Working for 20 years, Australia Performs has turn into a globally influential gaming survey authority. Nevertheless it now faces new challenges as its knowledge matures.
Bond College’s Professor Jeffrey Model is calm, collected and able to go.
There’s no sense of nervousness or trepidation on a media name discussing his analysis into Australia’s gaming inhabitants. He deftly navigates his findings, mentioning the important thing figures and, crucially, its pink herrings.
His tone takes a noticeable shift when he will get to the variety findings, which plainly level out that, in keeping with this examine, extra ladies in Australia are enjoying videogames than males.
“That is the place one sort of falls off their seat after they see a change within the knowledge. And this time, we noticed a change within the knowledge,” Model says.
“I don’t wish to make an excessive amount of of it,” he provides, preempting the headlines.
“For me to be accountable and acknowledge the ups and downs of statistics, as a result of it’s inside the margin of error, our pattern not reflecting excellent actuality.”
It’s not Professor Model’s first time navigating the nuances of media on certainly one of these calls. Removed from it.
Australia Performs, a biennial report into Australia’s gaming inhabitants, has been working for twenty years, with Professor Model at its helm all the time.
You’ll be able to’t fault Australia Play’s report’s knack for selecting attention-grabbing motion pictures of individuals gaming. Supply: Australia Performs 2025.
From myth-busting to agenda setting
The examine surveys over 1000 households, capturing roughly 2500 people in whole, with candidates stratified to be consultant of Australian demographics.
It’s a broad piece of analysis, asking about gaming habits, forms of video games performed, and why they sport. This knowledge is then damaged down by age and gender, presenting a granular take a look at the make-up and motivations of Australia’s gaming inhabitants.
As Model explains, it began as an train to show that Australia’s gaming inhabitants extends far past the stereotype of being dominated by teenage boys. It’s since morphed right into a report which each shapes coverage and informs analysis globally. It additionally proved to be instrumental proof within the gaming trade’s profitable bid to ascertain an Australian R18+ score for videogames a decade in the past.
The Interactive Gaming and Leisure Affiliation (IGEA), Australia’s peak physique for the online game trade, has backed the report since its inception. Its CEO, Ron Curry, says Australia Performs is globally the longest-running report of its type. Different peak our bodies in different jurisdictions have turned to it for inspiration for their very own comparable research, and it additionally informs IGEA’s broader coverage efforts, he provides.
“At present, once we discuss to the federal government about youngster security and entry, we are able to level to the truth that 81% of players are over 18,” Curry says. “That shifts the tone of the dialog fully.”
“We’ve normalised gaming. Once we started [in 2005], players had been the minority. Now it’s those that don’t play who’re the exception,” he says.
The deep, long-running partnership between Bond College and IGEA on the report has prompted previous questions from media relating to the validity of the info. An identical level was raised in passing by this column two months in the past.
When requested, Professor Model addressed it head-on.
“Analysis wants to face by itself, but it surely additionally wants funding,” he stated. “When the federal government commissions analysis, it’s usually to information regulation or public coverage. That’s an curiosity too.”
“Sure, IGEA desires to advertise the worth of videogames. However IGEA has additionally been extremely open in letting us design the examine independently.”
“We choose the matters, do the sampling, and use a high-end panel firm, Qualtrics, to handle knowledge assortment. So even that’s at arm’s size. They don’t contact it.”
“We’re upfront that that is self-reported attitudinal and behavioural knowledge. It’s not making theoretical claims. Nevertheless it establishes a baseline that different journalists, teachers and policymakers can construct on. That’s the worth.”
The way forward for Australia Performs
Producing such a long-running report has its challenges. Effort goes into sustaining the headline knowledge: the variety of Australians that sport, the dimensions and form of Australia’s gaming inhabitants, and different strata on how they have interaction with the medium. All of this tells a compelling story over time.

The variety of Australians who sport has remained constantly excessive for years. Supply: Australia Performs 2025.
However extra lately, the info hasn’t elevated or modified that a lot from yr to yr, inserting extra concentrate on the specialist areas the report delves into. This iteration centered on parental play and the way a technology of teenage players when the report began at the moment are sharing their passion with their youngsters.
“Ten years in the past, the main focus was on web connectivity,” Curry says, referring to an period when the Nationwide Broadband Community rollout was a serious expertise problem in Australia.
“Ten years earlier than that, it was how individuals bought their video games — on disc, on console, or elsewhere. Because the trade evolves, so will the report.”
“For instance, if platforms like Roblox take 10% of the market, we’ll must adapt the questions we ask. The report has to mature, however it’ll additionally maintain its core questions so we are able to observe long-term developments.”
Model says the ageing gamer inhabitants will yield its personal challenges that can should be tracked.
“Australia’s inhabitants is ageing quick. Our knowledge reveals older adults are likely to play alone greater than socially,” he says. “That’s a public coverage alternative. And because the medium itself evolves, we’ll have extra inquiries to ask.”
“That’s the purpose of analysis, in spite of everything.”
The important thing findings from this yr’s Australia Performs examine:
82% of all Australians play videogames. The typical age of players in Australia is 35.
Australia is a console-dominated market, with 74% of Australian households proudly owning not less than one gaming system. Consoles are the most well-liked, adopted by smartphones, then PCs.
51% of the gaming inhabitants in Australia establish as ladies, 1% establish as non-binary, and 48% establish as males. (Although as Professor Model factors out this result’s inside the margin of error, which sits at 2.7%)
89% of oldsters play videogames with their youngsters as a method of connection. In the meantime, 75% of oldsters have guidelines in place with their youngsters round gameplay. Although, solely half of the adults surveyed stated they had been aware of Australia’s videogame classifications.
77% of Australians play video games socially with others. The bulk play to have enjoyable (97%), destress and loosen up (95%) and to cross the time (95%).
The preferred sport style in Australia is motion/journey, adopted by puzzle video games after which shooters and intently tied with sports activities video games. Training /coaching video games had been the least well-liked.
What do you concentrate on the findings of this yr’s Australia Performs examine? How essential is it to trace the demographics of players? Let me know within the feedback beneath.
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