Online Games - Italy

  • Italy
  • In Italy, revenue in the Online Games market market is projected to reach €0.47bn in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 5.70%, resulting in a projected market volume of €0.62bn by 2029.
  • By 2029, the number of users in the Online Games market market in Italy is expected to amount to 9.1m users.
  • User penetration in Italy will be 14.2% in 2024 and is anticipated to increase to 15.7% by 2029.
  • In global comparison, the majority of revenue will be generated China, with figures reaching €5,995.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Italy is projected to amount to €56.68 in 2024.
  • In Italy, the online gaming sector is experiencing a surge in popularity, driven by increasing engagement in mobile gaming and competitive esports.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in Italy has been experiencing steady growth in recent years, driven by the increasing popularity of gaming among the Italian population.

Customer preferences:
Italian gamers have shown a strong preference for online games, with multiplayer games being particularly popular. This can be attributed to the social aspect of gaming, as Italians enjoy connecting and interacting with other players. Additionally, there is a growing demand for mobile games, as smartphones have become an integral part of daily life in Italy.

Trends in the market:
One of the key trends in the Italian Online Games market is the rise of esports. Competitive gaming has gained significant traction in Italy, with a growing number of players participating in tournaments and leagues. This trend has been fueled by the increasing availability of high-speed internet connections and the emergence of professional esports teams. Furthermore, the integration of virtual reality (VR) technology in gaming has also gained momentum in Italy, providing gamers with a more immersive and interactive experience.

Local special circumstances:
Italy has a rich cultural heritage and a strong tradition of storytelling, which has influenced the gaming industry in the country. Italian game developers often incorporate elements of history, art, and literature into their games, appealing to both domestic and international players. This unique blend of cultural influences sets Italian games apart from those produced in other countries, contributing to the growth of the local gaming industry.

Underlying macroeconomic factors:
The Italian economy has been gradually recovering from a period of stagnation, which has had a positive impact on the Online Games market. As disposable incomes increase, more Italians are willing to spend money on entertainment and leisure activities, including gaming. Furthermore, the COVID-19 pandemic has further accelerated the growth of the Online Games market in Italy. With people spending more time at home, there has been a surge in demand for online entertainment, including video games. In conclusion, the Online Games market in Italy is experiencing steady growth, driven by customer preferences for online and multiplayer games, the rise of esports, the integration of VR technology, and the unique cultural influences in the country. The recovering economy and the impact of the COVID-19 pandemic have also contributed to the growth of the market. As the Italian gaming industry continues to evolve and innovate, it is expected to remain a vibrant and thriving sector in the coming years.

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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