An overview of video gaming in Australia
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An overview of video gaming in Australia Andreea Chirila Associate Director at Kantar Media & Digital May 2021
Research Methodology TGI Global Quick View = an audience profiling tool that enables brands, agencies and media owners alike to complement the targeting of consumers across multiple markets with in-depth localised targeting and planning TGI Global Quick View comprises consumer data that covers three key areas: Online personality traits, e.g. including e-commerce user types, social media user types Online media preferences, e.g. video and audio streaming habits, social platform habits Online brand and purchase preferences, including multiple key global brands, purchase categories and preference reasons Period: March-May 2021 Location: across 25 countries (incl Asia Pacific, Asia, Europe, America) Sample: internet using adults; Total sample Au National: n=2,251 2
While more than half of our Australian sample stated they play games, there is headroom to grow the gaming industry further in Australia when compared to other markets % adults who play video games – Global Top and Bottom Markets 100% 90% 87% 81% 79% 78% 80% 70% % internet users 60% 52% 51% 50% 50% 47% 46% 40% 30% 20% 10% 0% Indonesia Taiwan India China Australia Sweden Japan Netherlands Belgium TOP MARKETS BOTTOM MARKETS Source: TGI Global Quick View consumer data collected between March and May 2021; Sample: internet using adults across 25 markets: 3 Total Sample Au: n= 2,251
Time to forget the outdated gamer stereotypes For some, still today the stereotypical go-to image of the Gaming by age 100% hardcore gamer is a moody teenager in a darkened room 90% playing on their game console all hours of the day. In actual fact, when it comes to most used gaming devices today it is 80% the smartphones that lead the way by some distance, 60% 70% % gamers of gamers in Australia used their smartphone for gaming, this 60% is followed by games console (45%), desktop/laptop computer 50% (41%), tablet computer (20%) and handheld consoles (10%) 40% 26% 29% 30% 22% Device preference 20% 16% 80% 8% 69% 10% 70% 60% 60% 0% 48% 16 - 24 25 - 34 35 - 44 45 - 54 55 - 65 % gamers 50% 45% 41% 39% 40% 30% 23% Whilst there is a bias towards men, it is not huge, with 20% 20% 12% 10% 41% of all gamers women. Similarly, TGI Global Quick 10% View data reveals relatively little variation in gaming by 0% age. Those aged 16-24 represent about a quarter of all Smartphone Desktop/Laptop Games console Tablet Handheld console gamers, with those aged 25-44 representing the highest Global average Australia share of gamers Source: TGI Global Quick View consumer data collected between March and May 2021; Sample: internet using adults across 25 markets; 5 Australian Gamers sample: n=1,064
Australian gamers also generally heavily engage in a variety of other online activities; in particular, they are 34% more likely than the average Australian to rent or buy movies/shows and to use the voice-activated personal assistant as a search function Gamers’ affinity towards different online activities 160 140 129 126 129 128 134 133 125 127 123 126 124 121 117 116 Gamers Affinity index 120 100 80 60 40 20 0 Gambling (betting, poker, Online dating Watch TV shows/movies Search using voice Professional networking Listening to music Watch TV shows from an casino games) rent or bought one-time activated personal (LinkedIn) streaming services online subscription (iTunes, Amazon, Apple assistant (Spotify) (Netflix, Amazon Prime) TV) ACTIVE PASSIVE Index Global Avg Index AU Source: TGI Global Quick View consumer data collected between March and May 2021; Sample: internet using adults across 25 markets; 6 Australian Gamers sample: n=1,064
Australia is in line with the rest of the world in terms of heavy gamers %Heavy gamers % share of gamers 40% 35% 10% 20% 30% % heavy gamers 13% 25% 20% 18% 15% 15% 15% 14% 17% 10% 10% 10% 5% 24% 0% More than 5 hours/day 3-5 hours/day Australia Average Global Taiwan USA Indonesia 2-3 hours/day 1-2 hours/day between 30 mins-1h/day Less than 30 mins/day Source: TGI Global Quick View consumer data collected between March and May 2021; Sample: internet using adults across 25 markets 7 Australian Gamers sample: n=1,064
The coronavirus pandemic has changed gaming behaviour in Australia in a short space of time, despite limited restrictions compared to the rest of the world Gaming behavioural changes 60% 49% 50% 39% 40% 35% Question: Due to the Coronavirus pandemic, have you % gamers 30% already changed, or do you think you will change any of the following habits? 21% 20% 9% 10% 10% 8% 4% 0% Australia Spain Sweden Global average Already changed Expect that this new behaviour will change in the future Source: TGI Global Quick View consumer data collected between March and May 2021; Sample: internet using adults across 25 markets 8 Australian Gamers sample: n=1,064
PlayStation remains the Australian favourite network; some catch-up can be done in terms of better using mobile gaming network Networks logged into when playing games 30% 27% 25% %gamers who log into network 25% 24% 20% 18%19% 17% 17% 15% 15% 14% 12% 11% 10% 5% 1% 0% PlayStation Steam XBOX Live Mobile Nintendo Other Online Network Gaming Network Gaming Network (e.g. Network Google Play Service) Global Average Australia Source: TGI Global Quick View consumer data collected between March and May 2021; Sample: internet using adults across 25 markets 9 Australian Gamers sample: n=1,064
Top 5 games played in AU? 40% Top games in Australia 35% 30% 25% 21% 20% 19% 17% 17% 16% 15% 11% 10% 5% 0% Call Of Duty Candy Crush FIFA Mario Kart Minecraft Others The results are broadly in line with what is seen globally although they can vary significantly by country in some cases; In the US, Grand Theft Auto is in the top three most played games, with FIFA pushed a fair way down the list (reflecting lower interest in soccer in the US). Whilst in Taiwan – one of the most gaming obsessed nations – League of Legends and PlayerUnknown’s Battlegrounds join Candy Crush in the top three most played games. Source: TGI Global Quick View consumer data collected between March and May 2021; Sample: internet using adults across 25 markets 10 Australian Gamers sample: n=1,064
Video Gaming in Australia Key Take-Outs While the gaming industry in Australia is a popular choice of activity, there is some headroom to grow further in the industry We need to forget about the classic stereotypical gamer; our Target Audience today encompasses both men and women of all ages The best environments where you can target your gamers are other platforms dedicated to online activities (renting/buying movies/shows online, online dating and gambling amongst the activities that our typical gamer is more likely to engage with) The coronavirus pandemic has changed gaming behaviour in Australia in a short space of time, despite limited restrictions compared to the rest of the world and that behaviour change is unlikely to change in the future, a strong indicator of an uptake in the gaming industry in the near future 11
Thank you! 12
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