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Australian Gaming Trends: 82% Play, Rise of Female Gamers

by Rachel Kim – Technology Editor

82% of Australians​ Are Players: Gaming ⁤Reaches New Heights in National Study

A new report reveals video games are a widespread pastime in Australia, with a remarkable ⁣82% of the population identifying as gamers. The “Australia Plays 2025” study,conducted by the Interactive Games and Entertainment Association (IGEA)⁤ in partnership with Bond University,surveyed 1,241 households to paint a complete picture of ⁣the nation’s gaming​ habits.

The average age of an Australian gamer is 35, and the majority (81%) ‍are adults. This data challenges outdated perceptions of gaming as primarily a children’s activity,with‌ 84% of working-age adults and a meaningful⁢ two-thirds of Australians ⁢of retirement age regularly engaging with games.

Australians utilize a diverse range of platforms to play.⁢ Consoles ‍remain the most popular choice at 87%,followed by smartphones (71%) ⁢and PCs (58%). The prevalence of gaming ‌is further underscored by the fact that 74% of ‍homes ⁣possess at least two gaming-capable devices,and nearly⁢ half have three or more.

The study also marks a⁤ significant demographic shift within ‌the gaming community.‍ For the first‍ time in the ‌study’s history,women now represent a slight majority ‌of players,accounting for 51% of the gaming population compared to 48% of men.

beyond entertainment,players are driven⁤ by a strong sense of accomplishment.A resounding 91% of respondents cited “a⁣ sense of achievement” as thier primary motivation for gaming, with exploration and competitive elements also being highly valued.‍ ⁢Social interaction is also key,​ as 77% of Australians play games with others, although older gamers are more inclined to‍ play solo.Parental ⁢engagement with gaming is also on the rise. 70% of parents ⁤surveyed are aware of in-game control features, and three-quarters actively enforce rules regarding their children’s ‌gaming activities. Moreover,⁤ video games are increasingly recognized for their educational‍ potential, with 42% of schools now utilizing them as teaching tools and nearly a third incorporating game development⁢ into their curriculum.

“This study demonstrates a level of⁣ parental understanding and acceptance of gaming that frequently⁤ enough goes unacknowledged,” stated IGEA CEO Ron ⁣Curry.”Games​ offer more than just entertainment; ‍they foster connection, provide learning opportunities, and can even contribute ​to mental ​wellbeing.”

Professor Jeffrey⁤ Brand of ⁤Bond University echoed this sentiment, noting that Australians view games as “an engaging environment for both children and adults to learn and develop valuable ​skills.”

With Australians averaging 14 years⁣ of gaming experience, the “Australia​ plays ‌2025” report confirms that video games have transcended the realm of a simple hobby and become a‌ deeply ingrained part of ‌Australian culture.

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