Mobile Games - Austria

  • Austria
  • In Austria, revenue in the Mobile Games market market is projected to reach US$342.60m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.61%, resulting in a projected market volume of US$494.30m by 2029.
  • In Austria's Mobile Games market market, the number of users is expected to amount to 2.3m users by 2029.
  • User penetration will be 21.6% in 2024 and is anticipated to hit 25.2% by 2029.
  • In a global context, the majority of revenue will be generated United States, with a figure of US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in Austria's Mobile Games market market is projected to amount to US$177.10 in 2024.
  • In Austria, the mobile games market is increasingly prioritizing local cultural themes and narratives, enhancing player engagement and fostering community connections.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Austria is experiencing significant growth and development, driven by the increasing popularity of smartphones and the growing interest in mobile gaming worldwide.

Customer preferences:
Austrian consumers have shown a strong preference for mobile games, with a significant portion of the population actively engaging in gaming activities on their smartphones. This can be attributed to the convenience and accessibility of mobile gaming, allowing users to play games anytime and anywhere. Additionally, the wide variety of game genres available appeals to different demographics and interests, further driving the demand for mobile games in Austria.

Trends in the market:
One notable trend in the Austrian mobile games market is the rise of casual and hyper-casual games. These games are easy to learn and play, making them popular among a wide range of users, including those who are new to gaming. The simplicity and quick gameplay of casual and hyper-casual games align with the preferences of many Austrian consumers, who seek entertainment in short bursts during their daily routines. Another trend in the market is the increasing integration of social features in mobile games. Austrian consumers enjoy connecting and competing with friends and other players, and social features such as multiplayer modes and leaderboards enhance the overall gaming experience. This trend is fueled by the growing popularity of social media platforms and the desire for social interaction in the digital realm.

Local special circumstances:
Austria has a well-developed gaming industry, with several local game development studios creating innovative and high-quality mobile games. These studios leverage the country's strong technical expertise and creative talent pool to produce games that resonate with the Austrian audience. The presence of local game developers contributes to the diversity of mobile games available in the market, catering to different preferences and interests.

Underlying macroeconomic factors:
The strong economy of Austria, coupled with high smartphone penetration rates, provides a favorable environment for the growth of the mobile games market. As disposable incomes increase, consumers have more purchasing power to invest in mobile games and in-app purchases. Furthermore, the continuous advancements in smartphone technology and internet infrastructure enable smoother and more immersive gaming experiences, further driving the demand for mobile games in Austria. In conclusion, the Mobile Games market in Austria is witnessing significant growth and development, driven by customer preferences for convenience and accessibility, as well as the availability of a wide range of game genres. The rise of casual and hyper-casual games, the integration of social features, and the presence of local game developers contribute to the vibrancy and diversity of the market. The strong economy and high smartphone penetration rates in Austria provide a conducive environment for the growth of the mobile games 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
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