Games Live Streaming - Italy

  • Italy
  • Revenue in the Games Live Streaming market is projected to reach US$282.50m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.75%, resulting in a projected market volume of US$373.60m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 20.8m users by 2029.
  • User penetration will be 26.3% in 2024 and is expected to hit 36.1% by 2029.
  • In global comparison, most revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$18.30 in 2024.

Key regions: Germany, Europe, United Kingdom, Japan, South Korea

 
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Analyst Opinion

The Games Live Streaming market in Italy has experienced significant growth in recent years, driven by the increasing popularity of online gaming and the rise of eSports.

Customer preferences:
Italian gamers have shown a strong preference for live streaming as a way to connect with other gamers and watch their favorite games being played. This preference can be attributed to the interactive nature of live streaming, which allows viewers to engage with streamers in real-time through chat and comments. Additionally, Italian gamers enjoy the social aspect of live streaming, as it provides a platform for them to interact with a community of like-minded individuals who share their passion for gaming.

Trends in the market:
One of the key trends in the Games Live Streaming market in Italy is the growing number of professional eSports teams and tournaments. eSports has gained significant traction in Italy, with professional teams competing in popular games such as League of Legends, Counter-Strike: Global Offensive, and Fortnite. These tournaments attract a large audience of both online and offline viewers, creating opportunities for live streaming platforms to showcase the competitions and reach a wider audience. Another trend in the market is the increasing integration of live streaming platforms with social media. Many Italian gamers use social media platforms such as Facebook, Instagram, and Twitter to connect with their favorite streamers and stay updated on the latest gaming trends. Live streaming platforms have recognized this trend and have started to offer features that allow users to easily share their favorite streams on social media, further enhancing the visibility and reach of the Games Live Streaming market in Italy.

Local special circumstances:
Italy has a strong gaming culture, with a large number of gamers actively participating in online gaming communities. This cultural aspect has contributed to the growth of the Games Live Streaming market in Italy, as gamers are eager to share their experiences and connect with others who share their passion for gaming. Additionally, the availability of high-speed internet and advanced gaming technology has made it easier for Italian gamers to engage in live streaming activities.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Italy can also be attributed to the overall growth of the gaming industry in the country. Italy has seen an increase in the number of gamers, both casual and professional, which has created a larger market for live streaming platforms. Furthermore, the rise of eSports and the recognition of professional gaming as a legitimate career option have contributed to the growth of the Games Live Streaming market in Italy. In conclusion, the Games Live Streaming market in Italy has experienced significant growth due to the increasing popularity of online gaming, the rise of eSports, and the strong gaming culture in the country. Italian gamers prefer live streaming as a way to connect with other gamers and watch their favorite games being played. The market is characterized by the growing number of professional eSports teams and tournaments, as well as the integration of live streaming platforms with social media. The availability of high-speed internet and advanced gaming technology, along with the overall growth of the gaming industry, have also played a role in the development of the market.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the 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. 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, video gaming 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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