Eighty-two percent of Australians participate in video gaming activities
The 2025 Australia Plays study reveals that 82% of Australians participate in video gaming. Conducted by the International Games and Entertainment Association (IGEA) alongside Bond University, the research surveyed 1,241 households with participants aged 18 and older.
Regarding gaming devices, 74% of homes possess at least two, while nearly half of the households have three or more. Consoles are the most popular platform, with 87% engagement, followed by smartphones at 71% and PCs at 58%.
The average age of Australian gamers is 35, with a significant majority, 81%, being adults. Adults in their working years constitute 84% of the gaming population, and two-thirds of retirees also engage in gaming activities.
A major motivating factor for gaming among Australians is achieving a "sense of achievement," highlighted by 91% of those surveyed. Additional motivations include the "experience of exploring" and "competing."
Social gaming is prevalent, with 77% participating, though it decreases with age as older gamers tend to prefer solo play. The gender distribution of gamers is slightly more female, a notable milestone showing females making up over half of the gaming population for the first time in the study's history.
More than 70% of parents acknowledge their awareness of in-game controls for their children. Among the 394 parents in the study, nearly three-quarters are familiar with console parental controls, and 75% enforce gaming rules for their children.
Educational applications of gaming are evident as 42% of schools use games for teaching purposes. Additionally, 29% of schools incorporate game development into their curricula, and 27% host clubs around gaming in various contexts.
IGEA CEO Ron Curry remarked, "This year's study demonstrates a growing parental appreciation and understanding of games beyond common perceptions. Games are recognized for their potential in enhancing learning and skills."
Professor Jeffrey Brand from Bond University, the report's author, added, "The findings indicate that Australians view games as effective tools for creating engaging learning environments for both children and adults."