Video Games in Australia

August 2026
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Overview:

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.

If you're in the Video Games industry in Australia, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Video Games in Australia report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in Australia?
  • Which are the leading brands in Video Games in Australia?
  • How are products distributed in Video Games in Australia?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Australia?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in Australia - Category analysis

Key Data Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Xbox, Nintendo and Sony Deepen Ecosystem Lock-In as Consumers Trade Down
Chart 2 Nintendo's Switch 2 Arrives in Australia and Anchors the Hybrid-Play Shift
Nintendo Switch 2 and Flexible Play Formats Reshape Spending Patterns
Chart 3 Zing Hybrid Stores Show How Eb Games Adapts to a Digital-First Market
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Subscription Bundling and Cross-Platform Play Anticipated to Drive Value-Led Growth
Microsoft and Sony Expected to Strengthen Player Retention through Exclusive Content and Compliance
Cost-Conscious Households Expected to Accelerate Shift to Digital and Trade-In Models
Chart 6 Analyst Insight for Video Games
Chart 7 Forecast Value Sales 2020-2030
Chart 8 Forecast Value Sales by Category 2025-2030
Activision Blizzard Australia Ltd Defends Leadership as Digital and Mobile Players Surge
Chart 9 Company Shares 2025
Chart 10 Brand Shares 2025
Platform Storefronts and Digital Bundles Reshape Buying Patterns
Digital Storefronts Drive Shift From Ownership to Access
Chart 11 Retail Channels 2020-2025
Software Slate and Curated Bundles Anchor Product Innovation
Recent Launches Demonstrate Subscription-First Product Strategy
Chart 12 Xbox Game Pass and Switch 2 Push Cost-Sensitive Australians Towards Bundles, Catalogue Access and Trade-Ins
Ea Buyout Reshapes Competitive Dynamics and Recurring Revenue
Chart 13 Economic Context for Video Games
Chart 14 Real Gdp Growth 2020-2030
Chart 15 Inflation 2020-2030
Chart 16 Consumer Context for Video Games
Chart 17 Population 2020-2030
Chart 18 Consumer Expenditure 2020-2030
Chart 19 Population by Generation 2025

Toys and Games in Australia - Industry Overview

2025 Developments

Key Data Insights

Chart 20 Key Industry Trends for Toys and Games
Adult Collectors Fuel Premiumisation and Offset Child Softness
Lego Leads Premium Construction Surge as Video Games Dominate Value
Chart 21 Kidult Demand Drives Lego's Nostalgia-Fuelled Game Boy Build
Retailers Shift to Omnichannel Loyalty and Gifting to Drive Engagement
Chart 22 Eb World Plus Keeps Eb Games Relevant as Online Marketplaces Capture Discovery
Chart 23 Value Sales 2020-2030
Chart 24 Value Sales by Category 2025
Major Players Anticipated to Leverage Digital, Nostalgia and Gifting to Expand Spend
Subscription Ecosystems, Nostalgia Driven Innovation and Omnichannel Retail Set to Reshape the Future of Toys and Games
Chart 25 Forecast Value Sales 2020-2030
Chart 26 Forecast Value Sales by Category 2025-2030
Adult-Driven Demand Strengthens Top Brands as New Launches Intensify Competition
Chart 27 Analyst Insight for Toys and Games
Electronic Arts Buyout Signals Strategic Shift and Growth Prospects
Chart 28 Company Shares 2025
Chart 29 Brand Shares 2025
Digital Platforms Capture Consumer Spend with Subscriptions and Discovery
E-Commerce and Digital Subscriptions Redefine Product Access and Loyalty
Chart 30 Retail Channels 2020-2025
Sensory Play and Digital Integration Drive Product Innovation
Connetix and Nintendo Highlight Recent Product Innovation
Chart 31 Connetix's Light Star Pack Captures the Pivot to Flexible, Cross-Age Play
Business Impact Concentrates Share and Recurring Revenue
Chart 32 Economic Context for Toys and Games
Chart 33 Real Gdp Growth 2020-2030
Chart 34 Inflation 2020-2030
Chart 35 Consumer Context for Toys and Games
Chart 36 Population 2020-2030
Chart 37 Consumer Expenditure 2020-2030
Chart 38 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

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 definitions
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This report originates from Passport, our Video Games research and analysis database.

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