
NSW Game Developers Left Behind
20 September 2023, IGEA and our NSW-based game development members are incredibly disappointed to see the reduction of games funding programs revealed in the NSW State budget. NSW has steadily built its presence in the games sector for the last couple of years. Our data shows NSW has achieved growth in full-time employees working in game development and studios establishing and maintaining a base in the region.
The landscape in Australia for the sector to surge in employment, skills, business attraction and exports is ripe. The Commonwealth Government fully supports the game development industry, demonstrated by introducing the Digital Games Tax Offset in conjunction with direct games funding through Screen Australia. These Federal incentives support smaller and larger game projects created locally and encourage investment in Australia.
To capitalise on this and attract studios, other states across Australia are increasing and improving their game development funding to reap the benefits that a thriving, supported and recognised game development sector can tribute to a creative and technically skilled local economy. Sadly, NSW is now headed in the opposite direction. Not only is NSW the only state in Australia that does not have direct video game development funding options, a reduced rebate program leaves NSW with virtually no competitive edge and no incentives for up and coming video game creators to stay local.
IGEA has recently provided a submission to the NSW Government in response to its creation of a new arts and cultural sector policy, outlining not only the importance and cultural significance of the video games industry, but also how critical increased and ongoing government support is to keeping video game studios within NSW. We will continue our consultation with the NSW Government on their current Arts, Culture and Creative Industries Policy discussion while maintaining our advocacy for NSW game developers to create an environment where they can operate successfully and not at a competitive disadvantage to other States across Australia.
Media spokespeople available:
- Ron Curry, CEO of IGEA
Media contacts
About IGEA
IGEA (Interactive Games & Entertainment Association) is the peak industry association representing the voice of Australian and New Zealand companies in the computer and video games industry. IGEA supports the games industry’s business and public policy interests through advocacy, research and education programs. For more information, please visit www.igea.net

Australia’s National Classification Scheme Gets a Boost
5 September 2023 Last night, the Classification (Publications, Films and Computer Games) Amendment (Industry Self-Classification and Other Measures) Bill 2023 passed the Australian Senate.
IGEA welcomes the passing of the Bill, which represents the first stage towards reforming and modernising the National Classification Scheme.
The Bill will empower accredited industry classifiers to make classification decisions and expand classification options for the video games industry. IGEA welcomes the ability of video game publishers and developers to utilise the flexibility and accessibility of self-classification given the size of the sector and the popularity of games as an entertainment medium.
The Australian video games industry has a long and productive history of working closely with the Government on classification. Authorised assessors already make classification recommendations to the Classification Board, while the industry-developed International Age Rating Coalition (IARC) classification tool for digital and mobile games was the first classification tool approved by the Australian Government. The introduction of accredited industry classifiers is a natural next step.
“IGEA believes that modernising the National Classification Scheme is not only long overdue but is critical to ensuring the needs and expectations of the community are being met”, said Ron Curry, CEO of IGEA. “We are grateful for Minister Rowland’s recognition that the Scheme needs updating to keep pace with Australians’ access to digital media and provide consumers and carers with accurate content information. We commend the Minister and the Government’s swift and tangible actions in progressing the two-stage reforms to ensure the Scheme is fit for modern digital media, including video games.”
We look forward to engaging with the government about the next steps to modernise the National Classification Scheme. Our industry is committed and dedicated to the safety of its players, and a fit-for-purpose National Classification Scheme will undoubtedly assist in fulfilling this commitment.
ENDS
Media spokespeople available: Ron Curry, CEO of IGEA
Contact info@igea.net
About IGEA
IGEA (Interactive Games & Entertainment Association) is the peak industry association representing the voice of Australian and New Zealand companies in the computer and video games industry. IGEA supports the games industry’s business and public policy interests through advocacy, research and education programs. For more information, please visit www.igea.net

New Zealand Plays 2023
New Zealand Plays is the latest in the Digital New Zealand research series spanning 14 years. Prepared in collaboration with Bond University, New Zealand Plays explores the demographics and behaviours of video game players in NZ and their attitudes towards games.
This piece of research again highlights that playing video games is very much a mainstream form of entertainment and the NZ population play for a variety of reasons including to have fun, to connect, to create and to educate.
The player base is diverse and dispersed across all demographics. Further to that, the overwhelming majority of New Zealanders play games, and the majority of households own and use a variety of devices to play games.
To learn more:
Download the complete New Zealand Plays 2023 report here
Download the New Zealand Plays 2023 Key Findings Report here
Download the infographic for New Zealand Plays 2023 here

Victoria Powering More Video Games Industry Jobs
30 August 2023, In addition to its many generous support mechanisms already in place for the Victorian video games industry, the Andrews Labor Government today announced a digital games and visual effects rebate to strengthen Victoria’s position as a global leader in games and screen production.
The rebate intends to attract more businesses and jobs to Victoria. Historically the leading state in Australia for supporting the games development sector, this is just one more, high-powered tool in Victoria’s arsenal, cementing its commitment to the creative industries.
IGEA is incredibly excited to see the Victorian Digital Screen Rebate complementing other support mechanisms available to the sector. The Victorian Digital Screen Rebate is designed to attract international projects and investment to Victoria, with successful projects eligible for a rebate of up to 10% of qualifying expenditure. In a first for Victoria, locally owned companies employing Victorians will be eligible to apply for a rebate of up to 15% of qualifying expenditure.
Ron Curry, CEO of IGEA, commented, “The missing ingredient in Victoria’s offering for game developer support has been a digital games and visual effects rebate. Through the work of the Minister for Creative Industries, Steve Dimopoulos, and the team at VicScreen led by Caroline Pitcher, Victoria has seriously upped the game on attracting new businesses to the state, creating an environment for existing and new businesses to thrive and succeed.
“We thank the Premier, the Minister, and their teams for their demonstrable faith in our industry and in Victoria’s commitment to being the leading state in video game development.”
Media spokespeople available:
- Ron Curry, CEO of IGEA
MEDIA CONTACTS
About IGEA
IGEA (Interactive Games & Entertainment Association) is the peak industry association representing the voice of Australian and New Zealand companies in the computer and video games industry. IGEA supports the games industry’s business and public policy interests through advocacy, research and education programs. For more information, please visit www.igea.net
Australia Plays 2023
Australia Plays is the latest in the Digital Australia research series spanning 18 years. Prepared in collaboration with Bond University, Australia Plays explores the demographics and behaviours of video game players in Australia and their attitudes towards games.
This piece of research again highlights that playing video games is very much a mainstream form of entertainment. The overwhelming majority of Australians play video games and the player base is diverse and spans all age demographics. The primary reason people play games is to have fun. Australians also play to connect, to educate and to create.
To learn more:
Download the complete Australia Plays 2023 report here
Download the Australia Plays 2023 Key Findings Report here
Download the infographic for Australia Plays 2023 here

Four out of five Aussies play video games, do you?
New data shows that Australian gamers are high achievers, use games to improve their mental health, and prefer puzzle games over action games.
Sydney, 8 August 2023 – Roll over footy! 81% of all Australians now play video games according to new data from the Australia Plays 2023 report, a research series spanning 18 years conducted by peak industry body Interactive Games & Entertainment Association (IGEA) in conjunction with Bond University. This is a 14% increase in two years from the renamed Digital Australia 2022 report. The report aims to explore the demographics and behaviours of video game players in Australia and their attitudes towards games. While only 56% of Australians tuned into the AFL Finals on Fox and Seven, according to the AFL 2022 annual report, over 80% are tuning into video games.
You can find a high resolution version of the infographic here.
“With 94% of Australian households having at least one device to play video games, there is no denying the significance of video games in the lives of everyday Aussies. 91% of parents are using video games to connect with their children, supporting cognitive growth and providing important family bonding time,” said Dr. Jeffrey Brand, Professor at Bond University and author of the report.
Dr. Brand continued, “Additionally, we saw more women playing games than ever before with 48% of Australian gamers being female, up 2% on the previous report, with women over 65 more likely to play video games than elderly men. Aussie gamers over 65 play to be challenged and improve their mental health, with a focus on mental stimulation and fighting dementia. Video games offer something for everyone – anyone can be a gamer, not just children and students, but parents, grandparents, your coworkers, and your boss.”
“Australia Plays 2023 proves that Australia is a nation that loves to play, achieve, connect, and learn through video games,” said Ron Curry, CEO of IGEA. “Over 80% of the population is now engaging with video games, making it clear that video games have become a part of everyday life. Over 90% of Australian gamers say they find joy in video games, as is reflected by our successful local industry. Video games have proven to be very important to this country’s economy, as can be seen by the recently released consumer video games sales data in Australia.”
The Australia Plays report continues to bust stereotypes, with the average gamer at 35 years of age, of any gender, who has been playing video games for 11 years, and plays for roughly 90 minutes at a time. Aussie gamers are playing to create feelings of enjoyment, nurture mental health, to socialise with others, attend in-game events, and more.
Highlights from the Australia Plays report include:
- 81% of all Australians play video games (up from 67%)
- 94% of Australian households have a device for playing video games (up from 92%)
- 76% of game households have 2 or more devices for playing games
- 48% female – more women and girls are playing than ever before (up from 46%)
- After age 55, Australian women play more video games than Australian men
- 35 years – the average age of video game players in Australia
- 75% of Australians play video games with others
- 91% of parents play with their children to connect as a family
- Australians play video games to:
- 91% – Create feelings of enjoyment
- 82% – Bring joy to their lives
- 66% – Nurture mental health
- In games, Australians enjoy:
- 92% – Achieving
- 81% – Exploring
- 59% – Socialising with others
- Of adults who play video games:
- 71% enjoy building in-game
- 65% enjoy making mini-games and levels
- 54% enjoy attending in-game events
- Australian video game players’ top genre choices:
- 36% – Puzzle
- 32% – Action/Adventure
- 21% – Strategy
- Australians over 65 years play to be challenged and improve mental health
- Top benefits of video games for ageing well according to Australian adults:
- Increasing mental stimulation
- Promoting mindfulness
- Fighting dementia
If you would like to learn more about Australia Plays 2023, you can visit the IGEA website, download the media kit, or pick up the Australia Plays 2023 Infographic, Report, and Key Findings documents separately.
Media spokespeople available:
- Ron Curry, CEO of IGEA
- Jeffrey Brand, Professor at Bond University
MEDIA CONTACTS
Felicia McEntire, felicia@doublejump.com.au, 0455 143 650
Paul Jones, paul@doublejump.com.au, 0411 348 155
About IGEA
IGEA (Interactive Games & Entertainment Association) is the peak industry association representing the voice of Australian and New Zealand companies in the computer and video games industry. IGEA supports the games industry’s business and public policy interests through advocacy, research and education programs. For more information, please visit www.igea.net
About Australia Plays
Australia Plays is a study of 1,219 Australian households represented by adult participants aged 18 and over. Household-level statistics include demographics, household device profiles, attitudes, and knowledge questions. Parents represent 414 of the 1,219 household adult respondents. Data on play time (including frequency and duration, location, time of day, genre preferences, and common playing experiences) were drawn from adult participants and one other nominated household member (n=1,937). Age, gender and player status were drawn from the participants and all members of the household (n=3,234). Participants were drawn randomly from the Qualtrics XM panel in April 2023; research was designed and conducted at Bond University. The margin of error is 2.7%.

Help IGEA highlight who plays games and why
IGEA is launching our major consumer research reports shortly which reveal detailed information about who exactly plays video games in Australia and New Zealand. The research reports will be called Australia Plays and New Zealand Plays.
These reports are the latest iteration in the Digital Australia and Digital New Zealand series spanning 18 years. They cover the demographics and behaviours of video game players in Australia and New Zealand and their attitudes towards games.
We also have another ‘secret’ project we are working on with details to be launched in October.
The data has been collected and the reports are being written now. In preparation for our launch events, we are inviting players to share their stories via short recordings about what playing video games mean to them.
The details are as follows:
WHAT – We are asking players to answer questions in video format that we can use at our launch events and for general PR for each report.
WHY – These video case studies allow us to bring the research to life and share stories about players across Australia and New Zealand.
WHEN – We need your videos asap. The deadline is Tuesday 25 July. Submission details are below.
HOW – Record yourself answering the following questions. You can answer 1, you can answer 2 – or better still, you can answer all of them. Just remember we need separate videos for each question.
The questions are:
- People play games for many reasons such as entertainment, to connect with people and/or to relax. Why do you play?
- Video games allow us to build, create, socialise, experience stories, collaborate and so much more. What kind of activities do you like doing within games?
- What does playing video games mean to you?
- Complete this sentence – Playing video games helps me…
- Playing games can help people manage their mental health. Does playing games help you with your mental health? How?
- Can you recall a specific time that video games helped you with your mental health?
Filming Guideline recommendations
- Film in landscape aspect ratio
- Film in a quiet, well-lit location
- Introduce yourself with your name, age, and state or territory
- Allow 5-10 seconds before your intro for editing purposes
- Aim for answers to be under 30 seconds each
- Please do not use filters
- Each question requires a separate video to be submitted
- Begin each answer with the question. For example:
Question: Why do you play games?
Answer: I play games because…
To submit your video, please complete the details on this form.
We will advise you if your video has been selected for the events or if we need further details.
Thanks so much for your help and any questions can be emailed to info@igea.net
IGEA welcomes steps to modernise Australia’s Classification Scheme
The Hon Minster Michelle Rowland MP, the Australian Minister for Communications, today announced a major development for classification reform in Australia, outlining the steps to modernise the National Classification Scheme. The Minister today also introduced a bill into the House of Representatives that will, among other reforms, enable the Classification Board to accredit industry classifiers to make classification decisions, including for video games. IGEA is closely reviewing the bill.
IGEA, on behalf of the Australian video games industry, welcomes Minister Rowland’s commitment to modernise the classification system and appreciates the move towards empowering industry accredited classifiers, subject to appropriate safeguards. We are also pleased that the Minister has flagged that there will be a second stage of reform to commence later in the year to help establish fit for purpose regulatory arrangements to ensure classification criteria matches evolving community standards and expectations.

IGEA Educates Webinar – Preparing for the DGTO and End of Financial Year Considerations
Please join IGEA and a panel of our expert members as they present the Digital Games Tax Offset (DGTO) and associated opportunities, along with end of financial year requirements and budgeting considerations for local games businesses. There will be plenty of time for Q and A.
Our panellists are:
Tim Philips, CEO, Fulcrum Media Finance
Ben Chiverton, Partner, Nagle Accounting
Annabel Livingston, Partnerships Key Account Director, Ebury
Date: Wednesday 21 June at 1.00pm via Zoom
Cost: Free
How: Register at our Eventbrite

Australians subscribe to video game growth
8 June, 2023 – Australians went all-in last year on video games with $4.21 billion spent across hardware, software, and peripherals, according to consumer sales data released today by IGEA. Digital purchases improved by 6%, reaching $1.5 billion, with video game subscriptions showing a substantial 55% increase.
“The Australian video game market thrived in 2022, driven by a diverse range of new software releases and improved hardware availability compared to the year prior. The retail software market experienced a healthy growth of +10% in value spend, but the significant takeaway was the increase in overall spending in 2022 compared to 2021, attributed to a substantial portion of software sales being driven by new releases rather than the more typical back-catalogue titles.” said Aidan Sakiris, Asia Pacific Regional Manager at Sparkers.
“Hardware availability improved, with PlayStation 5 and Xbox Series seeing +17% and +15% unit growth respectively, while Nintendo Switch remained the best-selling Australian hardware platform in unit sales,” continued Sakiris.
Aussies spent $1.15 billion dollars through traditional retail outlets – including a 7% jump in spending on physical hardware and software purchases. Given the stabilisation of retail supply chains, Australians had more access to the newest consoles than in previous years. Combined with the new games on offer, this led to a boom in console sales through retail stores.
Australia’s mobile gaming habits remained stable, with $1.56 billion spent on games played via smartphone, an increase of 3% from the previous year.
Tom Wijman, Lead Analyst Games Newzoo highlighted “Australian players’ spending habits outperformed the global average, which in fact saw a yearly spending decline. Australian players’ appetite for multi-game subscriptions is also clear: growth in this category outpaced the global average by nearly +5%.”
“It’s great to see consistent performance of sales across games channels. Australia’s traditional games retailers continue to perform well, increasing revenue by 7% against 2021. Bricks-and-mortar retailers continue to play an important role in game distribution and are a strong indicator of the industry’s stability. Australians love to play video games; they use them for entertainment, to have fun, to relax and connect with friends and family,” said Ron Curry, CEO of IGEA. “With such a strong retail and distribution base and a population that loves playing games, it is no surprise that sales have exceeded $4 billion. The added benefit is that the consumer demand for games in Australia and internationally allows Australia to build a substantial video game development industry.”
IGEA will provide its latest consumer research on Australians playing video games, why they play them, and how they play. You can find previous reports here.
To download the accompanying infographic, click PDF or Jpeg
ENDS
Media spokespeople available:
- Ron Curry, CEO of IGEA
- Aidan Sakiris, Asia Pacific Regional Manager of Sparkers
- Tom Wijman, Lead Analyst Games, Newzoo
Please contact igea@doublejump.com.au for more information.
About IGEA
IGEA (Interactive Games & Entertainment Association) is the peak industry association representing the voice of Australian and New Zealand companies in the computer and video games industry. IGEA supports the games industry’s business and public policy interests through advocacy, research and education programs. For more information, please visit www.igea.net
Notes about the Newzoo research
The impact of changes in the AUD-to-USD exchange rate is also worth pointing out. Newzoo estimates the games market size in US$ value, which means we convert local spending into US$. Newzoo does this by taking the US$ exchange rate at the end of each quarter. The value of the US$ compared to other currencies rose rapidly during 2022, which has two consequences: the US$ value of companies that earn the lion’s share of their revenues in non-U.S. markets is lower than it would have been using the constant currency approach as is the revenue recognized by U.S.-based companies for revenues earned in regions outside the U.S.
AUD amounts quoted in this press release and infographic were derived from the average of the AUD-to-USD exchange rate for 2022.

New Zealand Video Game Consumer Sales Show Strength In Numbers
Kiwis come to play both physically and digitally
8 June, 2023 – New Zealanders love to play games as shown by new consumer sales data released today by the Interactive Games and Entertainment Association (IGEA). Trends are up in almost all categories as over $608 million was spent on video games in 2022, up 12% from 2021. While the digital space saw significant growth, traditional bricks and mortar retail has not lost ground in the New Zealand market.
Traditional retail proved its value, as sales are up 20% on the previous year with traditional retail remaining the backbone of the industry in an ever growing age of online and digital games.
“The experience of heading to a physical outlet to purchase games, games hardware or peripherals remains an important and invaluable part of the purchasing process to many consumers,” said Ron Curry, CEO of IGEA. “New Zealanders love playing games, they help connect us with friends and family, but most importantly games are a source of joy and entertainment.”
“In 2022, the New Zealand video game market witnessed remarkable revenue growth across all GSD tracked categories, reflecting an increased spend on higher-priced items. Retail software experienced a staggering growth of +33% for 2022 in value spending when compared to 2021, predominantly fuelled by the sales of new retail software releases at full price. Hardware also experienced impressive performance from PlayStation 5 and Xbox Series hardware in comparison to the previous year with increased stock availability, but also continual success from Nintendo Switch year-on-year in New Zealand,” said Aidan Sakiris, the Asia Pacific Regional Manager at GSD Integration.
“Despite the challenges posed by retail store closures in 2021 due to COVID, numbers for 2022 in New Zealand show a notable increase in spending on full-game new software at retail stores, coupled with a significant growth in spend on hardware with increased availability. God of War Ragnarok emerged as the best-selling title in New Zealand, followed by Pokemon Legends: Arceus and FIFA 23, all of which were new releases. The top 10 retail titles in 2022 were exclusively comprised of new releases, a rare occurrence, highlighting their popularity and impact to 2022 new software spending habits across New Zealand,” Aidan continued.
“In terms of hardware sales, value generated from the New Zealand hardware market saw a +15% growth compared to 2021. PlayStation 5 (+17%) and Xbox Series (+15%) saw increased unit sales compared to 2021, resulting in higher overall value generated from these platforms in 2022,” said Aidan.
Digital trends swayed, yet increased as Kiwis spent over $73 million on full game digital titles, a slight decrease from 2021. The data shows that many New Zealanders moved instead to digital game subscriptions, with sales doubling from $19 million to over $38 million in 2022. Despite this shift, total digital sales still rose by over $13 million. The shift could point toward the ever expanding services the video game industry provides, with more subscription services appearing on console, PC and mobile.
Additionally, mobile gaming saw phenomenal growth with a massive increase of 14%, Kiwi’s spent $28 million more on their handheld devices compared to 2021.
Tom Wijman, Lead Analyst Games Newzoo expressed “New Zealand’s players buckled the global trend on mobile spending and in the full game digital category. Newzoo estimates that global spending on mobile went down year on year, but that was not so in New Zealand. Similarly, despite the lighter release schedule negatively impacting global spending in the digital category, the category still grew slightly in New Zealand.”
Later this year IGEA will launch its latest consumer research as to who plays games in NZ, why they play and how they play. Previous reports can be found here.
To download the infographic, please follow these links. PDF, jpeg
ENDS
Media spokespeople available:
- Ron Curry, CEO of IGEA
- Aidan Sakiris, Asia Pacific Regional Manager of Sparkers
- Tom Wijman, Lead Analyst Games, Newzoo
Please contact igea@doublejump.com.au
About IGEA
IGEA (Interactive Games & Entertainment Association) is the peak industry association representing the voice of Australian and New Zealand companies in the computer and video games industry. IGEA supports the games industry’s business and public policy interests through advocacy, research and education programs. For more information, please visit www.igea.net
Notes about the Newzoo research
The impact of changes in the NZD-to-USD exchange rate is also worth pointing out. Newzoo estimates the games market size in US$ value, which means we convert local spending into US$. Newzoo does this by taking the US$ exchange rate at the end of each quarter. The value of the US$ compared to other currencies rose rapidly during 2022, which has two consequences: the US$ value of companies that earn the lion’s share of their revenues in non-U.S. markets is lower than it would have been using the constant currency approach as is the revenue recognized by U.S.-based companies for revenues earned in regions outside the U.S.
NZD amounts quoted in this press release and infographic were derived from the average of the NZD-to-USD exchange rate for 2022.

IGEA submission to the proposed mandatory minimum classifications for gambling-like content in computer games
IGEA has lodged a submission to the Department of Infrastructure, Transport, Regional Development, Communications and the Arts in response to its Consultation Draft – Guidelines for the Classification of Computer Games 2023.
More information on the proposed Guidelines can be found here.

IGEA submission to the proposed Cultural and Creative Activity Satellite Accounts Methodology Refresh
IGEA has lodged a submission to the Bureau of Communications, Arts and Regional Research in response to its proposed Cultural and Creative Activity Satellite Accounts Methodology Refresh.
More information on the proposal can be found here.
IGEA submission to the Senate Inquiry into the National Cultural Policy
IGEA has lodged a submission to the Senate Environment and Communications References Committee’s Inquiry into the National Cultural Policy.
More information on the Inquiry can be found here.

IGEA submission on the Australian copyright enforcement review issues paper
IGEA has made a submission to the Attorney-General’s Department in response to its consultation on the Copyright Enforcement Review Issues Paper.
More information on the consultation can be found here.

IGEA submission to the consultation on a prominence framework for connected TV devices
IGEA has made a submission to the Department of Infrastructure, Transport, Regional Development, Communications and the Arts in response to its consultation on a prominence proposals paper for connected TV devices.
More information on the consultation can be found here.

IGEA Continues To Work With The Government On Passing The Digital Games Tax Offset
Monday, 20 February 2023
IGEA will appear before the Senate Economics Legislation Committee on Tuesday, 21 February to continue to promote the importance of the digital games tax offset (DGTO), which will allow local video game studios to scale up and ensure Australia becomes the global destination for video game development.
The DGTO will provide a 30 per cent refundable tax offset to eligible businesses that spend a minimum of $500,000 to support their projects.
This tax offset will help to attract investment and encourage growth in the Australian digital games industry, which has been facing increasing competition from overseas markets.
IGEA CEO Ron Curry thanked the government for their commitment to the video games industry and recognised the DGTO is one of the best game development incentives anywhere in the world.
“It is time for Australia to take its rightful share of the $250 billion global digital games industry. It is crucial for Australia to remain competitive in this space. The introduction of this tax offset is an important step towards achieving this goal, and we commend the Australian Government for taking this positive step to support our industry,” Mr Curry said.
“The DGTO will help drive innovation and investment and support the creative development of world-class digital games in Australia. It will also help increase jobs for all creatives – musicians, writers, artists and producers – providing an opportunity for more Australians to develop advanced skills in content creation.
“This is all about building the knowledge jobs of tomorrow, and I would like to commend the Federal Government on introducing the DGTO alongside the inclusion of the video games industry in the National Cultural Policy through the re-establishment of the Australian Interactive Games Fund. We also thank the Opposition for supporting the bill, recognising that the DGTO was first proposed by the previous government. Excitement for a vibrant local game development scene and its great economic potential is clearly bipartisan and this reform epitomises that.”
Once passed through the Senate, having already passed the Lower House last year, the DGTO is scheduled to be back dated to take effect from 1 July 2022, and will be available to eligible businesses that spend a minimum of $500,000 related to the development of eligible games.
For more information please contact:
Raelene Knowles M: 0410 601 497
E: raelene@igea.net
Hayley Ashburner
M: 0497 554 588
E: hayley@domestiqueconsulting.com.au
About IGEA IGEA (Interactive Games & Entertainment Association) is the peak industry association representing the voice of Australian and New Zealand companies in the computer and video games industry. IGEA supports the business and public policy interests of the games industry, through advocacy, research and education programs. For more information, please visit www.igea.net |
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IGEA submission to the Senate inquiry into the DGTO bill
IGEA has made a submission to the Senate Economics Legislation Committee as part of its inquiry into the Treasury Laws Amendment (2022 Measures No. 4) Bill 2022 which will implement the Digital Games Tax Offset (DGTO). More information on the consultation can be found here.