Physically Sold Video Games - Australia

  • Australia
  • In Australia, revenue in the Physically Sold Video Games market market is projected to reach €0.35bn in 2024.
  • It is expected that this revenue will show an annual growth rate (CAGR 2024-2029) of -0.58%, leading to a projected market volume of €0.34bn by 2029.
  • The number of users in Australia's Physically Sold Video Games market market is anticipated to amount to 5.1m users by 2029.
  • User penetration in this market is forecasted to be at 19.4% in 2024.
  • The average revenue per user (ARPU) in Australia is expected to amount to €66.82.
  • In a global context, the highest revenue will be generated the United States (€3,085.00m in 2024).
  • In Australia, the physically sold video games market is witnessing a resurgence as nostalgia-driven purchases gain popularity among both millennials and Gen Z consumers.

Key regions: India, China, Europe, Japan, Asia

 
Marché
 
Région
 
Comparaison de régions
 
Monnaie
 

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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.

Vue d’ensemble

  • Revenue
  • Users
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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