video games

Video games made in Italy: growth is there, but the capital needed to make the leap onto the global stage is lacking

At this year’s First Playabe, the games industry takes a look in the mirror: over 500 industry professionals, including development studios and institutional investors. From Europe comes MediaInvest, the fund aiming to raise over 400 million to support the growth of the creative industries.

from our correspondent Luca Tremolada

6' min read

Translated by AI
Versione italiana

6' min read

Translated by AI
Versione italiana

FLORENCE – The Italian video game industry is no longer a niche market. In just over ten years, it has grown from 48 companies and a turnover of 20 million euros to over 200 operators, nearly 3,000 employees and revenues of between 180 and 200 million euros. Employment is rising, the number of established companies is growing, new projects are multiplying, and the target market is now predominantly international. Yet, behind these figures, there remains a vulnerability that risks slowing its development: money.

In fact, 88% of Italian studios continue to fund their video games using their own resources. In other words, the sector is growing but still operates on a self-financing model, whilst access to venture capital remains limited. This is an anomaly when one considers that the video game industry is one of the few cultural sectors capable of exporting intellectual property worldwide and that, over the next two years, it will see the launch of over 80 new titles, 62 of which are entirely original.

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The real challenge for the Italian gaming industry does not, therefore, seem to lie in creativity, nor in the ability to reach international markets. The challenge is learning how to finance growth. Because making the transition from an independent studio to a company capable of competing on a global scale requires investment, a long-term commitment and greater access to capital. And it is precisely here that the Italian ecosystem still reveals its main limitation: few specialised funds, scant interest from venture capital and a continued heavy reliance on self-financing, publishers and public incentives.

“Creating video games today is certainly more accessible than in the past,” explains Thalita Malagò, director general of IIDEA, the trade association that brings together all the key players in the Italian video game industry. The real challenge, however, lies not so much in creating the product as in transforming a development studio into a sustainable and globally competitive business. The market is becoming increasingly crowded and complex in its dynamics, and access to capital, together with the ability to develop effective business development strategies, remains one of the main obstacles for Italian companies. The tax credit – he adds – marked a historic turning point for the Italian sector, recognising video games for the first time as a cultural and creative industry worthy of support. It has helped to increase investment, foster the growth of studios and attract new operators. Today, however, it cannot be considered a sufficient tool on its own. In a market environment characterised by reduced availability of private capital and complex competitive dynamics, its role should be that of a lever within a broader industrial strategy, based on continuity, predictability and speed of implementation.”

During the eighth edition of First Playable, the video game business event organised in collaboration with the Toscana Film Commission – Fondazione Sistema Toscana, which took place a few days ago, brought together a cross-section of the gaming industry, which is struggling to make the big leap forward despite a continuous evolution in quality. Over three days, more than 500 participants – including development studios, publishers, investors, institutions and professionals from all over the world – came together. The focus was on the quest for a successful video game – the kind of title that in Poland was *The Witcher* and *Cyberpunk 2077*, and in France *Clair Obscur: Expedition 33*, named the best game of 2025. And so, too, the focus was on securing the funding needed to grow sufficiently to make Italian gaming products visible on the global market.

The European Commission has decided to take action not by directly funding developers, but by addressing the weakest link in the chain: access to capital. Through the MediaInvest programme, which forms part of the InvestEU ecosystem, the aim is to create a leverage effect capable of multiplying private investment in the cultural and creative sectors. “There are two programmes,” explains Antonino Stefanucci of the EIF, who has travelled to Florence from Luxembourg to discuss European instruments for cultural and creative enterprises. “In the first, we provide guarantees to banks so they can grant loans to the cultural sectors, and then, from 2022, we launched the MediaInvest programme.”

The mechanism is less complicated than it seems. The European Investment Fund does not hand out cheques to individual development firms. It takes a more strategic approach: it invests in specialised venture capital funds. In practice, it injects a portion of public capital into private funds, thereby reducing the overall risk of the operation. It is like adding an airbag to a journey that many investors consider too dangerous. The expected result is to attract new private capital and expand the size of the market.

MediaInvest’s initial budget is 180 million euros, drawn from the Creative Europe programme. The ambition, however, is greater: to mobilise over 400 million euros in total investment in the audiovisual sector and video games. It is not a grant, but a financial multiplier.

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The theory has found its first practical application in Northern Europe. The European Investment Fund has invested 225 million Swedish kronor – approximately 20 million euros – in the Swedish fund Behold Ventures. This is the first initiative of its kind in the country and represents an interesting test for the entire model. “At the moment, we’ve seen more proposals in film distribution, but we hope to secure a similar new investment, again in Europe,” he notes. “Creativity is important and on the rise; venture capital in this sector is developing. We hope this project will help boost demand and the creation of new funds.”

Behold Ventures, for example, focuses on start-ups in the early stages of development in Sweden, Finland, Norway, Denmark and Iceland. This is the most perilous stretch of the entrepreneurial journey, often referred to in start-up ecosystems as the ‘valley of death’: the stage where ideas exist but revenue does not yet, and investors prefer to sit on the sidelines.

The injection of European capital should enable the fund to attract further private investors and reach a total fundraising total of around 500 million Swedish kronor. The aim is to fund up to 23 development projects. It is not just a question of money. It is an attempt to strengthen an ecosystem that has already proven itself capable of producing global champions, from the creators of Minecraft to the developers of Helldivers 2.

Ultimately, the game goes beyond the video game itself. The video game industry is one of the continent’s most advanced technological laboratories. A single video game brings together artificial intelligence, real-time graphics, virtual reality, simulation and software development. It is entertainment, but it is also applied research.

Europe seems to have realised that the issue is not simply about supporting creativity. It is about financing risk.

Countries such as France, Belgium, the United Kingdom and Italia are introducing support programmes. Italy is ready to take a significant step forward, drawing on the growing expertise of its approximately 3,000 developers and the presence of long-established companies founded in the 1990s, such as Milestone

“Venture capital investment in the sector has had a rather ‘volatile’ history,” explains Binni Erlingsson of Behold Venture. During the COVID-19 pandemic, huge sums of money were invested in the United States to fund large, experienced teams (from companies such as Riot or Blizzard) with the aim of creating ‘live service’ games. Unfortunately, due to extremely high operating costs (‘burn rate’), many of these projects have failed, burning through tens of millions of dollars. Due to these failures and the difficulty in securing ‘exits’ (i.e. the profitable sale of a company) in the PC and console market, many traditional funds are pulling out of video games. Added to this is the allure of the new ‘shining gold’ of artificial intelligence, which has diverted investors’ attention. Despite many funds pulling out, we are betting heavily on the sector, investing a €50 million fund exclusively in Europe. We believe, in fact, that the strengths of the European market are perfectly suited to the logic of venture capital and that the lack of ‘exits’ is merely a temporary phase. “AI will also help smaller companies get to market faster. For us Europeans, who are more creative, this will be an advantage.”

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  • Luca Tremolada

    Luca TremoladaGiornalista

    Luogo: Milano via Monte Rosa 91

    Lingue parlate: Inglese, Francese

    Argomenti: Tecnologia, scienza, finanza, startup, dati

    Premi: Premio Gabriele Lanfredini sull’informazione; Premio giornalistico State Street, categoria "Innovation"; DStars 2019, categoria journalism

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