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DIGITAL
&
TRENDSVideogaminginAustraliaCHAPTER
01GlobaloverviewVideogamemarketrevenueworldwidefrom2017to2027(inbillionU.S.dollars)Videogamemarketrevenueworldwide2017-2027800700600500400688.37643.88599.87547.72490.58436.05406.98341.28274.353002001000250.82018137.520172019202020212022202320242025202620273Description:Theglobalrevenueinthe'Games'segmentofthemediamarketwasforecasttocontinuouslyincreasebetween2023and2027byintotal197.8billionU.S.dollars(+40.32percent).Afterthetenthconsecutiveincreasingyear,theindicatorisestimatedtoreach688.37billionU.S.dollarsandthereforeanewpeakin2027.Notably,therevenueofthe'Games'segmentofthemediamarketwascontinuouslyincreasingoverthepastyears.
ReadmoreNote(s):Worldwide;2017to2027;digitalandphysical;allvaluesareestimatesSource(s):Advertising&MediaInsightsVideogamemarketrevenueworldwidefrom2017to2027,bysegment(inbillionU.S.dollars)Videogamemarketrevenueworldwide2017-2027,bysegmentDownloadGamesPhysicallySoldVideoGames4035302520151050201720182019202020212022202320242025202620274Description:Therevenueisforecasttoexperiencesignificantgrowthinallsegmentsin2027.Comparingthetwodifferentsegmentsfortheyear2027,thesegment'DownloadGames'leadstherankingwith25.4billionU.S.dollars.Contrastingly,'PhysicallySoldVideoGames'isrankedlast,with11.43billionU.S.dollars.Theirdifference,comparedtoDownloadGames,liesat13.97billionU.S.dollars.ReadmoreNote(s):Worldwide;2017to2027Source(s):Advertising&MediaInsightsDigitalvideogamemarketrevenueworldwidefrom2017to2027(inbillionU.S.dollars)Digitalvideogamerevenueworldwide2017-2027500450400350300250200466.96438.14410.16374.77333.97294.63268.89216.07165.142019142.17201815010050121.5120170202020212022202320242025202620275Description:Theglobalrevenueinthe'VideoGames'segmentofthedigitalmediamarketwasforecasttocontinuouslyincreasebetween2023and2027byintotal133billionU.S.dollars(+39.82percent).Afterthetenthconsecutiveincreasingyear,theindicatorisestimatedtoreach466.96billionU.S.dollarsandthereforeanewpeakin2027.Notably,therevenueofthe'VideoGames'segmentofthedigitalmediamarketwascontinuouslyincreasingoverthepastyears.
ReadmoreNote(s):Worldwide;2017to2027;allvaluesareestimatesSource(s):DigitalMarketInsightsDigitalvideogamerevenueworldwidefrom2017to2027,bysegment(inbillionU.S.dollars)Digitalvideogamerevenuesworldwide2017-2027,bysegmentMobileGamesOnlineGamesDownloadGamesGamingNetworks300250200150100500201720182019202020212022202320242025202620276Description:Overthelasttwoobservations,therevenueisforecasttosignificantlyincreaseinallsegments.EspeciallynotableistheremarkablyrobustgrowthobservedintheMobileGamessegmentasweapproachtheendoftheforecastperiod.Thisvalue,reaching8.9billionU.S.dollars,standsoutsignificantlycomparedtotheaveragechanges,whichareestimatedat3.025billionU.S.dollars.ReadmoreNote(s):Worldwide;2017to2027;allvaluesareestimatesSource(s):DigitalMarketInsightsGamesmarketrevenueworldwidefrom2015to2022,byregion(inbillionU.S.dollars)Gamesmarketrevenueworldwide2015-2022,byregionAsiaPacificNorthAmericaEuropeLatinAmericaMiddleEast&AfricaEurope,MiddleEast,Africa200180160140120100806040200201520162017201820192020202120227Description:In2022,AsiaPacificremainsthelargestgamingmarketbasedonrevenues,whichareprojectedtoreach87.9billionU.S.dollars.However,post-COVIDboominthegamingindustry,theglobalvideogamemarketisprojectedtodeclinemorethanfourpercentcomparedto2021.ReadmoreNote(s):Worldwide;2015to2022;figuresareestimatesSource(s):Newzoo;ntowerShareofgamesmarketrevenueworldwidein2022,byregionGamesmarketrevenueshareworldwide2022,byregionMiddleEast&Africa4%LatinAmerica5%Europe18%Asia-Pacific47%NorthAmerica26%8Description:In2022,theAsia-Pacificregionisprojectedtoaccountedfor48percentoftheglobalgamesmarket,aheadofsecond-rankedNorthAmericawith26percentmarketshare.Intotal,theworldwidegamingmarketissettobeworthmorethan184billionU.S.dollars.ReadmoreNote(s):Worldwide;2022Source(s):;NewzooShareofinternetusersworldwidewhoplayvideogamesonanydeviceasof3rdquarter2022,byregionGlobalgamingpenetration2022,bycountryShareofrespondents50%
60%0%10%20%30%40%70%80%90%100%110%PhilippinesIndonesiaVietnamThailandTurkey95.8%94.8%93.1%93%92.3%91.9%91.3%91.3%IndiaMexicoTaiwanSaudiArabiaSouthAfricaBrazil90.1%89.7%88.4%UAEChile88.2%87.6%9Description:Accordingtoasurveyofinternetaudiencesinthethirdquarterof2022,81.9percentofglobalinternetusersplayedvideogamesonanydevice.ThePhilippineshadthehighestvideogamingusagereach,rankingfirstwithagamingpenetrationof95.8percent.Indonesiawasrankedsecondwith94.8percentofrespondinginternetusersstatingthattheyplayedvideogames.BelgiumandJapanrankedlastastheonlycountriestohaveagamingreachlowerthan70percent.
ReadmoreNote(s):Worldwide;Q32022;16to64years;amonginternetusersSource(s):DataReportal;GWI;Meltwater;WeAreSocialCHAPTER
02RegionaloverviewLeadingmobilegameappsinChinainSeptember2023,basedonnumberofdownloads(inmillions)MostdownloadedfreegameappsinChina2023Numberofdownloadsinmillions1.0
1.50.00.52.02.53.0GaonengHeroEggyParty2.741.84HonorofKingsTeamfightTacticsKingdomofForestPUBGMobile1.61.351.21.2Anipop1.12CardcaptorSakuraPlantsvsZombiesAirplaneChefs10.980.9711/statistics/1175209/china-most-downloaded-free-game-appsInSeptember2023,thegameGaonengHerodevelopedbyTencentwastheleadingfreegameappinChinawithabout2.74milliondownloads.TencentMobileGamesownedfourappsamongthetoptenfreegameappsduringthesurveyedperiod.
ReadmoreNote(s):China;September2023Source(s):AppMagicShareofmobilegameplayersinChinaasofMay2021,bygenderGenderdistributionofmobilegamersinChina2021Female45.6%Male54.4%12Description:AsofMay2021,around45.6percentofmobilegamersinChinawerefemale.Somestudieshaverevealedthatfemaleconsumersaremorelikelytomakein-apppurchasesinmobilegames.Inresponsetothetrend,moremobilegameshavebeendevelopedtargetingthefemaleplayers.ReadmoreNote(s):China;asofMay31,2021Source(s):AnalysysTypesofplatformsusedbygamersinSouthKoreaasofJune2022PlatformsusedbygamersSouthKorea202290%84.2%80%70%60%50%40%30%20%10%0%54.2%17.9%9.4%MobilePCConsoleArcade13Description:Accordingtoasurveyconductedin2022,around84percentofgamersstatedthattheyhadplayedmobilegamesin2021.In2021,theSouthKoreangamingmarketwasvaluedataround21trillionSouthKoreanwon.
ReadmoreNote(s):SouthKorea;May24toJune24,2022;4,462respondents;10-65years;SouthKoreanswhoplayedgameswithinthepreviousyearSource(s):KoreaCreativeContentAgency;MegaResearchNumberofprofessionalgamersinSouthKoreaasofSeptember2022,bygameSouthKorea'smajorprofessionalgamers'number2022,bygameNumberofprogamersLeagueofLegends(LoL)Overwatch6552PlayerUnknown'sBattlegrounds(PUBG)Valorant5036RainbowSixSiegeKartRider2625FIFAOnline42220StarCraftIIKartRiderRush+1615LeagueofLegends:WildRiftFortniteCallofDuty(CoD)Fightinggames85514/statistics/753146/south-korea-number-of-major-professional-gamers-by-eventAccordingtoasurveyconductedinSouthKoreainSeptemberof2022,thelargestshareofprofessionale-sportsgamers,at65,playedLeagueofLegends(LoL).OtherpopulargamesincludedOverwatchandPlayerUnknown'sBattlegrounds(PUBG).
ReadmoreNote(s):SouthKorea;September2022;366professionale-sportsplayersSource(s):C&IResearch;KoreaCreativeContentAgencyLeadingmobilegamesinJapanin2022,basedongrosssales(inbillionJapaneseyen)LeadingmobilegamesJapan2022,basedonsalesSalesinbillionJapaneseyen0102030405060708090100MonsterStrikeUmaMusumePrettyDerbyFate/GrandOrder93.3289.4262.54Puzzle&Dragons42.2GenshinImpact37.83ProfessionalBaseballSpiritsADragonQuestWalkKnivesOut34.8828.4424.4624.16DragonBallZ-DokkanBattlePokémonGo22.8615Description:Withgrosssalesofmorethan93billionJapaneseyen,"MonsterStrike"wastheleadingmobilegameinJapanin2022.ThegamewaspublishedbyMixi,Inc.in2013.Itwasfollowedby"UmaMusumePrettyDerby"and"Fate/GrandOrder."
ReadmoreNote(s):Japan;2022;estimatedgrosssalesSource(s):Famitsu;KadokawaASCIIResearchLaboratoriesNumberofonlinegamersinIndiafromfinancialyear2017to2022,withanestimatefor2023(inmillions)NumberofonlinegamersinIndia2017-20235004504004424213903603503003002502001501005027818302017201820192020202120222023*16/statistics/1064010/number-of-online-gamers-indiaIndiarecordedabout421milliononlinegamersintheyear2022.Thiswasaneightpercentgrowthfromthepreviousyearandislikelytoreachover442millionby2023.About90millionofthesegamersreportedlypaidforonlinegamesthatyear.
ReadmoreNote(s):India;2017to2022;*Estimate.Previousreportshavebeenusedforhistoricaldata.ReadmoreSource(s):EY;FICCICHAPTER
03NationaloverviewTotalvalueofthevideogamesindustryinAustraliafrom2017to2022(inbillionAustraliandollars)ValueofthevideogamesindustryinAustralia2017-20224.54.214.033.964.03.53.02.52.01.51.00.50.03.613.232017201820192021202218Description:InAustraliain2022,thevideogamesindustrywasworth4.21billionAustraliandollars,anincreasefromthepreviousyear.Theindustryhasenjoyedcontinuedyear-on-yeargrowthsince2017.
ReadmoreNote(s):AustraliaSource(s):IGEATopsellingvideogamesinAustraliaduringweekendingMay14,2023WeeklytopsellingvideogamesinAustraliaMay2023Sales
rankTheLegendofZelda:TearsoftheKingdomHogwartsLegacy12StarWarsJedi:SurvivorNBA2K2334FIFA235GrandTheftAutoV6DeadIsland27DeadIsland:DefiniteEditionMarioKart8DeluxeCallofDuty:ModernWarfareII891019Description:IntheweekendingMay14,2023,TheLegendofZelda:TearsoftheKingdomwasthetop-sellingvideogameinAustralia.TearsoftheKingdomisthehighlyawaitedsuccessortotheNintendoSwitchhitTheLegendofZelda:BreathoftheWild.HogwartsLegacywasrankedsecondintermsofsales.ReadmoreNote(s):Australia;May8to14,2023;digitalandphysicalSource(s):GamesSalesData;IGEADevicesusedtoplayvideogamesinAustraliain2022DevicesusedtoplayvideogamesAustralia202280%68%70%60%50%40%30%20%10%0%54%53%48%37%14%6%VRConsoleMobilePCGameSubscriptionServicesTabletHandheld20Description:Accordingtoasurveyin2022,around68percentofgamersinAustraliaplayedvideogamesonconsoles.Amongtherespondents,around54percentplayedvideogamesonmobile.
ReadmoreNote(s):Australia;March2022;3,152respondentsSource(s):BondUniversity;IGEADistributionoforganicandpaiddownloadsformobilegamingappsinAustraliainJuly2021,bygenreShareoforganicandpaidgamingappdownloadsinAustralia2021,bygenreShareofdownloadsPaidSearchDownloads30%
40%PaidAdDownloads50%OrganicDownloads60%
70%0%4%
2.5%6.2%
2.1%10%20%80%90%100%PartyRacing93.5%91.7%ActionOtherSportsShootingRPG8.4%7%9.1%8%3.5%5.5%4.4%6.1%88.1%87.5%86.5%85.9%12.8%9.2%7.6%9.9%9.7%78%SimulationTabletopStrategyPuzzleMatchHypercasualCasino14.7%12.9%13.4%77.7%77.2%76.9%15.7%18.2%22.7%19.6%10.6%10.7%7.8%11.2%73.7%71.1%69.5%69.2%21Description:InJuly2021,mobilegamingpartyappshadthehighestrateoforganicdownloadsinAustralia,with93.5percentofdownloadsfromusersinthecountrynotbeingattributedtoadsorpaidsearchrecommendations.Bycomparison,casinogamessaw19.6percentoftheirdownloadscomingfrompaidsearch,aswellas11.2percentofdownloadsattributedtopaidads.Asofthesecondquarterof2021,mobilegamingappswerethemostdownloadedmobileappcategoryforusersinAustralia.
ReadmoreNote(s):July2021;
iOSandGooglePlaycombinedSource(s):Data.aiValueofmobileinteractivegamingrevenueinAustraliafrom2015to2020,withforecastsuntil2025(inmillionAustraliandollars)RevenueofthemobileinteractivegamemarketinAustralia2015-20251,8001,6001,4001,5541,4691,3841,2991,2081,2001,00080060040020001,1181,1121,0041,0079888702015201620172018201920202021*2022*2023*2024*2025*22Description:In2020,therevenueoftheAustralianmobileinteractivegamemarketwasevaluatedataround1.1billionAustraliandollars.Thiswasagradualincreasefromtheyear2015,inwhichthemarketwasworthapproximately900millionAustraliandollars.Therapidadvancementoftechnologyandaccesstohigh-endequipmenthasplayedamajorroleintheproliferationofthemarketoverrecentyearsandisforecastedtosustainfeasiblegrowth.
ReadmoreNote(s):Australia;2015to2020;*Mid-forecastscenario,whichdoesnottakethepositiveandnegativerecoveryfactorsassociatedwithCOVID-19pandemicintoaccount.ReadmoreSource(s):PwCCHAPTER
04DigitalvsphysicalmarketsTotalvalueofdigitalsalesofvideogamesinAustraliafrom2017to2022(inbillionAustraliandollars)ValueofdigitalvideogamesalesinAustralia2017-20223.02.52.01.51.00.50.02.852.692.051.51.412017201820192021202224/statistics/1395567/australia-total-value-digital-video-game-salesInAustraliain2022,thetotalvalueofdigitalsalesofvideogameswas1.5billionAustraliandollars.Thisrepresentsanincreasefromthepreviousyear,butisstillsignificantlylowerthan2018,wheredigitalsalespeakedat2.85billionAustraliandollars.ReadmoreNote(s):AustraliaSource(s):IGEATotalsalesofdigitalgamedownloadsinAustraliafrom2017to2022(inbillionAustraliandollars)SalesofdigitalgamedownloadsinAustralia2017-20221.61.41.21.00.80.60.40.20.01.521.51.41.40.892017201820192021202225Description:InAustraliain2022,thetotalvalueofdigitalvideogamedownloadswas1.5billionAustraliandollars.Thisrepresentsasmallincreasefromthepreviousyear.ReadmoreNote(s):AustraliaSource(s):IGEATotalsalesofmobilegamesinAustraliafrom2017to2022(inbillionAustraliandollars)SalesofmobilegamesinAustralia2017-20221.81.61.41.561.511.21.121.0111.00.80.60.40.20.02017201820192021202226Description:InAustraliain2022,thetotalvalueofmobilesalesofvideogameswas1.56billionAustraliandollars.Thisrepresentsasmallincreasefromthepreviousyear.
ReadmoreNote(s):AustraliaSource(s):IGEATotalsalesofdigitalgamingsubscriptionsi
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