Mobile Games - Italy

  • Italy
  • In Italy, revenue in the Mobile Games market market is projected to reach US$0.65bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.51%, leading to a projected market volume of US$0.85bn by 2029.
  • The number of users in Italy's Mobile Games market market is anticipated to reach 22.6m users by 2029.
  • User penetration is forecasted to be 32.7% in 2024 and is expected to increase to 39.1% by 2029.
  • In a global context, the majority of revenue will be generated United States, which is projected to reach US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in Italy's Mobile Games market market is expected to amount to US$33.69 in 2024.
  • In Italy, the mobile games market is increasingly dominated by innovative storytelling and immersive experiences, reflecting the country's rich cultural heritage and artistic sensibilities.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Italy has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Italian consumers have shown a strong preference for mobile gaming, with a growing number of people using smartphones and tablets for entertainment purposes. The convenience and portability of mobile devices have made them the preferred choice for gaming on the go. Additionally, the availability of a wide range of mobile games catering to different interests and age groups has further fueled the demand for mobile gaming in Italy.

Trends in the market:
One of the key trends in the Italian mobile games market is the rise of casual gaming. Casual games, which are easy to pick up and play, have gained popularity among a wide range of consumers, including both hardcore gamers and casual players. This trend is driven by the increasing number of smartphone users in Italy, as well as the growing popularity of social media platforms that offer casual gaming experiences. Another trend in the market is the increasing integration of augmented reality (AR) and virtual reality (VR) technologies in mobile games. These technologies provide users with immersive and interactive gaming experiences, enhancing the overall gameplay and attracting a larger audience. The adoption of AR and VR technologies in mobile games is expected to continue growing in Italy, as more developers and publishers invest in these technologies to create innovative and engaging gaming experiences.

Local special circumstances:
Italy has a strong gaming culture, with a long history of video game development and a passionate community of gamers. This cultural background has created a favorable environment for the growth of the mobile games market in the country. Additionally, the Italian government has been supportive of the gaming industry, providing incentives and tax breaks for game developers and publishers. This has encouraged both local and international companies to invest in the Italian market, further driving the growth of the mobile games industry.

Underlying macroeconomic factors:
The growth of the mobile games market in Italy can also be attributed to underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. As a result, more people have the financial means to invest in mobile devices and mobile games. Furthermore, the COVID-19 pandemic has accelerated the adoption of mobile gaming, as people spent more time at home and looked for entertainment options. This increased demand for mobile games is expected to continue even after the pandemic, as mobile gaming has become an integral part of people's daily lives. In conclusion, the Mobile Games market in Italy is experiencing significant growth due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. The rise of casual gaming, the integration of AR and VR technologies, and the strong gaming culture in Italy are driving the growth of the market. Additionally, favorable government policies and the steady economic growth of the country have further contributed to the expansion of the mobile games industry in Italy.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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