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Mobile gaming continued to gain popularity in Australia in 2019, having attracted a larger and newer audience than other platforms over the review period and in 2019. New forms of interactive and social gaming including chat fiction (digital book alternatives presented as text messages, which are widely attractive to teenagers) have been enabled as mobile gaming integrates with social media.
Electronic Arts assumed the lead in Australia’s video games market from Sony Computer Entertainment in 2019, due to its strong double-digit increase in value share in video games and an increase in its in-game purchases. Earlier in 2019, Electronic Arts Australia launched Apex Legends, which managed to sell a higher level of in-game items than any other free-to-play game and therefore helped boost the company’s market share.
Minecraft has been characterised as one of the best-selling video games of all time. It has maintained a strong presence on both its platforms and YouTube and has been experiencing healthy year-on-year growth ever since launching.
In 2020, sales of video games are now expected to grow by 4% in constant 2019 value terms in light of the impact of COVID-19. This compares to a 5% rise in sales forecast in our 2019 edition of toys and games.
While Australians were forced to stay indoors during the second quarter of 2020, volume sales of static consoles and AR/VR headsets significantly increased. Moreover, while AR/VR headsets is set to see double-digit volume growth for the second consecutive year, volume growth of static consoles is expected to nearly triple during 2020 as a result of the increased time spent at home.
Demand for video games hardware, software and accessories surged in Australia towards the end of the review period and peaked during the first half of 2020 when COVID-related lockdowns resulted in a spike of demand for “hometainment” including video games. While demand for video games and all their accoutrements is expected to continue unabated over the forecast period; constant value growth is expected to slow down when customary business, social and physical activities resume and people resume their normal daily indoor/outdoor behavioural routines.
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Overview
Discover the latest market trends and uncover sources of future market growth for the Video Games industry in Australia with research from Euromonitor's team of in-country analysts.
Find hidden opportunities in the most current research data available, understand competitive threats with our detailed market analysis, and plan your corporate strategy with our expert qualitative analysis and growth projections.
If you're in the Video Games industry in Australia, our research will save you time and money while empowering you to make informed, profitable decisions.
The Video Games in Australia market research report includes:
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This industry report originates from Passport, our Toys and Games market research database.
Gain competitive intelligence about market leaders. Track key industry trends, opportunities and threats. Inform your marketing, brand, strategy and market development, sales and supply functions.