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Australia - Digital Media - Gaming and Gambling

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Australia - Digital Media - Gaming and Gambling

As broadband speed and capacity increases we will see a whole new range of gaming applications be entering the market over the next decade.

We have seen console games change dramatically, with games, music and movies merging, integrating and moving online. 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 an expanding one where virtual online gaming and virtual online gambling is a growth market.

By 2013 retail sales of video and console games had fallen, and as further stores close there are 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 2013 with several recommendations including the development of a national standard for harm minimisation and consumer protection; the implementation of a 5 year pilot in respect of the licensing of online poker operators; and amending the IGA to include a blanket prohibition on all micro-betting.

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, gambling, online

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 Game classification
2.2 Games market reached $2.4 billion in 2014
2.3 Deloitte's Survey 2014
2.4 Gambling down; online betting up
2.5 Review of the Interactive Gambling Act 2001 Final report 2013
2.6 R18 + gaming legislation approved
2.7 Interactive gaming overview
2.8 Updated information on the Australian gaming market
3. Mobile gaming
3.1 Australian market in 2014
3.2 Global trends
3.3 Tabcorp betting via mobile devices
4. Online gambling
4.1 Internet betting on the rise
4.2 Online market keeps increasing
4.3 Betfair Australia revenue increases
4.4 Online and mobile gambling a global view
5. Gaming surveys
5.1 Gaming targeted by DDoS attacks
5.2 Funding for video games industry discontinued
5.3 Digital Australia 2014
6. Gaming and gambling (separate global report)
7. Related reports
Table 1 Preferred devices for gaming
Table 2 Gaming machine turnover versus machines in operation 2002 - 2013
Table 3 Worldwide online gambling revenue 1997; 2001; 2004; 2006; 2008 - 2012; 2017
Exhibit 1 Background information on the adult gaming category changes
Exhibit 2 Interactive gaming versus online gaming and online gambling defined

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