Download Games - Australia

  • Australia
  • Revenue in the Download Games market is projected to reach US$248.00m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.96%, resulting in a projected market volume of US$331.20m by 2029.
  • In the Download Games market, the number of users is expected to amount to 7.2m users by 2029.
  • User penetration will be 25.9% in 2024 and is expected to hit 25.8% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$35.81 in 2024.

Key regions: Japan, France, Asia, United Kingdom, India

 
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Analyst Opinion

The Download Games market in Australia has experienced significant growth in recent years, driven by changing customer preferences and the increasing availability of high-speed internet connections.

Customer preferences:
Customers in Australia are increasingly turning to download games as their preferred method of gaming. This is due to several factors, including the convenience of being able to instantly download games from the comfort of their own homes, as well as the ability to access a wide range of games from various genres. Additionally, the rise of digital distribution platforms such as Steam and the increasing popularity of online multiplayer games have further fueled the demand for download games.

Trends in the market:
One of the key trends in the Australian Download Games market is the shift towards mobile gaming. With the widespread adoption of smartphones and tablets, more and more Australians are playing games on their mobile devices. This has led to a surge in the popularity of mobile download games, with a wide variety of game genres available for download on app stores. The convenience and portability of mobile gaming have made it a preferred choice for many consumers. Another trend in the market is the rise of indie games. Independent game developers are increasingly releasing their games as download-only titles, bypassing traditional retail channels. This has allowed indie games to gain a larger audience and has contributed to the diversification of the Australian gaming market. Indie games often offer unique and innovative gameplay experiences, which appeal to a segment of gamers looking for something different from mainstream titles.

Local special circumstances:
Australia's geographic isolation and relatively small population have had an impact on the Download Games market. Due to the high cost of shipping physical copies of games to Australia, many publishers and developers have focused on digital distribution as a more cost-effective way to reach Australian consumers. This has led to a greater availability of download games in the Australian market compared to physical copies.

Underlying macroeconomic factors:
The growth of the Download Games market in Australia is also influenced by underlying macroeconomic factors. Australia has a high internet penetration rate, with a large portion of the population having access to high-speed internet connections. This has facilitated the widespread adoption of download games, as consumers are able to quickly and easily download large game files. Furthermore, Australia has a strong gaming culture, with a significant portion of the population being avid gamers. This has created a favorable environment for the growth of the Download Games market, as there is a large and receptive audience for these products. In conclusion, the Download Games market in Australia has experienced significant growth due to changing customer preferences, the rise of mobile gaming, the popularity of indie games, and the local special circumstances of the Australian market. These trends, coupled with underlying macroeconomic factors such as high internet penetration and a strong gaming culture, have contributed to the development of a thriving download games market in Australia.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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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