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Australia - Digital Media - Gaming and Gambling

Attention: There is an updated edition available for this report.

With the convergence of telecoms, media and IT we saw the arrival of digital media. Digital media has seen some industries diminish while it also has spawned the growth of new industries and seen others expand. In this report we focus on one of the key applications. New video applications are emerging as the internet media companies seek to exploit the added speed and capacity that the National Broadband Network (NBN) broadband infrastructure will provide. As speed and capacity increase and uptake by consumers and businesses we will see a whole new range of applications be entering the market over the next decade.

In one of the applications – gaming, we have seen console games change dramatically, with games, music and movies merging, integrating and moving online. Growing penetration of broadband and mobile broadband networks will also promote further growth in online gaming. Online gaming and gambling can take players from outside the boundaries of their home countries where these online activities may or may not be sanctioned by the authorities. The global market is and expanding one where virtual online gaming and virtual online gambling is a growth market.

By 2013 retail sales of video and console games sales have reduced as further stores close there are now many alternative and cheaper outlets for gaming downloads. Now electronic gambling is taking a major share of the player money market and in this report we show some trends in this market area. The Interactive Gambling Act was reviewed in 2012 and there are now recommendations that may see some guidelines released in 2013/14. In this report we provide information and analysis and an overview of digital media developments in online gaming and gambling along with survey results with some statistics provided throughout the text and in tabular formats.

Key developments:

Electronic gaming machines, interactive gaming, video games, mobile users of online gambling and gaming increasing as smartphone penetration increases, R18+ games now approved for classification in all states of Australia .

Companied covered in this report include:

Optus, Tabcorp, Sportingbet, FOXTEL, Sky Racing, Australasian Gaming Council, IEAA, Betfair, IGEA, Facebook.

1. Synopsis
2. Market trends and activities
2.1 Gambling down; online betting up
2.2 Review of the Interactive Gambling Act 2001 – Final report 2013
2.3 Review of the Interactive Gambling Act 2001 – Interim report 2012
2.4 R18 + gaming legislation approved
2.5 Interactive gaming overview
2.6 Updated information on the Australian gaming market
3. Mobile gaming
3.1 Global trends
4. Online gambling
4.1 Online market increasing again into 2013
4.2 A snapshot of the gambling industries – online and offline
4.3 Betfair Australia revenue increases
4.4 Online gambling a global view
5. Online gaming
5.1 Background information
5.2 Online gaming – market trends
5.3 Video gaming increases
5.4 Online gaming not yet ready for the cloud
6. Gaming surveys
6.1 Extra funding for video games industry
6.2 Game production in decline
6.3 Digital Australia – 2012
6.4 Online internet gambling participation rising – 2011
6.5 2009 IGAA survey
6.6 2008 IEAA survey
6.7 2007 IEAA survey
7. Background gaming information – 2005 - 2008
7.1 Australasian Gaming Council report
7.2 Australian Casino Association
7.3 Some recent historical information on the Australian market
7.4 Contribution of gambling to retail estimates – 2007
7.5 Online gaming statistics – 2007
7.6 Sky Racing – TAB Active TV betting
7.7 Tabcorp internet revenues top $1 billion
8. Gaming and gambling (separate global report)
9. Related reports
Table 1 – Gaming machine turnover versus machines in operation – 2001 - 2010
Table 2 – The ascendency of gaming machines – 1986/87 - 2008/09
Table 3 – Gambling revenue by ‘Official’ sector – 2009
Table 4 – Worldwide online gambling revenue – 1997; 2001; 2004; 2006; 2008 - 2012; 2017
Table 5 – Estimated interactive gaming revenue and device penetration rate – 2009 - 2012
Table 6 – Gambling as a portion of hotels/licensed clubs and total retail (seasonally adjusted) – 2004 - 2007
Table 7 – Gambling in the retail trade (seasonally adjusted) – 2004 - 2007
Table 8 – Contribution of gambling to total turnover, by state (seasonally adjusted) – 2004 - 2007
Exhibit 1 – Background information on the adult gaming category changes
Exhibit 2 – Interactive gaming versus online gaming and online gambling defined
Exhibit 3 – Sportingbet Plc at a glance – 2013

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