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.

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

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.

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.

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.

References & Works Cited

  1. Tabletop gaming survey - Geek Native, https://www.geeknative.com/172115/aussie-gamers-spend-big-tabletop-gaming-survey-highlights-surprising-stats/
  1. PAX AUSTRALIA 2023 - Crowd Culture, https://www.crowdculture.com.au/case-studies/pax-australia-2023/
  1. PAX AUSTRALIA 2024 - Crowd Culture, https://www.crowdculture.com.au/case-studies/pax-australia-2024/
  1. Exhibitors - Supanova Comic Con & Gaming, https://www.supanova.com.au/exhibitors/
  1. Supanova Expo - Wikipedia, https://en.wikipedia.org/wiki/Supanova_Expo
  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. Student numbers - ACARA, https://www.acara.edu.au/reporting/national-report-on-schooling-in-australia/student-numbers
  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. AEL University - 2025 Season 1: Elite Series - League Play - Liquipedia, https://liquipedia.net/rocketleague/Australian_Esports_League/University/2025/Season_1/Elite_Series/League_Play
  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. The Tabletop Gamers Survey | Compare the Market AU, https://www.comparethemarket.com.au/home-contents-insurance/features/the-tabletop-gamers-survey/
  1. Tabletop gaming survey - Geek Native, https://www.geeknative.com/172115/aussie-gamers-spend-big-tabletop-gaming-survey-highlights-surprising-stats/
  1. PAX AUSTRALIA 2023 - Crowd Culture, https://www.crowdculture.com.au/case-studies/pax-australia-2023/
  1. PAX AUSTRALIA 2024 - Crowd Culture, https://www.crowdculture.com.au/case-studies/pax-australia-2024/
  1. Exhibitors - Supanova Comic Con & Gaming, https://www.supanova.com.au/exhibitors/
  1. Supanova Expo - Wikipedia, https://en.wikipedia.org/wiki/Supanova_Expo
  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. Student numbers - ACARA, https://www.acara.edu.au/reporting/national-report-on-schooling-in-australia/stu dent-numbers
  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. AEL University - 2025 Season 1: Elite Series - League Play - Liquipedia, https://liquipedia.net/rocketleague/Australian_Esports_League/University/2025/Season_1/Elite_Series/League_Play
  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/