Download Games - Austria

  • Austria
  • In Austria, revenue in the Download Games market market is projected to reach US$132.70m 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$174.80m by 2029.
  • Within Austria's Download Games market market, the number of users is expected to amount to 1.4m users by 2029.
  • User penetration will be 15.0% in 2024 and is anticipated to hit 15.3% by 2029.
  • In global comparison, most revenue will be generated the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in Austria's Download Games market market is projected to amount to US$98.81 in 2024.
  • In Austria, the demand for download games is surging as consumers increasingly favor digital entertainment over traditional retail options.

Key regions: India, Japan, China, Europe, France

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The Download Games market in Austria has experienced significant growth in recent years, driven by changing customer preferences and the increasing popularity of digital entertainment.

Customer preferences:
Austrian consumers have shown a strong preference for digital entertainment, including downloadable games. This shift in preferences can be attributed to several factors. Firstly, the convenience and accessibility of downloading games online appeals to consumers who are looking for instant gratification. Additionally, the ability to play games on multiple devices, such as smartphones, tablets, and gaming consoles, has made downloadable games a popular choice among Austrian gamers. Furthermore, the wide variety of game genres and options available for download caters to diverse consumer preferences and interests.

Trends in the market:
One of the key trends in the Austrian Download Games market is the rise of mobile gaming. With the increasing penetration of smartphones in the country, mobile gaming has become a significant segment of the market. This trend is driven by factors such as the portability of mobile devices and the availability of high-quality games on app stores. The popularity of mobile gaming has led to increased competition among game developers and publishers, resulting in a wider range of options for Austrian gamers. Another trend in the market is the growing popularity of online multiplayer games. Austrian gamers are increasingly seeking social and interactive gaming experiences, and online multiplayer games provide them with the opportunity to connect and compete with players from around the world. This trend has led to the development of online gaming communities and the rise of eSports in Austria.

Local special circumstances:
Austria has a strong gaming culture, with a significant number of gamers and gaming events taking place in the country. This has created a supportive environment for the growth of the Download Games market. Additionally, the high disposable income of Austrian consumers has allowed them to invest in gaming equipment and accessories, further driving the demand for downloadable games.

Underlying macroeconomic factors:
The growth of the Download 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 increased consumer spending power. Additionally, the strong internet infrastructure in Austria has facilitated the download and online gaming experience, making it easier for consumers to access and enjoy downloadable games. In conclusion, the Download Games market in Austria is experiencing significant growth due to changing customer preferences, such as the preference for digital entertainment and the rise of mobile gaming. The market is also influenced by trends such as the popularity of online multiplayer games and the strong gaming culture in the country. Furthermore, underlying macroeconomic factors, such as a stable economy and strong internet infrastructure, have contributed to the growth of the market.

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
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)