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Games - Australia

Australia
  • In Australia, revenue in the Games market is projected to reach US$6.81bn in 2025.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 7.10%, resulting in a projected market volume of US$8.96bn by 2029.
  • In a global context, the majority of revenue will be generated United States, with an anticipated figure of US$141.84bn in 2025.
  • Within the Games market in Australia, the number of users is expected to amount to 13.6m users by 2029.
  • User penetration in Australia will be 45.5% in 2025 and is expected to reach 48.8% by 2029.
  • The average revenue per user (ARPU) in Australia is expected to amount to US$1.28k.
  • Australia's Games in the Media market is increasingly embracing interactive storytelling, reflecting a growing consumer appetite for immersive experiences in digital entertainment.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.
In-Scope
  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops
Out-Of-Scope
  • Demo/Trial versions of video games
  • Free-to-play gaming apps
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis
Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update:

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update:

    Most recent update:

    Source: Statista Market Insights

    Analyst Opinion

    The Games Market within the Media Market in Australia is witnessing moderate growth, influenced by factors like shifting consumer preferences towards interactive entertainment, advancements in technology, and the rising popularity of esports and mobile gaming platforms.

    Customer preferences:
    Consumers in Australia are increasingly gravitating towards immersive gaming experiences, with a notable rise in demand for virtual reality (VR) and augmented reality (AR) gaming. This shift is fueled by the younger demographic's desire for social interaction and community engagement through multiplayer formats. Additionally, the growing acceptance of gaming as a legitimate form of entertainment is reshaping cultural perceptions, while lifestyle factors such as remote work are encouraging more individuals to explore gaming as a leisure activity, further expanding the market.

    Trends in the market:
    In Australia, the Games Market is experiencing a surge in interest towards immersive gaming, particularly through virtual reality (VR) and augmented reality (AR) platforms. This trend is primarily driven by a younger audience seeking enhanced social interaction and community-building via multiplayer gaming experiences. Furthermore, the acceptance of gaming as a mainstream entertainment option is evolving cultural norms, while the shift towards remote work is prompting a wider audience to engage in gaming as a form of leisure. These dynamics present significant opportunities for developers and marketers to innovate and cater to diverse consumer preferences, ultimately shaping the future of the gaming industry.

    Local special circumstances:
    In Australia, the Games Market is shaped by its unique geographical and cultural factors, such as the vast distances between urban centers, which foster a strong online gaming community. The country's multicultural society encourages diverse gaming content that resonates with various demographics. Additionally, Australia's strict regulatory framework on gaming, particularly around loot boxes and gambling mechanics, influences game design and marketing strategies. These local dynamics create opportunities for developers to tailor experiences that reflect Australian values and preferences, ultimately enhancing market growth.

    Underlying macroeconomic factors:
    The Games Market in Australia is significantly influenced by macroeconomic factors such as the overall economic stability, consumer spending patterns, and technological advancements. A robust national economy encourages higher discretionary spending on entertainment, including video games, while global economic trends, such as shifts in consumer behavior towards digital platforms, further drive market growth. Additionally, Australia’s investment in technology infrastructure enhances online gaming experiences, attracting both local and international developers. Fiscal policies that support innovation and creativity also play a crucial role, fostering a vibrant gaming ecosystem that resonates with diverse Australian audiences.

    Users

    Most recent update:

    Source: Statista Market Insights

    Most recent update:

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Demographics

    Most recent update:

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Global Comparison

    Most recent update:

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update:

    Source: Statista Market Insights

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