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Cover of 2026 Italian Esports Report: Market & Streaming Trends
Report26 pages

2026 Italian Esports Report: Market & Streaming Trends

The Italian esports sector is currently undergoing a critical transition from experimental marketing to a more sophisticated, strategic engagement model.

  • The Italian esports market is valued at €32–35 million, but it faces a structural monetization gap where sponsorships account for nearly 70% of revenue while media rights and merchandising remain marginal.
  • There is a significant conversion opportunity among the 41% of Italians aged 25+ who play video games but do not currently follow esports content.
  • Under-25 audiences show high engagement, with 83% participating in gaming and esports content, whereas only 49% of the 25+ demographic follows esports.
IIDEA – Italian Interactive Digital Entertainment AssociationJun 2026
Cover of Fighting Game Live Streaming Report
Report17 pages

Fighting Game Live Streaming Report

The analysis evaluates live-streaming activity for fighting games worldwide, concentrating on the period from July 2024 through June 2025 and tracking quarterly trends back to Q1 2019.

  • Street Fighter 6 dominates the fighting game genre with 204 million hours watched, accounting for 71% of total viewership and averaging 40 million hours per quarter since its launch.
  • Japanese streamers and VTubers lead the market, with fps_shaka and Kuzuha generating 6.4 million and 6.3 million hours watched respectively.
  • YouTube Gaming has captured over 25% of total quarterly fighting game viewership, largely driven by the popularity of Japanese content creators.
Stream HatchetJan 2025
Cover of Console Title Activity Trends: June 2023
Report14 pages

Console Title Activity Trends: June 2023

Console title activity in June 2023 reveals a market dominated by established live-service franchises, though major new releases successfully disrupted engagement patterns.

  • Fortnite remains the dominant console title, leading the market with 36.1 million monthly active users and 612 million hours of total playtime in June 2023.
  • Diablo IV emerged as the primary market disruptor, achieving 6.1 million monthly active users and leading in engagement depth with an average of 55 hours played per user.
  • Established live-service franchises including Grand Theft Auto V, FIFA 23, and Call of Duty: Modern Warfare II continue to hold top market positions, demonstrating the difficulty new titles face in capturing player time.
Ampere AnalysisJul 2023
Cover of Peak Play: Trends in East Asian Videogame Streaming H1 2023
Report23 pages

Peak Play: Trends in East Asian Videogame Streaming H1 2023

The East Asian videogame livestreaming market is a mature and culturally distinct ecosystem where competitive esports serve as the primary engine for audience engagement.

  • Competitive esports, specifically MOBA and Battle Royale titles, drive over 50% of total viewership in the East Asian streaming market.
  • Honor of Kings remains the dominant force in China with 5.67 billion views, while VALORANT and Apex Legends lead in Japan and Korea with over 100 million hours watched each.
  • Key Opinion Leaders and VTubers are significant market drivers, contributing up to 15% of total viewership for major titles and successfully revitalizing older games.
Niko PartnersJan 2023
Cover of Tencent Games Strategy 2019
Report14 pages

Tencent Games Strategy 2019

Tencent’s strategic pivot in 2019 marks a recovery from the previous year’s regulatory freeze on game licenses, which had triggered the company’s first-ever profit decline.

  • Tencent successfully recovered from a 2018 regulatory freeze by migrating 150 million monthly active users from PUBG Mobile to the compliant, self-developed title Peacekeeper Elite, resulting in $5.2 billion in quarterly gaming revenue.
  • The company is mitigating domestic regulatory risks through aggressive international expansion, including the acquisition of Western studios like Sharkmob and licensing major IP such as Call of Duty and Street Fighter.
  • Tencent is diversifying beyond mobile free-to-play models by growing its WeGame platform to 70 million monthly active users and securing an exclusive partnership to distribute the Nintendo Switch in China.
Niko PartnersJan 2019
Cover of Capcom Annual Report 2010
Report100 pages

Capcom Annual Report 2010

The 2010 fiscal year represented a period of significant financial contraction and strategic realignment for Capcom.

  • Capcom experienced a significant financial downturn in fiscal year 2010, with net sales dropping 27.3% to 66.8 billion yen and net income falling by 73.1%.
  • The company is pivoting to a 'Single Content, Multiple Usage' strategy to leverage core IPs like Resident Evil, Street Fighter, and Monster Hunter across consoles, mobile, and online platforms.
  • Management implemented a new matrix management structure and separated CEO and COO roles to improve operational accountability and decision-making speed.
CapcomJan 2010