Nearly 17 million Australians visited a gaming website or app in June 2025, according to new data from Ipsos iris. That figure, up 3.9% year-on-year, might not surprise you at first glance. What does surprise is who is driving the growth: adults aged 55 to 64, who now log more gaming time each month than any younger age group. This new data from Ipsos iris answers the question of how many Australians play video games in 2025 with a clear picture of a maturing player base.
The Ipsos iris data shows Australians aged 55 to 64 spend an average of 19 hours per month on games websites and apps. Counting the hours spent playing video games in Australia, this cohort tops the 18-to-24 bracket, the generation you might expect to dominate. Men and women in this age group spend roughly equal time playing, with 36% of Australian households now owning a gaming console. These online gaming demographics for the 55-64 age group point to a steady migration of older Australians into digital play spaces traditionally marketed to the young.
This shift is changing what "winding down" looks like. After a day of work, family commitments or retirement activities, opening a game on a tablet or PC is becoming the default evening ritual for many in this cohort. The screen replaces the book or the television remote. The activity is active, social in many cases, and deeply engaging.
For decades, the standard Australian evening involved a rotation of TV news, a drama series and perhaps a novel before bed. The Ipsos data suggests that pattern is eroding among older adults. Gaming offers something television does not: direct participation. A puzzle game, a strategy title or a casual mobile game puts the player in control of the experience, rather than leaving them as a passive viewer of scripted content. Mobile gaming statistics from Australia in 2025 show that smartphones and tablets are the primary devices for this group, not expensive consoles or PCs.
The Ipsos iris data used the segmentation code BSB007 to isolate the 55-64 cohort, revealing their unexpectedly high monthly playtime. This kind of detailed audience measurement lets platforms and content creators understand exactly how older users behave once they open an app or website. What they found was a group that plays consistently, not in short bursts but in sustained sessions that rival or exceed younger players. The time spent gaming per week in Australia now sits notably high for this demographic.
Reading a physical book or watching a scheduled TV program requires a certain kind of attention and time commitment. Gaming, by contrast, offers flexibility. A player can spend ten minutes on a word game or settle in for a two-hour session of something more involved. For older adults who may have unpredictable schedules caring for grandchildren or managing part-time work, that flexibility matters.
The games attracting older players tend to share a few traits. They reward patience and pattern recognition rather than lightning reflexes. They offer clear rules and steady progression. Many are free to start, with optional purchases rather than forced paywalls. Puzzle games, card games and word games are common choices, along with social casino-style apps that simulate the feel of a real table without requiring a physical venue or a crowd. The Australia gaming market size and revenue now depends heavily on these casual, low-barrier formats.
Developers are taking notice. User interfaces are getting larger text options and simpler navigation. Tutorials are slower and more thorough. Tutorials in many titles now assume zero prior knowledge, which opens the door for people who never grew up with joysticks or keyboards. The result is a gaming market that looks less like a youth subculture and more like a mainstream leisure activity for all ages. Research bodies such as IGEA (Interactive Games & Entertainment Association) and Bond University track these shifts through their annual Australia Plays reports.
If you are in the 55-64 bracket and curious about joining the 17 million, here is a simple way to start:
Gaming is not replacing all traditional evening habits. Many older Australians still read or watch TV. But the data from Ipsos iris makes it clear that a large share of the population now adds a third option to that evening menu. The quiet image of a senior citizen knitting or reading by the fire is giving way to one of a silver-haired player tapping through a puzzle on a tablet. Online gaming trends and audience measurement in Australia continue to validate this redefinition of leisure time.
This change raises a simple question for the entertainment industry. If the oldest demographic plays the most, are developers and publishers paying enough attention to what that audience actually wants? The numbers suggest they should be.