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Australia Online Adventure Games Market Size, Share, Growth Analysis Report and Forecast Trends (2025-2034)

Published Oct 25, 2025
Length 102 Pages
SKU # EMAR20523632

Description

Based on demographics, the Australia online adventure games market share is led by childrenAs per the Interactive Games & Entertainment Association, in 2022, around 78% of the total players who play games were of the age group 1-17 years whereas around 68% were of the age group 18-64 years. Moreover, children are more attracted to adventure games due to the engaging storylines. They have more time to spend on the game as compared to the adults who have different time commitments.Various trends driving the Australia online adventure game market development involve the rise in the integration of virtual reality technology in the game which enables users to gain a more realistic gaming experience. Moreover, the increase in cross-platform play has allowed users to interact with a large group of players. The introduction of live events, challenges and rewards have helped in engaging the players in the game and the user-generated content helped players in sharing their gaming content across the gaming community.Recently, Apple Arcade has launched Tamagotchi Adventure Kingdom, Cornsweeper, and Blackjack MobilityWare+ with the new content updates and is playable on iPhone and Apple TV."Australia Online Adventure Games Market Report and Forecast 2025-2034" offers a detailed analysis of the market based on the following segments:Market Breakup by Type
Single Players
Multi PlayersMarket Breakup by Demographics
Children
AdultsMarket Breakup by Device
PC
Mobile
Tablet
Others

Market Breakup by Region
New South Wales
Victoria
Queensland
Australian Capital Territory
Western Australia
Others

The Australia online adventure games market key players are Electronic Arts Inc., Square Enix Limited, Activision Publishing Inc., Tin Man Games Pty Ltd., and Great Group Pty Ltd among Others

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Table of Contents

102 Pages
1 Preface
2 Report Coverage – Key Segmentation and Scope
3 Report Description
3.1 Market Definition and Outlook
3.2 Properties and Applications
3.3 Market Analysis
3.4 Key Players
4 Key Assumptions
5 Executive Summary
5.1 Overview
5.2 Key Drivers
5.3 Key Developments
5.4 Competitive Structure
5.5 Key Industrial Trends
6 Market Snapshot
7 Opportunities and Challenges in the Market
8 Asia Pacific Online Adventure Games Market Overview
8.1 Key Industry Highlights
8.2 Asia Pacific Online Adventure Games Historical Market (2018-2024)
8.3 Asia Pacific Online Adventure Games Market Forecast (2025-2034)
9 Australia Online Adventure Games Market Overview
9.1 Key Industry Highlights
9.2 Australia Online Adventure Games Historical Market (2018-2024)
9.3 Australia Online Adventure Games Market Forecast (2025-2034)
10 Australia Online Adventure Games Market by Type
10.1 Single Players
10.1.1 Historical Trend (2018-2024)
10.1.2 Forecast Trend (2025-2034)
10.2 Multi Players
10.2.1 Historical Trend (2018-2024)
10.2.2 Forecast Trend (2025-2034)
11 Australia Online Adventure Games Market by Demographics
11.1 Children
11.1.1 Historical Trend (2018-2024)
11.1.2 Forecast Trend (2025-2034)
11.2 Adults
11.2.1 Historical Trend (2018-2024)
11.2.2 Forecast Trend (2025-2034)
12 Australia Online Adventure Games Market by Device
12.1 PC
12.1.1 Historical Trend (2018-2024)
12.1.2 Forecast Trend (2025-2034)
12.2 Mobile
12.2.1 Historical Trend (2018-2024)
12.2.2 Forecast Trend (2025-2034)
12.3 Tablet
12.3.1 Historical Trend (2018-2024)
12.3.2 Forecast Trend (2025-2034)
12.4 Others
13 Australia Online Adventure Games Market by Region
13.1 New South Wales
13.1.1 Historical Trend (2018-2024)
13.1.2 Forecast Trend (2025-2034)
13.2 Victoria
13.2.1 Historical Trend (2018-2024)
13.2.2 Forecast Trend (2025-2034)
13.3 Queensland
13.3.1 Historical Trend (2018-2024)
13.3.2 Forecast Trend (2025-2034)
13.4 Australia Capital Territory
13.4.1 Historical Trend (2018-2024)
13.4.2 Forecast Trend (2025-2034)
13.5 Western Australia
13.5.1 Historical Trend (2018-2024)
13.5.2 Forecast Trend (2025-2034)
13.6 Others
14 Market Dynamics
14.1 SWOT Analysis
14.1.1 Strengths
14.1.2 Weaknesses
14.1.3 Opportunities
14.1.4 Threats
14.2 Porter’s Five Forces Analysis
14.2.1 Supplier’s Power
14.2.2 Buyer’s Power
14.2.3 Threat of New Entrants
14.2.4 Degree of Rivalry
14.2.5 Threat of Substitutes
14.3 Key Indicators for Demand
14.4 Key Indicators for Price
15 Competitive Landscape
15.1 Market Structure
15.2 Company Profiles
15.2.1 Electronic Arts Inc.
15.2.1.1 Company Overview
15.2.1.2 Product Portfolio
15.2.1.3 Demographic Reach and Achievements
15.2.1.4 Certifications
15.2.2 Square Enix Limited
15.2.2.1 Company Overview
15.2.2.2 Product Portfolio
15.2.2.3 Demographic Reach and Achievements
15.2.2.4 Certifications
15.2.3 Activision Publishing Inc.
15.2.3.1 Company Overview
15.2.3.2 Product Portfolio
15.2.3.3 Demographic Reach and Achievements
15.2.3.4 Certifications
15.2.4 Tin Man Games Pty Ltd.
15.2.4.1 Company Overview
15.2.4.2 Product Portfolio
15.2.4.3 Demographic Reach and Achievements
15.2.4.4 Certifications
15.2.5 Great Group Pty Ltd
15.2.5.1 Company Overview
15.2.5.2 Product Portfolio
15.2.5.3 Demographic Reach and Achievements
15.2.5.4 Certifications
15.2.6 Others
16 Key Trends and Developments in the Market
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