Games - Italy

  • Italy
  • Revenue in the Games market is projected to reach US$5,701.00m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.05%, resulting in a projected market volume of US$8,015.00m by 2029.
  • In global comparison, most revenue will be generated in China (US$128.90bn in 2024).
  • In the Games market, the number of users is expected to amount to 28.3m users by 2029.
  • User penetration will be 42.1% in 2024 and is expected to hit 48.9% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$939.70.

Key regions: Europe, China, India, Japan, United States

 
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Analyst Opinion

The Games market in Italy has been experiencing significant growth in recent years, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Italy have shifted towards digital gaming, with an increasing number of consumers opting for online gaming platforms and mobile games.

This shift can be attributed to the convenience and accessibility offered by digital gaming, allowing players to enjoy their favorite games anytime and anywhere. Additionally, the rise of social gaming has also contributed to the growth of the market, as players are now able to connect and compete with friends and other gamers from around the world. Trends in the market indicate a growing demand for immersive and interactive gaming experiences.

Virtual reality (VR) and augmented reality (AR) technologies have gained popularity in Italy, with gamers seeking more realistic and engaging gameplay. This trend is driving the development of VR and AR games, as well as the adoption of VR headsets and other gaming accessories. Local special circumstances in Italy, such as a strong gaming culture and a vibrant indie game development scene, have also contributed to the growth of the market.

Italy has a long history of game development and a passionate community of gamers, which has fostered a supportive environment for local game developers. The success of Italian indie games, both domestically and internationally, has helped to raise the profile of the Italian gaming industry and attract investment. Underlying macroeconomic factors, such as increasing disposable income and technological advancements, have played a significant role in the growth of the Games market in Italy.

As the economy has improved, consumers have had more discretionary income to spend on entertainment, including gaming. Furthermore, advancements in technology have made gaming more accessible and appealing to a wider audience, leading to increased demand for games and gaming-related products. Overall, the Games market in Italy is experiencing rapid growth due to customer preferences for digital gaming, trends towards immersive and interactive gaming experiences, local special circumstances that support game development, and underlying macroeconomic factors such as increasing disposable income and technological advancements.

These factors are likely to continue driving the growth of the market in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

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
  • Users
  • Demographics
  • Global Comparison
  • Methodology
  • Key Market Indicators
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