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Australia Gaming Market Report and Forecast 2025-2034

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    Report

  • 144 Pages
  • March 2025
  • Region: Australia
  • Expert Market Research
  • ID: 6067560
According to this report, the Australia gaming market size was valued at USD 2.37 billion in 2024. The market is further projected to grow at a CAGR of 0.8% between 2025 and 2034, reaching a value of USD 2.55 billion by 2034.Themarket is undergoing significant expansion, driven by the increasing demand for interactive entertainment, advancements in gaming technology, and the growing influence of digital distribution platforms.

As gaming continues to solidify its position as a mainstream form of entertainment, the Australia gaming market has witnessed substantial growth across various segments, including console gaming, PC gaming, mobile gaming, and cloud gaming. The rise in gaming culture, the proliferation of esports, and the increasing number of gaming enthusiasts have all contributed to the market’s sustained development. Furthermore, the integration of immersive gaming technologies, such as virtual reality (VR) and augmented reality (AR), has revolutionized the gaming experience, making it more engaging and interactive for players of all demographics.

The growing penetration of high-speed internet and the widespread adoption of smartphones have been instrumental in driving the Australia gaming market expansion through mobile gaming. Mobile games have become one of the most dominant segments of themarket, offering a diverse range of genres that cater to casual and competitive players alike. The accessibility of mobile games, combined with the popularity of free-to-play models supported by in-app purchases and advertisements, has fueled revenue growth. Social gaming platforms and mobile-based multiplayer games have further boosted engagement, allowing players to connect and compete in real-time. The emergence of cloud gaming services has enhanced the mobile gaming landscape, enabling players to access high-quality games without requiring expensive hardware upgrades.

The console and PC gaming segments remain strong contenders in driving demand in the Australia gaming market, supported by continuous advancements in gaming hardware, software development, and digital content distribution. The release of next-generation gaming consoles equipped with cutting-edge processors, high-definition graphics, and enhanced storage capabilities has attracted an increasing number of gaming enthusiasts. The rising demand for high-performance gaming peripherals, such as mechanical keyboards, high-refresh-rate monitors, and ergonomic gaming mice, reflects the growing interest in competitive gaming and immersive gameplay.

Digital game distribution has reshaped consumer purchasing behavior, with more players opting for instant downloads through online gaming marketplaces rather than purchasing physical copies. The rise of subscription-based gaming services has further transformed the gaming industry, offering players unlimited access to an extensive library of games for a fixed monthly fee.

Esports and competitive gaming have played a vital role contributing to theAustralia gaming market revenue, fostering a new wave of professional gaming talent and dedicated audiences. Esports tournaments, sponsorship deals, and collaborations between gaming companies and esports organizations have created a thriving competitive gaming ecosystem. The widespread popularity of live-streaming platforms has enabled professional gamers, content creators, and influencers to reach global audiences, generating revenue through advertisements, sponsorships, and fan donations.

The increasing recognition of esports as a legitimate career path has led to investments in gaming infrastructure, training facilities, and professional gaming leagues, further strengthening the market's long-term growth. The integration of esports into educational programs and corporate sponsorship initiatives has also contributed to its rising influence within the gaming industry.

Cloud gaming has emerged as a key trendr in the Australia gaming market, offering players the ability to stream high-quality games directly to their devices without requiring physical game copies or expensive hardware. Cloud gaming platforms utilize powerful remote servers to deliver seamless gaming experiences, eliminating the need for constant hardware upgrades. The increasing adoption of 5G technology is expected to accelerate the growth of cloud gaming, reducing latency issues and enhancing the overall gaming experience.

With leading gaming companies investing in cloud-based gaming infrastructure, the industry is poised to witness a major shift in how players access and enjoy their favorite titles. The affordability and flexibility of cloud gaming services make them an attractive option for gamers seeking high-performance gameplay without the financial burden of purchasing dedicated gaming consoles or PCs.

The adoption of virtual reality (VR) and augmented reality (AR) technologies has further enhanced the Australia gaming market dynamics, offering players an immersive and interactive way to engage with digital content. VR headsets, motion-tracking controllers, and spatial audio technologies have enabled the development of highly realistic gaming environments, appealing to both casual and hardcore gamers. AR gaming applications have gained popularity, allowing players to merge physical and digital worlds through mobile devices and smart glasses. Continuous innovations in VR and AR gaming are expected to drive the evolution of the gaming industry, unlocking new possibilities for storytelling, gameplay mechanics, and interactive entertainment.

The impact of digital marketing and social media on the Australia gaming market valuecannot be overlooked. Gaming companies leverage influencer marketing, targeted advertising campaigns, and exclusive game previews to generate excitement and engagement among gaming communities. Social media platforms serve as hubs for discussions, content sharing, and player interactions, amplifying the reach of gaming brands. User-generated content, including gameplay videos, reviews, and live-streamed sessions, has become a major factor in shaping consumer purchasing decisions. AI-driven personalization, interactive shopping experiences, and data-driven insights have further optimized the gaming industry's approach to audience engagement and player retention.

Some of the key challenges in the Australia gaming market include regulatory policies, concerns over gaming addiction, and cybersecurity threats. The regional government has implemented measures to promote responsible gaming, including age restrictions, content classification systems, and parental control features. Gaming companies are increasingly focusing on implementing player protection mechanisms, such as screen time management tools and in-game spending limits, to promote healthy gaming habits. Cybersecurity concerns, including data breaches, account hacking, and online fraud, have prompted gaming companies to invest in advanced security protocols to safeguard player information and maintain the integrity of gaming platforms.

Market Segmentation

The market can be divided based on type, device type, platform, age group, revenue type, end use, and region.

Market Breakup by Type

  • Social Games
  • Puzzles
  • Simulation
  • Adventure/Role Playing Games
  • Strategy
  • Others

Market Breakup by Device Type

  • Mobiles and Tablets
  • Computers
  • Consoles

Market Breakup by Platform

  • Online
  • Offline

Market Breakup by Age Group

  • Adult
  • Children

Market Breakup by Revenue Type

  • Box/CD Game Purchase
  • Freeware
  • Advertising
  • Shareware
  • In-Game Purchase

Market Breakup by End Use

  • Female
  • Male

Market Breakup by Region

  • New South Wales
  • Victoria
  • Queensland
  • Australian Capital Territory
  • Western Australia
  • Others

Competitive Landscape

The report looks into the market shares, plant turnarounds, capacities, investments, and mergers and acquisitions, among other major developments, of the leading companies operating in the Australia gaming market. Some of the major players explored in the report are as follows:
  • Sony Australia Limited
  • Microsoft Corporation
  • Apple Inc.
  • Electronic Arts Inc.
  • Nintendo Australia Pty Ltd.
  • Halfbrick Studios Pty Ltd.
  • 2and2 Pty Ltd.
  • Mode Games Pty Ltd.
  • Others

Table of Contents

1 Executive Summary
1.1 Market Size 2024-2025
1.2 Market Growth 2025(F)-2034(F)
1.3 Key Demand Drivers
1.4 Key Players and Competitive Structure
1.5 Industry Best Practices
1.6 Recent Trends and Developments
1.7 Industry Outlook
2 Market Overview and Stakeholder Insights
2.1 Market Trends
2.2 Key Verticals
2.3 Key Regions
2.4 Supplier Power
2.5 Buyer Power
2.6 Key Market Opportunities and Risks
2.7 Key Initiatives by Stakeholders
3 Economic Summary
3.1 GDP Outlook
3.2 GDP Per Capita Growth
3.3 Inflation Trends
3.4 Democracy Index
3.5 Gross Public Debt Ratios
3.6 Balance of Payment (BoP) Position
3.7 Population Outlook
3.8 Urbanisation Trends
4 Country Risk Profiles
4.1 Country Risk
4.2 Business Climate
5 Australia Gaming Market Overview
5.1 Key Industry Highlights
5.2 Australia Gaming Historical Market (2018-2024)
5.3 Australia Gaming Market Forecast (2025-2034)
6 Australia Gaming Market by Type
6.1 Social Games
6.1.1 Historical Trend (2018-2024)
6.1.2 Forecast Trend (2025-2034)
6.2 Puzzles
6.2.1 Historical Trend (2018-2024)
6.2.2 Forecast Trend (2025-2034)
6.3 Simulation
6.3.1 Historical Trend (2018-2024)
6.3.2 Forecast Trend (2025-2034)
6.4 Adventure/Role Playing Games
6.4.1 Historical Trend (2018-2024)
6.4.2 Forecast Trend (2025-2034)
6.5 Strategy
6.5.1 Historical Trend (2018-2024)
6.5.2 Forecast Trend (2025-2034)
6.6 Others
7 Australia Gaming Market by Device Type
7.1 Mobiles and Tablets
7.1.1 Historical Trend (2018-2024)
7.1.2 Forecast Trend (2025-2034)
7.2 Computers
7.2.1 Historical Trend (2018-2024)
7.2.2 Forecast Trend (2025-2034)
7.3 Consoles
7.3.1 Historical Trend (2018-2024)
7.3.2 Forecast Trend (2025-2034)
8 Australia Gaming Market by Platform
8.1 Online
8.1.1 Historical Trend (2018-2024)
8.1.2 Forecast Trend (2025-2034)
8.2 Offline
8.2.1 Historical Trend (2018-2024)
8.2.2 Forecast Trend (2025-2034)
9 Australia Gaming Market by Age Group
9.1 Adult
9.1.1 Historical Trend (2018-2024)
9.1.2 Forecast Trend (2025-2034)
9.2 Children
9.2.1 Historical Trend (2018-2024)
9.2.2 Forecast Trend (2025-2034)
10 Australia Gaming Market by Revenue Type
10.1 Box/CD Game Purchase
10.1.1 Historical Trend (2018-2024)
10.1.2 Forecast Trend (2025-2034)
10.2 Freeware
10.2.1 Historical Trend (2018-2024)
10.2.2 Forecast Trend (2025-2034)
10.3 Advertising
10.3.1 Historical Trend (2018-2024)
10.3.2 Forecast Trend (2025-2034)
10.4 Shareware
10.4.1 Historical Trend (2018-2024)
10.4.2 Forecast Trend (2025-2034)
10.5 In-Game Purchase
10.5.1 Historical Trend (2018-2024)
10.5.2 Forecast Trend (2025-2034)
11 Australia Gaming Market by End Use
11.1 Female
11.1.1 Historical Trend (2018-2024)
11.1.2 Forecast Trend (2025-2034)
11.2 Male
11.2.1 Historical Trend (2018-2024)
11.2.2 Forecast Trend (2025-2034)
12 Australia Gaming Market by Region
12.1 New South Wales
12.1.1 Historical Trend (2018-2024)
12.1.2 Forecast Trend (2025-2034)
12.2 Victoria
12.2.1 Historical Trend (2018-2024)
12.2.2 Forecast Trend (2025-2034)
12.3 Queensland
12.3.1 Historical Trend (2018-2024)
12.3.2 Forecast Trend (2025-2034)
12.4 Australian Capital Territory
12.4.1 Historical Trend (2018-2024)
12.4.2 Forecast Trend (2025-2034)
12.5 Western Australia
12.5.1 Historical Trend (2018-2024)
12.5.2 Forecast Trend (2025-2034)
12.6 Others
13 Market Dynamics
13.1 SWOT Analysis
13.1.1 Strengths
13.1.2 Weaknesses
13.1.3 Opportunities
13.1.4 Threats
13.2 Porter’s Five Forces Analysis
13.2.1 Supplier’s Power
13.2.2 Buyer’s Power
13.2.3 Threat of New Entrants
13.2.4 Degree of Rivalry
13.2.5 Threat of Substitutes
13.3 Key Indicators for Demand
13.4 Key Indicators for Price
14 Competitive Landscape
14.1 Supplier Selection
14.2 Key Global Players
14.3 Key Regional Players
14.4 Key Player Strategies
14.5 Company Profiles
14.5.1 Sony Australia Limited
14.5.1.1 Company Overview
14.5.1.2 Product Portfolio
14.5.1.3 Demographic Reach and Achievements
14.5.1.4 Certifications
14.5.2 Microsoft Corporation
14.5.2.1 Company Overview
14.5.2.2 Product Portfolio
14.5.2.3 Demographic Reach and Achievements
14.5.2.4 Certifications
14.5.3 Apple Inc.
14.5.3.1 Company Overview
14.5.3.2 Product Portfolio
14.5.3.3 Demographic Reach and Achievements
14.5.3.4 Certifications
14.5.4 Electronic Arts Inc.
14.5.4.1 Company Overview
14.5.4.2 Product Portfolio
14.5.4.3 Demographic Reach and Achievements
14.5.4.4 Certifications
14.5.5 Nintendo Australia Pty Ltd.
14.5.5.1 Company Overview
14.5.5.2 Product Portfolio
14.5.5.3 Demographic Reach and Achievements
14.5.5.4 Certifications
14.5.6 Halfbrick Studios Pty Ltd.
14.5.6.1 Company Overview
14.5.6.2 Product Portfolio
14.5.6.3 Demographic Reach and Achievements
14.5.6.4 Certifications
14.5.7 2and2 Pty Ltd.
14.5.7.1 Company Overview
14.5.7.2 Product Portfolio
14.5.7.3 Demographic Reach and Achievements
14.5.7.4 Certifications
14.5.8 Mode Games Pty Ltd.
14.5.8.1 Company Overview
14.5.8.2 Product Portfolio
14.5.8.3 Demographic Reach and Achievements
14.5.8.4 Certifications
14.5.9 Others

Companies Mentioned

  • Sony Australia Limited
  • Microsoft Corporation
  • Apple Inc.
  • Electronic Arts Inc.
  • Nintendo Australia Pty Ltd.
  • Halfbrick Studios Pty Ltd.
  • 2and2 Pty Ltd.
  • Mode Games Pty Ltd.

Methodology

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Table Information