Action Games - Australia

  • Australia
  • The Action Games market in Australia is expected to see significant growth in the coming years.
  • According to projections, the total revenue in this market is projected to reach US$133.10m in 2022.
  • This growth is expected to continue at an annual growth rate of 6.01%, resulting in a projected market volume of US$173.70m by 2027.
  • Within the Action Games market, revenue from in-app purchases (IAP) is expected to reach US$75.00m in 2022.
  • Similarly, revenue from paid app downloads is projected to reach US$3.41m in the same year.
  • Additionally, advertising revenue in the Action Games market is projected to reach US$54.65m in 2022.
  • Furthermore, the number of downloads in the Action Games market is expected to reach 57.89m downloads in 2022.
  • Currently, the average revenue per download is estimated to be US$2.30.
  • It is worth noting that when comparing the global market, in China generates the highest revenue in the Action Games market, with a projected revenue of US$7,316.00m in 2022.
  • These numbers highlight the growth potential and revenue opportunities within the Action Games market in Australia.
  • As the market continues to expand, it is crucial for industry players to stay updated with the latest trends and consumer preferences to maximize their success in this competitive segment.

Key regions: Asia, Japan, India, South Korea, United States

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.

Overview

  • Revenue
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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