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What is the Australia Mobile Gaming Market?

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


Market Overview

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.

Key Market Trends and Insights

  • App store rule change: A Federal Court ruling reported on 23 October 2026 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.
  • Direct to consumer shift: Playtika reported on 6 August 2026 that direct-to-consumer revenue rose 63.1% year on year to USD 286.9 million, showing publishers moving purchases away from store billing towards their own channels.
  • Publisher ownership change: Electronic Arts completed its USD 55 billion take-private by PIF, Silver Lake and Affinity Partners on 4 August 2026, with stockholders receiving USD 210 in cash per share.
  • Local studio restructuring: Halfbrick Studios announced on 4 March 2026 that it would cut 41 roles while restructuring, citing a challenging period for the games industry and pressure on Australian mobile developers.

Australia Mobile Gaming Market Size and Forecast

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

Key Takeaways: Australia Mobile Gaming Market

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.

  • Fortnite returned to the Australian App Store on 22 October 2026
  • Federal Court orders take effect on 1 March 2027
  • Supercell portfolio reached 290 million monthly active players in 2025

Australia Mobile Gaming Market Report Summary

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

Key Insight

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.

Key Trends in the Australia Mobile Gaming Market

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

  • The Federal Court of Australia found Apple misused market power over app distribution and payments, reported on 23 October 2026.
  • Orders effective 1 March 2027 require third party app stores and bar Apple from charging its Core Technology Fee.
  • Apple plans to seek a stay and appeal, so timing remains uncertain, but developers may soon offer outside payment options.

August 2026 - Playtika Reports Direct to Consumer Revenue Growth of 63 Percent

  • Playtika reported on 6 August 2026 quarterly revenue of USD 731.1 million, with direct-to-consumer revenue up 63.1% to USD 286.9 million.
  • Disney Solitaire revenue rose 288.6% year on year, while Bingo Blitz revenue of USD 145.1 million fell 5.6% sequentially.
  • This translates into publishers shifting purchases away from store billing as alternative payments become available.

March 2026 - Halfbrick Studios Cuts 41 Roles in Restructure

  • Halfbrick Studios announced on 4 March 2026 that it would cut 41 roles in Australia and end some international engagements.
  • The studio cited organisational and strategic priorities and a challenging period for the games industry.
  • This translates into funding pressure on Australian studios, which may rely more on publishing partners.

February 2026 - Supercell Reports Lower 2025 Revenue but Record Profitability

  • Supercell reported on 10 February 2026 that 2025 revenue fell 4% to EUR 2.65 billion.
  • Clash Royale delivered record engagement, the portfolio reached 290 million monthly active players, and Squad Busters was shut down.
  • Investment in new games doubled in 2025 and is planned to double again in 2026.

Key Insight

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 Market Developments in the Australia Mobile Gaming Market

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

  • Tencent reported second quarter 2026 revenue growth of 11% in August 2026, while profit rose 0.7% as AI spending accelerated.
  • Slower profit growth reflects heavy AI investment alongside gains in advertising.
  • As parent of Supercell, Tencent links Australian players to a global live service portfolio.

May 2026 - Aristocrat Reports Lower Product Madness Revenue but Higher Direct Sales

  • Aristocrat reported on 14 May 2026 that Product Madness revenue fell 4.1% to USD 546.2 million in the half to March 2026.
  • Direct-to-consumer sales rose to 24% of social casino revenue from 13%, lifting segment margin to 46.3%.
  • The shift shows publishers capturing more margin from direct purchase channels.

March 2026 - Supercell Cooperates With US Security Probe of Parent Tencent

  • It was reported on 4 March 2026 that Supercell is cooperating with a US security probe of its parent Tencent.
  • The report adds regulatory scrutiny to a studio that serves Australian players through global app stores.
  • Ownership and security reviews can influence publisher partnerships and market access.

September 2025 - Electronic Arts Agrees to USD 55 Billion Take-Private Deal

  • Electronic Arts announced in late September 2025 a USD 55 billion all-cash take-private by PIF, Silver Lake and Affinity Partners.
  • Stockholders approved the deal in December 2025, and it closed on 4 August 2026 at USD 210 per share.
  • EA said the move would accelerate creativity and innovation across its games.

Key Insight

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.

Australia Mobile Gaming Industry Segmentation

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
  • iOS
  • Others

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
  • Casual
  • Strategy
  • Role-Playing
  • Others

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

  • In-App Purchases
  • Advertising
  • Paid Downloads
  • Others

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
  • Victoria
  • Queensland
  • Western Australia
  • Others (Rest of Australia)

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 %

Competitive Landscape in the Australia Mobile Gaming Market

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.

Key Insight

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.*

Key Questions Answered in the Report

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.

Report Summary

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.

Key Highlights of the Report

Please note that the figures mentioned in the description serve as estimates and may vary from the actual figures presented in the final report.

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:

  • Type
  • Platform Type
  • Device Type
  • Monetisation Type
  • Region
Breakup by Type
  • Sports and Role Playing
  • Action or Adventure
  • Strategy and Brain
  • Casino
Breakup by Platform Type
  • Android
  • iOS
  • Others
Breakup by Device Type
  • Smartphone
  • Tablet
  • Smartwatch
  • PDA
  • Others
Breakup by Monetisation Type
  • Advertising
  • In-app Purchases
  • Paid Apps
Breakup by Region
  • New South Wales
  • Victoria
  • Queensland
  • Australia Capital Territory
  • Western Australia
  • Others
Market Dynamics
  • SWOT Analysis
  • Porter's Five Forces Analysis
  • Key Indicators for Demand
  • Key Indicators for Price
Competitive Landscape
  • Market Structure
  • Company Profiles
    • Company Overview
    • Product Portfolio
    • Demographic Reach and Achievements
    • Certifications
Companies Covered
  • Chaos Theory Games Pty. Ltd.
  • Virtua Technologies Pvt Ltd
  • PlaySide Studios Limited
  • Mode Games Pty Ltd
  • Fgfactory Australia
  • Others

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