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Games - Australia & Oceania

Australia & Oceania
  • In Australia & Oceania, revenue in the Games market is projected to reach US$7.26bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.19%, resulting in a projected market volume of US$10.27bn by 2029.
  • In a global context, the majority of revenue will be generated United States, which is anticipated to reach US$128.10bn in 2024.
  • Within the Games market in Australia & Oceania, the number of users is expected to amount to 17.5m users by 2029.
  • User penetration is forecasted to be 35.0% in 2024 and is expected to increase to 38.2% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • In Australia, the Games in the Media market is increasingly influenced by the rise of mobile gaming, reflecting a shift in consumer preferences.

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: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Games market in Australia & Oceania is experiencing steady growth, driven by customer preferences for immersive gaming experiences, the rise of mobile gaming, and the increasing popularity of esports. Customer preferences in the Games market in Australia & Oceania are shifting towards more immersive gaming experiences. Gamers in this region are increasingly seeking out games that offer realistic graphics, engaging storylines, and interactive gameplay. This trend is fueled by advancements in technology, such as virtual reality and augmented reality, which allow players to fully immerse themselves in the gaming world. Additionally, there is a growing demand for multiplayer games that allow players to connect and compete with others online, providing a social aspect to the gaming experience. One major trend in the Games market in Australia & Oceania is the rise of mobile gaming. With the widespread adoption of smartphones and tablets, more people in this region have access to gaming on the go. Mobile games offer convenience and accessibility, allowing players to enjoy gaming anytime and anywhere. This trend is further fueled by the development of high-quality mobile games that rival the gaming experience on traditional gaming consoles. Another significant trend in the Games market in Australia & Oceania is the increasing popularity of esports. Esports refers to competitive video gaming, where professional teams and players compete in organized tournaments. Esports has gained a massive following in this region, with dedicated esports arenas, professional teams, and a growing fan base. The popularity of esports is driven by the rise of online streaming platforms, which allow fans to watch their favorite players and teams compete in real-time. In addition to customer preferences, there are also local special circumstances that contribute to the development of the Games market in Australia & Oceania. One such circumstance is the region's strong gaming culture. Australia & Oceania has a vibrant gaming community, with regular gaming events, conventions, and dedicated gaming cafes. This strong gaming culture creates a supportive environment for the growth of the Games market, as it fosters a sense of community and encourages participation. Underlying macroeconomic factors also play a role in the development of the Games market in Australia & Oceania. The region's strong economy and high disposable income levels enable consumers to spend more on gaming and related products. Additionally, the increasing penetration of internet access and the growing popularity of online gaming contribute to the overall growth of the market. In conclusion, the Games market in Australia & Oceania is experiencing growth due to customer preferences for immersive gaming experiences, the rise of mobile gaming, the increasing popularity of esports, the region's strong gaming culture, and underlying macroeconomic factors. As technology continues to advance and customer preferences evolve, the Games market in Australia & Oceania is expected to further expand in the coming years.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    Global Comparison

    Most recent update: Nov 2024

    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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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

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

    Most recent update: Sep 2024

    Source: Statista Market Insights

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