Cloud Gaming - Austria

  • Austria
  • In Austria, revenue in the Cloud Gaming market market is projected to reach US$47.24m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 29.81%, leading to a projected market volume of US$174.10m by 2029.
  • Within the Cloud Gaming market market in Austria, the number of readers is anticipated to amount to 1.8m users by 2029.
  • User penetration in Austria will be 15.9% in 2024 and is expected to increase to 19.9% by 2029.
  • The average revenue per user (ARPU) in Austria is expected to be US$33.16.
  • In a global context, the highest revenue will be generated the United States, which is projected to reach US$1,938.00m in 2024.
  • In Austria, the cloud gaming market is experiencing a surge in interest as consumers increasingly seek flexible, subscription-based gaming options.

Key regions: China, Japan, Germany, France, United Kingdom

 
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Analyst Opinion

The Cloud Gaming market in Austria is experiencing significant growth and development, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Austrian customers are increasingly drawn to the convenience and flexibility offered by cloud gaming. The ability to access and play high-quality games on multiple devices without the need for expensive hardware is highly appealing. Moreover, the growing popularity of mobile gaming in Austria has further fueled the demand for cloud gaming services that can be accessed on smartphones and tablets.

Trends in the market:
One of the key trends in the Austrian cloud gaming market is the rising adoption of subscription-based models. Many players in the market are offering subscription plans that provide unlimited access to a wide range of games for a fixed monthly fee. This trend is driven by the desire for cost-effective gaming experiences and the convenience of accessing a vast library of games without the need for individual purchases. Another trend in the market is the increasing focus on game streaming technology. Game streaming allows users to play games in real-time without the need for downloading or installing them on their devices. This technology has gained traction in Austria due to its low latency and high-quality streaming capabilities, providing a seamless and immersive gaming experience.

Local special circumstances:
Austria has a strong gaming culture, with a significant number of gamers and gaming enthusiasts. The country has a well-developed infrastructure and high internet penetration, making it an ideal market for cloud gaming services. Additionally, the presence of major gaming events and conferences in Austria further contributes to the growth of the cloud gaming market by creating awareness and generating interest among the gaming community.

Underlying macroeconomic factors:
The growing popularity of cloud gaming in Austria can also be attributed to the country's stable and prosperous economy. With a high GDP per capita and disposable income, Austrian consumers have the financial means to invest in gaming services and technologies. Moreover, the increasing prevalence of high-speed internet connections and advancements in technology infrastructure have created a conducive environment for the growth of cloud gaming in the country. In conclusion, the Cloud Gaming market in Austria is witnessing significant growth and development due to customer preferences for convenience and flexibility, the adoption of subscription-based models, the focus on game streaming technology, the strong gaming culture, and the underlying macroeconomic factors. As the market continues to evolve, it is expected to provide more opportunities for both local and international players in the gaming industry.

Methodology

Data coverage:

Figures are based on subscription spending, consumer spending, investment, and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration and cloud revenues. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

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