Reports
Reports
Sale
The Australia gaming market size was valued at USD 2.37 billion in 2023. The market is further projected to grow at a CAGR of 0.8% between 2024 and 2032, reaching a value of USD 2.55 billion by 2032.
The Australia gaming market growth has been robust in recent years, with the number of developers increasing significantly since 2011. As of 2022, there are over 900 full-time employees in the industry, earning an average annual wage of AUD 65,000. The Australian games industry is ranked 14th globally, with a growing number of gamers and a thriving development community.
The industry is making strides towards inclusivity, with 47% of players being female in 2020. This trend highlights the growing presence of women in gaming and the industry's efforts to create a more diverse and welcoming environment. For example, the success of female-led games like "Heaven's Vault" and "Celeste" demonstrates the industry's commitment to diversity.
The Australian government is also supportive of the gaming industry, with initiatives such as the Interactive Games and Entertainment Association (IGEA) and the Game Developers Association of Australia (GDAA) promoting market growth. The Australia gaming market development is further supported by government funds and trade bodies, with Screen Australia and several state governments establishing new gaming funds aimed at small studios, which is expected to have a positive impact on emerging developers, allowing them to create new and innovative games.
Australian game developers are focusing on creating original intellectual property (IP), with 85% of studios working on games based on their own IP. Games like "Hollow Knight" and "Crossy Road," have gained international recognition for their unique concepts and gameplay.
Mobile gaming has become a significant source of revenue in Australia as games like "Monument Valley" and "Florence" have achieved commercial success. However, digital revenue has been on the rise due to changing consumer preferences towards digital distribution and in-game purchases. Games like "Fortnite" and "League of Legends" have thrived and demonstrates the industry's adaptation to new monetisation models.
Australia Gaming 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 Device Type
Market Breakup by Platform
Market Breakup by Age Group
Market Breakup by Revenue Type
Market Breakup by End Use
Market Breakup by Region
Market players are focused on providing high-quality and original games with AI and AR integrated technologies to maintain their competitive edge in the industry.
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:
|
Breakup by Type |
|
Breakup by Device Type |
|
Breakup by Platform |
|
Breakup by Age Group |
|
Breakup by Revenue Type |
|
Breakup by End Use |
|
Breakup by Region |
|
Market Dynamics |
|
Competitive Landscape |
|
Companies Covered |
|
*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 Australia Gaming Market Overview
8.1 Key Industry Highlights
8.2 Australia Gaming Historical Market (2018-2023)
8.3 Australia Gaming Market Forecast (2024-2032)
9 Australia Gaming Market by Type
9.1 Social Games
9.1.1 Historical Trend (2018-2023)
9.1.2 Forecast Trend (2024-2032)
9.2 Puzzles
9.2.1 Historical Trend (2018-2023)
9.2.2 Forecast Trend (2024-2032)
9.3 Simulation
9.3.1 Historical Trend (2018-2023)
9.3.2 Forecast Trend (2024-2032)
9.4 Adventure/Role Playing Games
9.4.1 Historical Trend (2018-2023)
9.4.2 Forecast Trend (2024-2032)
9.5 Strategy
9.5.1 Historical Trend (2018-2023)
9.5.2 Forecast Trend (2024-2032)
9.6 Others
10 Australia Gaming Market by Device Type
10.1 Mobiles and Tablets
10.1.1 Historical Trend (2018-2023)
10.1.2 Forecast Trend (2024-2032)
10.2 Computers
10.2.1 Historical Trend (2018-2023)
10.2.2 Forecast Trend (2024-2032)
10.3 Consoles
10.3.1 Historical Trend (2018-2023)
10.3.2 Forecast Trend (2024-2032)
11 Australia Gaming Market by Platform
11.1 Online
11.1.1 Historical Trend (2018-2023)
11.1.2 Forecast Trend (2024-2032)
11.2 Offline
11.2.1 Historical Trend (2018-2023)
11.2.2 Forecast Trend (2024-2032)
12 Australia Gaming Market by Age Group
12.1 Adult
12.1.1 Historical Trend (2018-2023)
12.1.2 Forecast Trend (2024-2032)
12.2 Children
12.2.1 Historical Trend (2018-2023)
12.2.2 Forecast Trend (2024-2032)
13 Australia Gaming Market by Revenue Type
13.1 Box/CD Game Purchase
13.1.1 Historical Trend (2018-2023)
13.1.2 Forecast Trend (2024-2032)
13.2 Freeware
13.2.1 Historical Trend (2018-2023)
13.2.2 Forecast Trend (2024-2032)
13.3 Advertising
13.3.1 Historical Trend (2018-2023)
13.3.2 Forecast Trend (2024-2032)
13.4 Shareware
13.4.1 Historical Trend (2018-2023)
13.4.2 Forecast Trend (2024-2032)
13.5 In-Game Purchase
13.5.1 Historical Trend (2018-2023)
13.5.2 Forecast Trend (2024-2032)
14 Australia Gaming Market by End Use
14.1 Female
14.1.1 Historical Trend (2018-2023)
14.1.2 Forecast Trend (2024-2032)
14.2 Male
14.2.1 Historical Trend (2018-2023)
14.2.2 Forecast Trend (2024-2032)
15 Australia Gaming Market by Region
15.1 New South Wales
15.1.1 Historical Trend (2018-2023)
15.1.2 Forecast Trend (2024-2032)
15.2 Victoria
15.2.1 Historical Trend (2018-2023)
15.2.2 Forecast Trend (2024-2032)
15.3 Queensland
15.3.1 Historical Trend (2018-2023)
15.3.2 Forecast Trend (2024-2032)
15.4 Australian Capital Territory
15.4.1 Historical Trend (2018-2023)
15.4.2 Forecast Trend (2024-2032)
15.5 Western Australia
15.5.1 Historical Trend (2018-2023)
15.5.2 Forecast Trend (2024-2032)
15.6 Others
16 Market Dynamics
16.1 SWOT Analysis
16.1.1 Strengths
16.1.2 Weaknesses
16.1.3 Opportunities
16.1.4 Threats
16.2 Porter’s Five Forces Analysis
16.2.1 Supplier’s Power
16.2.2 Buyer’s Power
16.2.3 Threat of New Entrants
16.2.4 Degree of Rivalry
16.2.5 Threat of Substitutes
16.3 Key Indicators for Demand
16.4 Key Indicators for Price
17 Competitive Landscape
17.1 Market Structure
17.2 Company Profiles
17.2.1 Sony Australia Limited
17.2.1.1 Company Overview
17.2.1.2 Product Portfolio
17.2.1.3 Demographic Reach and Achievements
17.2.1.4 Certifications
17.2.2 Microsoft Corporation
17.2.2.1 Company Overview
17.2.2.2 Product Portfolio
17.2.2.3 Demographic Reach and Achievements
17.2.2.4 Certifications
17.2.3 Apple Inc.
17.2.3.1 Company Overview
17.2.3.2 Product Portfolio
17.2.3.3 Demographic Reach and Achievements
17.2.3.4 Certifications
17.2.4 Electronic Arts Inc.
17.2.4.1 Company Overview
17.2.4.2 Product Portfolio
17.2.4.3 Demographic Reach and Achievements
17.2.4.4 Certifications
17.2.5 Nintendo Australia Pty Ltd.
17.2.5.1 Company Overview
17.2.5.2 Product Portfolio
17.2.5.3 Demographic Reach and Achievements
17.2.5.4 Certifications
17.2.6 Halfbrick Studios Pty Ltd.
17.2.6.1 Company Overview
17.2.6.2 Product Portfolio
17.2.6.3 Demographic Reach and Achievements
17.2.6.4 Certifications
17.2.7 2and2 Pty Ltd.
17.2.7.1 Company Overview
17.2.7.2 Product Portfolio
17.2.7.3 Demographic Reach and Achievements
17.2.7.4 Certifications
17.2.8 Mode Games Pty Ltd.
17.2.8.1 Company Overview
17.2.8.2 Product Portfolio
17.2.8.3 Demographic Reach and Achievements
17.2.8.4 Certifications
17.2.9 Others
18 Key Trends and Developments in the Market
List of Key Figures and Tables
1. Australia Gaming Market: Key Industry Highlights, 2018 and 2032
2. Australia Gaming Historical Market: Breakup by Type (USD Billion), 2018-2023
3. Australia Gaming Market Forecast: Breakup by Type (USD Billion), 2024-2032
4. Australia Gaming Historical Market: Breakup by Device Type (USD Billion), 2018-2023
5. Australia Gaming Market Forecast: Breakup by Device Type (USD Billion), 2024-2032
6. Australia Gaming Historical Market: Breakup by Platform (USD Billion), 2018-2023
7. Australia Gaming Market Forecast: Breakup by Platform (USD Billion), 2024-2032
8. Australia Gaming Historical Market: Breakup by Age Group (USD Billion), 2018-2023
9. Australia Gaming Market Forecast: Breakup by Age Group (USD Billion), 2024-2032
10. Australia Gaming Historical Market: Breakup by Revenue Type (USD Billion), 2018-2023
11. Australia Gaming Market Forecast: Breakup by Revenue Type (USD Billion), 2024-2032
12. Australia Gaming Historical Market: Breakup by End Use (USD Billion), 2018-2023
13. Australia Gaming Market Forecast: Breakup by End Use (USD Billion), 2024-2032
14. Australia Gaming Historical Market: Breakup by Region (USD Billion), 2018-2023
15. Australia Gaming Market Forecast: Breakup by Region (USD Billion), 2024-2032
16. Australia Gaming Market Structure
In 2023, the market reached an approximate value of USD 2.37 billion.
The market is expected to grow at a CAGR of 0.8% between 2024 and 2032.
The market is estimated to witness a healthy growth in the forecast period of 2024-2032 to reach USD 2.55 billion by 2032.
The market is being driven due to growing need for constant entertainment, the rising number of developers and gamers, and affordability of mobile games compared to traditional gaming platforms.
Key trends aiding the market expansion include the increasing number of women as gamers, increasing popularity of multiplayer and massively multiplayer online (MMO) games, the rise of adventure games, and the integration of advanced technologies like virtual reality (VR) and augmented reality (AR) in games.
Regions considered in the market are New South Wales, Victoria, Queensland, Western Australia, and Australian Capital Territory, among others.
Different sources of revenue in the gaming market are box/CD game purchase, freeware, advertising, shareware, and in-game purchase.
Based on type, the market segmentations include social games, puzzles, simulation, adventure/role playing games, strategy, among others.
Mobiles and tablets, computers, and consoles are considered in the report.
Key players in the market are Sony Australia Limited, Microsoft Corporation, Apple Inc., Electronic Arts Inc., Nintendo Australia Pty Ltd., Halfbrick Studios Pty Ltd., 2and2 Pty Ltd., and Mode Games Pty Ltd., among others.
Mini Report
Single User License
Five User License
Corporate License
Any Question? Speak With An Analyst
View A Sample
Did You Miss Anything, Ask Now
Right People
We are technically excellent, strategic, practical, experienced and efficient; our analysts are hand-picked based on having the right attributes to work successfully and execute projects based on your expectations.
Right Methodology
We leverage our cutting-edge technology, our access to trusted databases, and our knowledge of the current models used in the market to deliver you research solutions that are tailored to your needs and put you ahead of the curve.
Right Price
We deliver in-depth and superior quality research in prices that are reasonable, unmatchable, and shows our understanding of your resource structure. We, additionally, offer attractive discounts on our upcoming reports.
Right Support
Our team of expert analysts are at your beck and call to deliver you optimum results that are customised to meet your precise needs within the specified timeframe and help you form a better understanding of the industry.