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Page 1
Report33 pages

Italian Esports Report 2024: Market & Streaming Trends

The analysis evaluates Italy’s esports ecosystem in 2024, aiming to map its audience composition, revenue structure, and strategic priorities for industry participants. Findings reveal a core fan base of 7.3 million individuals, of whom 3.3 million regularly watch esports content. This audience skews younger, resides in urban centres, is predominantly male, and is more likely to hold full‑time employment than the broader gaming population, indicating a segment with disposable income and commercial appeal.

Revenue streams are heavily weighted toward advertising and sponsorship, with 80 % of organisations citing these as primary income sources and accounting for roughly one‑third of total market revenue. This concentration underscores the sector’s dependence on brand partnerships and suggests that monetisation beyond traditional media rights remains limited.

The study draws on a balanced consumer survey of approximately 1,000 Italian internet users aged 16‑65, conducted in September‑October 2024, and a complementary questionnaire administered to an equal number of esports‑industry stakeholders in partnership with IIDEA. All quantitative data are rounded, sourced from publicly available information, and have not undergone independent verification.

Overall, the Italian esports market emerges as a youthful, urban‑centric niche with significant advertising potential, yet its financial model remains narrowly focused. Stakeholders are likely to continue prioritising sponsorship acquisition and related promotional activities to capitalise on the identified demographic strengths.

  • Italy’s esports ecosystem comprises 7.3 million fans, with 3.3 million identified as regular viewers of esports content.
  • The Italian esports audience is characterized by a younger, urban-centric demographic that is predominantly male and more likely to be employed full-time than the general gaming population.
  • Revenue generation is heavily concentrated, with 80% of organizations relying on advertising and sponsorship as their primary income source.
  • Advertising and sponsorships account for approximately one-third of the total Italian esports market revenue.
  • Monetization strategies in the Italian market remain limited, showing a significant reliance on brand partnerships rather than diversified income streams like media rights.
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IIDEA – Italian Interactive Digital Entertainment AssociationJan 2024
Page 1
Report41 pages

Essential Facts About Video Games in Italy 2024

1. Italian Video Games Market...............................10 2. Italian Players ..................................................16 3. Italian Video Games Industry ............................23 4. Responsible Gameplay ......................................32 5. IIDEA ...............................................................38 • Total turnover of the sector.

  • There are 14 million video gamers in Italy, an 8% increase from 2023, representing 1 in 3 Italians aged 6-64.
  • The growth in Italian video gamers is primarily driven by women, with a 14% increase compared to a 3% increase among men in 2023.
  • Mobile devices are the most popular gaming platform, used by 74% of gamers, followed by consoles (44%) and PC (34%).
  • Purchases of new video games generated €562 million in 2023 (a 3% decrease from 2023), while in-game purchases and subscription services generated €354 million (a 24% increase from 2023).
  • Digital downloads for consoles and PCs saw a 15% increase in sales, reaching €362 million, while physical packaged video games decreased by 24% to €201 million.
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IIDEA – Italian Interactive Digital Entertainment AssociationJan 2024

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