Games - Italy

  • Italy
  • In 2022, the Games market in Italy is projected to generate a total revenue of €669.90m.
  • This represents a significant figure that showcases the market's potential in the country.
  • Looking ahead, the market is expected to display a steady growth rate with a compound annual growth rate (CAGR) of 10.07% from 2022 to 2027.
  • This projection indicates a promising future for the industry, with a projected market volume of €1,164.00m by 2027.
  • Breaking down the revenue streams within the Games market, in-app purchase (IAP) revenue is projected to reach €338.40m in 2022.
  • This demonstrates the increasing popularity of in-app purchases among gamers in Italy.
  • Additionally, paid app revenue is expected to reach €14.68m in 2022, indicating a demand for premium gaming experiences in the country.
  • Furthermore, advertising revenue in the Games market is projected to reach €316.80m in 2022, highlighting the importance of advertising as a revenue source in the industry.
  • In terms of user engagement, the number of downloads in the Games market is projected to reach 1,007.00m downloads in 2022.
  • This substantial figure signifies the widespread popularity of gaming among Italian consumers.
  • Furthermore, the average revenue per download is expected to amount to €0.67, indicating the revenue generated per individual download.
  • When comparing in Italy to global markets, it is noteworthy that in China generates the highest revenue in the Games market.
  • In 2022, in China's revenue is projected to reach a staggering €59.65bn.
  • This comparison emphasizes the scale and potential of the Chinese gaming market, which surpasses other countries in terms of revenue generation.
  • In conclusion, the Games market in Italy is poised for growth, with projected revenue figures and user engagement demonstrating the country's enthusiasm for gaming.
  • As the industry continues to evolve, it will be interesting to see how the Italian market develops and competes on a global scale.

Key regions: Europe, India, United States, South Korea, Asia

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.

Vue d’ensemble

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