Gaming Networks - Australia

  • Australia
  • In Australia, revenue in the Gaming Networks market market is projected to reach €49.09m in 2024.
  • Revenue is expected to display an annual growth rate (CAGR 2024-2029) of 6.63%, leading to a projected market volume of €67.67m by 2029.
  • Within the Gaming Networks market market in Australia, the number of users is anticipated to amount to 2.6m users by 2029.
  • User penetration in Australia will be 7.4% in 2024 and is expected to increase to 9.4% by 2029.
  • In a global context, the majority of revenue will be generated the United States, which is projected to reach €695.30m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in Australia is projected to be €24.92 in 2024.
  • In Australia, the gaming networks within the media market are increasingly emphasizing community engagement and interactive experiences to attract a diverse audience.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks market in Australia has been experiencing significant growth in recent years.

Customer preferences:
Customers in Australia have shown a strong preference for online gaming networks, with a growing number of people engaging in multiplayer games and connecting with other gamers around the world. This trend can be attributed to the increasing accessibility and affordability of high-speed internet connections, as well as the proliferation of smartphones and other mobile devices. Additionally, Australian gamers are drawn to the social aspect of gaming networks, as they provide an opportunity to interact and collaborate with fellow players.

Trends in the market:
One of the key trends in the Australian gaming networks market is the rise of eSports. Competitive gaming has gained immense popularity in recent years, with professional gamers competing in tournaments and earning substantial prize money. This trend has led to the establishment of dedicated eSports teams and organizations in Australia, as well as the development of eSports arenas and facilities. The growing interest in eSports has also resulted in increased viewership of gaming tournaments, both online and offline. Another trend in the market is the integration of virtual reality (VR) technology into gaming networks. VR gaming has gained traction in Australia, with gamers embracing the immersive and interactive experiences it offers. This trend has led to the development of VR-compatible games and accessories, as well as the introduction of VR gaming lounges and arcades. The adoption of VR technology is expected to continue growing, as advancements in hardware and software make it more accessible and affordable for consumers.

Local special circumstances:
Australia's geographic isolation has played a role in shaping the gaming networks market in the country. Due to its distance from other major gaming markets, Australia has developed a strong gaming community that is focused on local content and experiences. This has resulted in the emergence of Australian game developers and studios, who create games that cater specifically to the preferences and interests of local gamers. The support for local content has also extended to the eSports scene, with Australian players and teams gaining recognition on the international stage.

Underlying macroeconomic factors:
Australia's strong economy and high disposable income levels have contributed to the growth of the gaming networks market. As consumers have more discretionary income to spend on entertainment, they are increasingly investing in gaming consoles, gaming PCs, and other gaming-related equipment. The country's stable political environment and robust infrastructure have also played a role in fostering the growth of the gaming networks market, as they provide a conducive environment for the development and expansion of gaming-related businesses. In conclusion, the Gaming Networks market in Australia is experiencing significant growth due to customer preferences for online gaming networks, the rise of eSports, the integration of VR technology, local special circumstances, and underlying macroeconomic factors. As the market continues to evolve, it is likely that we will see further advancements in technology and an increasing emphasis on local content and experiences.

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.

Visión general

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