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Australia - Digital Media - Gaming and Gambling

  • March 2016
  • -
  • Paul Budde Communication Pty Ltd
  • -
  • 16 pages

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

Not needing a console has increased access and created distinctions between console vs. casual gamers. Games are now integrated with other online services such as music and movies. The video and computer games industry in Australia had a bumper year in 2014, with sales hitting $2.46 billion, representing an increase of 20% over 2013 (IGEA). Much of the growth in digital has come from a jump year-on-year in mobile game downloads.

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. There is a decline in the number of Australians who are gambling but an explosion in sports betting, especially via online.

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.

Table Of Contents

Australia - Digital Media - Gaming and Gambling
1. Synopsis
2. Industry statistics
2.1 The Video Game market in 2015
2.2 Other findings from the 2014 report
2.2.1 Consoles market
2.2.2 Demographic statistics
3. Industry developments
3.1 Industry review 2015 2016
3.2 Games Development Industry in trouble
3.3 Game classification
3.4 Gaming targeted by DDoS attacks
3.5 Funding for video games industry discontinued
3.6 R18 + gaming legislation approved
4. Mobile gaming
4.1 Mobile gaming
4.2 Global trends
4.3 Tabcorp betting via mobile devices
5. Online gambling
5.1 Gambling down; online betting up
5.2 Internet betting on the rise
5.3 Review of the Interactive Gambling Act 2001 Final report 2013
5.4 Online market keeps increasing
5.5 ABS estimates - 2013
5.6 Betfair Australia revenue increases
5.7 Online and mobile gambling a global view
6. Gaming surveys
6.1 Statistical Overview of the Market
6.1.1 Socio demographic changes in the video games market
6.1.2 Statistical overview 2005 - 2014
6.1.3 Key Findings
6.2 Gaming targeted by DDoS attacks
6.3 Funding for video games industry discontinued
7. Gaming and gambling (separate global report)
8. Related reports
Table 1 - Traditional vs Digital Sales - 2015
Table 2 Preferred devices for gaming
Table 3 Gaming machine turnover versus machines in operation 2002 - 2013
Table 4 Worldwide online gambling revenue 1997; 2001; 2004; 2006; 2008 - 2012; 2017
Table 5 - Constraints on Play by Broadband Services
Table 6 - The Digital Games Business
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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