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Film, Television and Digital Games, Australia

Latest release

Financial and employment statistics for film, video and digital game businesses. Production activity for film, television, video and digital games

Reference period
2021-22 financial year

Key statistics

  • Film and video production businesses overtook subscription broadcasters and channel providers to have the largest total income ($4,575.3m).

  • Television drama production costs ($1,085.0m) had the largest increase of all production types.

  • Multiplatform end-to-end digital game development income ($181.6m) was the largest source of income for digital game development businesses.

Film and video production businesses

From 2015–16 to 2021–22, film and video production businesses' total income increased by 98.7% ($2,272.8m) to $4,575.3m, total expenses increased by 131.1% ($2,781.2m) to $4,902.0m and industry value added increased by 61.7% ($614.5m) to $1,610.8m.

Operating profit before tax was −$285.6m in 2021–22. Fluctuations in operating profit before tax are influenced by the discrete project-based nature of major productions and the Special Purpose Vehicles (SPVs) captured in the survey. Whilst an SPV incurs expenses, in many cases the income from these productions is received in a different financial year or by a different legal entity which may be overseas and is therefore not captured by this survey.

Summary of operations, Film and video production businesses
  2015-162021-22
Businesses at end June (a)no.2,8194,506
Employment at end June (b)no.14,63826,808
Total income$m2,302.54,575.3
Total expenses$m2,120.84,902.0
Operating profit before tax (c)$m^198.5**-285.6
Operating profit margin (c)%^8.8**-6.4
Industry value added (c)$m996.3^1,610.8

^ estimate has a relative standard error of 10% to less than 25% and should be used with caution
** estimate has a relative standard error of greater than 50% and is considered too unreliable for general use
a. See the Scope and Coverage sections of the Methodology for details of the model used to represent these businesses.
b. Includes working proprietors and partners of unincorporated businesses.
c. See Accuracy in the Quality declaration section of the Methodology.

Income

The largest source of income was production income from television programs, which contributed 33.8% of total income in 2021–22. Television program income increased by 101.8% ($779.2m) to $1,544.7m in 2021–22. Income from television drama programs was the major driver of this increase, in line with television drama production costs which are discussed in Film, television and video production activity.

Film and video production generated $837.6m in income in 2021–22, comprising 18.3% of total income.

Total production services income increased by 112.6% ($409.5m) to $773.2m in 2021–22. The largest increase was from other production services which increased by 627.2% ($348.7m) to $404.3m in 2021–22. Other production services became the largest component of production services income in 2021–22, contributing 52.3% up from a 15.3% contribution in 2015–16.

Total post-production, digital and visual effects services income increased by 231.8% ($271.7m) to $388.9m in 2021–22, reflecting a trend of production businesses bringing simpler work in-house. Visual effects services generated $115.0m of income in 2021–22, contributing 29.6% of total post-production, digital and visual effects services income.

Expenses

Total expenses increased to $4,902.0m in 2021–22 from $2,120.8m in 2015–16. The main drivers were a 143.2% ($1,045.2m) increase in total labour costs and a 235.8% ($1,014.7m) increase in other expenses.

In contrast, royalties expenses decreased by 49.2% (−$17.7m) to $18.3m in 2021–22.

Employment

At the end of June 2022, total employment was 26,808 people, an increase of 12,170 people (83.1%) since the end of June 2016. This total comprised 62.1% males and 37.9% females.

By occupation, on-set crew (8,450 people) had the largest number of people and contributed 31.5% of total employment at the end of June 2022.

Queensland had a notable increase in employment of 2,885 people (226.8%) from the end of June 2016 to the end of June 2022. Increases in employment and other activity in Queensland were driven by an influx of international films to the state.

Employment data is output in male and female categories only. For more information, see Gender and sex categories in employment data in Changes in methodology.

Film and video post-production businesses

Film and video post-production businesses generated $604.0m in total income in 2021–22, an increase of 51.6% ($205.5m) from 2015–16. Total expenses increased by 38.9% from $350.6m to $487.1m over the same period. This resulted in operating profit before tax increasing by 128.9% ($62.0m) to $110.1m and industry value added increasing by 39.4% ($105.6m) to $373.9m, in 2021–22.

Summary of operations, Film and video post-production businesses
  2015-162021-22
Businesses at end June (a)no.414572
Employment at end June (b)no.2,4623,405
Total income$m398.5604.0
Total expenses$m350.6487.1
Operating profit before tax (c)$m48.1^110.1
Operating profit margin (c)%12.2^18.6
Industry value added (c)$m268.3373.9

^ estimate has a relative standard error of 10% to less than 25% and should be used with caution
a. See the Scope and Coverage sections of the Methodology for details of the model used to represent these businesses.
b. Includes working proprietors and partners of unincorporated businesses.
c. See Accuracy in the Quality declaration section of the Methodology.

Income

Total income was driven by increases in visual effects services income and film, television and video production income. Visual effects services income increased by 92.0% ($114.5m) from 2015–16 to $238.9m in 2021–22. Film, television and video production income increased by 201.7% ($81.3m) to $121.6m as post-production businesses expanded into production activities.

Expenses

Wages and salaries, the largest component of expenses, increased by 27.8% from $174.2m to $222.6m from 2015–16 to 2021–22. The increase was driven by a 75.1% ($64.2m) increase in wages and salaries for other staff. This was tempered by a 17.8% (−$15.8m) decrease in animation, computer generated imagery and visual effects technicians’ wages and salaries.

Employment

Compared to the end of June 2016, total employment increased by 943 people (38.3%) to 3,405 people at the end of June 2022. Permanent full-time employees comprised 79.2% (2,697 people) of total employment at the end of June 2022, increasing by 1,045 people (63.3%) from the end of June 2016.

Animation, computer generated imagery and visual effects staff contributed the largest share of employment by occupation at the end of June 2022 with 1,307 people (38.4%). This is an increase of 161 people (14.0%) since the end of June 2016, in contrast to the 17.8% decrease in wages and salaries mentioned earlier.

Film and video post-production businesses' employment comprised 67.5% males and 32.5% females in 2021–22.

Employment data is output in male and female categories only. For more information, see Gender and sex categories in employment data in Changes in methodology.

Commercial free-to-air broadcasters

Commercial free-to-air broadcasters generated $3,745.7m of total income in 2021–22, which was 5.4% (−$215.7m) lower than in 2015–16. Total expenses decreased by 11.9% (−$423.5m) from 2015–16 to $3,135.5m in 2021–22 resulting in a 55.8% increase in operating profit before tax.

Summary of operations, Commercial free-to-air broadcasters
  2015-162021-22
Businesses at end June (a)no.1410
Employment at end June (b)no.8,0126,389
Total income$m3,961.43,745.7
Total expenses$m3,559.03,135.5
Operating profit before tax$m420.4654.8
Operating profit margin%10.617.7
Industry value added$m1,795.61,856.6

a. See the Scope and Coverage sections of the Methodology for details of the model used to represent these businesses.
b. Includes working proprietors and partners of unincorporated businesses.

Income and expenses

The main source of income for commercial free-to-air broadcasters was from gross sale of airtime which generated 90.5% ($3,388.4m) of total income in 2021–22.

The decrease in total expenses was largely due to a $165.4m (−25.5%) decrease in selected broadcasting expenses and a $147.8m (−16.1%) decrease in total labour costs from 2015–16 to 2021–22.

Employment

Compared to the end of June 2016, total employment decreased by 1,623 people (−20.3%) to 6,389 people at the end of June 2022. Males comprised 51.3% of total employment while 72.2% of total employment was permanent full-time at the end of June 2022.

On-set production staff accounted for 1,453 people at the end of June 2022, which was 849 fewer people (−36.9%) compared with 2,302 people at the same time in 2016.

Employment data is output in male and female categories only. For more information see Gender and sex categories in employment data in Changes in methodology.

Subscription broadcasters and channel providers

Subscription broadcasters and channel providers generated $4,430.7m of total income and incurred $4,349.5m in total expenses in 2021–22. The main source of income was from subscription fees which decreased by 17.0% (−$720.4m) from 2015–16 to $3,518.9m in 2021–22.

Summary of operations, Subscription broadcasters and channel providers
  2015-162021-22
Businesses at end June (a)no.3235
Employment at end June (b)no.5,4163,877
Total income$m5,352.14,430.7
Total expenses$m4,959.84,349.5
Operating profit before tax$m493.0109.0
Operating profit margin%9.22.5
Industry value added$m2,205.21,185.7

a. See the Scope and Coverage sections of the Methodology for details of the model used to represent these businesses.
b. Includes working proprietors and partners of unincorporated businesses.

Income and expenses

Competition from overseas businesses resulted in lower income for Australian subscription broadcasters and channel providers in 2021–22 compared with 2015–16, despite the increasing popularity of subscription television.

Total expenses decreased by 12.3% (−$610.3m) from 2015–16 with large decreases in selected broadcasting expenses (−63.7%) and program rights expensed (−74.4%). Total labour costs were $433.8m in 2021–22 which was 23.6% (−$133.8m) lower than in 2015–16.

Employment

Total employment for subscription broadcasters and channel providers was 3,877 people at the end of June 2022. This was 1,539 fewer people than at the same time in 2016.

People engaged as permanent full-time comprised 85.1% (3,300 people) of total employment while 59.8% (2,317 people) of total employment were male.

The largest occupation group was general business operations which accounted for 68.7% (2,665 people) of total employment.     

Employment data is output in male and female categories only. For more information see Gender and sex categories in employment data in Changes in methodology.

Film, television and video production activity

This section summarises the production of film, television, video, commercials and program promotions by film and video production and post-production businesses, broadcasters and channel providers.

It should be noted that total production costs are not equivalent to total expenses. Refer to the Glossary for details.

Production of television programs

During 2021–22, film and video production and post-production businesses, broadcasters and channel providers incurred production costs of $4,147.1m for television productions, an increase of 64.4% ($1,624.3m) from 2015–16. Film and video production and post-production businesses contributed 40.5% ($1,678.7m) of 2021–22 television production costs, increasing their share from 27.5% in 2015–16.

Broadcasters and channel providers decreased their share in 2021–22 but still contributed the majority (59.5%; $2,468.3m) of television production costs.

Total television broadcast hours increased by 1.7% (1,520 hours) from 2015–16 to 88,986 hours, with 25.4% (22,633 hours) first released on a digital platform in 2021–22.

Television drama had the largest increase in production costs from 2015–16, increasing 238.2% ($764.2m) to $1,085.0m in 2021–22. Television drama broadcast hours had a comparatively smaller increase of 70.4% (350 hours), driving up average cost per hour for television drama to $1,280,200, an increase of 98.3% ($634,500) from 2015–16. This was influenced by production businesses using high quality scripted shows to attract and retain viewers and subscribers in a competitive market.

In contrast, television documentaries had a large fall in average cost per hour of 51.3% (−$117,900) because of a large increase in broadcast hours of 164.6% (731 hours) and a minimal increase in production costs of 29.1% ($29.7m).

Other children's programs was the only television production type that saw a fall in production hours between 2015–16 and 2021–22, decreasing 70.5% (−525 hours) to 220 hours; however, the average cost per hour increased by 194.1% ($62,500) to $94,700.

News and current affairs programs, and sports programs comprised 58.0% (51,651 hours) and 32.6% (29,037 hours) of television broadcast hours in 2021–22, respectively.

Production of film, video and commercials

Between 2015–16 and 2021–22, film and video production costs increased by 64.5% ($440.6m) to $1,123.7m. The total number of productions increased by 28.6% (6,349 productions) to 28,524 productions with 53.9% (15,381 productions) first released on a digital platform in 2021–22.

Over the same period, commercials and program promotion production costs increased by 147.8% from $230.1m to $570.1m, with 55.3% of these productions first released on a digital platform in 2021–22.

Feature films drove the increase in film and video production costs due to an influx of large-scale international productions filming in Australia. Production costs for feature films increased by 72.2% ($371.2m) from 2015–16 to $885.1m in 2021–22.

Short form online content also contributed to the increase in film and video production costs, with costs for this format up 218.7% ($42.2m), driven by increased production of short webisode series.

Other productions had the largest increase in the number of productions from 1,480 to 3,848, a 160.0% increase from 2015–16 to 2021–22.

Film and video distribution businesses

Film and video distribution businesses were included in the survey for the first time in 2021–22.

Summary of operations, Film and video distribution businesses
  2021-22
Businesses at end June (a)no.104
Employment at end June (b)no.1,209
Total income$m1,354.1
Total expenses$m1,293.7
Operating profit before tax (c)$m66.5
Operating profit margin (c)%5.0
Industry value added (c)$m266.7

a. See the Scope and Coverage sections of the Methodology for details of the model used to represent these businesses.
b. Includes working proprietors and partners of unincorporated businesses.
c. See Accuracy in the Quality declaration section of the Methodology.

Income and expenses

Film and video distribution businesses generated $1,354.1m of income and incurred $1,293.7m of expenses in 2021–22. Distribution income accounted for 70.3% ($952.4m) of total income. The largest sub-category was distribution for video on demand broadcasters and subscription television which contributed $282.4m (29.7%) of total distribution income.

Film and video distribution businesses in New South Wales generated 68.4% of total income across Australia.

The largest category of expenses was royalties expenses which contributed 49.3% ($637.4m) of total expenses. Total labour costs were $175.8m (13.6%).

Employment

Total employment for film and video distribution businesses was 1,209 people at the end of June 2022. Permanent full-time was the predominant employment type, accounting for 87.1% of total employment.

Females comprised 55.9% (676 people) of total employment.

Employment data is output in male and female categories only. For more information see Gender and sex categories in employment data in Changes in methodology.

Film exhibition businesses

Film exhibition businesses were included in the survey for the first time in 2021–22.

There were 423 cinema sites housing 2,164 cinema screens in Australia on 30 June 2022, with 56.7% of cinema sites located in greater capital cities. During 2021–22, there were 47.1 million paid admissions to cinemas.

Summary of operations, Film exhibition businesses
  2021-22
Businesses at end June (a)no.201
Employment at end June (b)no.11,213
Total income$m1,402.6
Total expenses$m1,315.8
Operating profit before tax (c)$m88.8
Operating profit margin (c)%6.7
Industry value added (c)$m425.3

a. See the Scope and Coverage sections of the Methodology for details of the model used to represent these businesses.
b. Includes working proprietors and partners of unincorporated businesses.
c. See Accuracy in the Quality declaration section of the Methodology.

Income and expenses

Box office receipts accounted for $730.9m (52.1%) of the $1,402.6m total income earned by film exhibition businesses, and these businesses incurred total expenses of $1,315.8m.

Royalties expenses were $278.8m, which exceeded total labour costs of $271.2m.

Employment

Total employment for film exhibition businesses was 11,213 people at the end of June 2022, 53.5% of whom were female.

Casual employees were the predominant employment type accounting for 51.8% (5,813 people) of the total, and 86.3% of people were employed as cinema attendants.

New South Wales had the highest employment with 4,592 people. Wages and salaries expenses were $239.6m, with 44.9% of wages and salaries expenses incurred by businesses in New South Wales.

Employment data is output in male and female categories only. For more information see Gender and sex categories in employment data in Changes in methodology.

Digital game development businesses

Between 2015–16 and 2021–22, total income for digital game development businesses increased by 313.4% ($348.2m) to $459.3m. Total expenses increased by 333.5% ($288.8m) to $375.4m over the same period. Industry value added increased by 209.5% ($196.5m) to $290.3m in 2021–22, and operating profit before tax increased by 244.5% ($59.9m) to $84.4m in 2021–22, reflecting the overall growth in the industry since 2015–16.

Summary of operations, Digital game development businesses
  2015-162021-22
Businesses at end June (a)no.80188
Employment at end June (b)no.7342,225
Total income$m111.1459.3
Total expenses$m86.6375.4
Operating profit before tax$m24.584.4
Operating profit margin%22.018.7
Industry value added$m93.8290.3

a. See the Scope and Coverage sections of the Methodology for details of the model used to represent these businesses.
b. Includes working proprietors and partners of unincorporated businesses.

Income

The largest source of income in 2021–22 was multiplatform end-to-end digital game development income ($181.6m) which accounted for 39.5% of total income.

Between 2015–16 and 2021–22, income from end-to-end digital game development for mobile and web platforms increased by 119.3% from $37.3m to $81.8m, consistent with digital game production costs which is discussed further in Digital game production activity.

Other income increased by 257.6% ($62.6m) to $86.9m in 2021–22.

Victoria made the largest contribution to total income, comprising 40.1% of the 2021–22 Australian total.

Expenses

Total expenses was largely driven by a 257.8% ($132.0m) increase in wages and salaries, which comprised 48.8% ($183.2) of total expenses in 2021–22. This is reflective of total employment increasing by 1,491 people (203.1%) from the end of June 2016 to the end of June 2022.

Other expense items with large growth included payments for services, which increased by 584.9% ($42.7m), and other expenses, which increased by 401.9% ($42.6m).

Employment

Total employment for digital game development businesses was 2,225 people at the end of June 2022, including 598 females (26.9%).

Permanent full-time employees contributed 90.2% (2,007 people) of total employment at the end of June 2022, up from 79.0% (580 people) at the end of June 2016.

Computer programmers contributed 26.7% (595 people) of total employment at the end of June 2022, down from 34.9% at the end of June 2016; however, they remained the largest occupation category.

Employment data is output in male and female categories only. For more information see Gender and sex categories in employment data in Changes in methodology.

Digital game production activity

During 2021–22, digital game development businesses produced 299 digital games, a 68.0% increase from 178 games in 2015–16. Digital game production costs increased by 254.8% over the same period, from $52.0m to $184.5m.

Digital games for mobile and web platforms incurred $75.2m in production costs in 2021–22, the largest share of total production costs at 40.8%, down from 63.7% in 2015–16. Digital games for these platforms recorded an 81.0% increase in the average cost per production from $337,500 in 2015–16 to $611,000 in 2021–22.

Multiplatform games had the largest increase in productions (325.0%) and production costs (922.5%) from 2015–16, comprising 39.3% ($72.6m) of digital game production costs in 2021–22. Multiplatform games incurred an average cost of $609,600 per production in 2021–22, a 142.8% increase from $251,100 in 2015–16.

Digital games for other platforms had the highest average cost per production in 2021–22 at $764,400.

Digital games for PC and Mac platforms had the second highest average cost per production in 2021–22 ($687,100), up from the lowest average cost per production in 2015–16 ($93,800).

Digital games for consoles were the only format to record a fall in productions from 2015–16, from 25 games to 17 games in 2021–22.

Data downloads

Film, Television and Digital Games, Australia

Previous catalogue number

This release previously used catalogue number 8679.0.

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