Wow! That's very expensive. In Mexico, a normal $60 dlls game is around $74 dlls. No close to $100 dlls like Australia!
In August, 2008 GameSpot AU asked why Aussies pay more for games. Three years on, local gamers are still asking the same question. Despite the well-positioned Australian dollar, video game prices Down Under continue to remain high compared to other countries, leading more and more consumers to import games from overseas online distributors. With Nintendo’s 3DS about to launch in Australia--and with it an influx of new software--the time has come to re-visit the issue of game prices and find out why nothing has been done to bring the Australian market on par with the rest of the world.
With the Australian dollar sitting somewhere between 90 to 100 US cents for the past few years, a A$100 price tag for a video game is hard to swallow, particularly when compared to other countries. At the time of writing (14/02/11) the Australian dollar is 1:1 with the US dollar, 62 cents with the British pound, and 83.4 Japanese Yen. Conducting a quick comparison of game prices across the three regions in Australian dollars is enough evidence to show Aussie gamers are being hard done by: a pre-order for Rockstar’s LA Noire for the PlayStation 3 is A$108 on Aussie retailer EB’s online store, A$60 at US retailer GameStop’s online store, A$64 at UK retailer GAME’s online store, and A$65 from Asian online retailer Play-Asia (all conversions match the correlating markets on the day of writing, 14/02/110). The trend continues: Call of Duty: Blacks Ops is $A108 in Australia, A$50 in the US, A$64 in the UK, and A$50 on Play-Asia; Halo: Reach is A$118 in Australia, A$60 in the US, A$56 in the UK, and A$58 on Play-Asia. Handheld console software doesn’t fare any better Down Under: Super Street Fighter IV: 3D Edition, one of the 3DS’s launch titles, is available for pre-order for A$78 in Australia, A$40 in the US, A$56 in the UK, and A$60 on Play-Asia.
Changes in both the Australian games development industry and the local consumer market indicate that Australian game sales are slipping. With the impact of the global financial crisis (GFC) still being felt across the games industry worldwide, what will this mean for the future of the local market? Are high game prices a cause for concern, or simply a by-product of living Down Under?

In February 2011, the Interactive Games and Entertainment Association (iGEA) released its annual report into the Australian game industry consumer market, aided by research group GfK Retail and Technology Australia. The figures show the Australian games industry fell by 16 percent in 2010, recording total revenue of approximately A$1.7 billion. Console games were also down by 13 percent, with 16.9 million units sold in 2010 compared to 19.3 million units sold in 2009. (The research data included hardware, gaming peripherals, and boxed software sales registered through retail outlets, but it did not include revenue from online retail sales, downloadable content, online games subscriptions, or mobile games.)
While it is impossible to draw a definitive link between the dip in local game sales and high game prices, some Aussie gamers remain convinced that the loss of revenue in 2010 can be attributed to consumers looking overseas for better bargains (see the comments section of this story). However, iGEA CEO Ron Curry is adamant that the Aussie industry fared better than overseas gaming markets in 2010.
“Compared to the most other international territories, our local interactive entertainment market has done considerably well to weather the global economic crisis, which affected a broad range of entertainment industries and what we are seeing now is a leveling or righting of the market," Curry said. “Anecdotally, sales of interactive entertainment products are continuing their healthy growth; however, the ways these products are being consumed and engaged with is expanding and changing dramatically, as is the industry itself. Digital downloads, online subscriptions, micro and mobile games, and alike are expanding consumer spend into areas that we are unable to measure in the traditional manner.”
Every year, the Australian arm of global professional services firm PricewaterhouseCoopers publishes its Australian Entertainment and Media Outlook report, looking at current and future trends in the industry. The latest report looks at the industry from 2010-2014, and forecasts that Aussie game sales will bounce back to approximately A$2.5 billion by the year 2014. However, it is worthwhile noting that while the Australian games industry did see a 7.7 increase in 2009 from 2008, this number pales in comparison to previous years, with 26.4 percent and 41.3 percent rises in revenue in 2007 and 2008 respectively. Add to this the fact that industry actually fell in 2010, and the trend is clear: people are spending less on games in Australia.
The high cost of doing business in Australia
Getting game publishers to comment directly on the disparity between game prices here and overseas is a near-impossible task, with all the companies GameSpot AU approached for comment on this issue declining to participate. In 2008, GameSpot AU spoke to credit analyst Michael Cowley and former Macquarie University researcher Anders Tychsen about the economic factors that impact business transactions in Australia. Although the Australian dollar may have changed since the last time we looked at this issue, the factors that affect the economics of distribution in the Australian market have not. According to Cowley and Tychsen, three things contribute to the high prices of overseas imports (including games): Australia’s geographical isolation, the size of the country, and the relatively low population.
"The reasons why video games are sold at different times and to different prices in different regions are related to marketing issues and the laws and regulations of local countries," Tychsen said. “Pricing is related to many factors. For a US-based company, shipping a game to Afghanistan will cost more than shipping it to Canada. If games are printed and packed in Japan, this may be the opposite. Similarly, different countries have different taxation systems."

Australia’s very small population is spread out over a very large area, meaning it is more expensive to distribute and move something around than territories like the US, Japan or Europe, where the number of people per square kilometre is higher. The same problem applies to game release dates Down Under--distributing products across the whole country within one day is a huge feat, and there are simply not enough people in Australia to warrant the same kind of immediacy that is granted to other countries with more consumers. It's a disparity that happens across the board, with all imported goods, from cars and jeans to electronics and games.
"I think there are so many other factors at play. In the US, video games pass through fewer hands getting to store shelves compared to Australia. Everyone needs a piece of the pie and that is why we always have a higher price to begin with," Cowley said.
With the Australian dollar reaching near-parity on average with the US dollar for over two years now, Aussie gamers may well expect the A$100+ price tag of new release games to drop to around the US$50 mark that US consumers are paying. However, according to Cowley, one reason that this has not happened to date, and may never happen, is that it simply wouldn’t make good business sense for local publishers to constantly adjust Aussie game prices according to the exchange rate. Given the fragile nature of the market, and its tendency to constantly shift up and down, this reasoning makes sense. Although the Aussie dollar has remained strong against the US dollar for the past two years, anything could affect market values at any time. Click on the Next Page link to see the rest of the feature!




