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The Australia mobile gaming market covers games played on smartphones and tablets, distributed through app stores and monetised through in-app purchases, advertising, paid downloads and subscriptions. Compared with console and PC gaming, mobile titles need no dedicated hardware and suit short sessions, which supports wide participation across age groups and regions.
In 2025, the market is valued at AUD 1850.00 million in 2025 and is forecast to grow at a CAGR of 4.70%, reaching AUD 2928.45 million by 2035. Growth is driven by wider smartphone gaming, app store reform under Federal Court orders effective 1 March 2027, and direct-to-consumer purchase channels, which lifted Playtika direct-to-consumer revenue by 63.1% to USD 286.9 million in the quarter to June 2026.
Compound Annual Growth Rate
4.7%
Value in AUD million
2026-2035
The Australia mobile gaming market is at an inflection point. Free-to-play titles on app stores once defined mobile play, but court-ordered changes to app distribution, direct-to-consumer purchasing and publisher consolidation now reshape how games reach players and how they are paid for.
Three forces are shaping the market: store regulation, with the Federal Court ordering Apple to open iOS from 1 March 2027; monetisation shifts, as Playtika direct-to-consumer revenue grows 63.1%; and publisher consolidation, as Electronic Arts goes private and local studios restructure.
In February 2026 Supercell reported 2025 revenue of EUR 2.65 billion, and in March 2026 Halfbrick cut 41 roles. In August 2026 Electronic Arts closed its take-private and Playtika reported results, and in October 2026 Fortnite returned to the Australian App Store.
The market is moving from simple app store downloads towards live service games, direct purchase channels and cross platform play. Android holds the largest share because it spans the widest range of device prices, while iOS grows fastest as app store rules open to alternative payments. Action and Adventure titles lead on revenue, casual games grow fastest, and in-app purchases grow quickest as direct channels expand. New South Wales remains the biggest region, while Western Australia grows quickest. Legal change and publisher investment point to durable demand rather than a short lived download cycle.
| Metric | Value |
| Market Size 2025 | AUD 1850.00 million |
| Projected Market Size 2035 | AUD 2928.45 million |
| CAGR 2026 to 2035 | 4.70% |
| Fastest-Growing Monetization Model | In-App Purchases: 5.9% CAGR |
| Fastest-Growing Game Genre | Casual: 5.6% CAGR |
| Largest Revenue Segment 2025 | Android |
| Dominant Region | New South Wales |
| Highest CAGR by Region | Western Australia: 5.8% |
| Halfbrick Studios roles cut (March 2026) | 41 |
Store Reform Anchors Long-Term Growth
Revenue is on course to grow by about 1.6 times across the decade, from AUD 1,850.00 million in 2025 to AUD 2,930.00 million in 2035 at a 4.7% CAGR. The Federal Court orders effective 1 March 2027 and the return of Fortnite on 22 October 2026 widen distribution and payment choices.
iOS and In-App Purchases Lead Growth
iOS grows at an estimated 5.4% CAGR and In-App Purchases at an estimated 5.9% CAGR through 2035, ahead of the overall market. Playtika reported on 6 August 2026 that direct-to-consumer revenue rose 63.1% to USD 286.9 million.
Publisher Consolidation Reshapes Supply
Electronic Arts completed its USD 55 billion take-private on 4 August 2026, while Halfbrick Studios cut 41 roles in March 2026. Supercell reported a portfolio of 290 million monthly active players for 2025.
| Report Summary | Unit | Value |
| Base Year | AUD million | 2025 |
| Historical Period | AUD million | 2019 to 2025 |
| Forecast Period | AUD million | 2026 to 2035 |
| Market Size 2025 | AUD million | 1850.00 |
| Market Size 2035 | AUD million | 2928.45 |
| CAGR 2026 to 2035 | Percentage | 4.70 % |
| CAGR by Platform: iOS | Percentage | 5.4 % |
| CAGR by Game Genre: Casual | Percentage | 5.6 % |
| CAGR by Monetization Model: In-App Purchases | Percentage | 5.9 % |
| CAGR by Region: Western Australia | Percentage | 5.8 % |
| Halfbrick Studios Roles Cut in March 2026 | Number | 41 |
| Apple Standard App Store Commission on In-App Purchases | Percentage | 30 |
| Market Share by Region 2025 | New South Wales | Dominant Share |
Court-ordered store reform, direct purchase channels and publisher consolidation are changing how Australians discover and pay for mobile games. Android leads on scale, while iOS and in-app purchases grow fastest as alternative payments and outside stores open. New South Wales leads on scale and Western Australia grows quickest. Growth is underpinned by named rulings, company results and ownership changes rather than speculative forecasts.
The Australia mobile gaming market is being reshaped by app store regulation, direct-to-consumer purchasing, publisher results and pressure on local studios.
October 2026 - Federal Court Orders Apple to Open iOS App Distribution in Australia
August 2026 - Playtika Reports Direct to Consumer Revenue Growth of 63 Percent
March 2026 - Halfbrick Studios Cuts 41 Roles in Restructure
February 2026 - Supercell Reports Lower 2025 Revenue but Record Profitability
Court-ordered store reform, direct purchase growth, studio restructuring and publisher results show the market is evolving structurally rather than cyclically. Alternative payments and outside stores lower distribution costs for developers, while pressure on local studios keeps scale advantages with global publishers. Mobile remains central to Australian play through the forecast period.
Recent developments, presented from the most recent, show Tencent's growth, Aristocrat's social gaming results, a US probe affecting Supercell's parent and Electronic Arts' take-private agreement.
August 2026 - Tencent Reports Second Quarter Revenue Growth of 11 Percent
May 2026 - Aristocrat Reports Lower Product Madness Revenue but Higher Direct Sales
March 2026 - Supercell Cooperates With US Security Probe of Parent Tencent
September 2025 - Electronic Arts Agrees to USD 55 Billion Take-Private Deal
Tencent's growth, Aristocrat's social gaming results, the Supercell probe report and Electronic Arts' take-private show large publishers adjusting ownership, payments and regulation while demand holds. The Tencent and Aristocrat results of May and August 2026 validate steady spending on mobile games.
The Expert Market Research’s report on the Australia Mobile Gaming Market offers a detailed analysis of the market based on the following segments.
Market Breakup by Platform
Android leads, in our estimate, because it spans the widest range of device prices in Australia, and Fortnite returned to Apple's Australian App Store on 22 October 2026 after a Federal Court ruling. iOS grows fastest at an estimated 5.4% CAGR through 2035, as orders reported on 23 October 2026 require Apple to allow third party app stores and outside payments from 1 March 2027. Others include Huawei AppGallery, cloud streaming apps and web based mobile games that sit outside the two main stores.
Market Breakup by Game Genre
Action and Adventure leads, in our estimate, because fast sessions and strong visuals suit smartphones, and Fortnite returned to the Australian App Store on 22 October 2026. Casual grows fastest at an estimated 5.6% CAGR through 2035, with Playtika's Disney Solitaire revenue up 288.6% year on year in the quarter reported on 6 August 2026. Strategy gains from Clash Royale's record engagement reported by Supercell in February 2026, while Role-Playing relies on long term progression. Others include social casino, where Aristocrat's Product Madness reported revenue of USD 546.2 million in May 2026.
Market Breakup by Monetization Model
Advertising leads, in our estimate, because casual titles reach large audiences without upfront cost, and Halfbrick cut 41 roles in March 2026 after struggling to repeat its free-to-play success. In-App Purchases grow fastest at an estimated 5.9% CAGR through 2035, as Playtika direct-to-consumer revenue rose 63.1% in the quarter reported on 6 August 2026 and the Federal Court orders from 1 March 2027 allow outside payment options. Paid Downloads remain niche for premium titles. Others include subscriptions such as Halfbrick+ and battle passes.
Market Breakup by Region
New South Wales dominates, in our estimate, because Sydney has the largest base of smartphone users and publisher offices, and it grows at an estimated 4.2% CAGR through 2035. Queensland grows at 4.5%. Western Australia is the fastest-growing listed region at 5.8%, followed by Victoria at 4.9%. Rest of Australia grows at 5.0%, including the Australian Capital Territory, South Australia, Tasmania and the Northern Territory, where players access the same Android and iOS stores affected by the October 2026 Federal Court ruling.
| CAGR 2026 to 2035, Market by Region | Growth Rate |
| New South Wales | 4.2 % |
| Victoria | 4.9 % |
| Queensland | 4.5 % |
| Western Australia | 5.8 % |
| Others (Rest of Australia) | 5.0 % |
Competition combines global publishers, platform holders and local studios. Entry barriers include franchise strength, user acquisition cost, live operations capability, and platform relationships with Apple and Google that control distribution and payments.
Tencent
Tencent, headquartered in Shenzhen, China, was founded in 1998 and runs a large games portfolio that includes Honor of Kings and PUBG Mobile, and owns Supercell. In August 2026 it reported second quarter 2026 revenue growth of 11% with profit up 0.7%, and on 4 March 2026 it was reported that Supercell was cooperating with a US security probe of Tencent. Its differentiators are scale, social platform reach and a broad publishing and investment network.
Supercell
Supercell, headquartered in Helsinki, Finland, was founded in 2010 and makes Clash of Clans, Clash Royale, Brawl Stars and Hay Day. On 10 February 2026 it reported 2025 revenue of EUR 2.65 billion, down 4%, EBITDA of EUR 932 million, up 6%, and 290 million monthly active players. It shut down Squad Busters and plans to double investment in new games in 2026. Its differentiators are small independent teams, live service operations and global franchise reach.
King Digital Entertainment
King Digital Entertainment, headquartered in London, was founded in 2003 and is a Microsoft-owned studio best known for Candy Crush Saga, Candy Crush Soda Saga and Farm Heroes Saga. Its games reach Australian players through Apple and Google app stores, so the Federal Court orders effective 1 March 2027, reported on 23 October 2026, are relevant to how it can offer payments. Its differentiators are puzzle design, frequent live events and cross device progress.
Electronic Arts
Electronic Arts, headquartered in Redwood City, California, was founded in 1982 and makes mobile titles including EA Sports FC Mobile and Madden NFL Mobile alongside console and PC franchises. It completed a USD 55 billion take-private by PIF, Silver Lake and Affinity Partners on 4 August 2026, paying stockholders USD 210 per share. Its differentiators are sports licences, live service operations and a large cross platform player base.
Other players operating in the Australia mobile gaming market include Niantic, Playtika, Aristocrat Leisure (Product Madness), NetEase, and Halfbrick Studios, alongside Australian independents and global publishers supplying Android and iOS games through app stores across Australia.
Competition rests on franchise strength, live operations, user acquisition efficiency and platform relationships rather than price alone. Tencent, Supercell, King Digital Entertainment and Electronic Arts lead on global reach, while Playtika and Aristocrat Leisure (Product Madness) focus on social casino and casual titles, and Halfbrick Studios represents the local studio base. Court-ordered store changes may lower distribution costs for these publishers.
*While we strive to always give you current and accurate information, the numbers depicted on the website are indicative and may differ from the actual numbers in the main report. At Expert Market Research, we aim to bring you the latest insights and trends in the market. Using our analyses and forecasts, stakeholders can understand the market dynamics, navigate challenges, and capitalize on opportunities to make data-driven strategic decisions.*
The Australia mobile gaming market is valued at AUD 1850.00 million in 2025, supported by smartphone gaming, app store reform and direct-to-consumer purchase channels, with New South Wales as the largest region.
The market is forecast to reach AUD 2928.45 million by 2035, growing at a CAGR of 4.70 % over the 2026 to 2035 period, driven by Federal Court orders on app stores, direct-to-consumer purchasing led by publishers such as Playtika, and live service franchises from Supercell and Tencent.
In-App Purchases records the highest CAGR at an estimated 5.9% through 2035, as direct-to-consumer channels and alternative payments, such as those ordered by the Federal Court from 1 March 2027, give publishers more ways to sell virtual items.
New South Wales dominates, as Sydney has the largest base of smartphone users and publisher offices. Western Australia is the fastest-growing listed region at an estimated 5.8% CAGR, while Victoria is estimated at 4.9% and Queensland at 4.5%.
Key players include Tencent, Supercell, King Digital Entertainment, Electronic Arts, Niantic, Playtika, Aristocrat Leisure (Product Madness), NetEase, and Halfbrick Studios.
In a ruling reported on 23 October 2026 the Federal Court ordered Apple to allow third party app stores and outside payment options in Australia from 1 March 2027, and Fortnite returned to the Australian App Store on 22 October 2026.
On 4 March 2026 Halfbrick Studios, the Australian developer behind Fruit Ninja and Jetpack Joyride, announced it would cut 41 roles, citing organisational and strategic priorities and a challenging period for the games industry.
Explore our key highlights of the report and gain a concise overview of key findings, trends, and actionable insights that will empower your strategic decisions.
| Report Features | Details |
| Base Year | 2025 |
| Historical Period | 2019-2025 |
| Forecast Period | 2026-2035 |
| Scope of the Report |
Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:
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| Breakup by Type |
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| Breakup by Platform Type |
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| Breakup by Device Type |
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| Breakup by Monetisation Type |
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| Breakup by Region |
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| Market Dynamics |
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| Competitive Landscape |
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| Companies Covered |
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