Video Games in Italy

August 2026
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Overview:

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.

The Video Games in Italy report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in Italy?
  • Which are the leading brands in Video Games in Italy?
  • How are products distributed in Video Games in Italy?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Italy?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in Italy - Category analysis

Key Data Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Sony Accelerates Digital Shift as Italian Players Abandon Discs
Chart 2 Sony's Playstation Store Leads Italy's Shift From Boxed to Digital
Supercell’S Mobile Titles Expand Player Base and Boost Value
Chart 3 Freemium Mobile Games Lead Italy's Top-Grossing Charts
Restructuring of Subscriptions Reset Italian Spending Habits
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Mobile Players Anticipated to Drive Recurring Revenue as Subscriptions Reshape Engagement
Digital Ecosystems Expected to Reward Engagement and Broaden Audience Reach
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Nintendo Co Ltd and Sony Computer Entertainment Italia Spa Sustain Lead as Digital and Hardware Launches Reshape Value
Chart 8 Analyst Insight for Video Games
Chart 9 Company Shares 2025
Chart 10 Brand Shares 2025
Digital Storefronts Capture Dominance as Physical Retail Narrows
Gamestop’S Rebranding Signals Physical Retail’S Strategic Retreat
Chart 11 Retail Channels 2020-2025
Ecosystem Integration and Live-Service Design Shape Innovation
Nintendo Switch 2 and Evolving Storefronts Exemplify Recent Innovation
Chart 12 Xbox Game Pass Goes Premium as Switch Online Rides the Switch 2 Wave
Forecast Growth and Structural Shifts Define the Business Impact
Chart 13 Economic Context for Video Games
Chart 14 Real Gdp Growth 2020-2030
Chart 15 Inflation 2020-2030
Chart 16 Consumer Context for Video Games
Chart 17 Population 2020-2030
Chart 18 Population by Generation 2025

Toys and Games in Italy - Industry Overview

2025 Developments

Key Data Insights

Chart 19 Key Industry Trends for Toys and Games
Sony, Lego and Franchise Leaders Capture Rising Digital Spend
Chart 20 Xbox Game Pass Goes Premium as Switch Online Rides the Switch 2 Wave
Adult Collectors and Fandom Shift Premium Play Value
Chart 21 Clementoni Turns Casa a Prima Vista into a Kidult Board Game
Leading Brands Leverage Licensing and Franchise Ip to Drive Value Growth
Chart 22 Value Sales 2020-2030
Chart 23 Value Sales by Category 2025
Kidult Demand and Digital Subscriptions Anticipated to Drive Value Expansion
Licensing and Ecosystem Play Expected to Redefine Competitive Strategies
Premiumisation and Recurring Revenue Models Set to Reshape Brand Responses
Chart 24 Forecast Value Sales 2020-2030
Chart 25 Forecast Value Sales by Category 2025-2030
Digital Leaders and Premium Brands Intensify Competition for Value Share
Nintendo and Clementoni Spa Drive Innovation with New Launches and Hybrid Play
Chart 26 Analyst Insight in Toys and Games
Chart 27 Company Shares 2025
Chart 28 Brand Shares 2025
E-Commerce Captures Value as Digital Games Outpace Physical Retail
Chart 29 Retail Channels 2020-2025
Phygital Convergence and Sustainability Lead Product Development
Nintendo Switch 2 and Premium Construction Lines Illustrate Recent Innovation
Premiumisation and Recurring Revenue Redefine the Business Model
Chart 30 Economic Context for Toys and Games
Chart 31 Real Gdp Growth 2020-2030
Chart 32 Inflation 2020-2030
Chart 33 Consumer Context for Toys and Games
Chart 34 Population 2020-2030
Chart 35 Consumer Expenditure 2020-2030
Chart 36 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

Video Games

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
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This report originates from Passport, our Video Games research and analysis database.

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