Fortress: Australian Gaming & Fandom Insights
Understanding Games Culture and Hospitality
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Key Audience Metrics
Australia's games and fandom culture represents a vast and diverse market, characterised by significant engagement across multiple entertainment forms and a mature, multi-generational player base.
17.2M
Total Players
Australians who play video games regularly.
20.1M
Total Culture
Includes tabletop, fandom, esports viewers, and arcade players.
35
Avg. Player Age
Reflecting a mature, multi-generational entertainment medium.
** list of all references and works cited on final page
Understading Youth Culture & Social Connection
Gen Z Preferences (18-27)
  • Experience over possessions: Venue visits = shareable content
  • Social validation: Gaming in public = status (vs isolated gaming stereotype)
  • Mental health awareness: In-person gaming = antidote to online toxicity
Millennials (28-40)
  • Nostalgia: LAN parties, split-screen gaming (Fortress recreates)
  • Disposable income: Established careers = premium spending
  • Social hubs: Third spaces (not work, not home) highly valued
Segment-by-Segment Audience Size (National)
Console Gamers
This segment comprises 8–10 million Australians, with 87% of gamers playing on a dedicated console. The core 18-35 demographic alone accounts for 3.5–4.5 million.
PC/Esports Enthusiasts
A highly engaged segment of serious PC gamers (18-35) numbers 1.2–1.8 million nationally. The broader PC gamer population is estimated at 6–8 million Australians.
Esports Viewers/Participants
600K–900K are esports enthusiasts (regular viewers), while 400K–700K are amateur competitive players. The occasional viewer base is an additional 1.5–2.5 million.
Tabletop Gamers
2-3 Million Regular Tabletop gamers in Australia. Including ~600K players of RPGs like Dungeons & Dragons (growing 25% per annum).
Mobile Gamers
Estimated at 15–17 million players. Mobile gamers are monetized through low-friction entertainment (mobile tournaments, arcade, board games, F&B). They also represent the critical "Social/Partner" demographic.
Convention Attendees
Major events like PAX Australia attract ~80,000+ attendees, and Supanova Comic Con & Gaming draws 150K–200K attendees across six cities annually.
The National Audience Snapshot
Player Age Distribution
While the average age is 35, the largest cohorts are Millennials (25-44) and Gen Z (6-24). This highlights a dual opportunity: core adult spend and youth/family engagement.
Engagement & Demographics
Overall the player base is nearly an even split by gender. Engagement is high, with 75% of players engaging weekly or more, driven by daily mobile play and regular console/PC sessions.
Mid-Core/Hardcore Gamer Demographics
Men account for 65% of mid-core/hardcore gamers while women account for 35%, showing a different gender split than the overall gaming population.
Age Breakdown of mid-core / hardcore gamers.
Audience Overlap Analysis
A key finding is the high degree of crossover. Audiences are not siloed. A Fortress customer is rarely just one "type." They are PC gamers who also play tabletop, or console players who attend fandom events. This overlap is a core part of the Fortress opportunity.
~6.0M
PC + Console Overlap
The "Core" multi-platform gamer.
~1.5M
All Segment Overlap
The "Super Fan" - high value target.
~2.5M
Gamer + Fandom Overlap
High propensity for events & social.
Cultural Trends & Strategic Insights
Understanding the evolving landscape of in home and out of home entertainment consumption is crucial for positioning Fortress effectively. The recent past has seen significant shifts, creating unique opportunities to capitalize on elevated social gaming demand.
Over $30 million has been spent by Fortress across five years building a solid foundation of Fortress brand, products and IP.
2020-2021
Digital-first, home entertainment dominated during the pandemic.
2022-2023
"Revenge travel" and social experiences surged post-pandemic.
2024-2025
Stabilization with an elevated out-of-home entertainment baseline.

An opportunity now exists for a hospitality network licensee to scale this IP and dominate the social gaming space Australia-wide.
Core Gamer Segment Deep Dive
Console Market Share (10M Players)
The console market remains robust, with 55% household penetration. Sony's PlayStation holds the dominant market share, but a multi-platform strategy is essential to reach the full audience.
PC Gamer Profile (8.5M Players)
The PC audience is highly segmented. A 'Core' segment (30%) is defined by high-spec hardware, esports viewership, and strong community engagement, aligning perfectly with Fortress's high-end offering.
Rise of Social Play & Tabletop Gaming
Beyond digital screens, a significant resurgence in tabletop gaming underscores a deep-seated desire for in-person social connection and shared experiences.
2 - 3 Million
Regular Table Top
Players
500K - 1 Million
Table Top Gamer
RPG Enthusiasts
2 - 4 x Month
Frequency of
Gameplay Sessions
25%
Annual Growth
of Market

Proven & scalable opportunity to scale to an under-served market Australia wide.
Rise of Social Play & Tabletop Gaming
Tabletop Role Playing, Card and Board Games offer tactile, social experiences that digital gaming cannot replicate.
Board Game Revival
  • Indie Boom: Crowdfunding platforms like Kickstarter fueled a surge in unique titles.
  • Quality Explosion: Modern board games feature high production values and intricate design.
  • Cultural Acceptance: "Stranger Things" propelled D&D into the mainstream.
  • Strong Community: Weekly game groups foster deep social bonds and belonging.

Fortress Advantage: 5 years experience, 1,000's of hosted board game, RPG and tabletop sessions.
Dungeons & Flagons: One of Fortress's Signature Experiences
Dungeons & Flagons is one of Fortress's flagship tabletop gaming experience that combines D&D gameplay with premium food and beverage service. This unique offering creates a social gaming environment where players can enjoy multi-hour campaigns while dining on themed menus and craft beverages.
Key features:
  • Private gaming rooms with medieval theming
  • Curated D&D campaigns led by experienced Dungeon Masters
  • Themed food and beverage menus that enhance the fantasy experience
  • Regular events including beginner-friendly sessions and advanced campaigns
  • Community building through ongoing storylines and character development
Premium PC Gaming
Fortress provides access to superior technology & the social and competitive environment that consumers can't replicate at home, creating authentic gaming experiences that justify premium pricing.
PC Gaming
Gap: All traditional PC café chains are extinct.
Demand: 1.5M+ high-spec PC gamers lack a dedicated venue.
Fortress Advantage: The ONLY premium PC gaming destination expandable at scale Australia-wide.
Esports Amateur/Semi-Pro
Gap: No dedicated tournament infrastructure exists for amateur players.
Demand: 400-700K competitive players need group practice and competition venues.
Fortress Advantage: Purpose-built tournament IP, broadcast capabilities, league systems, and open tournaments with rankings.

Opportunity: Scaling PC Gaming products Australia-wide exploits the hub-and-spoke model, benefiting from Fortress's centralized production and broadcast tournament infrastructure.
The Fortress Arcade
The arcade appeals as something you do alongside other activities at Fortress. Unlike competitors, it's not the only reason you come.
Each of our products enables the cross-sell of consumers, encouraging extended stays and boosting food and beverage sales.
Integrated Revenue Stream
Crucially, the arcade seamlessly integrates into high-yield packages like the "Storm the Fortress" combo pass (including 15 arcade credits) and serves as a premium 10pp upgrade option for PC LAN, kids parties, and corporate events, significantly maximizing transactional value.
Competitive Differentiation
As part of our multi-format diversification (PC, console, tabletop, restaurant, bar), the arcade positions Fortress uniquely against direct competitors like Timezone or Archie Brothers, who are solely focussed on arcade games.
Competitive Strengths - Market Gaps Fortress Owns
Fortress strategically fills a unique gap in the Australian entertainment market by integrating diverse offerings that no single competitor currently matches.

Fortress Occupies a Unique Intersection: by combining a premium PC LAN, esports venue, arcade, board game restaurant, and bars, Fortress stands alone with no direct competitor, offering a comprehensive social gaming experience.
References & Works Cited
  1. Exhibitors - Supanova Comic Con & Gaming, https://www.supanova.com.au/exhibitors/
  1. DreamHack's Melbourne event draws record crowds - Mi3, https://www.mi-3.com.au/29-04-2024/dreamhacks-melbourne-event-draws-record-crowds
  1. Australia's Gaming, Creator, and Pop Culture Communities Gather For Biggest DreamHack Melbourne To Date - ESL FACEIT Group, https://www.eslfaceitgroup.com/press/australias-gaming-creator-and-pop-culturecommunities-gather-for-biggest-dreamhack-melbourne-to-date/
  1. The Rise of eSports in Australia: Growth and Impact Explored | HP® Tech Takes Australia, https://www.hp.com/au-en/shop/tech-takes/post/esports-growth-impact-australia
  1. eSports Viewership Statistics 2025 (Growth & Demographics) - DemandSage, https://www.demandsage.com/esports-statistics/
  1. Australia Esports Market Size, Share and Report 2033 - IMARC Group, https://www.imarcgroup.com/australia-esports-market
  1. Australia's first esports bar, GG EZ, is closing its doors after this weekend, https://explosionnetwork.com/australias-first-esports-bar-gg-ez-is-closing-its-doors-after-this-weekend/
  1. Creating Worlds Together | Wyndham Tech School, https://www.wyndhamtechschool.vic.edu.au/cwt
  1. Student Data - Department of Education, Australian Government, https://www.education.gov.au/higher-education-statistics/student-data
  1. The 4 Team Building Trends of 2024 - The Strayboots Blog, https://www.strayboots.com/blog/4-team-building-trends-2024/
  1. Team Building Trends for 2025: Disconnect to Reconnect, https://www.sabrehq.com/post/team-building-trends-for-2025-disconnect-to-reconnect
  1. How Much Do Corporate Team Building Events Cost in Australia? (2025 Guide), https://hiddendoor.com.au/team-building-cost-guide2025/
  1. Cross-Platform Gaming Adoption Statistics - Co-op Board Games, https://coopboardgames.com/statistics/cross-platform-gaming-adoption-rates/
  1. Exhibitors - Supanova Comic Con & Gaming, https://www.supanova.com.au/exhibitors/
  1. DreamHack's Melbourne event draws record crowds - Mi3, https://www.mi-3.com.au/29-04-2024/dreamhacks-melbourne-event-draws-record-crowds
  1. Australia's Gaming, Creator, and Pop Culture Communities Gather For Biggest DreamHack Melbourne To Date - ESL FACEIT Group, https://www.eslfaceitgroup.com/press/australias-gaming-creator-and-pop-cultur ecommunities-gather-for-biggest-dreamhack-melbourne-to-date/
  1. The Rise of eSports in Australia: Growth and Impact Explored | HP® Tech Takes Australia, https://www.hp.com/au-en/shop/tech-takes/post/esports-growth-impact-australia
  1. eSports Viewership Statistics 2025 (Growth & Demographics) - DemandSage, https://www.demandsage.com/esports-statistics/
  1. Australia Esports Market Size, Share and Report 2033 - IMARC Group, https://www.imarcgroup.com/australia-esports-market
  1. Australia's first esports bar, GG EZ, is closing its doors after this weekend, https://explosionnetwork.com/australias-first-esports-bar-gg-ez-is-closing-its-doors-after-this-weekend/
  1. Creating Worlds Together | Wyndham Tech School, https://www.wyndhamtechschool.vic.edu.au/cwt
  1. Student Data - Department of Education, Australian Government, https://www.education.gov.au/higher-education-statistics/student-data
  1. The 4 Team Building Trends of 2024 - The Strayboots Blog, https://www.strayboots.com/blog/4-team-building-trends-2024/
  1. Team Building Trends for 2025: Disconnect to Reconnect, https://www.sabrehq.com/post/team-building-trends-for-2025-disconnect-to-reconnect
  1. How Much Do Corporate Team Building Events Cost in Australia? (2025 Guide), https://hiddendoor.com.au/team-building-cost-guide2025/
  1. Cross-Platform Gaming Adoption Statistics - Co-op Board Games, https://coopboardgames.com/statistics/cross-platform-gaming-adoption-rates/