Value sales of video games rocketed in Australia in 2020 in response to the impact of the COVID-19 pandemic, with home seclusion forcing consumers to seek at-home entertainment. This upwards trajectory continued in 2021, when lockdowns were tightened.
Consumers shifted to digital storefronts in 2020 and 2021, as lockdowns prevented them from visiting physical stores. As a result, digital video games software enjoyed another year of growth in 2021.
Mobile games enjoyed another year of robust growth in 2021, thanks to the rising trend of cross-platform games and mobile adaptations of crowd-pleasing titles such as Pokémon and Marvel. Cross-platform has become a critical strategy for many games developers to increase appeal to highly engaged player bases.
The exceptional performance of video games in recent years has made the competitive environment even fiercer, as big companies want to vie for a share of this lucrative category. This has resulted in many acquisition activities.
The pandemic stimulated demand for VR headsets, as consumers invested in new ways to improve their gaming experience. Since its launch, Meta Quest 2 has outperformed the category.
On-demand video games subscription services are growing in popularity due to access to a wide variety of games and a shift in players’ interest in cross-platform games. Therefore, the number of platforms that offer subscription products is on the rise.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Australia with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
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Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See All of Our DefinitionsThis report originates from Passport, our Video Games research and analysis database.
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