Competitive Landscape
Nintendo Co Ltd and Sony Computer Entertainment Italia Spa Sustain Lead as Digital and Hardware Launches Reshape Value
Company shares in video games remain fragmented, with the leading players maintaining stable positions over the past five years. In 2025, Sony Computer Entertainment Italia SpA held the lead with a 13% share, supported by the strength of PlayStation 5 and PlayStation VR, and the company’s integrated digital ecosystem.
Delivery:
Files are delivered directly into your account soon after payment is received and any tax is certification is verified (where applicable).
This report comes in PDF with additional info in Excel included.
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
Sony Accelerates Digital Shift as Italian Players Abandon Discs
Supercell’S Mobile Titles Expand Player Base and Boost Value
Restructuring of Subscriptions Reset Italian Spending Habits
Mobile Players Anticipated to Drive Recurring Revenue as Subscriptions Reshape Engagement
Digital Ecosystems Expected to Reward Engagement and Broaden Audience Reach
Nintendo Co Ltd and Sony Computer Entertainment Italia Spa Sustain Lead as Digital and Hardware Launches Reshape Value
Digital Storefronts Capture Dominance as Physical Retail Narrows
Gamestop’S Rebranding Signals Physical Retail’S Strategic Retreat
Ecosystem Integration and Live-Service Design Shape Innovation
Nintendo Switch 2 and Evolving Storefronts Exemplify Recent Innovation
Forecast Growth and Structural Shifts Define the Business Impact
Toys and Games in Italy - Industry Overview
2025 Developments
Key Data Insights
Sony, Lego and Franchise Leaders Capture Rising Digital Spend
Adult Collectors and Fandom Shift Premium Play Value
Leading Brands Leverage Licensing and Franchise Ip to Drive Value Growth
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
Digital Leaders and Premium Brands Intensify Competition for Value Share
Nintendo and Clementoni Spa Drive Innovation with New Launches and Hybrid Play
E-Commerce Captures Value as Digital Games Outpace Physical Retail
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
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 definitionsWhy buy this report?
- Gain competitive intelligence about market leaders
- Track key industry trends, opportunities and threats
- Inform your marketing, brand, strategy and market development, sales and supply functions
This report originates from Passport, our Video Games research and analysis database.
NEW REPORT GUARANTEE
If you purchase a report that is updated in the next 60 days, we will send you the new edition and data extraction Free!