The competitive landscape of video games in Australia became increasingly fragmented over the review period. The top five global companies accounted for 40% share of value sales in 2024, which was a decrease from 43% share in 2019, and marginally below the regional average of 41% share.
Hazelight Studio, a Swedish independent game developer, has seen rapid growth due to its focus on innovative cooperative gameplay, as seen in It Takes Two, which had sold 23 million copies by early 2025 since its release in 2021. The game’s engaging narrative and co-op mechanics have resonated with players, driving success through word-of-mouth and critical acclaim, despite a modest marketing budget.
Kadokawa and Sony have entered into a strategic capital and business alliance to bolster their presence in the gaming and pop culture arenas. Kadokawa, a Japanese publishing company, also develops video games based on its intellectual properties.
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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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