What’s New in Gaming Tech This Year

Four In Five Australians Play Video Games As Experts Urge School Holiday Safety Awareness

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With the winter school holidays approaching and colder weather keeping children indoors, screen time is set to rise across Australian households. New research from the Interactive Games and Entertainment Association (IGEA) and Bond University shows just how embedded gaming has become in everyday life – and why parents may want to revisit their approach to online safety before the break begins.

According to the Australia Plays 2025 report, 82 per cent of Australians now play video games, up from 81 per cent in the previous study. Video games are played in almost nine out of ten Australian households, a figure that has remained consistent within the margin of error for the past 15 years.

Separately, the eSafety Commissioner has found that 86 per cent of children aged 10 to 15 play video games, leaving parents to navigate how much time their children are spending online, who they are playing with and how to keep those experiences positive and age-appropriate.

Not Just A Kids’ Pastime

The IGEA data challenges the long-held perception that gaming is primarily for children. The average age of Australian video game players is 35, and 81 per cent of all players are aged 18 and over.

Of all Australians who play, 71 per cent are working-age adults, 19 per cent are children and 10 per cent are older adults of retirement age. Two-thirds of Australians aged 65 and over play video games.

Working-age adults have the highest proportion of players at 84 per cent, followed by children at 82 per cent and retirement-age adults at 67 per cent.

The 2025 report also marks the first time in the research series that female players account for half of the video game player population, with 51 per cent of all players identifying as female, 48 per cent male and nearly half a per cent identifying as non-binary.

What Australians Are Playing

Action/adventure games are the most played genre across both children and adults, followed by puzzle, shooter, sport and role-playing games.

Consoles remain the most common gaming device, present in 87 per cent of gaming households, followed by smartphones at 71 per cent and PCs at 58 per cent. Tablets account for 43 per cent, handheld devices 8 per cent and VR 5 per cent. Some 74 per cent of gaming households have two or more devices, and almost half have three or more.

When playing socially, 62 per cent of Australians prefer collaborative games over competitive ones. However, that preference shifts with age. Among under-18s, 81 per cent prefer cooperative play, but this drops to 55 per cent among those aged 65 and over, where competitive play is more common.

The report also found a shift in which age group of males spends the most time playing. Previously, 15-to-24-year-old males played the most. This year, 25-to-34-year-olds reported more play. Among women aged 55 to 64 and older, play time exceeds that of men in the same age group – a trend consistent with previous reports.

Parents Are Paying Attention

The data suggests that Australian parents are engaged with their children’s gaming habits. According to the IGEA report, 89 per cent of parents play video games with their children to connect as a family.

Three-quarters of parents have rules around their children’s gaming, with 38 per cent reporting they enforce rules “very much” and another 37 per cent “to some degree.”

Over 70 per cent of parents report being aware of both family controls on gaming devices and in-game controls. Nearly three-quarters say they are either completely or quite familiar with family controls on consoles, and over two-thirds say the same of in-game controls.

Parents allow their children to play for a range of reasons. The most common are that games are a fun way to learn (49 per cent), that they improve problem-solving skills (48 per cent) and that they encourage creativity and enhance cognitive skills (39 per cent each). More than 30 per cent cite fostering teamwork skills as a reason, and over 20 per cent point to developing resilience.

Expert Safety Tips For The Break

Dr Elizabeth Milovidov, Global Senior Director of Parental Advocacy at Roblox, has described the school holidays as a timely moment for families to revisit their approach to online safety.

Her guidance focuses on four areas: privacy and safety basics, getting involved in children’s gaming, talking through gaming experiences and using parental controls.

On privacy, Dr Milovidov recommends choosing a username that does not reveal a child’s real name, age or personal details. She also advises setting privacy settings that suit the family, turning off location sharing where it is available and familiarising both parents and children with reporting and blocking tools.

She encourages parents to learn about the games their children enjoy, noting that playing alongside a child creates natural opportunities to discuss safety, friendships and the skills they are developing.

Dr Milovidov suggests parents ask open-ended questions such as “What do you love about this game?”, “How did you discover it?” and “What tips would help me get started?” to keep the conversation positive and engaged.

Handling Online Challenges

Online gaming can bring challenges including bullying and stress. Dr Milovidov recommends that parents use everyday gaming moments to teach coping strategies rather than reacting only when problems arise.

If a child encounters bullying or stress online, she suggests working through solutions together. These can include taking a break with mindfulness techniques or a quick walk, switching to a different game or playing with trusted friends, reinforcing that asking for help is always acceptable and approaching a trusted adult if they feel unsafe.

Parental Controls And Age-Based Features

Most gaming platforms and devices offer parental tools to help manage screen time, content and interactions. Dr Milovidov notes that the ideal time to set these controls is before a child starts gaming, but adds that it is never too late to adjust them.

On Roblox, parental controls allow parents and carers to remotely manage screen time limits, content maturity levels, who a child can chat with and how much they can spend.

Roblox now uses Facial Age Estimation to check a user’s age before enabling chat features and to assign players to an age-appropriate account type. Roblox Kids is designed for children aged 5 to 9 and Roblox Select for those aged 10 to 15, grouping children into cohorts so they interact with peers of a similar age.

Dr Milovidov noted that parental controls should not be fixed. “As kids grow and become more savvy online, boundaries will evolve too,” she remarked. “Staying engaged and having open conversations with your children helps you decide what’s right for them.”

Gaming For Wellbeing And Personal Growth

The IGEA research paints a picture of gaming as more than just entertainment. Among Australians who play, 97 per cent do so to have fun, 95 per cent to relax and de-stress, and 95 per cent to pass the time.

Australian adults believe video games offer personal growth potential, citing the creation of feelings of enjoyment (95 per cent), joy (94 per cent), mental stimulation (94 per cent), connecting different types of people (86 per cent) and creating different types of awareness (81 per cent).

Most adults also agree that video games carry potential mental health benefits. These include building resilience, managing stress, building self-confidence, managing depression and anxiety and developing emotional intelligence – for both children and adults.

Social Connection Through Play

Some 77 per cent of Australians who play video games do so socially, with others. The IGEA report notes this data has challenged stereotypes about gaming as a solitary or purely competitive activity.

Social play is inversely related to age – younger players are more likely to play with others, while older players tend towards solo gaming. Across the population, 27 per cent of Australians have made new friends through playing games.

Gaming In Education And The Workplace

The report also examines gaming’s role in education. According to parents, 42 per cent of children’s schools use games to facilitate teaching, 29 per cent include game development in the technology curriculum and 27 per cent have clubs dedicated to gaming.

A majority of adults believe games in schools can help with social connection, coping with stress, inspiring creativity, boosting confidence, overcoming learning difficulties, motivating students, improving mental health and helping students pay attention.

In the workplace, 26 per cent of Australian adults report having used games at work to learn new information, and more than 20 per cent have used a game environment to learn on the job.

A majority of adults believe games create a strong environment for developing cognitive, digital, creative, teamwork, communication and leadership skills – for both children and adults.

How The Research Was Conducted

The Australia Plays 2025 report is the 11th in a series of studies published by IGEA and Bond University since 2005. The study surveyed 1,241 Australian households represented by adult participants aged 18 and over, drawn randomly from the Qualtrics XM panel. The margin of error is 2.7 per cent.

The eSafety Commissioner data cited in relation to children’s gaming is based on a separate nationally representative survey of 3,454 Australian children aged 10 to 15.

For more tips and guidance on online gaming safety, parents can visit the eSafety Commissioner’s online gaming resources page for families.

Last Updated on June 30, 2026 by Nick Ross

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