Over the forecast period, video games software is expected to continue its strong growth momentum despite the lack of pandemic restrictions keeping consumers at home. The rapid shift towards digitalisation is driving many consumers to spend greater time on their devices, with video games as their main form of entertainment.
While the competitive landscape of mobile games has always been fragmented with regular fluctuations, the leading players maintained their positions at the end of the review period, a trend that was not common 10 years ago. Supercell Oy, Activision Blizzard, and Roblox Corp remained the leading three players in mobile games and are expected to retain their positions despite not releasing new games in the local market.
Metaverse in gaming will undoubtedly play a major role in Australia’s video games landscape over the forecast period. It will also eventually create opportunities for video game players to partner with other industries to boost sales.
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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.
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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