Interactive games

Ben Turner – PwC, Sydney
Andrew Sharp – PwC, Sydney
Andrew Barlow – PwC, Melbourne

Market Definition:

The Australian interactive games market consists of spending on console, handset, personal computer (PC), online and wireless games. Spending is limited to the purchase of software. It does not include the purchase of consoles or peripherals used to play games, although that information is included in this chapter for reference.


  • The interactive games market in Australia will continue its strong growth over the forecast period, increasing at an expected compound annual growth rate (CAGR) of 7.4 percent to reach $2.2 billion in 2016.
  • Consoles are consolidating their position in the living room by becoming entertainment hubs through partnerships with content providers such as subscription television.
  • The gaming market is growing as developers release new products that appeal to a broader audience and are easier to play.
  • Developers’ efforts are focused at the high and low ends of the market, on blockbuster titles and simple, fun games.
  • Blockbuster titles will remain popular as they offer a rich home entertainment experience.

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Australian total market: 5 year historical revenues 5 year forecast revenues for 11 E&M segments

Methodology Australian Content – What’s the value?

Perspectives from industry leaders – Interview with Glen Boreham, Chair of the Convergence Review


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Australia at a glance: 5 year historical advertising revenues 5 year forecast advertising revenues 5 year historical consumer revenues 5 year forecast consumer revenues

Global overview: 5 year historical and 5 year forecast revenues for total E&M market, advertising revenues and consumer revenues

Key global themes

Cross media ownership matrix

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Books, Magazines, Filmed entertainment, Free-to-air TV, Interactive games, Internet, Music, Newspapers, Out-of-home, Radio, Subscription TV

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