Mobile Games - Australia

  • Australia
  • In Australia, revenue in the Mobile Games market market is projected to reach US$1.64bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.27%, leading to a projected market volume of US$2.12bn by 2029.
  • In the Mobile Games market market withAustralia, the number of users is anticipated to reach 9.8m users by 2029.
  • User penetration in Australia will be 31.1% in 2024 and is expected to increase to 35.1% by 2029.
  • In a global context, the majority of revenue will be generated United States (US$34,300.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market market in Australia is projected to amount to US$197.60 in 2024.
  • Australia's mobile gaming market is experiencing a surge in demand, driven by a growing preference for immersive, socially-connected gaming experiences among diverse age groups.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Australia has experienced significant growth in recent years, driven by changing customer preferences, ongoing technological advancements, and local special circumstances.

Customer preferences:
Australian consumers have increasingly embraced mobile gaming as a form of entertainment, with a growing number of people turning to their smartphones and tablets for gaming experiences. This shift in preference can be attributed to several factors, including the convenience and portability of mobile devices, the availability of a wide range of games on app stores, and the increasing quality and immersive nature of mobile game experiences. Additionally, the younger demographic in Australia, who are more tech-savvy and spend a significant amount of time on their mobile devices, are particularly drawn to mobile gaming.

Trends in the market:
One of the key trends in the Australian mobile games market is the rise of free-to-play games with in-app purchases. This business model allows players to download and play games for free, but offers optional in-game purchases to enhance the gaming experience or unlock additional content. This trend has been successful in capturing a larger user base, as it lowers the barrier to entry for new players. Additionally, the increasing popularity of multiplayer and social gaming experiences has also contributed to the growth of the mobile games market in Australia. These games allow players to connect and compete with friends and other players online, adding a social element to the gaming experience.

Local special circumstances:
Australia's large and well-developed telecommunications infrastructure has played a significant role in the growth of the mobile games market. The widespread availability of high-speed internet and reliable mobile networks has made it easier for consumers to download and play mobile games. Additionally, the country's high smartphone penetration rate and the affordability of mobile devices have also contributed to the growth of the mobile games market in Australia.

Underlying macroeconomic factors:
Australia's strong economy and high disposable income levels have also had a positive impact on the mobile games market. With a relatively affluent population, consumers in Australia have the financial means to spend on entertainment, including mobile games. Furthermore, the increasing adoption of digital payment methods and the ease of making in-app purchases have made it more convenient for consumers to spend money on mobile games. In conclusion, the Mobile Games market in Australia has experienced significant growth due to changing customer preferences, the rise of free-to-play games with in-app purchases, the popularity of multiplayer and social gaming experiences, the country's well-developed telecommunications infrastructure, and the strong economy with high disposable income levels. These factors have created a favorable environment for the development and expansion of the mobile games market in Australia.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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