Online Games - Australia

  • Australia
  • Revenue in the Online Games market is projected to reach US$191.70m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.25%, resulting in a projected market volume of US$259.60m by 2029.
  • In the Online Games market, the number of users is expected to amount to 6.2m users by 2029.
  • User penetration will be 21.0% in 2024 and is expected to hit 22.0% by 2029.
  • In global comparison, most revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market is projected to amount to US$34.16 in 2024.

Key regions: United States, Europe, France, India, Asia

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The Online Games market in Australia has been experiencing significant growth in recent years. Customer preferences have shifted towards online gaming due to its convenience and accessibility. This trend is expected to continue as the market expands and technology advances.

Customer preferences:
Customers in Australia have shown a strong preference for online gaming due to its convenience and accessibility. Online games can be played anytime and anywhere, allowing players to connect with friends and compete against others from around the world. The rise of mobile gaming has also contributed to the popularity of online games, as smartphones and tablets have become the primary devices for gaming on the go. Additionally, the availability of a wide variety of online games, ranging from casual to hardcore, caters to the diverse preferences of Australian gamers.

Trends in the market:
The Online Games market in Australia has been growing steadily, driven by several key trends. Firstly, the increasing penetration of smartphones and high-speed internet has made online gaming more accessible to a larger population. This has led to a rise in the number of gamers and increased engagement in online gaming platforms. Secondly, the emergence of esports has gained significant traction in Australia, with professional gaming tournaments attracting large audiences and generating substantial revenue. This trend has further boosted the popularity and demand for online games in the country. Lastly, the integration of virtual reality (VR) and augmented reality (AR) technologies into online gaming experiences has created new opportunities for immersive gameplay, attracting both existing and new gamers.

Local special circumstances:
Australia has a unique gaming culture that contributes to the growth of the Online Games market. The country has a strong community of gamers who actively participate in forums, events, and social media platforms dedicated to gaming. This sense of community and engagement drives the demand for online games and fosters a competitive gaming environment. Additionally, the Australian government has been supportive of the gaming industry, providing tax incentives and grants to local game developers. This has encouraged the growth of the industry and the development of innovative online games.

Underlying macroeconomic factors:
Several macroeconomic factors have contributed to the growth of the Online Games market in Australia. The country has a high standard of living and disposable income, allowing consumers to spend on leisure activities such as gaming. Additionally, the strong internet infrastructure in Australia ensures a seamless online gaming experience, attracting both local and international gamers. The country's multicultural society also plays a role, as online games provide a platform for people from different backgrounds to connect and interact. Furthermore, the increasing digitalization of the economy has led to a shift in consumer behavior, with more people opting for digital forms of entertainment, including online gaming. In conclusion, the Online Games market in Australia is experiencing significant growth due to customer preferences for convenience and accessibility, as well as the emergence of new technologies and the support of the local gaming community and government. The underlying macroeconomic factors, such as disposable income and strong internet infrastructure, further contribute to the expansion of the market. As these trends continue and the market evolves, the Online Games industry in Australia is expected to thrive 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
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Kisara Mizuno
Kisara Mizuno
Senior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)