
Understanding Games Culture and Hospitality


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.
Australians who play video games regularly.
Includes tabletop, fandom, esports viewers, and arcade players.
Reflecting a mature, multi-generational entertainment medium.
** list of all references and works cited on final page


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.
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.
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.
2-3 Million Regular Tabletop gamers in Australia. Including ~600K players of RPGs like Dungeons & Dragons (growing 25% per annum).
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.
Major events like PAX Australia attract ~80,000+ attendees, and Supanova Comic Con & Gaming draws 150K–200K attendees across six cities annually.

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.
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.
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.

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.
The "Core" multi-platform gamer.
The "Super Fan" - high value target.
High propensity for events & social.

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.
Digital-first, home entertainment dominated during the pandemic.
"Revenge travel" and social experiences surged post-pandemic.
Stabilization with an elevated out-of-home entertainment baseline.

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.
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.

Beyond digital screens, a significant resurgence in tabletop gaming underscores a deep-seated desire for in-person social connection and shared experiences.
Gameplay Sessions

Tabletop Role Playing, Card and Board Games offer tactile, social experiences that digital gaming cannot replicate.

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.

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.
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.
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 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.
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.
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.

Fortress strategically fills a unique gap in the Australian entertainment market by integrating diverse offerings that no single competitor currently matches.


Fortress: Australian Gaming & Fandom Insights