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    Home»Startups»GAMING: This data proves that gaming is a lot bigger than we all think
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    GAMING: This data proves that gaming is a lot bigger than we all think

    Editor Times FeaturedBy Editor Times FeaturedJuly 28, 2025No Comments4 Mins Read
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    The Australian authorities by the way commissioned one of many nation’s largest research into the matter… and it wasn’t even targeted on gaming.
    There’s a curious wrinkle with all the research that illustrate simply how many individuals recreation: they’re funded by the gaming trade or by peak our bodies inside it.

    Such is the case in Australia, the place the nation’s Interactive Video games & Leisure Affiliation (IGEA) has pushed out a number of reviews on the scale and form of the pattern.

    Vital effort goes into making certain the validity of this information. Pouring by means of their methodology of the most recent Australia Plays report (PDF), it’s statistically legitimate, university-backed analysis that gives a whole lot of helpful granular information on not solely what number of Australians recreation, however how they go about it too.

    However regardless of all of this, an outsider to the pattern may assume there’s an agenda at hand. In fact a report from a gaming peak physique is barely going to speak up the scale and form of Australia’s gaming inhabitants, or extra cynically, probably omit any information that compromises that narrative.

    Properly, now a contemporary report commissioned by the Australian Competitors and Shopper Fee (ACCC) as a part of their Digital Platforms Providers Inquiry has not solely strengthened this information, however ought to put to mattress any doubt concerning the dimension and scope of gaming in Australia.

    For his or her last report, the regulator tapped Lonergan Analysis to survey Australians on their interactions with digital platforms. Gaming was a part of the scope of the analysis. The agency pulled collectively a consultant pattern of over 3000 Australians of all ages, and went about asking questions on how they interact with digital platforms.

    For context, these research usually solely canvass 1000 or so Australians for statistical validity. That’s the identical methodology that’s utilized by political monitors which create polls that form nationwide coverage and political choices.

    It was a wide-ranging survey, canvassing the whole lot from dealings with the Google and Apple app shops to views on how straightforward it’s to treatment disputes with Amazon. However Lonergan Analysis dedicated an entire part of it to gaming platforms, and produced some fascinating outcomes.

    Listed below are probably the most fascinating findings from the analysis:

    1. Gaming isn’t gendered

    The vast majority of each women and men in Australia play video games in some kind. Although many use smartphones to take action. That’s particularly the case with avid gamers who determine as ladies.

    Supply: ACCC Digital Platform Providers Inquiry last report

    2. Hottest platforms

    Sony is definitely extra well-liked than Nintendo and Microsoft in Australia because the console maker of alternative. Steam additionally leads the Epic retailer right here too. However once more smartphones and Apple are the platform of alternative for this market.

    Supply: Digital Platform Providers Inquiry last report

    3. Avatar pores and skin spending

    Australians like to customize their avatars. Extra broadly, once we indulge on in-game purchases, the vast majority of them are add-ons within the types of character cosmetics or in-game tools.

    Supply: Lonergan Analysis

    4. Entry reasonably than possession

    The vast majority of Australian avid gamers are additionally not conscious that after they purchase a recreation digitally, they’re buying entry to it reasonably than proudly owning it. And most assume that is unfair.

    Extra analysis to come back

    In the meantime, IGEA intends to publish the subsequent version of its report into Australia’s gaming inhabitants later this yr, which is able to possible reinforce the findings from Lonergan’s research.

    Simply this week nevertheless, it launched one other proxy for this pattern: video game consumer sales data. Final yr, Australians spent $3.8 billion on video game-related software program and {hardware}, albeit in a sign of the times, 3% less than in 2023.

    There’s at all times the query that if IGEA doesn’t publish this information, who else will? And it’s a legitimate one, contemplating that information is instrumental in pushing for coverage recognition and political assist for Australia’s recreation growth trade.

    Maybe the higher query: Because the pool of information and proof on the variety of Australians who recreation grows, will attitudes in direction of it change? In comparison with different hobbies of its scale, like movie, music and even sports activities, gaming nonetheless feels area of interest and underrepresented.

    • Harrison Polites writes the Infinite Lives publication. Observe him here.

    Join his publication beneath:

    • Infinite Lives is a reader-supported publication. It’s free to enroll and browse the most recent piece, however as of July a subscription shall be required to learn Harrison’s backlog of over 70 distinctive articles. Every subscription goes in direction of enhancing his Substack, supporting the broader Substack gaming neighborhood and funding extra unbiased video games journalism in Australia.



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