Cloud Gaming - Italy

  • Italy
  • Revenue in the Cloud Gaming market is projected to reach US$128.30m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 30.06%, resulting in a projected market volume of US$477.50m by 2029.
  • In the Cloud Gaming market, the number of readers is expected to amount to 7.6m users by 2029.
  • User penetration will be 10.2% in 2024 and is expected to hit 13.1% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$21.46.
  • In global comparison, most revenue will be generated in the United States (US$1,938.00m in 2024).

Key regions: Europe, Germany, India, France, Asia

 
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Analyst Opinion

The Cloud Gaming market in Italy is experiencing significant growth and development.

Customer preferences:
Italian consumers are increasingly embracing cloud gaming due to its convenience and accessibility. Cloud gaming allows users to play high-quality video games without the need for expensive gaming hardware, as the games are streamed directly from remote servers. This appeals to a wide range of consumers, including casual gamers who may not want to invest in gaming consoles or high-end PCs, as well as avid gamers who value the flexibility and portability offered by cloud gaming. Additionally, the ability to play games on multiple devices, such as smartphones and tablets, is particularly appealing to the Italian market.

Trends in the market:
One of the key trends in the Italian cloud gaming market is the growing popularity of subscription-based gaming services. These services offer users access to a library of games for a monthly fee, providing a cost-effective way to access a wide variety of titles. This trend is driven by the increasing number of gaming companies offering their own subscription services, as well as the success of international platforms such as Xbox Game Pass and PlayStation Now. Italian consumers are also showing a preference for cloud gaming platforms that offer a seamless and user-friendly experience, with fast loading times and minimal latency.

Local special circumstances:
Italy has a strong gaming culture, with a large and passionate community of gamers. The country is home to several successful game development studios, and Italian gamers are known for their enthusiasm and engagement. This vibrant gaming culture creates a favorable environment for the growth of the cloud gaming market, as consumers are eager to explore new gaming experiences and technologies. Additionally, Italy's high internet penetration rate and improving network infrastructure support the adoption of cloud gaming, ensuring that players can enjoy smooth and uninterrupted gameplay.

Underlying macroeconomic factors:
The growth of the cloud gaming market in Italy is also influenced by broader macroeconomic factors. The increasing affordability and availability of high-speed internet connections across the country enable more consumers to access cloud gaming services. Furthermore, the COVID-19 pandemic has accelerated the adoption of cloud gaming, as people spent more time at home and turned to gaming as a form of entertainment. This shift in consumer behavior has led to a surge in demand for cloud gaming services, and the market is expected to continue growing as more players enter the Italian market and offer innovative solutions to meet the evolving needs of gamers.

Methodology

Data coverage:

Figures are based on subscription spending, consumer spending, investment, and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration and cloud revenues. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

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