Online Games - Australia & Oceania

  • Australia & Oceania
  • Revenue in the Online Games market is projected to reach US$249.70m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.02%, resulting in a projected market volume of US$334.40m by 2029.
  • In the Online Games market, the number of users is expected to amount to 7.9m users by 2029.
  • User penetration will be 16.5% in 2024 and is expected to hit 17.2% 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$34.76 in 2024.

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

 
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Analyst Opinion

The Online Games market in Australia & Oceania is experiencing significant growth and development, driven by various factors such as customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Online Games market in Australia & Oceania are shifting towards more immersive and interactive gaming experiences.

Players are increasingly seeking games that offer realistic graphics, engaging storylines, and multiplayer functionality. This preference for immersive gaming experiences has led to the rise in popularity of virtual reality (VR) and augmented reality (AR) games in the region. Additionally, there is a growing demand for mobile gaming, as consumers are increasingly using smartphones and tablets as their primary gaming devices.

Trends in the Online Games market in Australia & Oceania are driven by advancements in technology and the increasing availability of high-speed internet. The region has witnessed a significant increase in the number of online gaming platforms and digital distribution channels, allowing players to easily access and download games. This has led to a rise in the popularity of digital game downloads, as players can now purchase and play games instantly without the need for physical copies.

Furthermore, the increasing popularity of esports and online multiplayer games has created a thriving competitive gaming scene in the region. Local special circumstances in Australia & Oceania also contribute to the development of the Online Games market. The region has a relatively high internet penetration rate, with a large portion of the population having access to high-speed internet.

This has created a conducive environment for the growth of online gaming, as players can easily connect and play games with others from around the world. Additionally, the region has a strong gaming culture, with gaming events and conventions regularly held to cater to the interests of avid gamers. Underlying macroeconomic factors play a crucial role in the development of the Online Games market in Australia & Oceania.

The region has a stable and growing economy, which provides consumers with the disposable income to spend on gaming experiences. Furthermore, the increasing popularity of online gaming has led to the growth of the gaming industry as a whole, creating job opportunities and contributing to economic growth. The government also recognizes the potential of the gaming industry and has implemented policies to support its development, such as providing grants and incentives for game developers.

In conclusion, the Online Games market in Australia & Oceania is experiencing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The shift towards immersive gaming experiences, advancements in technology, high internet penetration, and a strong gaming culture are driving the growth of the market. Additionally, the stable economy and government support further contribute to the development of the Online Games market in Australia & Oceania.

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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