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The Australia gaming console market size reached USD 419.84 million in 2023. The market is expected to grow at a CAGR of 2.98% between 2024 and 2032, reaching almost USD 539.58 million by 2032.
Rising popularity of video games and evolving gaming demography is expected to aid in the demand for Australia gaming console market
According to the Department of Foreign Affairs and Trade, Australia is home to a rising video game sector. The industry brought in USD 226.5 million in sales in 2021; 22% increase in comparison with 2020, with 83% of that amount coming from foreign markets. The implementation of substantial tax incentives from the federal and provincial levels has been accountable for this rise. With the implementation of the Digital Games Tax Offset (DGTO) in 2022, studios will be able to deduct a third of their qualified expenses.
As per the Clearinghouse for Sport (Clearinghouse), which is managed by the National Sport Information Centre (NSIC), 14% more Australians, roughly 81% played video games occasionally in 2023 than in 2022.
However, the absence of an international esports regulating body makes it more difficult to identify and control integrity concerns including doping, exploitation, gender inequity, harassment, disruptive behavior, match fixing/corruption, and game age appropriateness.
In addition, there is a slow shift in the demography of players. In Australia, the average age of video game players is 35 years old, with almost 50% of them being female.
Australia Gaming Console Market Report and Forecast 2024-2032 offers a detailed analysis of the market based on the following segments:
Market Breakup by Type
Market Breakup by Product
Market Breakup by Distribution Channel
Market Breakup by End Use
Market Breakup by Region
The Australia gaming console market key players are Sony Australia Limited, Microsoft Corporation, Nintendo Australia Pty Ltd., Atari, Inc., and ASUSTeK Computer Inc., among others.
REPORT FEATURES | DETAILS |
Base Year | 2023 |
Historical Period | 2018-2023 |
Forecast Period | 2024-2032 |
Scope of the Report |
Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:
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Breakup by Type |
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Breakup by Product |
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Breakup by Distribution Channel |
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Breakup by End Use |
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Breakup by Region |
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Market Dynamics |
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Competitive Landscape |
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Companies Covered |
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*At Expert Market Research, we strive to always give you current and accurate information. The numbers depicted in the description are indicative and may differ from the actual numbers in the final EMR report.
1 Preface
2 Report Coverage – Key Segmentation and Scope
3 Report Description
3.1 Market Definition and Outlook
3.2 Properties and Applications
3.3 Market Analysis
3.4 Key Players
4 Key Assumptions
5 Executive Summary
5.1 Overview
5.2 Key Drivers
5.3 Key Developments
5.4 Competitive Structure
5.5 Key Industrial Trends
6 Market Snapshot
7 Opportunities and Challenges in the Market
8 Asia Pacific Gaming Console Market Overview
8.1 Key Industry Highlights
8.2 Asia Pacific Gaming Console Historical Market (2018-2023)
8.3 Asia Pacific Gaming Console Market Forecast (2024-2032)
9 Australia Gaming Console Market Overview
9.1 Key Industry Highlights
9.2 Australia Gaming Console Historical Market (2018-2023)
9.3 Australia Gaming Console Market Forecast (2024-2032)
10 Australia Gaming Console Market by Type
10.1 Home Consoles
10.1.1 Historical Trend (2018-2023)
10.1.2 Forecast Trend (2024-2032)
10.2 Handheld Consoles
10.2.1 Historical Trend (2018-2023)
10.2.2 Forecast Trend (2024-2032)
10.3 Hybrid Consoles
10.3.1 Historical Trend (2018-2023)
10.3.2 Forecast Trend (2024-2032)
10.4 Plug and Play/Retro Consoles
10.4.1 Historical Trend (2018-2023)
10.4.2 Forecast Trend (2024-2032)
11 Australia Gaming Console Market by Product
11.1 Play Station
11.1.1 Historical Trend (2018-2023)
11.1.2 Forecast Trend (2024-2032)
11.2 Xbox
11.2.1 Historical Trend (2018-2023)
11.2.2 Forecast Trend (2024-2032)
11.3 Wii U
11.3.1 Historical Trend (2018-2023)
11.3.2 Forecast Trend (2024-2032)
11.4 Others
12 Australia Gaming Console Market by Distribution Channel
12.1 Offline
12.1.1 Historical Trend (2018-2023)
12.1.2 Forecast Trend (2024-2032)
12.2 Online
12.2.1 Historical Trend (2018-2023)
12.2.2 Forecast Trend (2024-2032)
13 Australia Gaming Console Market by End Use
13.1 Personal
13.1.1 Historical Trend (2018-2023)
13.1.2 Forecast Trend (2024-2032)
13.2 Commercial
13.2.1 Historical Trend (2018-2023)
13.2.2 Forecast Trend (2024-2032)
14 Australia Gaming Console Market by Region
14.1 New South Wales
14.1.1 Historical Trend (2018-2023)
14.1.2 Forecast Trend (2024-2032)
14.2 Victoria
14.2.1 Historical Trend (2018-2023)
14.2.2 Forecast Trend (2024-2032)
14.3 Queensland
14.3.1 Historical Trend (2018-2023)
14.3.2 Forecast Trend (2024-2032)
14.4 Australian Capital Territory
14.4.1 Historical Trend (2018-2023)
14.4.2 Forecast Trend (2024-2032)
14.5 Western Australia
14.5.1 Historical Trend (2018-2023)
14.5.2 Forecast Trend (2024-2032)
14.6 Others
15 Market Dynamics
15.1 SWOT Analysis
15.1.1 Strengths
15.1.2 Weaknesses
15.1.3 Opportunities
15.1.4 Threats
15.2 Porter’s Five Forces Analysis
15.2.1 Supplier’s Power
15.2.2 Buyer’s Power
15.2.3 Threat of New Entrants
15.2.4 Degree of Rivalry
15.2.5 Threat of Substitutes
15.3 Key Indicator for Price
15.4 Key Indicator for Demand
16 Value Chain Analysis
17 Trade Data Analysis (HS Code - 950450)
17.1 Major Importing Countries
17.1.1 By Volume
17.1.2 By Value
17.2 Major Exporting Countries
17.2.1 By Volume
17.2.2 By Value
18 Competitive Landscape
18.1 Market Structure
18.2 Company Profiles
18.2.1 Sony Australia Limited
18.2.1.1 Company Overview
18.2.1.2 Product Portfolio
18.2.1.3 Demographic Reach and Achievements
18.2.1.4 Certifications
18.2.2 Microsoft Corporation
18.2.2.1 Company Overview
18.2.2.2 Product Portfolio
18.2.2.3 Demographic Reach and Achievements
18.2.2.4 Certifications
18.2.3 Nintendo Australia Pty Ltd.
18.2.3.1 Company Overview
18.2.3.2 Product Portfolio
18.2.3.3 Demographic Reach and Achievements
18.2.3.4 Certifications
18.2.4 Atari, Inc.
18.2.4.1 Company Overview
18.2.4.2 Product Portfolio
18.2.4.3 Demographic Reach and Achievements
18.2.4.4 Certifications
18.2.5 ASUSTeK Computer Inc.
18.2.5.1 Company Overview
18.2.5.2 Product Portfolio
18.2.5.3 Demographic Reach and Achievements
18.2.5.4 Certifications
18.2.6 Others
19 Key Trends and Developments in the Market
List of Key Figures and Tables
1. Asia Pacific Gaming Console Market: Key Industry Highlights, 2018 and 2032
2. Australia Gaming Console Market: Key Industry Highlights, 2018 and 2032
3. Australia Gaming Console Historical Market: Breakup by Type (USD Million), 2018-2023
4. Australia Gaming Console Market Forecast: Breakup by Type (USD Million), 2024-2032
5. Australia Gaming Console Historical Market: Breakup by Product (USD Million), 2018-2023
6. Australia Gaming Console Market Forecast: Breakup by Product (USD Million), 2024-2032
7. Australia Gaming Console Historical Market: Breakup by Distribution Channel (USD Million), 2018-2023
8. Australia Gaming Console Market Forecast: Breakup by Distribution Channel (USD Million), 2024-2032
9. Australia Gaming Console Historical Market: Breakup by End Use (USD Million), 2018-2023
10. Australia Gaming Console Market Forecast: Breakup by End Use (USD Million), 2024-2032
11. Australia Gaming Console Historical Market: Breakup by Region (USD Million), 2018-2023
12. Australia Gaming Console Market Forecast: Breakup by Region (USD Million), 2024-2032
13. Major Importing Countries by Volume
14. Major Exporting Countries by Volume
15. Major Importing Countries by Value
16. Major Exporting Countries by Value
17. Australia Gaming Console Market Structure
The market was valued at USD 419.84 million in 2023.
The market is projected to grow at a CAGR of 2.98% between 2024 and 2032.
The revenue generated from the market is expected to reach USD 539.58 million in 2032.
The market is categorised according to product, which includes play station, Xbox, Wii U, and others.
The key players are Sony Australia Limited, Microsoft Corporation, Nintendo Australia Pty Ltd., Atari, Inc., and ASUSTeK Computer Inc., among others.
Based on the distribution channel, the market is divided into offline and online.
The market is broken down into New South Wales, Victoria, Queensland, Australian Capital Territory, Western Australia, and others.
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