What does a winning Gaming media plan look like in Australia?

Industry benchmarks for channel mix, CPM rates, funnel split, and Share of Voice targets โ€” so you can see exactly where your plan stacks up.

๐Ÿ“Š Gaming๐Ÿ“ Australia๐Ÿ—“ 2026 benchmarks๐Ÿ“ก Updated annually

Funnel Architecture

How winning Gaming brands allocate budget across the purchase funnel

AwarenessBrand building, reach, recall
35%
ConsiderationEngagement, intent signals
40%
ConversionPurchase, retargeting
25%

Peak Season

Nov, Dec, Mar, Jun, Jul

J
F
M
A
M
J
J
A
S
O
N
D
NovBlack Friday / Click Frenzy
DecChristmas / Boxing Day Sale
MarAutumn Clearance / Easter Prep
JunEOFY (End of Financial Year) Sale
JulEOFY Continues / School Hols

Start media investment 4 weeks before peak to build awareness before consumers enter active purchase mode. Late campaigns are the most expensive media you can buy.

Reach Target

40%

Percentage of your target audience to reach with at least one impression per campaign. Gaming brands in Australia typically aim for 40% reach โ€” lower risks leaving consideration share on the table.

Weekly Frequency

5ร— per week

How many times a week the average person in your audience should see your ads. Below this threshold, recall drops. Above it, diminishing returns set in and cost-per-impact rises.

Search Budget Share

15%

The typical proportion of total media budget allocated to search (SEM/paid search). For Gaming, search captures intent already built by brand channels โ€” under-investing makes upper-funnel spend less efficient.

Flighting Lead Time

4 weeks

How many weeks before your peak season to start media investment. Starting 4 weeks early gives your brand time to build recall before consumers enter active shopping mode โ€” late campaigns are the most expensive.

Channel Mix

Typical budget allocation by channel for Gaming in Australia

Social30%
Programmatic25%
Video20%
Search15%
Gaming Networks7%
Other3%

These allocations represent category-level averages. Individual brand strategies will vary based on brand equity, competitive position, and campaign objective.

Programmatic Breakdown

How the programmatic budget is typically allocated by format in Gaming

Standard DisplayBanners (300ร—250, 728ร—90, 160ร—600) โ€” broad reach at low CPM
4%
Rich MediaExpandable, HTML5, interactive formats โ€” higher engagement, higher CPM
3%
Native / In-feedSponsored content matching platform context โ€” higher CTR, premium environments
2%
DOOHDigital billboards, transit screens, retail screens โ€” reaches consumers in the real world
1%
Connected TVStreaming TV ads (Netflix, Disney+, local OTT) โ€” unskippable, premium attention
1%
Digital AudioPodcast and streaming audio ads (Spotify, local platforms) โ€” screen-free moments
1%

DOOH and CTV carry the highest CPMs but deliver premium attention โ€” unskippable formats in brand-safe environments. Standard display maximises reach at low cost. Rich media and native formats sit in the middle โ€” better engagement than display, lower CPM than video.

CPM Benchmarks

Cost per 1,000 impressions (USD) โ€” what your Gaming campaign budget actually buys in Australia

Standard DisplayEfficient

Banner ads on websites and apps โ€” broad reach, low attention

โ‰ˆ 333 impressions per $1

$3.00
per 1,000
Social MediaBalanced

In-feed ads on Facebook, Instagram, TikTok โ€” scroll-stopping formats

โ‰ˆ 143 impressions per $1

$7.00
per 1,000
Online VideoPremium

Pre-roll and mid-roll video โ€” high attention, skippable or unskippable

โ‰ˆ 67 impressions per $1

$15.00
per 1,000
Gaming In-AppBalanced

Premium placement targeting quality audiences

โ‰ˆ 125 impressions per $1

$8.00
per 1,000
Search (CPC)Efficient

Paid search clicks โ€” captures existing intent, highest purchase intent

โ‰ˆ 667 impressions per $1

$1.50
per 1,000
Rich Media / HTML5Premium

Interactive expandable ads โ€” higher engagement than standard display

โ‰ˆ 100 impressions per $1

$10.00
per 1,000
Native / In-feedBalanced

Sponsored content matching platform style โ€” less intrusive, higher CTR

โ‰ˆ 167 impressions per $1

$6.00
per 1,000
DOOH (Digital Out-of-Home)Premium

Digital billboards and screens โ€” premium locations, measurable

โ‰ˆ 71 impressions per $1

$14.00
per 1,000
Connected TV (CTV/OTT)Top-tier

Streaming TV ads โ€” unskippable, premium brand-safe environment

โ‰ˆ 40 impressions per $1

$25.00
per 1,000
Digital AudioBalanced

Podcast and music streaming ads โ€” reaches engaged, screen-free audiences

โ‰ˆ 125 impressions per $1

$8.00
per 1,000

CPMs are category-level estimates for Australia in USD. Actual rates vary by targeting precision, placement quality, audience size, and campaign timing. Peak season CPMs typically run 20โ€“40% above off-peak.

Share of Voice Benchmarks

Typical SoV targets by brand tier in the Gaming category

Category Leader

25%

Average SoV

Challenger Brand

7%

Average SoV

๐Ÿ’ก A brand spending below its SoV benchmark relative to its market share position is typically losing ground. The 4-week lead time benchmark means campaigns should begin building awareness 4 weeks before your peak season (Nov, Dec, Mar, Jun, Jul).

Audience Profile

Who is buying in the Gaming category in Australia ยท Source: GWI Gaming 2025, Newzoo SEA

Age Range

16โ€“34

Gender

62% Male

Income

Middle income

Location

78% Urban

Purchase Cycle

6โ€“18 months (hardware), monthly (accessories)

Top Affinities

PC gamingMobile gamingEsportsStreamingTechnology

Platform Overindex

YouTube GamingTwitchFacebook GamingTikTokDiscord

The Strategic Read

CMO ยท CSO ยท COO

CMO โ€” What this means for your brand

Holiday (Nov-Dec) and summer peak. Hardware/console launches create category spikes. Twitch/YouTube Gaming are primary community channels.

CSO โ€” Strategic implications

With a leader-challenger SoV gap of 18 percentage points in the Gaming category in Australia, the structural challenge for any non-leader brand is the compounding efficiency advantage enjoyed by the category leader. A brand at 7% SoV must invest more precisely โ€” not just more โ€” to close this gap. The funnel split benchmark of35% upper funnel reflects a category where brand awareness investment is non-negotiable; brands that under-invest in the top of funnel consistently find conversion costs rising as consumer consideration sets narrow around 1-2 established players.

COO โ€” What to do operationally

For Gaming media teams in Australia: the 4-week lead time benchmark is the most operationally significant number on this page. Peak months (Nov, Dec, Mar, Jun, Jul) are known well in advance โ€” the question is whether your media plan starts building 4 weeks earlier or reacts after peak begins. Late investment in peak-season categories is the most expensive media you can buy. Brands that front-load their flighting consistently achieve lower effective CPMs and higher brand recall at purchase moment.

Benchmarks are category-level averages based on published industry research and Your Media Studio analysis. Individual brand results will vary. Data as of March 2026.

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