About Us
The Game Developers’ Association of Australia (GDAA) was formed in December 1999 and launched at the inaugural Australian Game Developers’ Conference (AGDC) in Sydney.
The GDAA was created by leading developers to increase the profile of the Australian interactive game industry both domestically and internationally in order to:
- Promote the growth of the game industry in Australia
- Represent the interests of GDAA members
- Attract capital and publishers from offshore
- Retain and attract talent in our local industry
- Promote a sense of community within the industry
GDAA Committee Members
| Tom Crago | Tantalus Interactive | President |
| Mike Fegan | IR Gurus | Vice President |
| Chris Mosely | Redtribe | Treasurer |
| Rob Murray | Firemint | |
| Steve Dauterman | THQ Australian Studios | |
| Neil Boyd | AIE |
The GDAA's Chief Operating Officer (COO) is Mike McNabb.
Annual Reports
The following Anual Reports (PDF documents) are available:
- 2007-2008 Annual Report
- 2006-2007 Annual Report
- 2005-2006 Annual Report
- 2003-2004 Annual Report
- 2002-2003 Annual Report
The Australian Industry
Australia has a dynamic and sophisticated game development industry. With experience developing and marketing products for the largest game publishers in the world, Australia offers the best in creative talent, advanced technology and management experience.
Australia also has a strong base of complementary creative industries, including film and television, design, advertising and new media. Our education and training courses are world class ensuring that the talent supply continues to grow and meet future market needs.
At the same time, the domestic market provides a significant opportunity for international game vendors.
- The video games industry is now double the size of the box office and more than 40 per cent larger than the movie disc industry in Australia
- Video game industry has shown growth with sales increasing 47 per cent to $1.96 billion over 2008.
- Sales of games software in 2008 increased 57% from the previous year, game consoles increased 43% and gaming hardware accessories lifted 68%.
- family games grew 137% over 2008 and is now the number one gaming category.
- Sales figures show that the industry has actually grown 112 per cent since 2006.
- In 2008, 88% of Australian households have a device for playing computer games. Of these households, 39% have one device, 27% have two devices and 16% have three devices. 18% of game households have four or more devices for gaming. In other words, of all Australian households, 34% have one game device, 24% have two devices, 14% have three, 16% have four or more and 12% have no game devices. The majority of installed game devices are consoles (43%), followed by PCs (39%) and handhelds (18%); however, point of sale data shows that handhelds dominated sales of new devices in 2007-2008. 90% of game households have PCs and these are used by most gamers.
- The average age of computer and video game players in Australia is 30 years old.
- Females make up 46% of the player population in 2008, up from 41% in 2007.
- 70% of parents in game households play computer and video games and 80% of these parents play them with their children. 67% of mothers and 69% of fathers agree that they play computer and video games as a way to spend time with their children. A third of parents play games with their children as a way to monitor what their children play.
(Sources: IEAA, GfK)
Australia’s key strengths are:
• Over
40 game development companies
• More than 200 titles
• Developing games for over 20 years
• Fresh creative talent
• Huge skills base
• Great infrastructure and advanced technology
• Open for business 24/7
• World class games: Do it Downunder!
