The Australia esports market size reached USD 128.42 Million in 2023. Looking forward, IMARC Group expects the market to reach USD 246.73 Million by 2032, exhibiting a growth rate (CAGR) of 6.70% during 2024-2032. The market is primarily driven by the growing number of corporate sponsorships and brand integrations, increasing appeal among a younger demographic using digital platforms, higher expenditures on infrastructure in esports, and the growing commercialization of esports in the country.
Report Attribute
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Key Statistics
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Base Year
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2023
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Forecast Years
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2024-2032
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Historical Years
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2018-2023
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Market Size in 2023 | USD 128.42 Million |
Market Forecast in 2032 | USD 246.73 Million |
Market Growth Rate 2024-2032 | 6.70% |
Increasing Investments in Infrastructure
The Australian esports market has seen a significant rise in investments directed toward the development of dedicated esports infrastructure. Various organizations, including private companies and governmental bodies, have recognized the potential of esports as a growing entertainment and sporting sector. As a result, investments are being funneled into creating state-of-the-art gaming arenas, training facilities, and production studios to host major esports tournaments and events. This rapid development not only augments the local esports scene but also positions Australia as an attractive destination for international esports events. The establishment of these facilities also supports the professional growth of local esports athletes, providing them with access to world-class resources. As the infrastructure expands, the visibility and professionalism of esports in Australia are expected to continue rising, further driving market growth, and fostering long-term sustainability in the industry.
Rising Popularity of Among Younger Audiences
The esports industry in Australia is experiencing significant growth, particularly among younger audiences such as millennials and Gen Z, who are increasingly engaged with digital platforms. These demographics are not only consuming esports content for entertainment but are also exploring it as a potential career path. Platforms such as Twitch and YouTube have been essential in providing access to esports, allowing fans to support their beloved teams and players, ultimately cultivating a strong online community. Australian educational institutions are starting to include esports programs in their curricula to give students the chance to pursue careers in game design, broadcasting, and professional gaming due to increasing interest in the field. Moreover, the increase in amateur involvement in online tournaments showcases the growing interest of younger demographics in competitive gaming.
Corporate Sponsorship and Brand Integration
As more companies realize the marketing possibilities of the esports business, corporate sponsorship is growing in prominence within the Australian esports market. Companies, both domestic and international, are working in increasing numbers with esports teams, competitions, and content producers to reach a tech-savvy, highly involved audience. Brands from industries including technology, clothing, and energy drinks are becoming more noticeable through product placements, sponsorships, and advertising. The increase in corporate interest is contributing to the commercialization of esports, giving teams and events the necessary financial support while making esports a more widely used form of entertainment. Esports in Australia are predicted to develop as a potent medium for brand promotion and additional market expansion as more brands become involved. As a result, this is creating a positive outlook for the market.
IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the country level for 2024-2032. Our report has categorized the market based on revenue model, platform and games.
Revenue Model Insights:
The report has provided a detailed breakup and analysis of the market based on the revenue model. This includes media rights, advertising and sponsorships, merchandise and tickets, and others.
Platform Insights:
A detailed breakup and analysis of the market based on the platform have also been provided in the report. This includes PC-based esports, consoles-based esports, and mobile and tablets.
Games Insights:
A detailed breakup and analysis of the market based on the games have also been provided in the report. This includes multiplayer online battle arena (MOBA), player vs player (PvP), first person shooters (FPS), and real time strategy (RTS).
Regional Insights:
The report has also provided a comprehensive analysis of all the major regional markets, which include Australia Capital Territory & New South Wales, Victoria & Tasmania, Queensland, Northern Territory & Southern Australia, and Western Australia.
The market research report has also provided a comprehensive analysis of the competitive landscape in the market. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.
Report Features | Details |
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Base Year of the Analysis | 2023 |
Historical Period | 2018-2023 |
Forecast Period | 2024-2032 |
Units | USD Million |
Scope of the Report | Exploration of Historical Trends and Market Outlook, Industry Catalysts and Challenges, Segment-Wise Historical and Future Market Assessment:
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Revenue Models Covered | Media Rights, Advertising and Sponsorships, Merchandise and Tickets, Others |
Platforms Covered | PC-based Esports, Consoles-based Esports, Mobile and Tablets |
Games Covered | Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS) |
Regions Covered | Australia Capital Territory & New South Wales, Victoria & Tasmania, Queensland, Northern Territory & Southern Australia, Western Australia |
Customization Scope | 10% Free Customization |
Post-Sale Analyst Support | 10-12 Weeks |
Delivery Format | PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request) |