Esports - Australia

  • Australia
  • In Australia, revenue in the Esports market is projected to reach €122.0m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.89%, culminating in a projected market volume of €162.4m by 2029.
  • The largest market within this market in Australia is Esports Betting, which will have a market volume of €103.8m in 2024.
  • While most revenue is generated the United States, in Australia is contributing to this growth with a projected market volume of €982.1m in 2024.
  • Additionally, in the Esports market, the number of users in Australia is anticipated to reach 7.2m users by 2029.
  • User penetration in Australia will be 21.5% in 2024 and is expected to increase to 25.6% by 2029.
  • The average revenue per user (ARPU) in Australia is expected to be €21.21.
  • Australia's esports market is experiencing significant growth, fueled by increasing youth engagement and a surge in local tournaments and streaming platforms.

Key regions: China, United States, Asia, Germany, France

 
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Analyst Opinion

The eSports market in Australia is seeing modest growth, with factors such as increasing sponsorships and advertising, merchandise and ticket sales, streaming revenue, media rights, publisher fees, and eSports betting contributing to this growth. However, the subdued growth rate may be impacted by factors such as limited mainstream recognition and lack of regulatory framework for eSports in the country.

Customer preferences:
The increasing popularity of eSports in Australia has led to a rise in demand for virtual gaming experiences and online tournaments. This trend is driven by the younger demographic who are more digitally connected and seek convenient ways to engage with their favorite games. Additionally, the rise of social media and online streaming platforms has made it easier for fans to connect with and support their favorite teams and players, further boosting the growth of the eSports market.

Trends in the market:
In Australia, the eSports market is experiencing a surge in popularity, with major tournaments drawing in millions of viewers and significant sponsorship deals. This trend is expected to continue as more traditional sports organizations invest in eSports and new technologies, such as virtual and augmented reality, are integrated into gaming experiences. This has significant implications for industry stakeholders, as it opens up new opportunities for revenue and audience engagement. Additionally, it highlights the potential for eSports to become a mainstream form of entertainment in Australia.

Local special circumstances:
In Australia, the eSports market is thriving due to the country's strong gaming culture and high internet penetration rates. Additionally, the government's support for the industry through initiatives such as the creation of the Australian Esports Association has helped to establish a solid infrastructure for eSports. The unique geographical landscape of Australia, with its vast distances between cities, has also contributed to the growth of online gaming and virtual competitions. Furthermore, the country's progressive regulatory environment has allowed for the development of innovative gaming technologies and platforms, making Australia a leading market in the global eSports landscape.

Underlying macroeconomic factors:
The eSports market in Australia is heavily influenced by macroeconomic factors such as technological advancements, government support, and investment in digital infrastructure. Countries with favorable regulatory environments and strong investment in technology are experiencing faster market growth compared to regions with regulatory challenges and limited funding. Furthermore, the growing popularity of eSports among younger demographics and the increasing accessibility of high-speed internet are driving the demand for eSports in Australia. Additionally, the rise of mobile gaming and the integration of virtual reality technology are also contributing to the growth of the eSports market in the country.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

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.

Vue d’ensemble

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