Powered up: Growing internet connections and new console releases are driving industry demand
The Online Video Game Sales industry has grown considerably over the past five years. The industry comprises multi-channel operators that have both bricks-and-mortar stores and online operations, and online-only retailers. Multi-channel retailers, such as EB Games and JB Hi-Fi, largely sell physical video games online to complement instore sales. These sales mostly serve to expand their exposure in the digital space, as their physical stores still contribute to a sizeable proportion of total revenue. Conversely, large console brands, such as Sony and Microsoft, complement their sales to retailers by offering direct sales to consumers via digital downloads. The COVID-19 pandemic has significantly accelerated growth for all industry operators, as ongoing lockdowns have increasingly shifted consumers towards online platforms to purchase video games. Overall, industry revenue is expected to grow at an annualised 5.2% over the five years through 2022-23, to $713.5 million. This trend includes an expected 0.5% increase in the current year.
Industry operators sell video game products online, either as digital downloads or as online purchases of physically packaged games. Video games sold include PC and console games. Mobile games, in-game microtransactions and sales of console units and accessories are excluded from the industry.
This report covers the scope, size, disposition and growth of the industry including the key sensitivities and success factors. Also included are five year industry forecasts, growth rates and an analysis of the industry's key players and their market shares.
Table of Contents
ABOUT THIS INDUSTRY- Industry Definition
- Main Activities
- Similar Industries
- Additional Resources
INDUSTRY PERFORMANCE
- Executive Summary
- Key External Drivers
- Current Performance
- Industry Outlook
- Industry Life Cycle
- Supply Chain
- Products & Services
- Demand Determinants
- Major Markets
- International Trade
- Business Locations
- Market Share Concentration
- Key Success Factors
- Cost Structure Benchmarks
- Basis of Competition
- Barriers to Entry
- Industry Globalization
OPERATING CONDITIONS
- Capital Intensity
- Technology & Systems
- Revenue Volatility
- Regulation & Policy
- Industry Assistance
- Industry Data
- Annual Change
- Key Ratios
Companies Mentioned (Partial List)
A selection of companies mentioned in this report includes, but is not limited to:
- JB Hi-Fi Limited
- Microsoft Pty Limited
- Sony Interactive Entertainment Australia Pty Limited
- Nintendo Australia Pty Ltd
Methodology
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