It’s time for gaming – the unstoppable popular medium – to be integrated into Australian culture

Gamer is playing games(Credit:Tom Spring)
Gamer is playing games(Credit:Tom Spring)


In 2022, the total revenue of the global game industry reaches $203 billion, which is 11% higher than the global movie industry.In Australia, the total audience of gamers is now over 19 million.

With this growth, we are seeing a huge shift in demographics. The mainstream culture’s critique of gamers is no longer as unfair as it once was – the misfit, holed up in the basement addicted to gaming teenager – now becomes the majority of us.

According to new research from Bond University’s Digital Australia report, the average Australian gamer is around 35 years old, and 80 percent of those interviewed believe gaming is good for mental health, but most of them are reluctant to admit they are a gamer in real life.

Games have allowed us to gain a closer connection virtually, but we are still reluctant to face it squarely based on the cultural and value system of social reality.

Genre and angle

When people talk about the cultural value of video games in Australia, that value is usually measured by how much money they make ($284.4 million in 2021/2022, a 26% increase over the previous year) or how many jobs they create.

Instead, game development is not recognized as an artistic act nor is gaming recognized as a mainstream medium, nor is playing games as media consumption.

Even the development of the game is not respected by the culture(Credit:The Guardian)
Even the development of the game is not respected by the culture(Credit:The Guardian)

The genre of this paper will be a feature news story that explores the positioning of games in the Australian media market, the positioning of culture, and the opportunities and challenges faced.

Through interviews with local Australian gamers, game industry professionals and Australian gaming experts, this story will illustrate the seriousness of the fast growing but culturally unrecognized gaming industry and call for a better perception of gaming culture in the community.


Relevance, importance, interest

Publication and audience

This feature will be published on, firstly because it offers a dedicated area for video games, which is not even available on many digital born news sites, and secondly because is very inclusive.

The target audience is people who are familiar with and frequent users of mainstream media, especially those interested in virtual reality, video games and gaming culture. This may include industry practitioners, gamers and his family, educators who apply games to education, etc.

Information source

  1. I plan to interview Professor Marcus Carter ( He is not only a professor of digital culture but also the Director, Sydney Games and Play Lab. I will interview him to get his valuable opinions and views on the current issues of game culture in Australia.
  2. Interview gamers to get more information about local culture and game culture issues from the perspective of the participants.
  3. Get more information from previous news, such as

Online Delivery

1.Contains hyperlinks add more information

2.Insert a YouTube Video of Games struggle to survive in Australian culture


3.Embedded posts about AU gamer’s opinion

4.Add keywords, and polls to improve news interactivity.

1 Comment

  1. I am really impressed with your attention to detail and interest in gaming-related topics. You chose to publish online on because it provides a dedicated section for video games, which I think is a great choice for reaching your target audience. However, you also mentioned that “mainstream culture’s criticism of gamers is no longer as unfair as it used to be.” Because you are exploring gaming-related topics that are no longer just niche subjects, you could also publish your content on digital media platforms that young people are interested in. Additionally, as someone who is not a gamer myself, I am still curious about the current state of the gaming industry and why so many people are starting to accept games. If you could include the development of the gaming industry in the gaming culture section, or add it at the beginning, I feel that the content would be even more comprehensive.

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