Games - Australia

  • Australia
  • The Games market in Australia is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach AU €1,713.00m by 2022.
  • This represents a substantial increase in revenue compared to previous years.
  • The market is also expected to display a Compound Annual Growth Rate (CAGR) of 8.30% between 2022 and 2027.
  • As a result, the projected market volume is anticipated to reach AU €2,534.00m by 2027.
  • Within the Games market, in-app purchase (IAP) revenue is projected to contribute significantly, with an estimated revenue of AU €803.90m in 2022.
  • This revenue is generated through in-app purchases made by users while playing games.
  • Additionally, paid app revenue is expected to reach AU €1,713.00m in 2022.
  • This revenue is generated through the initial purchase of games by users.
  • Furthermore, advertising revenue in the Games market is projected to reach AU €883.00m in 2022.
  • This revenue is generated through advertisements displayed within games.
  • In terms of user engagement, the number of game downloads is projected to reach 427.40m downloads in 2022.
  • This indicates a significant number of users actively participating in the Games market.
  • Moreover, the average revenue per download is expected to be AU €4.01.
  • This metric provides insights into the monetization potential of each download.
  • When compared globally, it is noteworthy that in China generates the highest revenue in the Games market.
  • In 2022, in China is expected to generate an impressive revenue of AU €59.65bn.
  • This showcases the dominance of the Chinese market in the Games market industry.
  • In conclusion, the Games market in Australia is projected to experience substantial growth in the coming years.
  • With increasing revenue from in-app purchases, paid apps, and advertising, along with a growing number of downloads, the market presents significant opportunities for developers and investors alike.
  • While in China currently leads the global Games market in terms of revenue, in Australia has the potential to carve out a strong position in this lucrative industry.

Key regions: Europe, India, United States, South Korea, Asia

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us 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 relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.

Visión general

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