| Product Code: ETC4383996 | Publication Date: Jul 2023 | Updated Date: Aug 2025 | Product Type: Report | |
| Publisher: 6Wresearch | Author: Shubham Padhi | No. of Pages: 85 | No. of Figures: 45 | No. of Tables: 25 |
Australia`s gaming and digital entertainment industry is expanding rapidly, driven by increasing demand for high-quality visual content, online gaming, and streaming services. The adoption of advanced graphics, artificial intelligence, and cloud-based gaming is reshaping the market. Investments in local content creation, international collaborations, and technological advancements in animation and VFX are strengthening Australia`s position in the global entertainment landscape.
The gaming and entertainment market in Australia is driven by increasing demand for high-quality content and immersive experiences. Growing adoption of cloud gaming, virtual reality (VR), and augmented reality (AR) is driving market growth. Enhanced graphics technology and faster internet speeds are improving user engagement.
The gaming and entertainment content market in Australia faces high production costs and increasing competition from global streaming platforms. Piracy remains a major issue, affecting revenue generation. Changing consumer preferences and the rise of free-to-play games and ad-supported models also challenge profitability.
The Australia Gaming and Animation Market presents strong growth potential due to increasing consumer spending on digital entertainment. Investment opportunities lie in developing high-performance gaming platforms, improving animation quality, and expanding into virtual reality (VR) and augmented reality (AR) segments.
The gaming and entertainment market is regulated under the Australian Consumer Law and the Privacy Act. The government provides tax incentives for game development through the Interactive Games Fund. Data privacy and user consent regulations are enforced under the Spam Act. Import tariffs on gaming consoles and software are low to promote market competition.
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Overview |
3.1 Australia Country Macro Economic Indicators |
3.2 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, 2021 & 2031F |
3.3 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Industry Life Cycle |
3.4 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Porter's Five Forces |
3.5 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Entertainment, 2021 & 2031F |
3.6 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Animation Segments, 2021 & 2031F |
3.7 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Types, 2021 & 2031F |
4 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.2.1 Increasing adoption of mobile gaming and animation content in Australia. |
4.2.2 Technological advancements leading to more immersive gaming experiences. |
4.2.3 Growing demand for high-quality visual effects and animation in TV and film productions. |
4.3 Market Restraints |
4.3.1 High competition among gaming and animation studios. |
4.3.2 Rapidly changing consumer preferences and trends. |
4.3.3 Regulatory challenges related to content ratings and censorship. |
5 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Trends |
6 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Types |
6.1 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Entertainment |
6.1.1 Overview and Analysis |
6.1.2 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Entertainment, 2021-2031F |
6.1.3 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By 2D, 2021-2031F |
6.1.4 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By 3D, 2021-2031F |
6.1.5 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Visual Effects, 2021-2031F |
6.1.6 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By TV, 2021-2031F |
6.1.7 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Direct-to-DVD and Content, 2021-2031F |
6.2 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Animation Segments |
6.2.1 Overview and Analysis |
6.2.2 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By E-Education, 2021-2031F |
6.2.3 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Web designing, 2021-2031F |
6.2.4 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Animation entertainment, 2021-2031F |
6.3 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Types |
6.3.1 Overview and Analysis |
6.3.2 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By PC games, 2021-2031F |
6.3.3 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Mobile games, 2021-2031F |
6.3.4 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Console games, 2021-2031F |
6.3.5 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Online games, 2021-2031F |
7 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Import-Export Trade Statistics |
7.1 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Export to Major Countries |
7.2 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Imports from Major Countries |
8 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Key Performance Indicators |
8.1 Average session duration per user on mobile gaming apps. |
8.2 Percentage growth in revenue from in-game purchases. |
8.3 Number of collaborations between local studios and international partners for content creation. |
8.4 Engagement rate on social media platforms for gaming and animation content. |
8.5 Percentage increase in demand for visual effects and animation services in Australian film and TV industry. |
9 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Opportunity Assessment |
9.1 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Entertainment, 2021 & 2031F |
9.2 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Animation Segments, 2021 & 2031F |
9.3 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Types, 2021 & 2031F |
10 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Competitive Landscape |
10.1 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenue Share, By Companies, 2024 |
10.2 Australia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |