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1 Synthèse du marché

1.1 Introduction

The video game market in Italy is a fast-growing sector that encompasses the production, distribution, and enjoyment of interactive electronic games on various platforms, such as consoles, PCs, mobile devices, and online.

It includes a wide range of products and services, including:

  • Console Games: Games designed to be played on game consoles such as PlayStation, Xbox, and Nintendo Switch.
  • Games forPC: Games designed to be played on personal computers.
  • Games formobile devices: Games specially developed for smartphones and tablets.
  • Online games: Games that can be played through Internet connections, often with a multiplayer component.
  • Streamingservices: Streaming platforms that allow users to stream games without having to download or physically own them.

The Italian video game market is growing rapidly, with new emerging players trying to bring luster to the industry in our country. Italy has been considered a country with a limited presence and a less developed video game culture. However, in recent years, successful software houses such as Milestone and Kunos Simulazioni have emerged, helping to change this perception. The Italian video game market began to take off in the 1990s, with popular games such as those about soccer. In the following years, the evolution of technologies and the entry of new consoles opened up new opportunities for Italian software houses. Today, the Italian video game market continues to grow and gain a space in the global industry, with promising prospects for the future.

The global video game market size has been estimated at $195.65 billion in 2021 and is expected to grow at a compound annual growth rate(CAGR) of 12.9 percent from 2022 to 2030.

This study analyzes the economic and structural characteristics of the Italian video game market as a whole; for more in-depth information on any of the various subsectors of which it is composed, or on complementary markets such as e-sports, please refer to the specific studies available in the Businesscoot catalog.

1.2 The global market

In ****, the global video game market reached a value of $***.** billion. Future forecasts indicate sustained growth for this industry in the coming years, with a compound annual growth rate (***) estimated at **.* percent. The global market could then approach a total value of $*** billion by ****.

Video game market World, ****-****, in billion ...

1.3 The Italian market

The gaming market in Italy is growing strongly, and future forecasts outline a positive trend in the coming years. In ****, the Italian market reached a value of **.** billion euros. Between **** and ****, a compound annual growth rate (***) of *.* percent is projected under which the market could exceed a total value of ** billion ...

1.4 The consequences of the Russian-Ukrainian conflict

The outbreak of the Russian-Ukrainian conflict in February **** resulted in, among other things, a general increase in the consumer price index. The video game industry is not exempt from this increase. Looking at the consumer price index for games and hobbies, which include video games, it can be seen that between ...

2 Analyse de la demande

2.1 Demand in Italy

In order to analyze the demand for video games in Italy, trends in spending on them over the past * years, trends in the number of video gamers over the past * years, and the amount of hours played over the past * years are considered.

Spending on software

Between **** and ****, Italians' software spending ...

2.2 Demand drivers

The age and gender of players are considered to analyze the drivers of demand.

Age

Regarding age, it is possible to identify two main age groups in which the demand for video games is concentrated. Teenagers and baby boomers are the two population segments that drive the demand for video games. ...

2.3 The preferences of video gamers in Italy

Italians' preferences can be analyzed in light of three different categories: device used, Pegi rating, and video game genre.

Devices

Among PCs, Consoles and mobile devices, the last ones are Italians' favorite for video gaming, with more than */* of video gamers playing on mobile devices (***).

Devices used for video gaming Italy, ...

2.4 New demand trends: metaverse and cloud gaming

Two of the main trends of gamers are gaming in the metaverse environment and cloud gaming:

Metaverse

Gaming in the metaverse environment represents a significant trend, transforming the way games are played and experienced. it is a fusion of virtual reality (***).

In ****, the global gaming market in the metaverse reached a ...

3 Structure du marché

3.1 The market structure

To analyze the market structure of video games, the number of enterprises active in the video game development industry, the number of employees, the size of enterprises, and the sources of enterprise financing are considered.

Enterprises

Between **** and ****, the number of enterprises active in the video game development sector appears to ...

3.2 The value chain

The Testing and Quality Control phase, is one of the most critical phases during the design of a video game. This phase aims to ensure the stability, playability and safety of the final product. Here is a more detailed examination of this phase:

Internal Testing (***) Test Case Development: creation of detailed ...

3.3 The main manufacturers

The following is a list of leading Italian game developers and publishers:

Milestone s.r.l: is a company with Milanese roots, founded in **** as Graffiti, renamed Milestone in ****. Their notoriety in the racing video game industry began with the game "Screamer," which established the company as a leader in the ...

3.4 Geographical distribution of producers

In order to analyze the geographic distribution of the market, a map was created with the percentage of video game producers for each Italian macro-region.

The distribution along the peninsula appears to be uneven. The Northwest gathers almost */* of the producers, accounting for **.*% of the total. This is followed by the ...

4 Analyse de l'offre

4.1 Type of the offer

A video game is a game operated by an electronic device that allows interaction with images on a screen, generally identified as software, but sometimes it can also refer to hardware dedicated to a specific game. This form of interactive entertainment has developed since the ****s, with the introduction of consoles ...

4.2 The prices

The following are the sales prices of some video games available on Console, PC and mobile devices. Video games are divided by format: physical/digital and paid app.

Physical/digital

Paid app

(***)

4.3 New supply trends: virtual reality and augmented reality

Major supply trends highlight the fact that video games will be increasingly influenced by the development of new technologies and their commercialization. Consider, for example, accessories for the enjoyment of virtual reality that all of the world's largest providers are working on to bring the gaming experience to a more immersive ...

5 Règlementation

5.1 The legislation

The video game market, as with many other digital products, is regulated by various laws and regulations at both the national and European levels. These laws are concerned with ensuring the quality, protection and safety of consumers and developers. Some of the main laws and regulations for the video game market ...

6 Positionnement des acteurs

6.1 Segmentation

Italians

Foreign

  • Activision Blizzard
  • Electronic Arts
  • Epic Games
  • Nintendo
  • Digital Bros s.p.a
  • 505 Games s.p.a
  • 505 Games s.p.a
  • Reply s.p.a
  • Milestone s.r.l

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Latest news

Microsoft's $70 billion takeover of Activision: the trial of the century - 02/07/2023
  • Microsoft wanted to buy Activision for around $70 billion.
  • Nearly forty countries, including those of the European Union, China and Japan, approved the deal.
  • Activision's market capitalization reached $65.3 billion
  • The FTC sued Microsoft in an attempt to block the deal.
  • Microsoft previously bought ZeniMax for $7.5 billion.
  • Development costs for high-end games such as "The Last of Us Part II" and "Horizon Forbidden West" cost $220 million and $212 million respectively.
  • In some years, these high-end games accounted for up to 15% of Sony Interactive Entertainment's profits.
  • Sony has negotiated exclusivity for the much-anticipated "Final Fantasy XVI", which is not planned for Xbox.
  • Activision's mobile revenues passed the $3.5 billion mark in 2020, representing almost 50% of its total sales
  • Microsoft's share of the mobile gaming market is just 0.3%.
Nintendo's first mobile video game passes the billion-dollar revenue mark - 01/07/2022
  • Nintendo's "Fire Emblem Heroes" mobile video game generates $1 billion in sales
  • Nintendo focused on the operation of its latest console, the highly successful Switch
  • In its last annual fiscal year, Nintendo generated nearly $400 million in revenues from its mobile business
  • Nintendo Switch aims to surpass Wii's record sales
  • The Switch went on sale in early 2017, approaching 110 million units sold

Companies quoted in this study

This study contains a complete overview of the companies in the market, with the latest figures and news for each company. :

Activision Blizzard
Electronic Arts
Epic Games
Nintendo
Digital Bros s.p.a
505 Games s.p.a
Reply s.p.a
Milestone s.r.l

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