Mobile Games - Australia & Oceania

  • Australia & Oceania
  • Revenue Australia & Oceania's Mobile Games market market is forecasted to reach US$1.05bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.07%, leading to a projected market volume of US$1.41bn by 2029.
  • Within the Mobile Games market market of Australia & Oceania, the number of users is expected to reach 12.6m users by 2029.
  • User penetration is set to be 24.5% in 2024 and is projected to increase to 27.5% by 2029.
  • When compared globally, the highest revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) Australia & Oceania's Mobile Games market market is estimated to be US$98.62 in 2024.
  • Australia's mobile games market is booming, with a surge in locally developed games capturing the attention of gamers across the region.

Key regions: United Kingdom, India, China, South Korea, Asia

 
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Analyst Opinion

The Mobile Games market in Australia & Oceania has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of smartphones and mobile devices. Customer preferences in the Mobile Games market in Australia & Oceania have shifted towards more immersive and interactive gaming experiences.

As technology has advanced, customers have come to expect high-quality graphics, realistic gameplay, and engaging storylines in their mobile games. This has led to a rise in demand for mobile games that offer these features. Additionally, customers in Australia & Oceania have shown a preference for mobile games that can be played both online and offline, allowing them to enjoy their favorite games anytime, anywhere.

The trends in the Mobile Games market in Australia & Oceania reflect the global market trends, with a focus on freemium and in-app purchases. Freemium games, which are free to download but offer in-app purchases, have become increasingly popular in Australia & Oceania. This model allows customers to try out a game before deciding whether or not to make a purchase, and also provides developers with a steady stream of revenue through in-app purchases.

In-app purchases, such as virtual currency or additional content, have become a key revenue stream for mobile game developers in Australia & Oceania. Local special circumstances in Australia & Oceania have also contributed to the growth of the Mobile Games market. The region has a high smartphone penetration rate, with a large percentage of the population owning a smartphone or mobile device.

This widespread accessibility to mobile devices has created a large potential customer base for mobile game developers. Additionally, the presence of a young and tech-savvy population in Australia & Oceania has further fueled the demand for mobile games. Underlying macroeconomic factors, such as the growth of the digital economy and increasing disposable income, have also played a role in the development of the Mobile Games market in Australia & Oceania.

The digital economy has created new opportunities for mobile game developers, allowing them to reach a global audience and generate revenue through digital distribution channels. Increasing disposable income has enabled customers to spend more on mobile games, driving the growth of the market. In conclusion, the Mobile Games market in Australia & Oceania is experiencing significant growth due to changing customer preferences, the availability of smartphones and mobile devices, and the influence of global market trends.

The region's high smartphone penetration rate, young and tech-savvy population, and favorable macroeconomic factors have also contributed to the growth of the market. As technology continues to advance and customer preferences evolve, the Mobile Games market in Australia & Oceania is expected to continue its upward trajectory.

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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