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Australia Gaming Market

Australia Gaming Market Size, Share, Trends, Growth, Report: By Type: Social Games, Puzzles, Simulation, Adventure/Role Playing Games, Strategy, Others; By Device Type: Mobiles and Tablets, Computers, Consoles; By Platform; By Age Group; By Revenue Type; By End Use; Regional Analysis; Competitive Landscape; 2024-2032

Australia Gaming Market Outlook

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.

 

Key Takeaways

  • As per industry reports, the gaming industry in Australia is thriving, with 91% of Australian households owning a video game device.
  • As per Australia gaming market analysis, the average age of an Australian video game player is 34, and almost half of those who play video games are women, indicating a narrowing gender gap in gaming.
  • Older Australian citizens also enjoy gaming, as 42% of people aged 65 and over identify as gamers.

 

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

 

Market Segmentation

Australia Gaming Market Report and Forecast 2024-2032 offers a detailed analysis of the market based on the following segments:

 

Market Breakup by Type

  • Social Games
  • Puzzles
  • Simulation
  • Adventure/Role Playing Games
  • Strategy
  • Others

 

Market Breakup by Device Type

  • Mobiles and Tablets
  • Computers
  • Consoles

 

Market Breakup by Platform

  • Online
  • Offline

 

Market Breakup by Age Group

  • Adult
  • Children

 

Market Breakup by Revenue Type

  • Box/CD Game Purchase
  • Freeware
  • Advertising
  • Shareware
  • In-Game Purchase

 

Market Breakup by End Use

  • Female
  • Male

 

Market Breakup by Region

  • New South Wales
  • Victoria
  • Queensland
  • Australian Capital Territory
  • Western Australia
  • Others

 

Competitive Landscape

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.

 

  • Sony Australia Limited
  • Microsoft Corporation
  • Apple Inc.
  • Electronic Arts Inc.
  • Nintendo Australia Pty Ltd.
  • Halfbrick Studios Pty Ltd.
  • 2and2 Pty Ltd.
  • Mode Games Pty Ltd.
  • Others

 

Key Highlights of the Report

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:

  • Type
  • Device Type
  • Platform
  • Age Group
  • Revenue Type
  • End Use
  • Region
Breakup by Type
  • Social Games
  • Puzzles
  • Simulation
  • Adventure/Role Playing Games
  • Strategy
  • Others
Breakup by Device Type
  • Mobiles and Tablets
  • Computers
  • Consoles
Breakup by Platform
  • Online
  • Offline
Breakup by Age Group
  • Adult
  • Children
Breakup by Revenue Type
  • Box/CD Game Purchase
  • Freeware
  • Advertising
  • Shareware
  • In-Game Purchase
Breakup by End Use
  • Female
  • Male
Breakup by Region
  • New South Wales
  • Victoria
  • Queensland
  • Australian Capital Territory
  • Western Australia
  • Others
Market Dynamics
  • SWOT Analysis
  • Porter's Five Forces Analysis
  • Key Indicators for Demand
  • Key Indicators for Price
Competitive Landscape
  • Market Structure
  • Company Profiles
    • Company Overview
    • Product Portfolio
    • Demographic Reach and Achievements
    • Certifications
Companies Covered
  • Sony Australia Limited
  • Microsoft Corporation
  • Apple Inc.
  • Electronic Arts Inc.
  • Nintendo Australia Pty Ltd.
  • Halfbrick Studios Pty Ltd.
  • 2and2 Pty Ltd.
  • Mode Games Pty Ltd.
  • Others

 

*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

Key Questions Answered in the Report

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.

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