After the pandemic, people have busier lives, but still want to participate in leisure and recreational activities; for this reason, mobile games is set to remain the most significant category within video games in value terms, and see double-digit current value growth. Mobile gaming is expected to attract more casual gamers who want to enjoy quick and easy-to-play games.
Australia is one of the top 10 video games markets, with a high frequency of online gaming, particularly amongst generations Y and X. Over 30% of both of these age groups play online games 1-2 times a week, according to Euromonitor International’s Voice of the Consumer: Lifestyles survey, fielded January to February 2022 (n=39,832).
In the next five years, AI is expected to become an integral part of the gaming experience, with games being enhanced with benefits such as creating more realistic non-playable characters and enhancing the overall game environment. As machine learning, computer vision, and natural language processing continue to advance, AI can personalise the gaming experience to the player’s preferences and adapt to players’ behaviour in real-time.
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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.
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.
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
This report originates from Passport, our Video Games research and analysis database.
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