, United States, China, India, South Korea
The streaming market within the eSports market in Austria is experiencing growth due to the increasing popularity of online gaming and live streaming platforms. However, the market's growth rate is subdued due to factors such as limited internet infrastructure and low disposable income among the population. Additionally, the lack of mainstream recognition for eSports in Austria also impacts the market's growth rate.
Customer preferences: As the popularity of eSports continues to rise in Austria, there has been a noticeable shift in consumer preferences towards live streaming platforms for watching competitive gaming events. This trend is fueled by the growing demand for convenient and accessible ways to consume eSports content, especially among younger demographics. Additionally, the rise of social media and influencer culture has also played a significant role in the growth of streaming within the eSports market, as viewers seek to engage and interact with their favorite players and teams in real-time.
Trends in the market: In Austria, the eSports market is seeing a surge in streaming services, with more platforms offering live broadcasts of competitive gaming events. This trend is significant as it allows for a wider audience reach and increased revenue opportunities for industry stakeholders. Additionally, there is a growing trend of incorporating interactive elements into streaming, such as live chat and viewer polls, creating a more engaging experience for viewers. These trends are expected to continue, driving the growth of the streaming market within the eSports industry and providing opportunities for monetization and audience engagement.
Local special circumstances: In Austria, the Streaming Market within the eSports Market is influenced by the country's strong gaming culture and high internet penetration rate. Additionally, the country's strict regulations on traditional sports betting have led to a rise in betting on eSports, driving growth in the streaming market. The small size of the country also allows for a close-knit community of eSports enthusiasts, leading to a high demand for streaming services and online tournaments. These unique factors make Austria a key player in the European eSports market.
Underlying macroeconomic factors: The eSports streaming market in Austria is heavily influenced by macroeconomic factors, including global economic trends, national economic health, fiscal policies, and other relevant financial indicators. The country's strong and stable economy, coupled with its advanced technological infrastructure, has contributed to the growth of the streaming market. Additionally, Austria's favorable regulatory environment and government support for the eSports industry have further accelerated market growth. As the demand for digital entertainment continues to rise, the streaming market in Austria is expected to continue its upward trajectory.
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. 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.Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)