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Digital Australia 2020

Apr 24, 2023

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Page 1: Digital Australia 2020
Page 2: Digital Australia 2020

2

© INTERACTIVE GAMES & ENTERTAINMENT ASSOCIATION 2019

Suite 145 National Innovation Centre Australian Technology ParkGarden Street, Eveleigh, NSW 2015

https://igea.net

AUTHORS Jeffrey E. BrandJan JervisPatrice M. HugginsTyler W. Wilson

Faculty of Society & Design Bond University Gold Coast, QLD 4229 https://bond.edu.au

EXECUTIVE PRODUCERRaelene Knowles IGEA https://igea.net

GRAPHIC DESIGN Mike C. Morphett, Design Director M:29creative M29creative.com.au

Graph designs & infographic design: Jan Jervis

Suggested citation:Brand, J. E., Jervis, J., Huggins, P. M., & Wilson, T. W. (2019). Digital Australia 2020. Eveleigh, NSW: IGEA.

Page 3: Digital Australia 2020

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TABLE OF CONTENTS

Video: The Power of Games 4FOREW0RD 5 Video: DA20 Highlights 6KEY FINDINGS 8

POWER OF GAMES 10 Video: What Type of Games do People Play? 14 JOHN: THE STRESS RELIEF PLAYER 20

POWER OF PLAY 21 Video: Why Do People Play Games? 25 Video: I Play Games but I also ... 29 REBECCA: THE EMPOWERED PLAYER 31

POWER OF CONNECTION 32 Video: What Do Games Mean to People? 34 HARRY: THE CONNECTED PLAYER 44

POWER OF COMMUNITY 45 MATI: THE COMMUNITY PLAYER 48

POWER OF CREATIVITY 49

POWER OF LIVING WELL 50 LOTTIE: THE RETIRED PLAYER 52

POWER OF EDUCATION 53 Video: How Have Games Improved Your Life? 54 GERI: THE INSPIRED PLAYER 57

POWER OF ECONOMICS 58 IN THEIR OWN WORDS 62 PHIL: THE ACHIEVING PLAYER 63 IN THEIR OWN WORDS 64

ABOUT 65

Page 4: Digital Australia 2020

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Video: The Power of Games

Digital Australia (DA20) is the culmination of over 14 years of research on how, why, and by whom video games are played in Australia.

(11:31 minutes)

POWER OF GAMES

Page 5: Digital Australia 2020

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FOREW0RDImagine not having video games. What would be

lost?

On the surface, video games entertain us when we

play. However, games have proven themselves to be

a powerful medium through which people connect

from all over the world; even people in the same

home connect through video games.

THE POWER OF VIDEO GAMES

Today, games are used to educate in schools and

train at work. Video games are used to help us live

well through mental and physical stimulation in a

range of contexts, including hospital care, aged

care, and psychological care. Video games have

produced one of the most vibrant and active

communities of fans who gather together at major

international popular culture festivals, and who play

together online in competitive esports. Video games

are designed and produced in a digital economy

that promotes creativity and, in turn, enhances the

economic gift of nations.

Video games are a surprisingly old medium. The

first patent for a “cathode-ray tube amusement

device” was filed in the United States Patent Office

on 25 January 1947.

The first experimental video game was displayed

in the late 1950s and the first commercial video

game, Computer Space, was launched in 1971. The

first home console video game system to begin

widespread consumer access to games was sold

in 1975.

Since then, video games have sold billions of copies

to billions of players who enjoy them on billions of

electronic computing devices. There are thousands

of titles and hundreds of platforms on which to play

them. There are many genres of video games and

multiple objectives and motivations for playing them.

THE POWER OF PLAY

There are many ways to play: we play sport, we

play-act, we play music, we play with toys, we play

with language, we play with ideas and so on.

Austrian scholar Johan Huizinga claimed in the

1930s that play is older than culture. Academics

have demonstrated over time that play is a powerful

tool not only for human culture, but for human

productivity, creativity, and knowledge. They have

shown that by engaging in amusement and sport

we explore who we are and what we can be.

Games are a powerful vehicle for play and we play

many types of games. We play card games, games

of chance, board games, driving games, games of

strategy, simulation games, tactical games, timed

games, learning games, memory games, puzzle

games, adventure games, silly games and on the

list goes. One researcher divided games into four

major types that promote play, including competitive,

chance, simulation and movement.

THE POWER OF KNOWING GAMES AND PLAY

Digital Australia 2020 (DA20) is the culmination

of over 15 years of research on how, why, and by

whom video games are played in Australia.

In this edition of the research, we explore the Power

of Games. In doing so, we observe the power of

connection, community, creativity, living well,

education, and economics through this remarkable

medium.

IT SEEMS TO ME THAT NEXT TO HOMO

FABER, AND PERHAPS ON THE SAME

LEVEL AS HOMO SAPIENS, HOMO

LUDENS, MAN THE PLAYER, DESERVES

A PLACE IN OUR NOMENCLATURE.

Johan Huizinga, 1938

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Video: DA20 Highlights

(4:04 minutes)

In this edition of the research, we explore the Power of Games. In doing so, we observe the power of connection, community, creativity, living well, education, and economics through this remarkable medium.

POWER OF GAMES

Page 7: Digital Australia 2020

POST GAMEPLAY

VIDEOS

28% 27%

COSPLAY

THE POWER OF EDUCATION

GAMES PROMOTE STUDENT CREATIVITY60%

52%

THE POWER OF ENTERTAINMENT

THE POWER OF COMMUNITY

66% READ OR WATCH WALKTHROUGHS SHARED BY OTHERS

41% WATCH ESPORTS

31%

38%ATTEND GAME EVENTS

THE POWER OF PLAY

THE POWER OF CREATIVITY

OLDER PLAY

TO KEEP THE MIND ACTIVE

YOUNGER PLAY

TO HAVE FUN

HAVE FUNDE-STRESSPASS TIMEKEEP MIND ACTIVEBE CHALLENGED

5 TOP REASONS TO PLAY

AVERAGE DAILY TOTAL PLAY FOR MALES

89MINUTESAVERAGE DAILY

TOTAL PLAY FOR FEMALES

71MINUTES

PARTICIPATE IN

COSPLAY

ENJOY THE CULTURE OF ESPORTS

THE POWER OF GAMES

2/3

OF PL AYERS

OF THOSE AGED AND OVER PLAY VIDEO GAMES

9/10HOMES HAVE A DE VICE ON WHICHGAMES HAVE BEEN PL AYED

USE GAMES FOR WORK TRAINING

SAY THEIR CHILDREN USE GAMES FORSCHOOL

78%18YEARS

AND OVER

42%

ARE AGED

FAMILY FUN

CHILDREN ASK

A WAY TO SPEND TIME TOGETHER

59%

25%

89%

3 TOP REASONS PARENTS PL AY WITH CHILDREN

PLAY WITH CHILDREN IN THE SAME ROOM

PLAY WITH PARTNERS ONLINE

FAMILIAR WITH PARENTAL CONTROLS

THE POWER OF CONNECTION

34YEARS AVERAGE AGE OF VIDEO GAME PLAYERS

2/3 PL AY VIDEO GAMES

47% OF ALL PLAYERS ARE

FEMALE

SAY MAKINGVIDEO GAMESBENEFITSAUSTRALIANECONOMY

15%CAGR DIGITAL GAME SALES IN AUSTRALIA 2013-2018

$

THE POWER OF ECONOMICS

74%

THE POWER OF LIVING WELL

VIDEO GAMES MAY...

73%

58%

84%

IMPROVE LIFE SATISFACTION

MANAGE PAIN

PROMOTE GENERAL KNOWLEDGE

65 YE ARS

Page 8: Digital Australia 2020

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Top 3 reasons parents play with children

1. Family fun

2. Children ask

3. A way to spend time together

59% of parents play with their children in the same room

43% of parents play online games with their children

54% are mostly or completely familiar with family controls on game systems

83% of parents say they have talked with a child about playing games online

Parents mainly play video games with children to connect with them

25% play with partners online

The top 5 reasons Australians play video games

have fun, pass time, de-stress, take a break from daily lifekeep the mind active

Younger and working age adults play to have fun, pass time, and de-stressOlder adults play to keep the mind active

Average daily total of play for Australians of all ages who play video games is 81 minutes

Male video game players play on average for 89 minutesFemale video game players play on average for 71 minutes

The typical daily casual game play is 10 minutes, twice a day

The typical daily in-depth game play is 1 hour. Children play on average 100 minutes a day

Working age adults play on aver-age 83 minutes a day

Retirement age adults play on average 59 minutes a day

2/3 of Australians play video games

Most homes have a device for playing video games

21% of households have a virtual reality headset

70% use mobile phones for playing games

65% use consoles for playing games

The average age of video game players is 34 years

Almost 1/2 of video game players are female

78% of Australian video game players are aged 18 years or older

42% aged 65 and over play video games

The average Australian adult has been playing video games for 12 years

2/3 have used walkthroughs, wikis

or forums to help their gameplay

Over 1/2 of players watch YouTube

videos of gameplay

Over 1/3 have watched esports

Of these,over 1/3 watch to

improve their own gameplay

Nearly a 1/4 watch to follow

an esports team

38% enjoy the culture of esports

KEY FINDINGSPOWER OF GAMES POWER OF PLAY POWER OF CONNECTION POWER OF COMMUNITY

METHODS

Digital Australia 2020 (DA20) is

a study of 1,210 Australian house-

holds and 3,228 individuals of all

ages in those households.

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85% say video games can help thinking skills

74% say video games can help emotional wellbeing

66% say video games can help social wellbeing

87% say video games may increase mental stimulation

81% say video games may help fight dementia

67% say video games may help maintain social connections

73% say video games may improve

life satisfaction

58% say video games may help

manage pain

84% say video games may promote

general knowledge

83% of players say video games can

be effective in stress reduction

1/2 of parents say their children’s

schools use video games for

education

61% of parents believe video games

can be effective for learning STEM

53% of parents believe video

games can give students greater

confidence at school

31% of adults have used games

at work for health and safety

training

29% have used video games at

work for new skills training

61% of players say video games

can be effective in motivating

people to get fit

60% say games promote student

creativity

3/4 of adults believe making video games in Australia benefits the economy

Video games sales (CAGR) in Australia grew at a rate of 15% between 2013 and 2018

Australian video games retail industry sales in 2013 were $2.04 Billion

In 2018, total retail industry sales for video games were $4.03 Billion

In 2018, digital sales reached $2.85 Billion

Physical sales in the Australian retail industry were $1.18 Billion

65% have made in-game purchases for themselves

40% have made in-game purchases for others

More than a 1/4 of players have

shared videos of their own game

play online

Almost a 1/4 have competed in

esports

Of these, 1/2 compete because

of social connections

A 1/3 compete because they

enjoy the challenge

28% participate in cosplay

Participants were drawn randomly

from the Nielsen Your Voice Panel in

March 2019; research was designed

and conducted at Bond University. The

margin of error ranges from ± 2.3% to

± 3.3%.

KEY FINDINGSPOWER OF LIVING WELL POWER OF EDUCATION POWER OF ECONOMICS

METHODS

POWER OF CREATIVITY

Page 10: Digital Australia 2020

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POWER OF GAMES

92%93% 93% 93% 91%

88%

79%

Game Households Over Time

200920072005 2011 2013 2015 20192017

60%

80%

100%

NB: ALL HOUSEHOLDS

This report provides evidence for the power of games: video games are not only mainstream, they are now normalised in everyday Australian culture.

In 2005, we observed that just under eight out of ten Australian households had at least one device on which video games were played.

That rose quickly to nine out of ten by 2009 and has remained stable at this peak since then.

THEY [GAMES] LET ME HAVE FUN WITH MY FAMILY AND CREATE

MEMORABLE MOMENTS.

Female, 46, Queensland.

Male, 24, Perth, Western Australia.

IT [PLAYING GAMES] DE-STRESSES YOU, TO [sic] HAVE FUN AND FORGET

EVEN IF AN HOUR, ABOUT THE DIFFICULTIES OF LIFE.

Female, 51, Adelaide, South Australia.

I AM NOT A SOCIAL PERSON SO PLAYING GAMES HELPS ME CONNECT

WITH OTHERS.

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1 x game device28%

2 x game devices

4 x game devices

26%

23%

13%

6%

5%

5 x game devices

3 x game devices

6 x game devices+

Number of Game DevicesPOWER OF GAMES

For many years, nine out of ten Australian households have had at least one device on which video games are played. There is near symmetry in the proportion of households with roughly a quarter each

having of one, two, three, and four or more game devices, meaning that most (72%) have more than one device. Households with children are slightly more likely than households without children to have a game

device and child homes are more likely to have a greater number of devices.

We refer to these as game households throughout this report.

NB: ALL HOUSEHOLDS

GROWN [sic] UP PLAYING GAMES ON ONE PLATFORM NINTENDO, FROM GAME AND WATCH, GAME CUBE TO THE LATEST SWITCH.

LOVE THE MASTERY I HAVE OVER SOME GAMES, ENJOY THE THRILL,

KEEPS MY MIND ACTIVE - LOVE EVERYTHING ABOUT IT.

Male, 59, Sydney, New South Wales.

HAVE MORE THAN 1 DEVICE72%Households

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83 83 82

2015

2017

2019

66

666670

2015

2017

2019

63 61 6520

1520

1720

1955 57

51

2015

2017

2019

16 1320

1520

1720

19

15

Type of Game Devices Over Time

PC Mobile Console Tablet Handheld

%

%%

%

%

The devices used for playing in game households include PCs or personal computers including laptops, consoles such as Sony PlayStation 4 and Microsoft Xbox One X, mobile phones such as iOS

and Android phones, tablet computers running iOS and Android systems, and dedicated handhelds including devices such as Nintendo Switch.The prevalence and mix of broad types of game devices in Australian game households

has changed little in recent years. In order of common use are: PCs, mobiles, consoles, tablets and handhelds.The ongoing and consistent presence of these platforms invokes a sense of the power of games.

NB: ALL HOUSEHOLDS

POWER OF GAMES

I ENJOY PLAYING GAMES ON BOTH MY LAPTOP AND MOBILE PHONE. I DON’T THINK I AM OBSESSED WITH THEM OR THEY HAVE MUCH POWER OVER MY LIFE, BUT I ENJOY PLAYING THEM TO RELAX AND ESCAPE

REALITY SOMETIMES. I GENERALLY PLAY MIND GAMES e.g: SUDUKO OR TETRIS, BUT I ALSO PLAY

THE SIMS OR VIRTUAL REALITY GAMES ON THE INTERNET.

Female, 23, Melbourne, Victoria.

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Importance of AR and VR

Use Virtual Reality (VR)

Use Augmented Reality (AR)77%

21%

87%

Augmented Reality and Virtual Reality

Given the relative novelty and apparently increasing ways in which augmented reality (AR) and virtual reality (VR) may be used, we measured both the use of the technologies and their perceived importance to the future of games.

One in five game households have players who have used a VR headset.

However, because AR (as opposed to VR) may be used as a service on a mobile phone without additional headset hardware, it is not

surprising that three in four game house-holds have players who have used AR. Asked whether AR and VR are important for future game play experiences, nearly nine out of ten confirmed the technology will play an important role.

NB: ALL HOUSEHOLDS

POWER OF GAMES

Augmented Reality (AR)

3/4

GAME HOUSEHOLDS USE

Page 14: Digital Australia 2020

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Video: What Type of Games do People Play?

This video is a snapshot of the type of games people play and why they play them.

(4:01 minutes)

POWER OF GAMES

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28yrs30yrs

32yrs 32yrs33yrs 34yrs 34yrs

Player Age Over Time

200920072005 2011 2013 2015 20192017

35 yrs

30 yrs

20 yrs

25 yrs

Based on our analysis of all household members, video games are played by two thirds of Australians and, of those who

play, the average age in this sample remains 34 years, the same as it was in the DA18 report.

Over the years, we have observed a slow and steady, stepped increase in the average age of Australian video game players.

NB: ALL PLAYERSPLAYVIDEO GAMES

2 out of 3Australians GAMES ALLOW YOU TO ESCAPE AND ENJOY

ANOTHER WORLD TEMPORARILY

Female, 33, Perth, Western Australia.

POWER OF GAMES

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NB: ALL PLAYERS

We provided participants with the option to identify other. However, all participants identified either as male or as female and

they identified other members of their households using this binary. Nearly half of all video game players in Australia

are female (47%). When we started this series of studies in 2005, we observed the proportion was 38%.

Female Players

Male Players

200920072005 2011 2013 2015 20192017

30%

40%

50%

60%

Player Gender Over Time

POWER OF GAMES

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As a proportion of all players, children under the age of 18 constitute 22% of those who play video games, working-age adults 68%, and retirement-age adults 10%; the proportion of players who are older has increased modestly but steadily since each of the DA16 and DA18 reports

(from 7% and 8%, respectively) and will continue to do so.

The proportion of those who play video games within simple age groups has re-mained relatively stable, showing modest

consolidation across the board since the 2018 report, with 69% of all children under the age of 18 playing, 62% of working-age adults playing and 42% of retirement-age adults playing.

65-94 years

18-64 years

1-17 years22%

68%

10%

Player Age Groups as Proportion of Total

NB: ALL PLAYERS

65-94 years

18-64 years

1-17 years 69%

62%

42%

Player Proportions within Simple Age Groups

NB: ALL PLAYERS

POWER OF GAMES

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NB: ALL PLAYERS

Drilling down on the proportion who play using the ABS convention for narrower age bands, almost all children between ages 5 and 14 play and almost all between ages 15 and 24 years play. Unsurprisingly, the youngest and oldest Australians play least.

25

1 - 4

yrs

5 - 14

yrs

15 -2

4 yrs

25 -

34 yr

s

35 -

44 yr

s

8375

63

52 45

- 54

yrs

55 -

64 yr

s

65 -

74 yr

s

75 -

84 yr

s

85 -

94 yr

s

3743 41

24

81

Player Proportions within ABS Age Groups (%)

GAMES FOR ME ARE AN ACCESSIBLE AND PORTABLE WAY TO UNWIND AND RELAX.

Female, 47, Brisbane, Queensland.

Wii SPORTS ENABLES ME TO EXERCISE IN A FUN WAY IN THE

COMFORT OF MY HOUSE

Female, 19, Sydney, New South Wales.

GAMING HAS BEEN A DEFINING POINT IN MY LIFE TEACHING ME THAT ANYTHING IS POSSIBLE.

Male, 24, Sydney, New South Wales.

POWER OF GAMES

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NB: ALL ADULT PLAYERS and NON-PLAYERS

4.65.6

4.3

2.8

2.7

3.4

2.4

3.8

4.0

3.3

3.6

2.4

1.7

4.2

4.2

4.1

3.9

3.6

3.5

3.2

2.5

2.5

1.3

1.2

TV

Movies

Streaming TV

Streaming Movies

Online Video/ YouTube

Games

Social Media

Music

Radio

Books

Newspapers

Magazines

Adult-only Household Child Household

Media Ranking in Child vs Adult-only Households Video games are part of the larger media and leisure ecology in Australian homes and we are compelled to understand their place in our society.

While free-to-air television remains popular in Australian households and top the list of media regardless of whether a household is home to adults or adults and children, digital media like games are a normal part of the media mix.

We used an index asking adult participants to rank their household’s media preferences from ten (highest preference) to one (lowest preference).

Free-to-air TV clearly dominates in households without children living in them and pips movies and streaming TV at first place in households with children.

Games rank sixth in child households, but only equal tenth with newspaper in households without children.

POWER OF GAMES

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Player:

Family Background:

Location:

Cultural Background:

Years Playing Games:

Types of Play:

Typical Duration:

Access to Games:

Motivations for Play:

Other Interests:

Male, 45. Finance Industry Professional.Lives in household of 5.Married, Wife, 45.Parent, guardian of 3 children, 11, 14, 16 .New South Wales.Australian.30 years.In-depth play.Twice a week for 1 hour.

Computer, tablet, smartphone, Xbox One, Nintendo handheld, older console.To have fun, de-stress, take a break from daily life.Dining out. Going to a pub, café. Exercising. Gardening. Amusement, theme park, zoo. Playing board, card games, a musical instrument, with children and pets. Reading books, watching TV, movies. Listening to audio books, music.

AS A TEENAGER IT WAS A SOCIAL THING TO DO WITH

FRIENDS. NOW AS AN ADULT IT IS FOR STRESS RELIEF AND TAKING A BREAK FROM RESPONSIBILTY FOR

A LITTLE WHILE.

JOHN: THE STRESS RELIEF PLAYER

John, 45, New South Wales.

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As the diversity of devices on which to play video games increases and the diversity of video game software explodes, there are many new and different ways to play. The arrival of smartphones over a decade ago opened up the opportunity for more casual play experiences that are both shorter and more frequent than longer established playing experiences on personal computers and video game consoles. However, some have argued that differences between casual play and more in-depth play are blurring. We observed clear

differences between casual games played frequently and for short periods of time, usually on mobile devices, and in-depth games played less frequently but for longer play sessions on computers and consoles. We classified casual gameplay as play in short bursts of up to 20 minutes each time, many times a day.

We classified in-depth gameplay as longer play periods in which games are typically played from daily to weekly to less frequently.

Key players in our sample usually play casual games one to three times a day for five to 15 minutes per session. The total estimated daily investment in casual games is therefore between 20 and 30 minutes and only varies greatly from this pattern among the young-est and oldest players. There is little gender difference until middle adulthood when women overtake men in overall casual gameplay in their mid 40s.

NB: KEY PLAYERS

Once a day

1 or 2 minutes 5 minutes 10 minutes 15 minutes 20 minutes

Twice a day

3 times a day

4 times a day

5 times a day

More than 5 times a day

Frequency and Duration of Casual Play

12

6

3

2

3

20

77 69 17 17

4763

44 36

29

18

39

33

32

102

50

42

21 20

161

59

33

9

12

107

POWER OF PLAY

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NB: KEY PLAYERS

The most commonly reported frequency for playing in-depth games in our sample is daily. The most common duration is an hour. We have observed this pattern now in the past four studies. The total estimated in-depth play ranges greatly by both age and gender.

Younger players as a whole play more frequently than older players and they play for longer durations, peaking in late adolescence and early adulthood.

Every day

Every other day

Twice a week

Once a week

Once a fortnight

Once a month or less

Half an hour Two hours Three hours Four or more hoursAn hour

133 152 129 66

71

51

41

15

16

53 29

94 69 42

1

112 98 48 22

64

16 9 4

5

11

19 8 4 2

3

Frequency and Duration of In-depth Play

ALTHOUGH I PLAY GAMES ON MY PC AND MOBILE, I PLAY THEM TO BREAK THE DAY AND AS A RESPITE FROM THE TASK AT HAND. I PLAY DAILY FOR VERY SHORT LENGTHS OF TIME.

Female, 54, Adelaide, South Australia.

89 71

Men play forWomen and girls play for minutes a day on average minutes a day on average

POWER OF PLAY

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Combining total casual gameplay and total in-depth gameplay, males play more across the ages except between ages 55 and 85, when females spend more time playing games. We observed in the previous two studies that among the oldest players, women played more than men; however, in this sample, men played markedly more than women. Findings for this age group

are prone to higher variations due to smaller sample sizes.

Altogether, Australians who play video games spend an average of 81 minutes a day including both casual and in-depth play. Women and girls play for 71 minutes a day on average while men and boys play for 89 minutes a day on average.

These play times have declined by eight to ten minutes compared with times reported in the 2018 report. Explanations for this modest decrease may include more spectatorship of games through streaming video, and compe-tition from streaming television and movies. Popularity of these media is explored later in the report.

Males in-depth play

Males casual playFemales casual play

Females in-depth play

Females total playMales total play

130min

81min

59min

26min

73min62min

0

20

40

60

80

100

120

140

15-245-141-4 25-34 35-44 45-54 55-64 65-74 75-84 85-94

Min

utes

per

day

Age

Total Play Time by Age and Gender

NB: KEY PLAYERS

POWER OF PLAY

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Top reasons adult players give for playing video games include to have fun, de-stress, and pass time.

There are also more “serious” reasons people play games. Adult players in our study report they want to keep their mind active by playing, to be challenged, and to learn.

To better understand the range of poten-tial reasons Australians play, we expanded our list of 10 reasons to 20. By doing so, we discovered the relative importance of playing games for wellbeing reasons such as to take a break from daily life, to feel accomplishment, and for managing men-tal health.

To compare 2019 responses with those of earlier years, we calculated responses for each reason to play as a proportion of the total out of 100. We then weighted results for the same reasons to play in two previous report years, leaving out the new reasons to play added to the 2019 questionnaire.

NB: ADULT PLAYERS

1016

83

3

3

2

2

2

15 10

108

54

4

4

3

7

913

109

866

55

4

44

4

33333

2

22

Have fun

Relax/ de-stress

Pass time

Keep mind active

Be challenged

Break from daily life

Feel accomplishment

Feel excitement

Do the impossible

Manage mental health

Social interaction

Try something new

Compete with others

Learn

I’m good at it

Explore virtual spaces

Fulfill a fantasy

Be someone else

Exercise

Face a fear

2015 2017 2019

Reasons to Play (Normed / 100 %)

POWER OF PLAY

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Video: Why Do People Play Games?

(5:20 minutes)

People play games for so many different reasons and this video explains some of the reasons why they play and the benefit and enjoyment these players receive from games.

POWER OF PLAY

Page 26: Digital Australia 2020

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Although there are no systematic differences for why adult women and men in our sample play video games, we observed one pronounced difference among three age groups of adults (18-34, 35-64, and 65 years and older) for the top five reasons adults say they play:

Older players play predominantly to keep the mind active.

Among working age adults (18-34 and 35-64), playing games to relax and de-stress is the number one reason to play, followed in order by relax, and de-stress, and lastly by

being challenged and keeping the mind active.

For older adults, playing to keep the mind active ranks first and playing to relax and de-stress ranks last with having fun, passing time and being challenged in the middle. It appears from these results that working life is stimulating and challenging enough for working age adults who need to de-stress and have fun. Arguably video games serve rather therapeutic needs for all players.

51

36

24

28

44 41

55

40

27

26

40

57

56

73

45

Have fun

Relax/ de-stress

Pass time

Keep mind active

Be challenged

18 -34 years 35 -64 years 65 years and Over

Reasons to Play by Age Group (%)

AS I AM AGEING I FEEL THE NEED TO KEEP MY MIND ACTIVE AND BY

PLAYING GAMES ON PHONE OR TABLET I HAVE THE LUXURY OF CHOOSING WHEN, WHERE AND

FOR HOW LONG.

Female, 73, Victoria.

Male, 28, Australian Capital Territory.

IT ALLOWS MY MIND TO GO INTO THIS OTHER CALMING ZONE. AFTERWARDS I FEEL

MORE EMPOWERED AND CALM.

POWER OF PLAY

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Australians who play video games also enjoy a wide range of other media for leisure.We demonstrated back in the second Digital Australia study (Interactive Australia 2007) that players and non-players mapped nearly identically to media and non-media leisure.

This year, we asked players to identify all the things they do in addition to playing video games and found that 72% say they watch television, 63% watch movies and 59% enjoy listening to music.

Browsing the Internet (56%) and watching YouTube videos (46%) round out the top five. Podcasts (12%) and audio books (8%) finish the list of non-game media activities.

72 Watch television

63 Watch movies

59 Listen to music

56 Browse the Internet

46 Watch YouTube videos

42 Read books

40 Read social media

28 Read newspapers

23 Post to social media

23 Read magazines

12 Listen to podcasts

8 Listen to audiobooks

Preferred Non-gaming Media Activities (%)

POWER OF PLAY

NB: ADULT PLAYERS

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POWER OF PLAYAustralians who play video games also enjoy many of the non-media leisure activities commonly enjoyed by all Australians as we have demonstrated in past reports.

This year, we asked players to identify all the things they do in addition to playing video games and using other media.

First among these leisure choices is dining out, nominated by 53% of the sample, followed by shopping (52%), gardening (40%), exercising (39%) and going to a pub (36%).

Rounding out the list of 16 activities were playing sport (19%) and playing with pets and children (12%).

53 Dine Out

52 Go Shopping

40 Gardening

39 Exercise

36 Go to a pub

30 Play board games

28 Take pictures / photography

27 Make arts or craft

23 Go to an art gallery22 Go to an amusement park

22 Go fishing or camping

21 Attend a cultural event

19 Water sports

19 Attend a sporting event

19 Play sport

12 Play with pets & children

Preferred Non-gaming Leisure Activities (%)

POKEMON, I’VE BEEN ABOUT [sic] TO INTERACT WITH PEOPLE BY CONNECTING

OVER A COMMON INTEREST.

Male, 29, Sydney, New South Wales.NB: ADULT PLAYERS

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(2:07 minutes)

Unsurprisingly games are just another entertainment medium people enjoy in their busy lives and sit alongside lots of other activities as well.

POWER OF PLAY

Video: I Play Games but I also ...

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POWER OF PLAY

In June 2018, the Australian Bureau of Statistics (ABS) issued an update to its report, Internet Activity in Australia, showing there are 6.6 million mobile wireless connections out of the 14.7 million connections overall. The volume of downloaded data across fixed and wireless broadband increased by more than 75% between June 2017 and June 2018 in Australia, arguably a product

of increased game downloads and video streaming. As games move from fixed media to online downloads and cloud services, these volumes will increase and place more pressure on infrastructure and consumer demand for better broadband data plans.This year, we observed players are seeking to upgrade data plans on their mobiles due to data limits and mobile data speeds.

Moreover, compared with DA18 report, more players say they are applying the brakes on game downloads both at home and on mobile devices to avoid going over poor data limits.

Given growth in digital sales discussed later in this report, there is clearly an appetite for more bandwidth.

Mobile data limits-don’t downloadgames to avoid going over

Home data speeds-forced upgrade plans

Mobile data speeds-forced upgrade plans

Home data limits-don’t downloadgames to avoid going over

Home data limits-forced upgrade plans

Mobile data limits-forced upgrade plans

5833

2727

2727

7051

3126

2217

20192017

20192017

20192017

20192017

20192017

20192017

Broadband Limits Over Time (%)

NB: ADULT PLAYERS

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REBECCA: THE EMPOWERED PLAYER

Player:

Family Background:

Location:

Cultural Background:

Years Playing Games:

Types of Play:

Typical Duration:

Access to Games:

Motivations for Play:

Other Interests:

Female, 32, Stay at home parent.Lives in household of 4. Married. Husband, 34. Parent, guardian of 2 children, 5, 8.Sydney, New South Wales.Other Asian.1 year.In-depth play.1 hour.

Tablet, smartphone.

Relieve boredom, pass time. To feel excitement, thrills. Keep mind active. Take a break from daily life. Fulfil a fantasy. Try something new.

Dine out. Shopping. Exercising. Going to amusement, theme park, zoo. Play with children, pets. Watch YouTube, read books.

POWER OF GAMES IN MY LIFE IS THAT WHEN I PLAY GAMES AFTER

DOING ALL [MY] CHORES I FEEL SO ...MUCH RELAXED [sic] AND ENERGETIC AND BECOME READY AGAIN TO FULFIL MY DUTIES MORE EFFICIENTLY... SO I THINK GAMES PLAY SIGNIFICANT

ROLE IN MAKING ME OPTIMISTIC AND AN ACTIVE PERSON.

Rebecca, 32, Sydney, New South Wales.

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POWER OF CONNECTION

Same Room

Online

59

43

35

23

19

25

1716

16

12

7

25

16

Child

Partner

Stranger

Other Relative

Sibling

Parent

Friend

Same Room

Online

Online

Same Room

Online

Same Room

Online

Same Room

Online

Same Room

Online

Common Playing Experience (%)

NB: ADULT PLAYERS

PLAYVIDEO GAMESwith their partner in the same room

1/3adults say they

Playing video games is more often a social rather than an isolated experience.

Only 17% of adult players play alone all the time. Adults report that playing with children in the same room is the most common social context for play with six out of ten doing so, followed by playing with children online.

A third of adults say they play video games with their partner in the same room and a quarter say they play online with them.

Other social play includes playing with friends, relatives, and siblings. Moreover, some young adults say they play with their parents.

IT CONNECTS ME WITH MY SIBLINGS

Female, 27, Brisbane, Queensland.

PLAYalone all the time

17%of adult players Only

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POWER OF CONNECTION

NB: PARENT PLAYERS

A third of adults in this sample reported as parents of a child under the age of 18 living with them. Of these, 81% said they themselves play video games. Of the two thirds who do not have children living with them, 64% play video games. It may have once been the case that having children was a pre-requisite for adults to play video games, but these findings demonstrate that

the vast majority of adults play, regardless of parental status. Still, parents are more likely to play, and for many reasons. We provided a tick list of reasons to play with children. Consistent with past studies, parents’ top reasons for playing is because they say playing video games is a fun family activity and because children often want their parents to play with them.

Parents largely reported a full range of reasons they use video games when parenting their children by indicating how much they agree with each from a list of uses. Talking about games, talking about playing online, and generally educating children top the list.

22

20

23

25

40

43

41

It’s a way to monitor how often my children play

It’s a way to monitor what my children play

It’s a way to help educate my children

It’s a way to spend time with my children

Children ask me to play with them

It’s fun for the whole family

It’s a way to monitor how long my children play

Why Parents Play Games with Children (%)

60%

79

75

75

73

80

80

82

87

83

As a reward

To educate, generally

As a punishment

For family time, to be together

Help them learn to play games

Talk about playing safely online

Talk about video games

To set boundaries

Use video games to motivate

How Parents Use Games with Children (%)

NB: PARENTS

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Video: What Do Games Mean to People?

The average Australian gamer has been playing for 12 years.

This video illustrates what games mean to people and uncovers many fond memories associated with playing games.

POWER OF CONNECTION

(7:40 minutes)

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Parents are also likely to report having rules for their children’s video game play.

Over many years of these studies, we have routinely observed the top three rules parents have for their children’s game play are how long they can play in a session, when during the day, during the week or during the school year they can play, and what kind of games they can play, providing clear evidence that parents hold the common

concerns long-held about children’s access to media: How much they are used, what opportunity costs they present, and what they are exposed to that might present a potential harm or concern.

It is worth noting that parents are concerned about most of the potential harms of all media.

50%

65

66

70

73

74

74

Rules about devices or systems children use to play video games

When children can watch gameplay on YouTube or Twitch

Rules about whether children play online games

Rules about what kind of video games children play

Rules about when children play video games

Rules about how long children play video games

Rules for Children’s Game Play (%)

NB: PARENTS Female, 29, Queensland.

GAMES CAN BE GREAT TO JUST HAVE FUN WITH, OR EVEN USE FOR LEARNING EXPERIENCES

DEPENDING ON WHAT THE GAME IS. GAMES HAVE BEEN VERY

POSITIVE FOR MY SON IN OUR HOUSEHOLD. IT HAS HELPED

HIM LEARN HOW TO READ, AND EVEN HELP [sic] IN SOME SOCIAL SITUATIONS (THANKS TO SIMS).

Female, 33, Victoria.

ITS FUN TO WATCH THE KIDS LEARN AND GET THEIR COORDINATION

BETTER AND [SEE THEIR] EXCITEMENT WHEN THEY WORK IT

OUT AND CAN DO IT.

POWER OF CONNECTION

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POWER OF CONNECTION

NB: PARENTS 181

376328

303314

299288

303295

266

266266

251236

225251

225232236

221218

203203

258

258

325295292

280269

262

277236236

255232240

218236

229

225225225225

199199

181

262

288

288303

317

365321

292

277299303

266269

292247

280229

258247

232244244

277244

214

AdvertisingThemes, Social issues

SmokingScariness

LanguageGambling

Alcohol useDark tone

Geo-tagging/being locatedExcessive use

NudityDiscrimination

Credit card fraudSelf-harm

SecurityDemeaning depictions of women

TerrorismSex

Animal crueltyViolenceDrug use

PrivacyBullying/harassment

Sexual predators

Movies (6,244) Interactive Games (5,881) Social Media(6,596)

Concerning Elements by Medium for Children

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Potential concerns caused by elements of media content are many in the minds of parents. Parents also hold concerns that vary from medium to medium.

In this study, we asked parents on a simple three-point scale (Not at all concerned, Somewhat concerned, or Very concerned) to indicate how concerned they were with different potential harms in three media including Social Media, Interactive Games, and Movies.

We then calculated a mean for each to weight the responses and ranked the concerns across the media.

This helped us identify parents’ relative concerns about each medium. In this sample, alcohol use, dark tones, and being located by geo-tagging top the list. We believe the harms chosen reflect themes and agendas set by mainstream news reporting.

A few years ago, animal cruelty topped our list whereas today it sits in the middle.

Differences by medium are modest with social media receiving the larg-est weighted volume of concerned responses (6,596), followed by movies (6,244), and then interactive games (5,881).

In consultation with the Australian Classification Board, we added three sources of concern reported more frequently in mainstream news media, including loot boxes, in-game purchasing and user-generated content. Loot boxes and in-game purchases top the list of parents’ concerns about games.

POWER OF CONNECTION

User-generated content

In-game purchasing

Loot boxes

26%

33%

41%

New Parent Challenges from Games

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The National Classification Scheme is operated by the Classification Branch of the Commonwealth’s Department of Communication and the Arts to guide consumers about the suitability of video games for them and their families based on the nature and presumed level of impact game content may have on players, particularly children.

Less than a third of parents say the classification of a game has “A lot of influence” on the games they choose for their children to play.

A quarter said classification had a “Reasonable influence”, and just under half, when combined, said it has “A little influence” or “No influence.” Curious about whether this varied depending on the age of children in the household, we found that

these responses were largely uniform, regardless of age and number of children.

No influence

A little influence

Reasonable influence

A lot of influence

15%

29%

26%

31%

Influence of Classification

POWER OF CONNECTION

[My] PARENTS BOUGHT ME A N64 AS A CHILD, IT REPRESENTS MY MOST POSITIVE MEMORIES THAT I NOW RELIVE THROUGH

NINTENDO CONSOLES RELEASED IN MORE RECENT

YEARS SUCH AS Wii U AND SWITCH.

Male, 25, Sydney, New South Wales.

Male, 37, Western Australia.

AS A CHILD I WAS AN AVID GAMER WITH MANY GAMES

TO PLAY AND MANY FRIENDS AS AN ADULT I AM PRIMARILY FOCUSED ON RAISING MY

FAMILY. NOW THAT MY CHILDREN ARE ABLE TO PLAY GAME CONSOLES I AM ABLE

TO INTERACT IN GAMING WITH THEM.

NB: PARENTS

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NB: PARENTS

Two thirds of parents say they are either “Completely familiar” or “Mostly familiar” with classification labels used in Australia.

The remaining third report being “Vaguely familiar” or “Not familiar” with them.

Not familiar

Vaguely familiar

Mostly familiar

Completely familiar

8%

24%

36%

32%

Familiarity with Classification Labels

POWER OF CONNECTION

2/3parents say they are either “Completely familiar” or “ Mostly familiar”

with classification labels used in Australia.

1/3parents report being “Vaguely familiar” or “ Not familiar”

with classification labels used in Australia.

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Classification markings used by the Australian Classification Board include G, PG, M, MA15+ and R18+; G, PG and M are advisory classifications while MA15+ and R18+ are legally restricted classifications, meaning that it is illegal to sell, distribute, or show to children under those age desig-nations. Adult players have different levels of confidence about what each classification label means.

They were asked whether each classification was “Clear,” “A little unclear” or “Unclear.”

Grouping the latter two responses, a fifth of adult players were unclear about the meaning of G and PG and around a quarter were unclear about the meaning of M, MA15+ and R18+.

Confidence in their knowledge of the meaning of classification markings was lower for parents, a quarter of whom said they were unclear or a little unclear about both G and PG, and less than a third unclear or a little unclear about M and MA15+.

Most confidence was expressed about R18+, with between a fifth and a quarter of parents expressing uncertainty.

Unfamiliar Classifications

R18+

MA15+

M

PG

G

28%

28%

23%

20%

19%

POWER OF CONNECTION

Male, 17, Melbourne, Victoria.

NB: ADULT PLAYERS

I HAVE ASPERGERS SYNDROME AND DO NOT EASILY MAKE FRIENDS AS I AM

PRETTY INTROVERTED. I DON’T LIKE THE FOCUS ON ME WHEN TRYING

NEW THINGS AS I FEEL PEOPLE ARE STARING

AND IT MAKES ME UNCOMFORTABLE.

WITH GAMING, I DON’T GET SELF-CONSCIOUS, I JUST GET A FEELING

OF BEING NORMAL LIKE EVERYONE ELSE, A PART OF THE TEAM.

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NB: PARENTS

There is little debate about the need to protect younger players from content, and parents in this year’s sample indicated that the need to use classification probably ends somewhere between 15 and 17 years; over a third of parents said this was the age when they felt comfortable not using classification with their children whereas over a quarter said they wouldn’t feel comfortable ceding oversight on their children until they became adults.

One in five parents said ages 12 to 14 years would be the age at which they would feel comfortable not using classification to help monitor their children’s access to content and less than this said they felt it unnecessary to use classification at younger ages.

6 - 8 years

9 - 11 years

12 - 14 years

15 - 17 years

18 years

20%9%

8%

36%28%

Classification Not Needed

POWER OF CONNECTION

I MYSELF HAVE NEVER REALLY BEEN MUCH OF A GAMER BUT I DO LIKE

TO PLAY SOMETIMES ESPECIALLY THE FUN ONES WITH MY KIDS.

Female, 34, New South Wales.

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Online app stores use age categories for their ratings.

Only one in five parents are aware of and use these with their children.

Another one in three are aware, but pay no attention to, or do not use the ratings.

Almost half of all parents said they were not aware of, and therefore did not use online store ratings.

Not aware

Aware, haven’t used

Aware, some use

Aware, used a lot

46%

33%

15%

6%

Awareness and Use of Online Store Ratings

1/2all parents said they were not aware of, and therefore did not use

online store ratings.

POWER OF CONNECTION

Male, 48, Melbourne, Victoria.

I MAINLY PLAY GAMES NOW SO I CAN CONNECT WITH MY CHILDREN.

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Another way in which parents may exercise oversight of their children’s gameplay is through family controls.

Use of family controls is similar across platforms ranging from over a third to under a half of parents using them with handhelds, consoles, mobile devices and PCs.

Most parents are aware of family controls with 35% saying they are at least “Vaguely familiar,” 42% saying they are “Mostly familiar,” and 12% saying they are “Completely familiar” with these tools.

This is a modest increase in familiarity compared with the 2018 sample.

Parents’ Familiarity with Family Controls

Not familiar

Vaguely familiar

Completely familiar

Mostly familiar

11%

35%

42%

12%

42%

parents say they are “Mostly familiar,” with family controls.

POWER OF CONNECTION

CONNECTS [sic] ME WITH OTHER PLAYERS AROUND THE WORLD. MAKES ME FEEL INCLUDED IN A COMMUNITY OF

PLAYERS.

Female, 35, Sydney, New South Wales.

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Player:

Family Background:

Location:

Cultural Background:

Years Playing Games:

Types of Play:

Typical Duration:

Access to Games:

Motivations for Play:

Other Interests:

Male, 46, Health Care Worker.Lives in household of 6, with wife, 42. Daughter 11, son, 9 and parents.

Sydney, New South Wales.Middle Eastern.7 years.In-depth and casual play.Once every 2 wks. Casual play 10 min x 2 times per day. In-depth play 1 hour.

Sony PS4.

To relieve stress, relax. To pass time, relieve boredom. To connect with others. Try something new. Explore a new place virtually.

Shopping. Exercising. Playing sport. Gardening. Water sports. Playing with children, pets. Search Internet. Watch YouTube, TV, movies. Read books, newspapers. Listen to music.

HARRY: THE CONNECTED PLAYER

THE GAMES PLAY AN IMPORTANT ROLE IN MY LIFE. THE FAMILY COMES

TOGETHER AND WE HAVE [A] FUN TIME.

Harry, 46, Sydney, New South Wales.

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Video game cultural experience extends well beyond playing. Adult players enjoy learning about the games they play, sharing strategies and communicating about them.

They also enjoy watching others play and review games. We observed growth in game culture engagement this year compared with two years ago.

Most adult players say they read or watch walkthroughs (66%) and watch YouTube videos of gameplay (58%). Under half watch livestreams of gameplay on specialised stream-ing services (41%) and watch esports in which players in amateur or professional teams play competitively (41%).

Roughly a third use third party add-on services (36%), attend gaming events (31%), and esports events (30%).

NB: ADULT PLAYERS

Read or watch walkthroughs

66

Watch YouTubes of gameplay

Watch livestreams of games

Watch esports

58

41

41

36

30

31

Attend an esports event

Attend a gaming event

Use third-party add-ons

Engagement with Game Culture (%)

Male, 60, Adelaide, South Australia.

Female, 37, Queensland.

SOLVING THINGS, COORDINATING WITH OTHERS TO ACHIEVE

A GOAL.

THERE IS NO POWER IN GAMES? I PROBA-BLY PLAY GAMES ON

MY PHONE BECAUSE IT IS ALL CONNECTED TO OTHER LIVE PLAYERS PLAYING THE SAME

GAME WITH THE SAME LIKES AS ME TO PLAY

THIS GAME ALSO.

POWER OF COMMUNITY

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NB: ADULT PLAYERS

The popularity of esports continues to grow as a significant part of gameplay culture and enterprise, and over the intervening two years since our last report, we see increased interest in esports among adult players.

Of the third of adult players who either watch esports online or who attend esports events, 40% follow to learn strategies that may help them improve their own game play, 38% follow to enhance their enjoyment of player culture, 32% enjoy watching the competitions, and 23% follow an esports team.

Generally supporting esports and watching presenters round out the reasons.

Enjoy taking part in player culture

Enjoy watching competitions

Follow an esports team

To support esports

Enjoy watching presenters

Learn strategies to improve gameplay 40

38

32

23

17

11

Reasons to Follow Esports (%)

Male, 53, Brisbane, Queensland.

I ENJOY PLAYING FIFA GAMES AS THE THRILL OF WATCHING THEM PLAY, IT IS SO AMAZING HOW FAR

THINGS HAVE COME.

POWER OF COMMUNITY

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It is clear that participation in esports as a competitor further deepens engagement with play culture and provides opportunities to extend the personal satisfaction possible from play.

Of the quarter of adult players who said they have competed in esports, half do so because they enjoy the broader social aspects of the pastime. Half say they compete to be active members of the player community.

A third compete because they enjoy the challenge of pitting their skills against those of other players. Becoming a better player was less frequently indicated.

51

49

35

15

Reasons for Competing in Esports (%)

Social aspects of esports

Player community

Enjoy the challenge

To become a better player

Male, 29, Adelaide, South Australia.

I AM CURRENTLY PLAYING YUGIOH DUEL LINKS, A DIGITAL

VERSION OF A CARD GAME I PLAYED AS A CHILD. IT HAS

BEEN GREAT TO REDISCOVER THE GAME AND I HAVE MADE

FRIENDS ONLINE THAT I OFTEN TALK TO ABOUT THE GAME.

Female, 29, Perth, Western Australia.

PLAYING GAMES IS A FORM OF ESCAPISM AND A WAY

TO HELP ME HAVE FUN AND RELAX. I APPREICATE THE CREATIVITY AND DEPTH

OF MEANING AND STORY OF EACH GAME AND IT IS

SOMETHING I GET EXCITED ABOUT LEARNING MORE OF.

POWER OF COMMUNITY

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Player:

Family Background:

Location:

Cultural Background:

Years Playing Games:

Types of Play:

Typical Duration:

Access to Games:

Motivations for Play:

Other Interests:

Male, 29, UnemployedLives in household of 4 with parents and partner. Adelaide, South Australia.Australian.20 years.In-depth play only.Everyday for 1 hour.

Tablet, smartphone, Xbox One, Nintendo Switch.

To have fun, to relieve boredom, to feel excitement. To connect with others, make friends.

Playing board, card games, musical instrument. Search Internet. Watch YouTube, TV, movies. Read books. Listen to music, podcasts.

MATI: THE COMMUNITY PLAYER

I AM CURRENTLY DEALING WITH A CHRONIC ILLNESS WHICH MAKES DAY TO DAY LIFE VERY GRUELLING. GAMES

LET ME ESCAPE FROM THAT AND TAKE MY MIND OFF IT. PLAYING AND

CHATTING WITH PEOPLE ONLINE ABOUT GAMES I PLAY MAKES ME

FEEL PART OF A COMMUNITY.

Matt, 29, Adelaide, South Australia.

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24

24

25

27

28

28

Make games

Participate in esports

Make machinima

Post gameplay videos

Cosplay

Create mods

Game-related Content Creation (%)Active participation in game culture is possible through a variety of game-related cultural production.

We found strong relationship among these activities, suggesting that while few in our sample do all these things, doing one of them is linked with doing others.

In general, one in four adult players has engaged in some combination of cultural production; they create modifications to the content of games they play, dress up as a video game character for a party or event, post videos online of their own gameplay, produce machinima or short videos as part of an animated story, participate in esports, and even make original games.

POWER OF CREATIVITYPOWER OF CREATIVITY

GAMES HAVE TAUGHT ME SO MUCH. A NEW WORLD IS REVEALED IN EVERY GAME. THE

BEST GAMES ARE ONES WHERE IT SEEMS LIKE

A LARGE INTERAC-TIVE PIECE OF ART. IT CREATES WONDER AND MAKES ME WANT TO BE CREATIVE. CREATIVITY IS SOMETHING WE ALL

NEED.

Male, 20, Melbourne, Victoria.

Male, 39, Sydney, New South Wales.

THE POWER OF GAMES IN MY LIFE ALLOWS ME TO DO THINGS I CAN’T NECESSARILY DO IN REAL LIFE, eg: GRAND THEFT AUTO. YOU CAN

PLAY THE CRIM [sic], STEAL CARS ETC. AND HAVE NO REPERCUSSIONS [LIKE] IN REAL LIFE. I PREFER TO PLAY A GAME TO ESCAPE EVERY-

DAY LIFE, HAVE A BIG PLACE TO RUN AROUND AND DO WHAT I FEEL LIKE, AND HAVE FUN

DOING IT.

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POWER OF LIVING WELL

NB: ALL ADULTS, PLAYER AND NON PLAYER

The popularity of cultural production and participation among adult players demonstrates the power of games to add to community, creativity, and to transform.

We presented adults in all households, regardless of whether they play video games, with an inventory of ways in which games might help people live well and asked them to agree or disagree with each on a three-point scale.

The vast majority validated the view that games have the power to help people live well, starting with over three-quarters saying games may contribute to general and digital knowledge, improve mental health, and add to specialist knowledge.

Two-thirds said games may expand work skills, cultural knowledge, life skills, life satisfaction, and quality of life.

Over half said games may improve physical health, physical fitness, and social relation-ships. Half said games may even have the power to promote a healthy diet.

69

69

67

65

62

60

60

52

70

75

78

84

81

Life skills

Cultural knowledge

Specialist knowledge

Work skills

Mental health

Digital knowledge

General knowledge

Life satisfaction

Quality of life

Physical health

Physical fitness

Social relationships

Diet

Games Potential for Living Well (%)

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POWER OF LIVING WELL

NB: ALL ADULTS, PLAYER AND NON PLAYER

Adults players and non-players generally believe video games have the potential to deliver health and fitness benefits with more than three-fourths saying games can improve thinking skills, physical dexterity, and emotional wellbeing.

At least two-thirds said game play may re-duce anxiety and improve social wellbeing.

Over half said games could improve balance, physical fitness, and be used to help manage pain.

All adult participants estimated the degree to which video games may help with ageing well. At least four-fifths said games can in-crease mental stimulation and fight dementia.

Three-fourths said games could encourage open-mindedness, improve life satisfaction and promote optimism in ageing.

Two-thirds said games may help older adults maintain social connections and add purpose to life. Half said games may increase mobility and less than half said they may help reduce arthritis.

64

60

58

66

70

74

85

76

Physical fitness

Improving balance

Reduce anxiety

Social wellbeing

Emotional wellbeing

Dexterity

Thinking skills

Manage pain

Games Potential for Health Benefits (%)

67

67

54

43

73

73

73

87

81

Adding purpose to life

Maintaining social connections

Improving life satisfaction

Maintaining optimism

Encouraging open-mindedness

Fighting dementia

Increasing mental stimulation

Increasing mobility

Reducing arthritis

Games Potential for Ageing Well (%)

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Player:

Family Background:

Location:

Cultural Background:

Years Playing Games:

Types of Play:

Typical Duration:

Access to Games:

Motivations for Play:

Other Interests:

Female, 83.Retired Customer Service Officer.Lives alone.Victoria.Australian, British.5 years.In-depth play.Every other day for 1/2 hour.

Computer, tablet.

Keep mind active. To relax, relieve stress.

Dine out. Attend sports event, cultural event, concert, festival. Go to amusement, theme park, zoo, art gal-lery, museum, theatre, ballet. Play board, card games. Play with grandchildren, pet. Search Internet. Read books, magazines. Watch TV, movies. Listen to music.

LOTTIE: THE RETIRED PLAYER

[THE] GAMES I PLAY ARE A WAY OF TAKING MY MIND OFF THE PRESSURES

OF DAY TO DAY LIVING AND TO KEEP MY MIND ACTIVE. IT’S LIKE DOING CROSSWORDS AND KEEPING UP

WITH MODERN TECHNOLOGY IN THE PROCESS AND KEEPS A LINE OF COMMUNICATION OPEN WITH MY

GRANDCHILDREN.

Lottie, 83, Victoria.

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Games are often made specifically for the education market. However, educators identify some mainstream entertainment games such as Minecraft, Assassin’s Creed, and Civilization V to improve the learning experiences of their students.

Adult players were asked to evaluate the potential of games to benefit education in terms of student support, school support, and learning areas. In all cases, a majority of adult players said they believed games may serve these purposes.

Of prominence were the use of games to motivate students and inspire them to be creative.

Games were seen as beneficial for teach-ing students in general, and in Science, Technology, Engineering and Mathematics (STEM) subjects in particular.

NB: ADULT PLAYERS

54

56

61

63Learning Areas

School Support

Student Support

53

56

51

5354

56

61

60

Help students cope with stressGive students confidence

Help students pay attention

Help overcome learning disabilities

Inspire students to be creative

Motivate students

Help students learn to read

Help with learning arts and humanitiesHelp with STEM learning

Teach students in general

Help teachers to connect with students

Help schools remain relevant

50%

Games Potential for Education (%)

POWER OF EDUCATION

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POWER OF EDUCATION

Video: How Have Games Improved Your Life?

In this video, players share their stories of how games have added to, and improved their lives.

(6:01 minutes)

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POWER OF EDUCATION

NB: PARENTS

Parents were asked whether and how their children had used video games at school.

Over half said their children had used them as part of their curriculum and classroom learning, about a quarter said their children had used video games for co-curricular or “after school” activities at school, and a quarter said their children had been part of making video games as part of their formal education.

Developed video games in school

Games used for co-curricular

Games used in school

26%

23%

52%

Children Using Video Games at School (%)

GUITAR HERO CHALLENGED ME MENTALLY AND PHYSICALLY, CREATED A SENSE OF FULFILLMENT AS I

NEVER LEARNED HOW TO PLAY AN INSTRUMENT, AND HELPED ME CONNECT WITH OTHER PEOPLE. IT ALSO EXPOSED ME TO NEW MUSIC

I LOVE.

Female, 28, Perth, Western Australia.

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Around a third of adult players said they have used games in the workplace for induction and orientation, new knowledge and skills.

They have used video games designed to deliver new knowledge (36%), for health and safety training (31%), to learn work-place rules (30%), to learn new software or tool use (29%), or to learn new skills of some kind (29%). This is consistent with findings we made in DA18.

NB: ADULT PLAYERS

29

29

30

36

31

New skills

New software or tool

Workplace rules

Health and safety

New knowledge

Using Games at Work (%)

POWER OF EDUCATION

IT IS SOMETHING THAT I REALLY ENJOY. I LOVE MOTOR RACING AND VIRTUALLY RACING IS NOT DANGEROUS OR EXPENSIVE. SO GAMING ALLOWS ME TO HAVE A SIMILAR OR SIMULATED EXPERIENCE THAT

WOULD BE DANGEROUS OR NOT POSSIBLE IN REAL LIFE.

Male, 46, Melbourne, Victoria.

Female, 25, New South Wales.

GAMES HAVE A POWER IN MY LIFE THAT IS SIMILAR TO BOOKS - IT TRANSPORTS ME TO ANOTHER LIFE, AND GIVES ME ACCESS TO

IDEAS, EXPERIENCES AND VISUALS THAT I NORMALLY WOULDN’T HAVE. I VIVIDLY REMEMBER THE DAY THAT MY MUM BOUGHT A PS1

FOR MY SISTER AND I, AND PLAYING THOSE GAMES WAS SOME-THING I OBSESSED ABOUT. WE WERE VERY COMPETITIVE, BUT IT

ALSO BROUGHT US TOGETHER, WITH SHARED EXPERIENCES. TODAY, GAMES ARE A WAY FOR ME TO ESCAPE THE STRESSES OF MY LIFE

AND ALSO TO COME TOGETHER WITH FRIENDS AND FAMILY. REGARDLESS OF WHAT’S HAPPENING, GAMES CAN MAKE YOU LAUGH, LEARN ABOUT

OTHER PEOPLE AND MAKE GREAT MEMORIES.

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GERI: THE INSPIRED PLAYER

Player:

Family Background:

Location:

Cultural Background:

Years Playing

Games:

Types of Play:

Typical Duration:

Access to Games:

Motivations for Play:

Other Interests:

Female, 18, Student.Lives in household of 5 with parents, sister, 13, brother, 9. Sydney, New South Wales.Australian.5 years.In-depth play and casual play.Everyday. Casual play 4 x day, 10 minutes. In-depth play 2 hours.

Computer, tablet, Sony PS4, Nintendo handheld.

To have fun, pass time. Feel accomplishment, achievement. To do things not possible in the real world. Fulfil a fantasy. Shop. Make things for hobby, craft. Attend art gallery, museum, theatre, ballet. Play musical instrument. Search Internet. Watch YouTube, movies. Read books, magazines. Listen to music.

Geri, 18, New South Wales.

I FIND GAMES MORE EMOTIONALLY POWERFUL THAN OTHER MEDIUMS

BECAUSE OF THE ABILITY TO CHOOSE YOUR ACTIONS - THIS LEADS TO

HIGHER ENGAGEMENT FOR ME AND AS SUCH I GENERALLY ENJOY GAMES

MORE THAN OTHER MEDIUMS.

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Australian developers are growing in number and the number of Australians who work in the industry is expanding too. As games become increasingly popular and ever more diverse and complex, there are many ways in which game developers can monetise their creative products.

After direct sales and subscriptions, developers use in-game purchases to support their diverse modern economy business models. In-game purchases are popular because players can readily identify reasons for making a purchase that has a direct benefit to gameplay for them or for their family or friends for whom they are making the purchase.

Two-thirds of adult players have made in-game purchases for themselves at one time or another and over half have made in-game purchases for another person, usually a child. Of those who have made in-game purchases, half have done so in order to unlock a timed trial game to continue playing.

A third have made in-game purchases to unlock new content. About a quarter have

done so to support a game, personalise gameplay or speed up gameplay.

POWER OF ECONOMICS

40 65for OTHERS

Avoid ads or spam

Make gameplay more enjoyable

Gain advantage over others

Enable multiplayer

Speed up gameplay

Personalise gameplay

Support a game

Unlock new content

Continue playing

28 28

3034

4952

24 27

29 26

22

18

20

20

14

8

15

9

Have made in-game purchases

for SELF

Making In-game Purchases (%)

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NB: ADULT PLAYERS

Between an eighth and a tenth use in-game purchases to get weapons or acces-sory advantages to better compete or to enable multiplayer mode.

We have observed widespread use of games. In this iteration of the research, we measured participant demographics in addition to age, gender, and household size. We were particularly interested in the cultural and linguistic diversity of players and non-players, which we measured using

standard ABS classifications. Our sample had players and non-players from all 21 ABS classifications in remarkably equal propor-tion – meaning the cultural make-up of adult game players in Australia is as diverse as the Australian population itself.

It is important, therefore, to understand which character representations in games need more attention, according to adults who play video games.

At the top of the list 69% said games need to portray a greater range of sexual orientations and LGBTQI communities, 68% said games need to do a better job of presenting a range of people with disabilities, and 65% said games needed to pay more attention to a wider range of cultural diversity and age diversity. Wider nationality, gender, race, and linguistic diversity were called for by just over 60% and more religious diversity by just over 50%.

68Disability

Gender

Race

Language

Religious

National

Age

Cultural 65

65

64

63

63

62

52

69Sexual orientation

Need for Diversity in Games (%)

POWER OF ECONOMICS

Male, 34, Melbourne, Victoria.

THE MAIN GAME THAT CHANGED MY LIFE FOR THE BETTER WAS QUAKE 3, STRANGELY ENOUGH. IT

INTRODUCED ME TO MULTIPLAYER GAMING WHEN I WAS AT UNIVERSITY, AND I LEARNED TO IMPROVE

MY SKILLS TO PLAY COMPETITIVELY AGAINST OTHER PEOPLE. I ALSO LEARNED ETIQUETTE AND

SOCIAL SKILLS PLAYING WITH OTHER PEOPLE.

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All adult participants including players

and non-players were asked how important they felt the video games industry was for the Australian economy.

Nearly three-quarters said making video games in Australia would add value to the national economy and they said it was

an important industry to support through policy.

Twenty percent of participants had any knowledge of computer programming, however, 16% said they or another household member had discussed plans to work in the industry or already work in it, with 13%

saying they or another household member plan to or are currently studying for a career in the field.

At the time of the survey, 6% said they or someone in their household intend to learn game or game-related programming.

72% Importance of gaming industry

Learning game programming

Plan career in games

Plan or currently work in gaming industry

Have knowledge of programming 20

16

13

6

74% Value of making games for economy

Value of Games in Australian Economy (%)

POWER OF ECONOMICS

economy

3/4 say game development

is good for the

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The Australian video game retail industry is booming. Total sales reached $4 billion in 2018, made up of substantial growth in digital sales and steady sales of physical

game products including hardware and software. These results are exclusive of general use devices such as PCs, smart-phones and tablet computers.

The compound annual growth rate (CAGR) of the retail industry here is 15% between 2013 and 2018.

POWER OF ECONOMICS

2013 2014 2015 2016 2017 2018

Total Sales($ billion AU)

Physical Sales($ billion AU)

Digital Sales($ billion AU)

$1 bil AU

$2 bil AU

$3 bil AU

$4 bil AU

0.90

1.14

2.04

1.241.07 1.181.181.25

1.21

1.59

1.89

2.85

4.03

2.05

2.46

2.832.96

3.23

Australian Video Games Retail Industry ($)

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GAMES HELP ME TO EXPAND MY LIFE, TO FIND INTEREST AND

ADVENTURE IN THE SAFETY OF MY LIVING ROOM. THEY MAKE ME THINK CRITICALLY, PLAN,

STRATEGISE, AND HELP ME LEARN FROM MISTAKES. ALSO, I HAVE A

CHRONIC INJURY, THAT PREVENTS ME FROM PARTICIPATING IN

OTHER EXCITING HOBBIES SUCH AS MANY SPORTS, BUT I CAN FIND MY OWN ENJOYMENT THROUGH GAMES. I EVEN DO MY WEEKLY

PHYSIO EXERCISES IN FRONT OF THE TV WHOLE [sic] PLAYING A

GAME. THIS NOT ONLY KEEPS ME ENTERTAINED, BUT MOTIVATES ME TO DO THESE EXERCISES. GAMES HELP ME AVOID FEELING DOWN ABOUT WHAT I AM MISSING OUT ON, AND INSTEAD FEEL EXCITED

FOR WHAT I CAN DO.

THEY LET ME RELAX, ESCAPE, TAKE ME PLACES I OTHERWISE

CAN’T GO, THEY HELP ME SPEND TIME WITH MY FRIENDS AND

FAMILY, LET ME ACHIEVE THINGS, DO THINGS, EXPLORE THINGS.

I STARTED DOING GAMES AFTER MY STROKE TO IMPROVE MEMORY,

I STILL DO IT TO STAY ACTIVE MENTALLY.

PLAY GAMES TO FILL IN TIME, KEEP MY MIND GOING, LEVELING

UP MAKES YOU FEEL GOOD.

GAMES ARE JUST A HEALTHY PART OF MY EVERYDAY ROUTINE.

Female, 20, Perth, Western Australia.

Male, 29, Sydney, New South Wales.

Female, 68, Perth, Western Australia.Female, 29, New South Wales.

Male, 53, Western Australia.

IN THEIR OWN WORDS

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PHIL: THE ACHIEVING PLAYER

Player:

amily Background:

Location:

Cultural Background:

Years Playing Games:

Types of Play:

Typical Duration:

Access to Games:

Motivations for Play:

Other Interests:

Male, 61.Retired.Lives in household of 2 with wife, 69.Victoria.Australian.30 years.In-depth and casual play. Everyday other day. Casual play 2 x day, 10 minutes. In-depth play 1/2 hour.

Computer, smartphone, older console.To have fun, relax/ relieve stress. To be challenged.To connect with others. To do things not possible in real life. To keep mind active.Dine out. Go to pub, club, café; Shop. Exercise. Garden. Make things of hobby, art, craft. Go to art gallery, museum, theatre, ballet; Read on social media. Read book, newspaper. Watch TV, movies. Listen to music. Take pics. Post to social media.

Phil, 61, Victoria.

CHALLENGING, TO CHALLENGE AND BE CHALLENGED. I MAINLY

PLAY SCRABBLE AT THE MOMENT AND BECAUSE IT’S ONLINE I CAN PLAY WITH ANY OF MY FRIENDS ANYWHERE IN THE WORLD. FOR THE GAMES I PLAY AT HOME IT IS MORE FOR HEALTH AND FITNESS AND MENTAL BALANCE WHICH IS THE Wii AND I DO THIS WITH MY

WIFE. IT’S SOMETHING WE CAN DO TOGETHER IN OUR HOME WITHOUT

GYM MEMBERSHIPS, JUDGEMENT OF OUR LEVELS OR ABILITIES. IT IS MORE RELAXING YET STILL CHALLENGING AND EASIER TO BE YOURSELF WHICH CREATES

GREATER ACHIEVEMENT.

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I BELIEVE GAMING AND GAMES ARE AN ESCAPE FROM REALITY,

JUST TO BE SOMETHING OR SOME-ONE OR SOMEWHERE ELSE FOR

A MOMENT, TO BE A SUPER HERO, SOMEONE EXCITING, SOMEONE TO SAVE THE WORLD AND EXPLORE NEW PLACES. SOUNDS CORNY BUT THAT’S ABOUT IT. PLUS IT’S

NICE TO SIT DOWN AND EXPLORE DIFFERENT WORLDS WITH MY SON AND DAUGHTER TOO, JUST FOR A

LAUGH OR A RACE.

I TEND TO PLAY EDUCATIONAL GAMES OR THINKING GAMES LIKE SCRABBLE, SOLITARE, MAHJONG,

DOMINOES, CANDY CRUSH, THINKING TO KEEP MY MIND ACTIVE, AND PASS THE TIME.

THEY ARE A FUN WAY TO JOIN IN WITH MY FAMILY...THEY ARE ALL MUCH BETTER THAN ME AND UNDERSTAND IT BETTER THAN

ME.. EVEN THOUGH I DON’T REALLY LIKE IT MUCH I JOIN IN TO HAVE

FUN WITH THEM.

GAMES RELAX ME FROM DAY TO DAY WORK STRESS.

I LIKE TO CHALLENGE MYSELF AND TO BE REWARDED IT IS VERY

FULFILLING

Male, 48, Queensland.

Female, 39, New South Wales.Female, 40, Sydney, New South Wales.

Female, 72, Victoria.Male, 17, Victoria.

IN THEIR OWN WORDS

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Digital Australia 2020 (DA20) is an empirical study about digital games in Australian households with a focus on demographics, behaviours and attitudes.

In this report, the words computer games, video games, digital games, and interactive games are used interchangeably to refer to the broad class of interactive, digital entertainment.

A game household was one that had in it any device for playing a video game, including personal computers, smart phones, dedicated home consoles, tablet computers, and handheld game devices.

A player was a person who indicated they play computer or video games, simply “yes” or “no” on any device including a PC, console, handheld, social network, mobile phone or tablet computer.

Questions in the survey included open-ended, short response, list selection, dichotomous response (such as Yes/No or Selected/Not selected), ranking (1-10), three-, four - and five-point Likert items (Strongly Disagree to Strongly Agree, for example).

These created over 400 measurement points.

Questions were grouped according to theme including:

• Household demographics,

• Household media environment,

• Media access to game devices,

internet access and purchasing,

• Video gameplay preferences and

routines,

• Motivations for playing video games

and social relationships that result,

• Parental engagement with video

games,• Engagement with game culture

including esports,

• Games related to education, work,

health and ageing,

• Classification and ratings, and

• Attitudes and issues related to video

games and policy.

ABOUT

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Data reported here come from 1,210 Aus-tralian households and 3,228 individuals of all ages in those households.

Participants were drawn randomly from the Nielsen Your Voice Panel in February 2019. The Nielsen Company provided the research team at Bond University with raw data from the survey for statistical analysis at the University. The data were analysed by report authors using the SPSS Versions 24 and 25.

Results are calculated for three parts of households including responses to the survey by one adult member of the household (1,208 households) and of those, the adults who themselves play video games and another person in the home whose game habits they know (1,476 people), then all people in those households (3,228 people).

For clarity throughout this report, we refer to these in turn as households, adult players, key players, all household members, then all video game players among them.

The quality and size of the sample was high.

For the purposes of including results for all members of a given household, the Vars-to-Cases procedure was used to create individual records for all persons in a household identified by the participants in the study.

Data reduction procedures included reducing the range for some questions to simplify presentation of responses. Some measures were combined into indices where obtaining a frequency or mean across a combination of measures simplified the presentation of findings.

Missing values were eliminated from analysis on a per-question basis unless multiple measures were examined conjointly. For these, the case-wise deletion method was applied.

Statistical weighting was applied for accurate comparisons where data from this study are compared with previous studies and new questions in this study required sum-total weighs.

Statistical procedures included simple descriptive statistics such as frequencies, cross-tabulations, means, correlations, and tests of significance such as Chi-square and One-way ANOVA. The margin of error is ±2.7% for the national sample comparing households and all household members, ±3.3% for adult players, ±2.5% for key players, and ±2.3% for all players.

ABOUT

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