Adventure Games - Italy

  • Italy
  • The Adventure Games market in Italy is expected to experience significant growth in the coming years.
  • According to projections, the total revenue in this market is anticipated to reach US$37.73m by 2022.
  • This growth is expected to continue at an annual rate of 8.84% from 2022 to 2027, resulting in a projected market volume of US$65.32m by the end of the forecast period.
  • Within the Adventure Games market, in-app purchase (IAP) revenue is projected to reach US$27.36m in 2022, indicating a strong demand for additional content and features within these games.
  • Additionally, paid app revenue is expected to reach US$2.76m in the same year, highlighting the willingness of consumers to invest in premium gaming experiences.
  • Furthermore, advertising revenue in the Adventure Games market is projected to reach US$7.61m in 2022, demonstrating the effectiveness of targeted advertising strategies within this segment.
  • The popularity of Adventure Games market is also reflected in the number of downloads, which is projected to reach 84.39m downloads in 2022.
  • This high download volume indicates a strong interest in these types of games among Italian consumers.
  • Moreover, the average revenue per download is expected to amount to US$0.45, reflecting the profitability of this market segment.
  • When compared globally, it is noteworthy that in China generates the highest revenue in the Adventure Games market, with a projected revenue of US$4,591.00m in 2022.
  • This demonstrates the immense size and potential of the Chinese gaming market.
  • In summary, the Adventure Games market in Italy is poised for significant growth, with various revenue streams contributing to its expansion.
  • The projected revenue figures, along with the strong download numbers, indicate a thriving market for these immersive gaming experiences.

Key regions: Europe, India, Japan, Germany, South Korea

Region comparison

Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.


Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.


In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.


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