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Games - Italy

Italy
  • In Italy, revenue in the Games market is projected to reach US$5.90bn in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.95%, leading to a projected market volume of US$8.25bn by 2029.
  • In a global context, the majority of revenue will be generated United States, which is expected to reach US$128.10bn in 2024.
  • Within Italy's Games market, the number of users is anticipated to amount to 28.3m users by 2029.
  • User penetration in Italy will be 42.1% in 2024 and is expected to increase to 48.9% by 2029.
  • The average revenue per user (ARPU) in Italy is projected to be US$939.70.
  • In Italy, the Games in the Media market is increasingly embracing innovative storytelling techniques, enhancing user engagement and reshaping traditional gaming narratives.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

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

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Demographics

    Most recent update: Mar 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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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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