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Streaming - Italy

Italy
  • In Italy, revenue in the Streaming market is projected to reach US$1.6m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.87%, leading to a projected market volume of US$2.2m by 2029.
  • While most revenue in the global Streaming market is generated China, Italy's market will also experience significant activity.
  • The number of users in the Streaming market in Italy is expected to amount to 12.7m users by 2029.
  • User penetration in Italy will be 16.4% in 2024 and is anticipated to reach 21.9% by 2029.
  • Additionally, the average revenue per user (ARPU) in Italy is expected to amount to US$0.2.
  • In Italy, the eSports streaming market is rapidly gaining popularity, reflecting a growing cultural acceptance of competitive gaming among younger audiences.

Definition:

Esports Streaming refers to the live broadcasting and on-demand viewing of competitive gaming content across digital platforms, allowing fans to watch their favorite games, tournaments, and players in real-time or at their convenience. This market is driven by platforms like Twitch, YouTube Gaming, and others, where millions of viewers engage with live streams, highlights, and commentary. Esports streaming not only provides entertainment but also offers a platform for advertisers, sponsors, and content creators to reach a global audience. It is a critical component of the esports ecosystem, enhancing fan interaction, expanding the reach of esports events, and generating significant revenue through ad placements, subscriptions, and viewer donations.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through consumer spending and ad spending. Sales channel data shows online revenues. All monetary figures refer to the annual gross revenue.
Key players of the market include companies or teams such as FaZe, Cloud9 or TSM.
For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Live broadcast content
  • Professional gamers
  • Gaming related content

Out-Of-Scope

  • Video-on-Demand
  • Casual Gamers
  • Non-gaming related content
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Esports: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Analyst Opinion

    The eSports streaming market in Italy is seeing moderate growth, affected by factors such as the slow adoption of digital technologies and limited awareness of online services. Despite this, the market is still expanding due to the convenience offered by streaming platforms and the increasing popularity of eSports in the country.

    Customer preferences:
    The rise of online gaming platforms and streaming services has greatly impacted the eSports market in Italy. With the country's strong gaming culture and growing interest in competitive gaming, there has been a significant increase in consumer demand for live streaming of eSports events. This trend is driven by the desire for real-time engagement and the growing popularity of professional eSports players as celebrities in the gaming community. Additionally, the convenience of watching and participating in eSports tournaments from the comfort of one's own home has also contributed to the growth of the streaming market within the eSports industry.

    Trends in the market:
    In Italy, the Streaming Market within the eSports Market is experiencing a surge in viewership, with a significant increase in live streaming and on-demand content consumption. This trend is driven by the growing popularity of eSports and the increasing accessibility of high-speed internet across the country. With the rise of virtual events and tournaments, there is also a growing demand for interactive streaming platforms that offer a more immersive experience for viewers. This trend is expected to continue in the coming years, presenting new opportunities for industry stakeholders to tap into the growing eSports market in Italy. Additionally, the rise of streaming has also opened up new revenue streams, such as advertising and sponsorships, for both content creators and streaming platforms. Overall, the current trend of streaming within the eSports market in Italy is a positive sign for the industry, showcasing its potential for growth and profitability.

    Local special circumstances:
    In Italy, the Streaming Market within the eSports Market is heavily influenced by the country's strong gaming culture and the popularity of traditional sports like football. The market also benefits from the country's advanced internet infrastructure and high smartphone penetration, making it conducive for online streaming. Additionally, Italy's strict regulations on traditional gambling have led to the rise of eSports betting, further driving the growth of the market.

    Underlying macroeconomic factors:
    The Streaming Market within the eSports Market in Italy is heavily influenced by macroeconomic factors such as the country's economic health, government policies, and global economic trends. Italy's strong economy and favorable regulatory environment have created a suitable market for streaming services within the eSports industry to thrive. In addition, the country's increasing investment in digital infrastructure and growing popularity of eSports among the younger population have further fueled the demand for streaming services. Furthermore, the rising disposable income and increasing internet penetration in Italy have also contributed to the growth of the streaming market within the eSports industry.

    Reach

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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