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Page 1
Report1 pages

Inclusion, Diversity, Equality, Accessibility Statement: Australia & New Zealand

The statement articulates a commitment by the Interactive Games and Entertainment Association (IGEA) to foster inclusion, diversity, equality, and accessibility across the video‑game sector in Australia and New Zealand. It positions the association as the peak trade body responsible for modeling equitable practices and ensuring that the industry can be enjoyed by all participants, regardless of gender, sexual orientation, disability, neurodiversity, ethnicity, religion, age, or other personal characteristics.

Key actions outlined include appointing a dedicated Diversity Lead, embedding accessibility features such as live captioning, Auslan interpretation, and alt‑text in all communications, and actively seeking Aboriginal participation for Welcome to Country ceremonies and Acknowledgement of Country protocols. The association pledges to audit and dismantle inequities within its own policies, expand diverse representation on its board and committees, and oppose any unlawful discrimination. It also commits to using its platform to promote and support external diversity initiatives, providing resources that enable other employers to create inclusive workplaces.

The scope covers the entire Australian and New Zealand video‑game industry, encompassing IGEA’s staff, contractors, suppliers, and broader stakeholder network. While no empirical data or survey methodology is presented, the statement functions as a policy framework that sets measurable expectations for internal governance and external advocacy, signalling a strategic shift toward a more inclusive industry culture.

  • The Interactive Games and Entertainment Association (IGEA) has established a formal policy framework to mandate inclusion, diversity, equality, and accessibility standards across the Australian and New Zealand video game industry.
  • IGEA is restructuring its internal governance by appointing a dedicated Diversity Lead and committing to audit and dismantle existing inequities within its own policies.
  • The association is expanding diverse representation across its board and committees to ensure broader demographic inclusion in industry leadership.
  • Operational accessibility standards are being implemented for all IGEA communications, including the mandatory use of live captioning, Auslan interpretation, and alt-text.
  • The policy mandates the integration of Aboriginal cultural protocols, specifically requiring Welcome to Country ceremonies and Acknowledgement of Country, across industry engagements.
Interactive Games & Entertainment AssociationFeb 2026
Page 1
Report21 pages

Australian Video Games Industry Policy Platform: February 2025

The Australian video games industry represents a vital economic sector, generating $339.1 million in revenue and supporting 2,465 full-time positions during the 2024 fiscal year. With 93 percent of revenue derived from international markets and over half of all studios anticipating continued income growth, the sector is positioned to evolve into a global powerhouse. The primary objective is to scale the industry to a $1 billion valuation by 2030, a goal that necessitates a strategic shift toward long-term policy frameworks, increased federal investment, and enhanced export support to facilitate international publisher partnerships and local intellectual property development.

To achieve this growth, the industry requires a modernized regulatory environment that replaces fragmented, reactive policies with evidence-based standards. Current classification and online safety laws often impose disproportionate burdens on developers, hindering innovation. By streamlining these frameworks and reducing administrative red tape, the government can provide the certainty required for studios to scale operations. Furthermore, the industry advocates for a more integrated approach to public policy, specifically by leveraging "serious games" to address societal challenges and fostering closer alignment between government initiatives and the practical needs of game developers.

Sustaining this trajectory also depends on addressing critical structural challenges, particularly regarding talent acquisition and capital access. The industry faces persistent talent shortages that demand improved migration pathways and a renewed focus on STEAM education to build a robust local workforce. By combining these educational and immigration reforms with targeted research and development incentives, Australia can foster a competitive ecosystem that attracts international investment while empowering domestic studios. Ultimately, the transition to a billion-dollar industry relies on a collaborative partnership between the public and private sectors to prioritize innovation, intellectual property protection, and sustainable economic development.

  • The Australian video games industry aims to reach a $1 billion valuation by 2030, building on its 2024 fiscal year performance of $339.1 million in revenue.
  • The sector currently supports 2,465 full-time positions, with 93 percent of its revenue generated from international markets.
  • Over 50 percent of Australian game studios anticipate continued income growth, signaling strong potential for expansion into a global powerhouse.
  • Industry growth is currently hindered by fragmented regulatory frameworks, specifically classification and online safety laws that impose disproportionate administrative burdens on developers.
  • To sustain development, the industry requires improved migration pathways and enhanced STEAM education initiatives to address persistent talent shortages.
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Interactive Games & Entertainment AssociationFeb 2025
Page 1
Report2 pages

The Power of Play: España

Summary of “The Power of Play: España” (Survey of Spanish Video‑Game Players)

1. Scope & Sample Population surveyed: 12 847 active gamers (play ≥ once a week) across several markets. Spanish subsample: 1 139 respondents (men + women) who answered the questionnaire.

2. Demographic Profile

| Age group (years) | % of Spanish respondents | |-------------------|---------------------------| | 16‑18 | 8 % (men) / 41 % (women) | | 19‑24 | 49 % (men) / 28 % (women) | | 25‑34 | 28 % (men) / 28 % (women) | | 35‑44 | – | | 45‑54 | – | | 55‑64 | – | | 65+ | – |

\The table in the original document mixes gender‑specific percentages; the numbers above reflect the most clearly reported figures.

Gender split (overall): Roughly equal, with a slight male majority in the 19‑24 bracket. Play mode: 8 out of 10 male gamers (≈ 80 %) report playing with other players online. For women, solo play is still the most common, but a sizable minority also play online or in person.

3. Primary Motivations for Playing

| Motivation | % of respondents (overall) | |------------|----------------------------| | Fun / Entertainment | 85 % | | Stress reduction / relaxation | 78 % (men) – 75 % (women) | | Social connection (meeting new people, making friends) | 62 % (men) – 55 % (women) | | Escapism / coping with daily problems | 28 % (men) – 48 % (women) | | Feeling happier / more positive | 75 % (men) – 60 % (women) | | Creating lasting memories | 45 % (men) – 35 % (women) |

Note: The percentages are drawn from multiple overlapping questions (e.g., “Jugar a videojuegos me ayuda a sentir…”, “Reduce el estrés, la ansiedad, el aislamiento”). The highest‑scoring items are fun, stress relief, and social interaction.

4. Perceived Benefits

4.1 Psychological & Emotional Stress & anxiety: 78 % of men and 75 % of women say gaming helps them feel less stressed and less anxious. Isolation: 78 % of men and 72 % of women report a reduction in feelings of loneliness.

  • Gaming is primarily used for emotional regulation in Spain, with 78% of men and 75% of women reporting that it effectively reduces stress and anxiety.
  • Social connection is a major driver for the Spanish gaming population, with 62% of men and 55% of women citing it as a primary motivation for play.
  • Online multiplayer engagement is significantly higher among men, with approximately 80% reporting they play with others online, whereas women show a stronger preference for solo play.
  • Gaming serves as a vital tool for combating loneliness, as 78% of men and 72% of women report that playing reduces their feelings of isolation.
  • The Spanish gaming demographic is heavily concentrated in younger age brackets, with 49% of male players and 28% of female players falling within the 19–24 age range.
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AEVIJan 2024
Page 1
Report13 pages

FY2024 Report: Australian Game Development Survey

The Australian game development industry demonstrated resilience and stability during the 2024 financial year despite significant global economic headwinds. Total income generated by local studios reached $339.1 million, representing a minor 1.9% decrease from the previous year. Employment remained steady with 2,465 full-time equivalent workers, a marginal 0.3% increase. The sector is heavily export-oriented, with 93% of all revenue generated from outside Australia. Furthermore, 85% of studios focus on developing their own original intellectual property rather than work-for-hire projects.

The industry landscape is characterized by a mix of emerging and established entities. While 56% of studios were formed within the last five years, a quarter of the sector consists of mature studios operating for a decade or more. Small businesses dominate the ecosystem, with 47% of studios employing five or fewer staff members. Geographically, Victoria serves as the primary hub, hosting 52% of head offices and 36% of the national workforce, followed by Queensland and New South Wales.

Government support remains a critical pillar for the industry. The Digital Games Tax Offset, which passed in mid-2023, is already being utilized by 25% of respondents to fund new projects or expand existing ones. Despite this support, developers identified securing international and local publishing deals and attracting early-stage development funding as their primary challenges.

The findings are based on a voluntary survey of 137 Australian game development studios conducted by Bond University on behalf of the Interactive Games & Entertainment Association. The data covers the period from July 1, 2023, to June 30, 2024. Looking ahead, the sector maintains a cautiously optimistic outlook, with 81% of studios predicting stable or increased revenue and 61% planning to hire new staff in the coming year.

  • The Australian game development industry generated $339.1 million in revenue during FY2024, reflecting a minor 1.9% year-over-year decline despite global economic headwinds.
  • The sector is highly export-focused, with 93% of total revenue derived from international markets and 85% of studios prioritizing the development of original intellectual property.
  • Employment remains stable at 2,465 full-time equivalent workers, with 61% of studios planning to increase their headcount in the coming year.
  • Victoria is the industry's primary hub, hosting 52% of all studio head offices and 36% of the national workforce.
  • The Digital Games Tax Offset, introduced in mid-2023, is already being utilized by 25% of studios to support project funding and expansion.
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Interactive Games & Entertainment AssociationJan 2024
Page 1
Report14 pages

Australian Game Development Survey FY 2023

The Australian Game Development Survey FY2023 reveals a maturing industry experiencing significant growth in both revenue and employment. Total income generated by local studios reached $345.5 million, a 21% increase over the previous year, while the workforce expanded by 17% to 2,458 full-time equivalent employees. This growth is largely attributed to increased federal and state government support, including the Digital Games Tax Offset (DGTO), which has bolstered developer confidence and attracted international interest.

The sector is heavily export-oriented, with 87% of revenue derived from markets outside of Australia. While the industry is diversifying, it remains concentrated in the eastern states, with Victoria housing 29% of studios and 41% of the workforce. The ecosystem is characterized by a mix of established and emerging entities; 32% of studios have operated for over a decade, yet 45% are five years old or less, and 29% are currently developing their first title. Small businesses dominate the landscape, with 79% of respondents employing fewer than 20 people.

Despite this upward trajectory, the industry faces notable headwinds. The primary challenges identified include difficulty hiring staff with specialized technical skills, attracting early-stage development funding, and securing international publishing deals amidst tightening global economic conditions. Nevertheless, 63% of studios intend to hire more staff in the coming year, and 68% predict continued income growth.

The findings are based on a survey of 111 Australian game development studios conducted by Bond University on behalf of the Interactive Games & Entertainment Association (IGEA). The data covers the financial year from July 1, 2022, to June 30, 2023, and includes metrics on gender diversity, which showed an increase in the representation of women and gender-diverse individuals within the workforce.

  • The Australian game development industry generated $345.5 million in revenue during FY2023, marking a 21% year-over-year increase.
  • Total industry employment grew by 17% to 2,458 full-time equivalent employees, with 63% of studios planning further hiring in the coming year.
  • The sector is highly export-focused, with 87% of total revenue derived from international markets.
  • Government support, specifically the Digital Games Tax Offset (DGTO), is a primary driver of developer confidence and international investment.
  • The industry is geographically concentrated in Victoria, which accounts for 29% of studios and 41% of the total workforce.
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Interactive Games & Entertainment AssociationJan 2023

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