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Gaming has become an increasingly popular and broadly accepted form of recreation. More Australians from diverse age groups now play video games, with a marked increase in older gamers over the age of 65. However, mobile gaming has emerged as a dominant competitor, driven by its accessibility, affordability and engaging reward systems. On the other hand, PC gaming has also thrived, mainly due to its diverse offering and ease of digital access, though much of this growth benefits international platforms like Steam rather than local retailers. Overall, revenue growth in the industry has slowed compared to the surge seen during the COVID-19 pandemic, as discretionary spending now faces more competition from other leisure activities like hospitality and travel. Ultimately, the industry is projected to decline by an annualised 1.0% to $732.1 million in 2025-26, capturing a slight downturn of 1.4% in 2025-26.
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IBISWorld's research coverage on the Online Video Game Sales industry in Australia includes market sizing, forecasting, data and analysis from 2015-2030. The most recent publication was released December 2025.
The Online Video Game Sales industry in Australia operates under the ANZSIC industry code OD4189. 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. Related terms covered in the Online Video Game Sales industry in Australia include multiplayer online game, software as a service (saas) and game console.
Products and services covered in Online Video Game Sales industry in Australia include PC games and Console games.
Companies covered in the Online Video Game Sales industry in Australia include Sony Interactive Entertainment Australia, Microsoft and Nintendo Australia.
The Performance chapter covers detailed analysis, datasets, detailed current performance, sources of volatility and an outlook with forecasts for the Online Video Game Sales industry in Australia.
Questions answered in this chapter include what's driving current industry performance, what influences industry volatility, how do successful businesses overcome volatility, what's driving the industry outlook. This analysis is supported with data and statistics on industry revenues, costs, profits, businesses and employees.
The Products and Markets chapter covers detailed products and service segmentation and analysis of major markets for the for the Online Video Game Sales industry in Australia.
Questions answered in this chapter include how are the industry's products and services performing, what are innovations in industry products and services, what products or services do successful businesses offer and what's influencing demand from the industry's markets. This includes data and statistics on industry revenues by product and service segmentation and major markets.
The Geographic Breakdown chapter covers detailed analysis and datasets on regional performance of the Online Video Game Sales industry in Australia.
Questions answered in this chapter include where are industry businesses located and how do businesses use location to their advantage. This includes data and statistics on industry revenues by location.
The Competitive Forces chapter covers the concentration, barriers to entry and supplier and buyer profiles in the Online Video Game Sales industry in Australia. This includes data and statistics on industry market share concentration, barriers to entry, substitute products and buyer & supplier power.
Questions answered in this chapter include what impacts the industry's market share concentration, how do successful businesses handle concentration, what challenges do potential industry entrants face, how can potential entrants overcome barriers to entry, what are substitutes for industry services, how do successful businesses compete with substitutes and what power do buyers and suppliers have over the industry and how do successful businesses manage buyer & supplier power.
The Companies chapter covers Key Takeaways, Market Share and Companies in the Online Video Game Sales industry in Australia. This includes data and analysis on companies operating in the industry that hold a market share greater than 5%.
Questions answered in this chapter include what companies have a meaningful market share and how each company is performing.
The External Environment chapter covers Key Takeaways, External Drivers, Regulation & Policy and Assistance in the Online Video Game Sales industry in Australia. This includes data and statistics on factors impacting industry revenue such as economic indicators, regulation, policy and assistance programs.
Questions answered in this chapter include what demographic and macroeconomic factors impact the industry, what regulations impact the industry, what assistance is available to this industry.
The Financial Benchmarks chapter covers Key Takeaways, Cost Structure, Financial Ratios, Valuation Multiples and Key Ratios in the Online Video Game Sales industry in Australia. This includes financial data and statistics on industry performance including key cost inputs, profitability, key financial ratios and enterprise value multiples.
Questions answered in this chapter include what trends impact industry costs and how financial ratios have changed overtime.
The Industry Data chapter includes 10 years of historical data with 5 years of forecast data covering statistics like revenue, industry value add, establishments, enterprises, employment and wages in the Online Video Game Sales industry in Australia.
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The market size of the Online Video Game Sales industry in Australia is $732.1m in 2026.
There are 18 businesses in the Online Video Game Sales industry in Australia, which has declined at a CAGR of 0.0 % between 2020 and 2025.
The Online Video Game Sales industry in Australia is unlikely to be materially impacted by import tariffs with imports accounting for a low share of industry revenue.
The Online Video Game Sales industry in Australia is unlikely to be materially impacted by export tariffs with exports accounting for a low share of industry revenue.
The market size of the Online Video Game Sales industry in Australia has been declining at a CAGR of 1.0 % between 2020 and 2025.
Over the next five years, the Online Video Game Sales industry in Australia is expected to decline.
The biggest companies operating in the Online Video Game Sales industry in Australia are Sony Interactive Entertainment Australia, Microsoft and Nintendo Australia
Console games (digital) and Console games (physical) are part of the Online Video Game Sales industry in Australia.
The company holding the most market share in the Online Video Game Sales industry in Australia is Sony Interactive Entertainment Australia.
The level of competition is high and increasing in the Online Video Game Sales industry in Australia.