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Video gaming in Italy - statistics & facts

Italy’s video game industry has experienced rapid growth and dynamic transformations in recent years. Previously considered a niche sector, the gaming industry has become an indispensable part of the country’s creative landscape, with new startups and studios entering the playing field each year. At an estimated 1.23 billion U.S. dollars in revenue, video games accounted for over 40 percent of Italy’s digital media revenue in 2020. While these figures could not compete with leading European gaming markets such as the United Kingdom, France, and Germany, Italy’s young gaming sector has made particularly significant leaps over the past five years. This growth spurt was facilitated by a shift in the public perception of games and a range of government incentives, such as the recent introduction of tax credit for video game developers.

Gaming audiences & behavior

The number of video gamers in Italy reached an estimated 16.7 million in 2020. While this figure was lower than in other European gaming hubs, it represented an impressive nationwide gaming penetration of almost 40 percent. Similar to other countries, young gamers make up a large share of Italy’s gaming population, with players aged 15-24 outnumbering all other age groups in 2020. This trend is also reflected on the other end of Italy’s gaming ecosystem, which is shaped mainly by young developers and creatives in their 30s. As for gaming content, casual single-player games such as Candy Crush were the most popular video games genre in Italy in 2020, followed by first-person shooter games such as Call of Duty.

Mobile gaming in Italy

Mobile gaming has taken Italy’s gaming scene by storm. In 2020, mobile games accounted for almost 50 percent of video games revenue in Italy, and that same year, smartphones were named the most popular gaming device among Italian gamers in a nationwide survey. When it comes to the leading gaming apps on the Google Play and Apple App Store, Coin Master topped the ranking in terms of revenue in April 2021, while Sushi Roll 3D and Among Us were the most downloaded Android gaming apps in Italy earlier that year. Similar trends could be observed in other European countries such as Spain and the Netherlands, where the latter two titles also dominated the download charts in January 2021.

Twitch

Italy’s ever-increasing passion for video games also translates to the realm of live streaming. As a case in point, the number of Twitch app downloads in Italy surpassed 330 thousand in April 2021, while daily usage of the streaming app peaked at approximately 238 thousand active users that month. Unsurprisingly, global battle royale sensation Fortnite was the most popular video game on Italian Twitch channels in 2020.

Key figures

The most important key figures provide you with a compact summary of the topic of "Video gaming in Italy" and take you straight to the corresponding statistics.

Consumer behavior and spending

Mobile gaming

Twitch

Interesting statistics

In the following 6 chapters, you will quickly find the {amountStatistics} most important statistics relating to "Video gaming in Italy".

Video gaming in Italy

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Video gaming in Italy - statistics & facts

Italy’s video game industry has experienced rapid growth and dynamic transformations in recent years. Previously considered a niche sector, the gaming industry has become an indispensable part of the country’s creative landscape, with new startups and studios entering the playing field each year. At an estimated 1.23 billion U.S. dollars in revenue, video games accounted for over 40 percent of Italy’s digital media revenue in 2020. While these figures could not compete with leading European gaming markets such as the United Kingdom, France, and Germany, Italy’s young gaming sector has made particularly significant leaps over the past five years. This growth spurt was facilitated by a shift in the public perception of games and a range of government incentives, such as the recent introduction of tax credit for video game developers.

Gaming audiences & behavior

The number of video gamers in Italy reached an estimated 16.7 million in 2020. While this figure was lower than in other European gaming hubs, it represented an impressive nationwide gaming penetration of almost 40 percent. Similar to other countries, young gamers make up a large share of Italy’s gaming population, with players aged 15-24 outnumbering all other age groups in 2020. This trend is also reflected on the other end of Italy’s gaming ecosystem, which is shaped mainly by young developers and creatives in their 30s. As for gaming content, casual single-player games such as Candy Crush were the most popular video games genre in Italy in 2020, followed by first-person shooter games such as Call of Duty.

Mobile gaming in Italy

Mobile gaming has taken Italy’s gaming scene by storm. In 2020, mobile games accounted for almost 50 percent of video games revenue in Italy, and that same year, smartphones were named the most popular gaming device among Italian gamers in a nationwide survey. When it comes to the leading gaming apps on the Google Play and Apple App Store, Coin Master topped the ranking in terms of revenue in April 2021, while Sushi Roll 3D and Among Us were the most downloaded Android gaming apps in Italy earlier that year. Similar trends could be observed in other European countries such as Spain and the Netherlands, where the latter two titles also dominated the download charts in January 2021.

Twitch

Italy’s ever-increasing passion for video games also translates to the realm of live streaming. As a case in point, the number of Twitch app downloads in Italy surpassed 330 thousand in April 2021, while daily usage of the streaming app peaked at approximately 238 thousand active users that month. Unsurprisingly, global battle royale sensation Fortnite was the most popular video game on Italian Twitch channels in 2020.

Interesting statistics

In the following 6 chapters, you will quickly find the {amountStatistics} most important statistics relating to "Video gaming in Italy".

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