Download Games - Australia & Oceania

  • Australia & Oceania
  • In Australia & Oceania, the revenue in the Download Games market market is forecasted to reach US$332.20m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.97%, leading to a projected market volume of US$443.90m by 2029.
  • By 2029, the number of users in the Download Games market market is expected to reach 9.5m users.
  • The user penetration is projected to be 20.4% in 2024 and is forecasted to increase to 20.6% by 2029.
  • When compared globally, the in the United States will generate the most revenue (US$5,054.00m in 2024) in the Download Games market market.
  • The average revenue per user (ARPU) in the Download Games market market is estimated to be US$37.48 in 2024.
  • Australia's growing interest in downloadable games is driving a surge in the digital media market, showcasing a shift towards online entertainment consumption in the region.

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

 
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Analyst Opinion

The Download Games market in Australia & Oceania is experiencing significant growth and development. With the increasing popularity and accessibility of digital gaming platforms, more and more consumers in the region are opting to download games rather than purchasing physical copies. This shift in consumer behavior is driving the expansion of the Download Games market in Australia & Oceania.

Customer preferences:
One of the main reasons for the growth of the Download Games market in Australia & Oceania is the changing preferences of consumers. The convenience and ease of downloading games directly to their devices have made it a preferred choice for many gamers. Additionally, the ability to access a wide variety of games from different genres and platforms has also contributed to the popularity of downloading games.

Trends in the market:
The Download Games market in Australia & Oceania is witnessing several key trends. Firstly, there is a growing demand for mobile games, with more people using smartphones and tablets for gaming purposes. This trend is driven by the increasing availability of high-quality mobile games and the convenience of playing on-the-go. Another trend in the market is the rise of online multiplayer games. With the advancement of internet connectivity in the region, more gamers are engaging in online gaming experiences, where they can compete and interact with players from around the world. This trend has led to the development of online gaming communities and the emergence of esports as a popular form of entertainment.

Local special circumstances:
Australia & Oceania has a unique gaming culture that contributes to the growth of the Download Games market. The region has a strong presence of indie game developers who create innovative and unique gaming experiences. This has led to a vibrant indie gaming scene, attracting both local and international gamers. Furthermore, the region's diverse population and multiculturalism have also influenced the gaming preferences and choices of consumers. There is a demand for games that cater to different cultural backgrounds and reflect the diversity of the region. This has led to the development of localized games that resonate with the local audience.

Underlying macroeconomic factors:
The growth of the Download Games market in Australia & Oceania is also influenced by macroeconomic factors. The region has a strong economy and high disposable income, allowing consumers to spend on leisure activities such as gaming. Additionally, the increasing internet penetration and access to high-speed internet have made it easier for consumers to download games. In conclusion, the Download Games market in Australia & Oceania is experiencing significant growth and development due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. As more consumers in the region opt for digital gaming experiences, the market is expected to continue expanding in the coming years.

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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