
Online Video Game Sales in Australia - Industry Market Research Report
Description
Online Video Game Sales in Australia - Industry Market Research Report
Online Video Game Sales in Australia
The Online Video Game Sales industry has grown considerably over the past five years. The industry comprises multi-channel operators that have both bricks-and-mortar stores and online operations, and online-only retailers. Multi-channel retailers, such as EB Games and JB Hi-Fi, largely sell physical video games online to complement instore sales. These sales mostly serve to expand their exposure in the digital space, as their physical stores still contribute to a sizeable proportion of total revenue. Conversely, large console brands, such as Sony and Microsoft, complement their sales to retailers by offering direct sales to consumers via digital downloads. The COVID-19 pandemic has significantly accelerated growth for all industry operators, as ongoing lockdowns have increasingly shifted consumers towards online platforms to purchase video games. Overall, industry revenue is expected to grow at an annualised 5.2% over the five years through 2022-23, to $713.5 million. This trend includes an expected 0.5% increase in the current year.
Industry operators sell video game products online, either as digital downloads or as online purchases of physically packaged games. Video games sold include PC and console games. Mobile games, in-game microtransactions and sales of console units and accessories are excluded from the industry.
This report covers the scope, size, disposition and growth of the industry including the key sensitivities and success factors. Also included are five year industry forecasts, growth rates and an analysis of the industry key players and their market shares.
Online Video Game Sales in Australia
The Online Video Game Sales industry has grown considerably over the past five years. The industry comprises multi-channel operators that have both bricks-and-mortar stores and online operations, and online-only retailers. Multi-channel retailers, such as EB Games and JB Hi-Fi, largely sell physical video games online to complement instore sales. These sales mostly serve to expand their exposure in the digital space, as their physical stores still contribute to a sizeable proportion of total revenue. Conversely, large console brands, such as Sony and Microsoft, complement their sales to retailers by offering direct sales to consumers via digital downloads. The COVID-19 pandemic has significantly accelerated growth for all industry operators, as ongoing lockdowns have increasingly shifted consumers towards online platforms to purchase video games. Overall, industry revenue is expected to grow at an annualised 5.2% over the five years through 2022-23, to $713.5 million. This trend includes an expected 0.5% increase in the current year.
Industry operators sell video game products online, either as digital downloads or as online purchases of physically packaged games. Video games sold include PC and console games. Mobile games, in-game microtransactions and sales of console units and accessories are excluded from the industry.
This report covers the scope, size, disposition and growth of the industry including the key sensitivities and success factors. Also included are five year industry forecasts, growth rates and an analysis of the industry key players and their market shares.
Table of Contents
40 Pages
- TABLE OF CONTENTS
ABOUT THIS INDUSTRY
Industry Definition
Main Activities
Similar Industries
Additional Resources
INDUSTRY AT A GLANCE
INDUSTRY PERFORMANCE
Executive Summary
Key External Drivers
Current Performance
Industry Outlook
Industry Life Cycle
PRODUCTS & MARKETS
Supply Chain
Products & Services
Demand Determinants
Major Markets
International Trade
Business Locations
COMPETITIVE LANDSCAPE
Market Share Concentration
Key Success Factors
Cost Structure Benchmarks
Basis of Competition
Barriers to Entry
Industry Globalization
MAJOR COMPANIES
OPERATING CONDITIONS
Capital Intensity
Technology & Systems
Revenue Volatility
Regulation & Policy
Industry Assistance
KEY STATISTICS
Industry Data
Annual Change
Key Ratios
JARGON & GLOSSARY
Pricing
Currency Rates
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