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Michigan Post > Blog > Startups > GAMING: This information proves that gaming is so much larger than all of us suppose
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GAMING: This information proves that gaming is so much larger than all of us suppose

By Editorial Board Published July 28, 2025 6 Min Read
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GAMING: This information proves that gaming is so much larger than all of us suppose

The Australian authorities by the way commissioned one of many nation’s largest research into the matter… and it wasn’t even targeted on gaming.
There’s a curious wrinkle with the entire research that illustrate simply how many individuals recreation: they’re funded by the gaming business or by peak our bodies inside it.

Such is the case in Australia, the place the nation’s Interactive Video games & Leisure Affiliation (IGEA) has pushed out a number of experiences on the scale and form of the pattern.

Vital effort goes into guaranteeing the validity of this information. Pouring by their methodology of the most recent Australia Performs report (PDF), it’s statistically legitimate, university-backed analysis that gives quite a lot of helpful granular information on not solely what number of Australians recreation, however how they go about it too.

However regardless of all of this, an outsider to the pattern might assume there’s an agenda at hand. After all a report from a gaming peak physique is barely going to speak up the scale and form of Australia’s gaming inhabitants, or extra cynically, doubtlessly omit any information that compromises that narrative.

Nicely, now a recent report commissioned by the Australian Competitors and Shopper Fee (ACCC) as a part of their Digital Platforms Companies Inquiry has not solely bolstered this information, however ought to put to mattress any doubt in regards to the measurement and scope of gaming in Australia.

For his or her closing report, the regulator tapped Lonergan Analysis to survey Australians on their interactions with digital platforms. Gaming was a part of the scope of the analysis. The agency pulled collectively a consultant pattern of over 3000 Australians of all ages, and went about asking questions on how they interact with digital platforms.

For context, these research usually solely canvass 1000 or so Australians for statistical validity. That’s the identical methodology that’s utilized by political screens which create polls that form nationwide coverage and political selections.

It was a wide-ranging survey, canvassing every part from dealings with the Google and Apple app shops to views on how simple it’s to treatment disputes with Amazon. However Lonergan Analysis dedicated a complete part of it to gaming platforms, and produced some attention-grabbing outcomes.

Listed below are essentially the most fascinating findings from the analysis:
1. Gaming isn’t gendered
The vast majority of each women and men in Australia play video games in some kind. Although many use smartphones to take action. That’s particularly the case with players who establish as girls.

Supply: ACCC Digital Platform Companies Inquiry closing report

2. Hottest platforms

Sony is definitely extra standard than Nintendo and Microsoft in Australia because the console maker of selection. Steam additionally leads the Epic retailer right here too. However once more smartphones and Apple are the platform of selection for this market.

2

Supply: Digital Platform Companies Inquiry closing report

3. Avatar pores and skin spending

Australians like to customize their avatars. Extra broadly, after we indulge on in-game purchases, nearly all of them are add-ons within the types of character cosmetics or in-game tools.

3

Supply: Lonergan Analysis

4. Entry relatively than possession

The vast majority of Australian players are additionally not conscious that after they purchase a recreation digitally, they’re buying entry to it relatively than proudly owning it. And most suppose that is unfair.

4

Extra analysis to return

In the meantime, IGEA intends to publish the subsequent version of its report into Australia’s gaming inhabitants later this yr, which is able to probably reinforce the findings from Lonergan’s examine.

Simply this week nevertheless, it launched one other proxy for this pattern: online game shopper gross sales information. Final yr, Australians spent $3.8 billion on video game-related software program and {hardware}, albeit in an indication of the instances, 3% lower than in 2023.

There’s at all times the query that if IGEA doesn’t publish this information, who else will? And it’s a legitimate one, contemplating that information is instrumental in pushing for coverage recognition and political assist for Australia’s recreation improvement business.

Maybe the higher query: Because the pool of information and proof on the variety of Australians who recreation grows, will attitudes in direction of it change? In comparison with different hobbies of its scale, like movie, music and even sports activities, gaming nonetheless feels area of interest and underrepresented.

Harrison Polites writes the Infinite Lives publication. Observe him right here.

Join his publication beneath:

Infinite Lives is a reader-supported publication. It’s free to enroll and browse the most recent piece, however as of July a subscription might be required to learn Harrison’s backlog of over 70 distinctive articles. Every subscription goes in direction of bettering his Substack, supporting the broader Substack gaming neighborhood and funding extra impartial video games journalism in Australia.

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