Esports - Italy

  • Italy
  • In 2024, the projected revenue in the Esports market in Italy is expected to reach US$106.7m.
  • It is anticipated that the revenue will exhibit an annual growth rate (CAGR 2024-2029) of 5.78%, resulting in a projected market volume of US$141.3m by 2029.
  • Among the various segments in the Esports market, Esports Betting holds the largest market share with a volume of US$72.5m in 2024.
  • The United States dominates in terms of revenue generation, with a projected market volume of US$1,070.0m in 2024.
  • By 2029, the number of users in the Esports market in Italy is expected to reach 14.8m users.
  • The user penetration rate is forecasted to be 19.2% in 2024 and is expected to increase to 25.6% by 2029.
  • Furthermore, the average revenue per user (ARPU) is projected to be US$9.46.
  • Italy's growing Esports scene is attracting major investments from both local and international organizations, solidifying its position as a key player in the global gaming industry.

Key regions: China, United States, Asia, Germany, France

 
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Analyst Opinion

The eSports market in Italy has seen steady growth due to increasing interest in digital sports, rising consumer awareness, and the convenience of online services. However, the market's growth rate is impacted by subdued growth, influenced by factors such as limited sponsorships and advertising, lack of merchandise and ticketing opportunities, and regulations surrounding eSports betting.

Customer preferences:
The rise of mobile gaming and streaming platforms has resulted in a growing interest in eSports among younger generations in Italy. With an increasing number of people spending more time at home, there has been a shift towards online gaming as a form of entertainment. This trend is also influenced by the growing popularity of professional eSports leagues and tournaments, as well as the availability of high-speed internet and advanced gaming technology. As a result, the eSports market in Italy is expected to continue its growth trajectory in the coming years.

Trends in the market:
In Italy, the eSports market is experiencing a surge in mobile gaming, with a significant increase in mobile eSports tournaments and events. This trend is driven by the widespread use of smartphones and the accessibility of mobile games. Additionally, there is a growing interest in virtual reality eSports, with the launch of VR headsets and the development of immersive gaming experiences. These trends are significant as they expand the reach of eSports to a wider audience and offer new opportunities for industry stakeholders to tap into. However, it also poses challenges in terms of infrastructure and technology requirements. Nevertheless, the trajectory of these trends points towards a promising future for the eSports market in Italy.

Local special circumstances:
In Italy, the eSports market is heavily influenced by the country's deep-rooted gaming culture and its vibrant community of professional gamers. Additionally, the Italian government's support for the development of the gaming industry has led to the establishment of several gaming hubs and events, creating a strong infrastructure for eSports. Furthermore, Italy's central location in Europe and its high internet penetration rate make it a prime location for international eSports tournaments and competitions. These unique factors contribute to Italy's growing eSports market and its potential for further growth in the future.

Underlying macroeconomic factors:
The eSports market in Italy is impacted by macroeconomic factors such as the country's economic stability, government policies, and investment in technology and infrastructure. A strong economy and supportive policies for the gaming industry can lead to increased investment and growth in the eSports market. On the other hand, economic downturns and restrictive regulations can hinder market growth. Furthermore, the rising popularity of eSports globally and the increasing availability of high-speed internet and advanced gaming technology are driving the demand for eSports in Italy.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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