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Max Da Vi
The Videogames
Market in Italy
The Italian Videogames Market in 2018
Agenda
The Italian videogames market in 2018
E-sports in Italy
Business Models
1. The Italian Market
Max Da Vi
Hardware
Consoles
Home Portable
Accessories
Software
Digital Retail
Games (PC/Console) Apps Games (PC/Console)
The Italian Videogames Market in 2018
 1.757M
24%
Hardware
 427M
76%Software
 1.331M
Total value of the market
(hardware + software
digital/retail)  1,757B
+18,9% vs 2017
+26,9%
vs 2017
-0,6%
vs 2017
Source: AESVI 2018
Hardware Overview
Source: AESVI 2018
 427M
24%
76%
+8,1%
vs 2017
Accessories
 103M
-3%
vs 2017
Consoles
 324M
 324M
-1,1%
vs 2017
Home
Consoles
 314M
Portable
Consoles
 10M
-41%
vs 2017
93%
7%
 1.331M
34%
+86,6%
vs 2017
25%
41%
-8,7%
vs 2017
+15,6%
vs 2017
Digital
 548M
Software Overview
Retail
 338M
Apps
 445M
Source: AESVI 2018
Top 10 Videogames in 2018
Console Retail PC Retail Digital Apps
Source: AESVI 2018
Italian Players Overview
16,2M of people played
videogames in 2018, 37% of
the Italian population
between 6 and 64 years
AGE
Playing Devices (1/2)
6,1M
Players
Source: AESVI 2018
Others: 0,5M
Wii, Wii U: 2,1M
Switch 0,8M
Xbox 360: 1,1M
Xbox One: 1,1M
PS3: 1,4M
PS4: 3,3M
Home Consoles
* Number of players who play exclusively a PS4, Xbox or a Switch
Console Players
3,9M* 2M
Playing Devices (2/2)
Source: AESVI 2018
10,1M
Players
iPhone: 2,6M
Android Tablet: 2,7M
Android Smartphone: 7,7M
Smart Devices*
* Number of players who play exclusively an Android or Apple Device
Net Players
3,5M* 8,4M* 7,6M
Players
PC Players
iPade: 1,8M
Source: AESVI 2018
PEGI Rating in 2018
Age ratings are systems used to ensure that entertainment content is clearly
labelled with a minimum age recommendation.
PEGI is used and recognised throughout Europe.
Of all the games distributed in Italy in 2018,
56% are suitable for players between 3 and
12 years old (PEGI 3, PEGI 7, PEGI 12).
2. E-sports in Italy
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Source: Cambridge Dictionary
E-sports Definition
The activity of playing computer games against other people
on the internet, often for money, and often watched by other
people using the internet, sometimes at special organized events:
E-sports have become a major industry, as some of the top
gamers around the world battle each other in a wide range of
games.
E-sports is now a huge spectator sport.
The Italian Videogames Market in 2018
Source: AESVI 2019
Italian Fanbase
In Italy there are 350k E-sports avid
fans, people 16-40 y.o. who watch each
day E-sports events, +35% vs 2018
More than 1,2M of people 16-40 y.o
watch more than once E-sports events
in a week, +20% vs 2018
Source: AESVI 2019
Top E-Sports Games in Italy
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
50%
FIFA Call of Duty League of
Legends
Rainbow Six Hearthstone Fortnite Apex
Legend
Overwatch PUBG Halo
3. Business Models
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Four Typical Business Models
Premium is defined as charging $.99 or more for a game or an app.
Premium was the predominant model early days of gaming and is still very
popular for PC and consoles.
Freemium is the practice of giving your game or app away for free and
making money via in-app purchases (IAP).
Ad supported apps are supported by advertising, and typically include
banner advertising or other types of in-app advertising.
Hybrid, any of the models described above in various combinations. The two
most common hybrids are:
- Freemium with ad-supported.
- Premium with in-app purchases (IAP).
Games as a Service
Games as a Service (GaaS) are ways to monetize video games either after their
initial sale, or to support a free-to-play model. Games released under the GaaS
model typically receive a long or indefinite stream of monetized new
content over time to encourage players to continue paying to support the game*.
* Wikipedia
GaaS: Monthly Subscription
Many Massively Multiplayer Online games (MMOs)
use monthly subscription models. Several MMOs
offer an initial trial period that allow players to try the
game for a limited amount of time, or until their character
reaches an experience level cap, after which they are
required to pay to continue to play*.
* Wikipedia
The Italian Videogames Market in 2018
GaaS: Game Subscription Services
Subscription services like EA Access and Xbox Game
Pass grant subscribers complete access to a large
library of games offered digitally with no limitations.
User need to download these games to their local
computer or console to play. However, users must
remain subscribed to play these games*.
* Wikipedia
The Italian Videogames Market in 2018
GaaS: Cloud Gaming
Services like PlayStation Now or Stadia allow players
to play games that are run on remote servers on
local devices, eliminating the need for specialized
console hardware or powerful personal computers,
outside of the necessary bandwidth for Internet
connectivity.
The Italian Videogames Market in 2018
GaaS: Microtransactions
Microtransactions represent low-cost purchases,
compared to the cost of a full game or a large
expansion pack, that provide some form of
additional content to the purchaser. The type of
content can vary from additional downloadable
content*.
* Wikipedia
The Italian Videogames Market in 2018
GaaS: Season Passes
Games with season passes provide one or more large
content updates over the course of about a year, or a
"season" in these terms. Players must buy into a
season pass to access this new content; the game
remains playable if players do not purchase the season,
but they are unable to access new maps, weapons, quests,
game modes, or other gameplay elements without this
content.
The Italian Videogames Market in 2018
息34BigThings  Confidential and Proprietary Information
Contact Info
Max Da Vi
Email: mdavia@gmail.com
LinkedIn

More Related Content

The Italian Videogames Market in 2018

  • 1. Max Da Vi The Videogames Market in Italy
  • 3. Agenda The Italian videogames market in 2018 E-sports in Italy Business Models
  • 4. 1. The Italian Market Max Da Vi
  • 7. The Italian Videogames Market in 2018 1.757M 24% Hardware 427M 76%Software 1.331M Total value of the market (hardware + software digital/retail) 1,757B +18,9% vs 2017 +26,9% vs 2017 -0,6% vs 2017 Source: AESVI 2018
  • 8. Hardware Overview Source: AESVI 2018 427M 24% 76% +8,1% vs 2017 Accessories 103M -3% vs 2017 Consoles 324M 324M -1,1% vs 2017 Home Consoles 314M Portable Consoles 10M -41% vs 2017 93% 7%
  • 9. 1.331M 34% +86,6% vs 2017 25% 41% -8,7% vs 2017 +15,6% vs 2017 Digital 548M Software Overview Retail 338M Apps 445M Source: AESVI 2018
  • 10. Top 10 Videogames in 2018 Console Retail PC Retail Digital Apps Source: AESVI 2018
  • 11. Italian Players Overview 16,2M of people played videogames in 2018, 37% of the Italian population between 6 and 64 years AGE
  • 12. Playing Devices (1/2) 6,1M Players Source: AESVI 2018 Others: 0,5M Wii, Wii U: 2,1M Switch 0,8M Xbox 360: 1,1M Xbox One: 1,1M PS3: 1,4M PS4: 3,3M Home Consoles * Number of players who play exclusively a PS4, Xbox or a Switch Console Players 3,9M* 2M
  • 13. Playing Devices (2/2) Source: AESVI 2018 10,1M Players iPhone: 2,6M Android Tablet: 2,7M Android Smartphone: 7,7M Smart Devices* * Number of players who play exclusively an Android or Apple Device Net Players 3,5M* 8,4M* 7,6M Players PC Players iPade: 1,8M
  • 14. Source: AESVI 2018 PEGI Rating in 2018 Age ratings are systems used to ensure that entertainment content is clearly labelled with a minimum age recommendation. PEGI is used and recognised throughout Europe. Of all the games distributed in Italy in 2018, 56% are suitable for players between 3 and 12 years old (PEGI 3, PEGI 7, PEGI 12).
  • 15. 2. E-sports in Italy Max Da Vi
  • 16. Source: Cambridge Dictionary E-sports Definition The activity of playing computer games against other people on the internet, often for money, and often watched by other people using the internet, sometimes at special organized events: E-sports have become a major industry, as some of the top gamers around the world battle each other in a wide range of games. E-sports is now a huge spectator sport.
  • 18. Source: AESVI 2019 Italian Fanbase In Italy there are 350k E-sports avid fans, people 16-40 y.o. who watch each day E-sports events, +35% vs 2018 More than 1,2M of people 16-40 y.o watch more than once E-sports events in a week, +20% vs 2018
  • 19. Source: AESVI 2019 Top E-Sports Games in Italy 0% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% FIFA Call of Duty League of Legends Rainbow Six Hearthstone Fortnite Apex Legend Overwatch PUBG Halo
  • 21. Four Typical Business Models Premium is defined as charging $.99 or more for a game or an app. Premium was the predominant model early days of gaming and is still very popular for PC and consoles. Freemium is the practice of giving your game or app away for free and making money via in-app purchases (IAP). Ad supported apps are supported by advertising, and typically include banner advertising or other types of in-app advertising. Hybrid, any of the models described above in various combinations. The two most common hybrids are: - Freemium with ad-supported. - Premium with in-app purchases (IAP).
  • 22. Games as a Service Games as a Service (GaaS) are ways to monetize video games either after their initial sale, or to support a free-to-play model. Games released under the GaaS model typically receive a long or indefinite stream of monetized new content over time to encourage players to continue paying to support the game*. * Wikipedia
  • 23. GaaS: Monthly Subscription Many Massively Multiplayer Online games (MMOs) use monthly subscription models. Several MMOs offer an initial trial period that allow players to try the game for a limited amount of time, or until their character reaches an experience level cap, after which they are required to pay to continue to play*. * Wikipedia
  • 25. GaaS: Game Subscription Services Subscription services like EA Access and Xbox Game Pass grant subscribers complete access to a large library of games offered digitally with no limitations. User need to download these games to their local computer or console to play. However, users must remain subscribed to play these games*. * Wikipedia
  • 27. GaaS: Cloud Gaming Services like PlayStation Now or Stadia allow players to play games that are run on remote servers on local devices, eliminating the need for specialized console hardware or powerful personal computers, outside of the necessary bandwidth for Internet connectivity.
  • 29. GaaS: Microtransactions Microtransactions represent low-cost purchases, compared to the cost of a full game or a large expansion pack, that provide some form of additional content to the purchaser. The type of content can vary from additional downloadable content*. * Wikipedia
  • 31. GaaS: Season Passes Games with season passes provide one or more large content updates over the course of about a year, or a "season" in these terms. Players must buy into a season pass to access this new content; the game remains playable if players do not purchase the season, but they are unable to access new maps, weapons, quests, game modes, or other gameplay elements without this content.
  • 33. 息34BigThings Confidential and Proprietary Information Contact Info Max Da Vi Email: mdavia@gmail.com LinkedIn