The retail value (constant 2022 prices) CAGR for video games is projected to be moderate over the forecast period. AR/VR headsets is set to perform well as a category, with an above-average retail value (constant 2022 prices) CAGR, albeit from quite a low base.
With a growing number of Italian homes set to have access to high-speed internet via fibre, video games sales will continue to shift from the physical to the digital realm. While some gamers will undoubtedly continue to want a physical copy, so they can put their game library on display or resell games once they are finished with them, most will favour the convenience of digital.
Compared with some other EU countries, video games is still a relatively immature category in Italy, with a potentially large consumer base and significant scope for development and growth. On a less positive note, according to the Ministry of Health, many teenagers are prey to "vamping", a type of insomnia determined by connection bulimia.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Italy with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in Italy, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.See All of Our Definitions
This report originates from Passport, our Video Games research and analysis database.
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