Games - Australia

  • Australia
  • In Australia, revenue in the Games market is projected to reach €5,774.00m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.17%, resulting in a projected market volume of €8,163.00m by 2029.
  • In a global context, the majority of revenue will be generated United States, with an anticipated figure of €117,600.00m in 2024.
  • Within the Games market in Australia, the number of users is expected to amount to 13.7m users by 2029.
  • User penetration in Australia will be 44.5% in 2024 and is expected to reach 48.8% by 2029.
  • The average revenue per user (ARPU) in Australia is expected to amount to €1,147.00.
  • Australia's Games in the Media market is increasingly embracing interactive storytelling, reflecting a growing consumer appetite for immersive experiences in digital entertainment.

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

 
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Analyst Opinion

The Games market in Australia has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends in the market, and local special circumstances.

Customer preferences:
Customer preferences in the Australian Games market have been shifting towards digital gaming platforms, with a growing demand for online multiplayer games and mobile gaming. This shift can be attributed to the increasing availability of high-speed internet connections and the widespread adoption of smartphones and tablets. Additionally, Australian gamers are showing a preference for immersive and interactive gaming experiences, leading to a rise in the popularity of virtual reality (VR) and augmented reality (AR) games.

Trends in the market:
One of the key trends in the Australian Games market is the rise of esports. Esports tournaments and events have gained significant popularity, attracting a large number of participants and spectators. This trend has been fueled by the growing recognition of professional gaming as a legitimate sport and the increasing investment in esports infrastructure. As a result, Australia has seen a surge in the establishment of dedicated esports arenas and the emergence of professional esports teams. Another trend in the Australian Games market is the increasing focus on game streaming and content creation. Many gamers in Australia are now streaming their gameplay on platforms like Twitch and YouTube, attracting a dedicated following and monetizing their content through sponsorships and advertisements. This trend has created new opportunities for game developers and publishers to engage with their audience and promote their games.

Local special circumstances:
Australia has a unique geography and population distribution, with a significant portion of its population residing in remote areas. This has led to a higher demand for online gaming platforms and digital distribution channels, as they provide easy access to games for people living in remote locations. Additionally, the Australian government has been supportive of the Games industry, providing grants and incentives to local game developers and fostering innovation in the sector.

Underlying macroeconomic factors:
The growth of the Games market in Australia can also be attributed to favorable macroeconomic factors. The country has a strong economy and a high disposable income, allowing consumers to spend more on leisure activities like gaming. Furthermore, the increasing popularity of gaming as a form of entertainment has led to greater investment in the industry, both from local and international investors. In conclusion, the Games market in Australia is experiencing growth due to changing customer preferences towards digital gaming platforms, emerging trends such as esports and game streaming, local special circumstances like the need for online gaming in remote areas, and favorable macroeconomic factors. These factors have contributed to the development and expansion of the Games market in Australia, making it a lucrative industry for both local and international game developers and publishers.

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.

Visión general

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