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 7.18%, 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.

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

 
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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.

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.

Overview

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