Games

Videogames, stable market in Italia at 2.4 billion, growing gaming time

According to the IIDEA-Ipsos 2025 report, the video game industry in Italia is stagnating despite the global crisis in the sector amidst redundancies, record costs and increasingly risky triple productions

by L.Tre.

 (Adobe Stock)

3' min read

Translated by AI
Versione italiana

3' min read

Translated by AI
Versione italiana

The global gaming industry still has the pause button pressed, even in Italia. In the world, there are chain layoffs, closed studios, and out-of-control production costs. Making a triple-A video game today seems to have reached probitively high budgets that make failure a vital risk for market players. Yet, while the gaming world cuts staff like a software house in survival mode, Italia remains surprisingly stable. It does not grow. But above all, it does not collapse.

Data from the IIDEA-Ipsos 2025 report tell of a 2.386 billion Euro market. Translated: video gaming in Italia is by now a mature cultural industry, with numbers similar to those of the cinema and a rare ability to cross crises without turning off the console.

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The engine continues to be software. It is worth EUR 1.8 billion, 77% of total expenditure. Hardware, on the other hand, resists, despite electronic inflation and the price of components weighing on budgets like the final boss in Dark Souls. Consoles generate EUR 398 million, up 3%. Accessories are down 5%: a clear signal. The Italia consumer cuts the superfluous, not the game.

The real news, however, is another: time. In 2025, 14.2 million Italians between the ages of 6 and 75 will be gambling. That is 29% of the population. Less than the European average, where it is close to 48%, but those who play do so with greater intensity. The average is almost eight hours a week. Among 12-17 year olds, it exceeds 15 and a half hours. So much for generalist television: the war for attention today is fought inside Fortnite, Roblox and EA Sports FC.

The smartphone remains the true emperor of the market. 11.1 million people play on mobile. The sector is worth EUR 929 million. But the interesting fact is the business model: 97% of revenues come from in-app purchases and extra content. Paid apps weigh just 1%.

It is the triumph of the free-to-play model. A gentle casino economy: skins, virtual coins, battle passes. The entrance ticket no longer matters. Staying within the ecosystem counts.

In parallel, the Netflix model of gaming is growing. Subscriptions are worth EUR 153 million. Consoles and services such as PlayStation Plus and Xbox Game Pass account for 59% of the total. Gaming is increasingly becoming a continuous service: you no longer buy the title, you buy access.

Yet the physical does not die. It endures. 27% of console software revenues still come from traditional copies. There is a piece of nostalgia in it, of course. But also something very real: the second-hand market, which is worth 9% of sales. In a digital economy where everything is a temporary licence, still owning a box has almost the flavour of rebellion.

The rankings also tell of a cautious industry that is a bit stuck on its legs. The usual franchises dominate. EA Sports FC 26 leads the market ahead of EA Sports FC 25 and the unstoppable Grand Theft Auto V, a title that continues to sell after more than ten years as a rock evergreen. Hogwarts Legacy and Red Dead Redemption II also hold up. It is also a sign that new things are born but do not break through. Crisis of creativity precisely. In times of uncertainty, the public takes refuge in known brands. It happens in cinema. It happens in finance. It also happens in video games.

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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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