Games - Austria

  • Austria
  • In Austria, revenue in the Games market is projected to reach US$1,472.00m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 7.62%, resulting in a projected market volume of US$2,125.00m by 2029.
  • In global comparison, the majority of revenue will be generated United States, with a forecast of US$128.10bn in 2024.
  • Within Austria's Games market, the number of users is expected to amount to 3.3m users by 2029.
  • User penetration in Austria will be 32.3% in 2024 and is expected to reach 36.2% by 2029.
  • Moreover, the average revenue per user (ARPU) in Austria is anticipated to amount to US$1,197.00.
  • In Austria, the Games in the Media market is increasingly focusing on interactive storytelling, enhancing user engagement through innovative digital platforms and immersive experiences.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Austria has been experiencing steady growth in recent years, driven by the increasing popularity of gaming among a diverse range of consumers.

Customer preferences:
Austrian consumers have shown a strong preference for a variety of gaming platforms, including consoles, PCs, and mobile devices. Console gaming remains popular, with many gamers enjoying the immersive experience and high-quality graphics offered by modern gaming consoles. PC gaming has also seen significant growth, as it allows for more customization and flexibility in terms of game selection. Additionally, mobile gaming has become increasingly popular in Austria, with the convenience of gaming on smartphones and tablets appealing to a wide range of consumers.

Trends in the market:
One of the key trends in the Austrian Games market is the rise of online gaming. The availability of high-speed internet connections has enabled gamers to connect with others around the world, leading to the popularity of multiplayer online games. This trend has also been fueled by the increasing number of esports tournaments and events, which have attracted a large following in Austria. Another trend in the market is the growing demand for virtual reality (VR) gaming. VR technology has become more accessible and affordable, allowing gamers to experience immersive gameplay like never before. This trend has been further accelerated by the release of VR-compatible games and accessories, which have garnered significant interest from Austrian consumers.

Local special circumstances:
Austria's strong gaming culture has contributed to the growth of the Games market. The country has a vibrant gaming community, with numerous gaming conventions, events, and competitions taking place throughout the year. This has created a supportive environment for both local game developers and international gaming companies looking to enter the Austrian market. Furthermore, the high standard of living in Austria has resulted in a greater disposable income for consumers, allowing them to spend more on gaming products and services. This has contributed to the growth of the Games market, as consumers are willing to invest in high-quality gaming equipment and accessories.

Underlying macroeconomic factors:
The overall economic stability in Austria has provided a favorable environment for the Games market to thrive. The country has a strong GDP per capita and a low unemployment rate, which has increased consumer confidence and purchasing power. This has allowed Austrian consumers to allocate a larger portion of their income towards entertainment and leisure activities, including gaming. In conclusion, the Games market in Austria is experiencing steady growth due to the preferences of Austrian consumers for a variety of gaming platforms, the rise of online gaming and virtual reality, the country's strong gaming culture, and favorable macroeconomic factors. As the market continues to evolve, it is expected that new technological advancements and gaming trends will further drive the growth of the Games market in Austria.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Global Comparison
  • Methodology
  • Key Market Indicators
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