Gaming Networks - Italy

  • Italy
  • In Italy, revenue in the Gaming Networks market market is projected to reach €134.90m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 4.54%, leading to a projected market volume of €168.40m by 2029.
  • The number of users in the Gaming Networks market market in Italy is anticipated to amount to 4.5m users by 2029.
  • User penetration in Italy will be 6.2% in 2024 and is expected to increase to 7.7% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with figures reaching €695.30m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in Italy is projected to be €36.88 in 2024.
  • Italy's gaming networks are increasingly prioritizing innovative social engagement features, reflecting a growing demand for community-driven experiences among Italian players.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks market in Italy is experiencing significant growth and development.

Customer preferences:
Italian gamers have shown a strong preference for online multiplayer gaming, which has contributed to the growth of the Gaming Networks market. Online multiplayer games allow players to connect and interact with other gamers in real-time, creating a social and competitive gaming experience. This preference for online multiplayer gaming has led to an increase in the demand for Gaming Networks, which provide the infrastructure and platform for players to connect and play together.

Trends in the market:
One of the key trends in the Gaming Networks market in Italy is the rise of mobile gaming. Mobile gaming has become increasingly popular among Italian gamers, thanks to the widespread adoption of smartphones and the availability of high-quality mobile games. This trend has led to the development of mobile-focused Gaming Networks, which cater to the needs of mobile gamers and provide a seamless gaming experience on smartphones and tablets. Another trend in the market is the growing popularity of eSports. eSports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. The popularity of eSports has been on the rise in Italy, with an increasing number of gamers and spectators participating in and watching eSports events. This trend has created opportunities for Gaming Networks to host and facilitate eSports tournaments, attracting both players and spectators to their platforms.

Local special circumstances:
Italy has a strong gaming culture, with a large number of gamers and a vibrant gaming community. This has created a favorable environment for the growth of the Gaming Networks market. Italian gamers are highly engaged and passionate about gaming, which has contributed to the success of Gaming Networks in the country.

Underlying macroeconomic factors:
The growth of the Gaming Networks market in Italy is also influenced by underlying macroeconomic factors. The Italian economy has been experiencing steady growth, which has resulted in increased disposable income for consumers. This has led to higher spending on entertainment and leisure activities, including gaming. Additionally, advancements in technology and internet infrastructure have made online gaming more accessible and affordable for Italian gamers, further driving the growth of the Gaming Networks market. In conclusion, the Gaming Networks market in Italy is experiencing significant growth and development, driven by customer preferences for online multiplayer gaming, the rise of mobile gaming, and the growing popularity of eSports. The strong gaming culture in Italy, along with favorable macroeconomic factors, has created a conducive environment for the growth of the Gaming Networks market in the country.

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.

Visión general

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