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76% of Australian households have two or more devices for playing games, with consoles being the most popular

The Australian games audience​

According to the study, 9.4 million Australian households (94%) have at least one device that is used to play video games by at least one member of the home, up from 92%, with 76% being home to two or more.

Consoles were the most popular devices, with 81% of households reporting they used these to play games, followed by smartphones at 70%. 59% play on PC, 43% on tablet, while 6% use dedicated games handhelds, and just 5% have a VR headset.
48% of all Australian players are women, up from 46% percent the year before, with the IGEA and Bond University reporting that "more women and girls are playing [games] than ever before." In fact, over the age of 55, more women play video games than men.

84% of people between the ages of 18 and 64 play video games, representing 69% of all of Australia's players. The average age of players is 35 years with an average playtime of 90 minutes per day (81 minutes for women, 97 for men).
This isn't just the result of the pandemic boost either; the average Australian gamers has been playing video games for 11 years or more.

75% of respondents said they play games with others, with 91% of 414 parents saying they play with their children. 95% of parents also confirmed they implement some form of rules and restrictions in how their children play, such as time limits and whether they can play online.
australian-dollars-AGW-2.jpg

The Australian games market​

  • Total market value: AU$4.21 billion ($2.67 billion, up 5% year-on-year)
  • Mobile revenue: AU$1.56 billion ($989.2 million, up 3%)
  • Digital revenue: AU$1.5 billion ($951.1 million, up 6%)
  • Traditional retail revenue: AU$1.15 billion ($729.2 million, up 7%)
While Newzoo tracked a slight decline for the global games market in 2022, the IGEA reported in June 2023 that the total market value for Australia actually grew by 5% to AU$4.21 billion ($2.67 billion).

The biggest contributor was unsurprisingly mobile at AU$1.56 billion ($989.2 million) which remained relatively stable compared to the year before. But the market also saw impressive digital revenues of AU$1.5 billion ($951.1 million). This included AU$499 million ($316.4 million) from full game purchases and AU$750 million ($475.6 million) from in-game transactions.
While the IGEA did not release a specific figure, it also reported revenues from subscriptions were up 55% last year.

Meanwhile, traditional retail enjoyed even more of a boost thanks to improved supply for all three consoles and a solid year of game releases. Full game software sales came in at AU$412 million ($261.2 million), while hardware topped this at AU$607 million ($384.9 million).
In the IGEA report, Sparkers' regional manager for Asia Pacific Aidan Sakiris wrote: "The Australian video game market thrived in 2022, driven by a diverse range of new software releases and improved hardware availability compared to the year prior. The retail software market experienced a healthy growth of 10% in value spend, but the significant takeaway was the increase in overall spending in 2022 compared to 2021, attributed to a substantial portion of software sales being driven by new releases rather than the more typical back catalogue titles."
More inside the GiBiz article:
 

Crayon

Member
All the stats and polls that count mobile like it's a console are useless.. Not hating on mobile, it's just that you have to draw some distinction between video games on a controller and mobile games that someone's going to poke at well they are waiting for their latte. Lumping both together into "gaming" leads to seriously misleading headlines.
 

ZehDon

Gold Member
Aussie dont like sex or drugs.

But if a game can show drugs has a negative effect, it can be overturned. lol
˙sǝɯɐƃ ǝɹoɯ uǝʌǝ ƃuᴉuuɐq ɯoɹɟ ʇᴉ pǝddoʇs ɥɔᴉɥʍ 'uoᴉʇɐɔᴉɟᴉssɐlɔ 8Ɩɹ ǝɥʇ ʇǝƃ oʇ ʇsnɾ ʇᴉ ʇɥƃᴉɟ oʇ pɐɥ ǝM ˙ʇ,usǝop ǝɹns pɹɐoq s,ƃuᴉʇɐɹ ɹno ʇnq 'op ǝʍ 'uɐǝɯ I
 
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