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Cover of The Economics of Obsession
11 min
Extra Credits11 min

The Economics of Obsession

Modern media and gaming companies increasingly design products to foster consumer obsession, transforming entertainment into a continuous, high-retention engagement loop.

  • Modern media and gaming companies intentionally design products to transform entertainment into a lifestyle commitment, ensuring long-term profitability through continuous, high-retention engagement loops.
  • The industry utilizes rapid content updates and external media ecosystems—including esports, streaming, and patch notes—to keep users tethered to a franchise even when they are not actively playing.
  • The strategy of 'engineered obsession' evolved from early fandom behaviors, such as Star Trek and Star Wars lore analysis, into a formalized corporate sales technique used to maximize market share.
Extra CreditsNov 2022
Cover of Primo Rapporto sugli Esports in Italia: 2018
Report39 pages

Primo Rapporto sugli Esports in Italia: 2018

The Italian esports landscape in 2018 represents a burgeoning ecosystem characterized by rapid digital engagement and significant untapped commercial potential.

  • The Italian esports market in 2018 comprises a total fanbase of one million people, including a core group of 260,000 avid fans.
  • The primary audience demographic consists of males aged 16 to 30, with the highest concentration of activity located in the Lombardy and Lazio regions.
  • Sports-themed titles, specifically the FIFA franchise, currently dominate the market and serve as the primary entry point for new participants.
AESVINov 2022
Cover of Rapporto sugli Esports in Italia: 2019
Report33 pages

Rapporto sugli Esports in Italia: 2019

The Italian esports landscape experienced significant professionalization in 2019, characterized by a burgeoning audience of 1.2 million individuals.

  • The Italian esports market reached 1.2 million viewers in 2019, with 350,000 avid fans engaging with competitive content on a daily basis.
  • Twitch emerged as a primary engagement hub, recording a 32% increase in esports-related discussions during the 2019 period.
  • The audience is primarily composed of males aged 16 to 40, with the highest concentrations of enthusiasts residing in the Lombardy and Lazio regions.
IIDEANov 2022
Cover of Rapporto sugli Esports in Italia: 2020
Report37 pages

Rapporto sugli Esports in Italia: 2020

The Italian esports market experienced a period of accelerated expansion throughout 2020, largely catalyzed by the COVID-19 pandemic.

  • The Italian esports market saw a 33% increase in its avid fan base to 466,000 individuals in 2020, with the broader audience reaching 1.41 million.
  • The typical Italian esports consumer is a 29-year-old male with above-average disposable income who maintains an average of 2.8 gaming accounts.
  • Fans dedicate an average of 6.5 hours per week to esports content, demonstrating a consistent consumption pattern and high engagement levels.
IIDEANov 2022
Cover of Rapporto sugli Esports in Italia 2021
Report80 pages

Rapporto sugli Esports in Italia 2021

The Italian esports sector experienced a period of robust expansion and professionalization throughout 2021, demonstrating significant resilience despite the global challenges posed by the pandemic.

  • The Italian esports fanbase reached 1.62 million individuals aged 16–40 in 2021, with the 'avid fan' segment growing by 15% to 475,000 people.
  • Avid fans in Italy spend 62% more on gaming-related products and services monthly than the general fan base, maintaining an average of 3.3 gaming service accounts per user.
  • The competitive gaming landscape is highly volatile, experiencing a 72% year-over-year turnover in top-streamed titles as games like Call of Duty: Warzone gained traction alongside staples like League of Legends.
IIDEANov 2022
Cover of I Videogiochi in Italia nel 2016: Dati sul Mercato e sui Consumatori
Report19 pages

I Videogiochi in Italia nel 2016: Dati sul Mercato e sui Consumatori

The 2016 market analysis of the Italian video game industry, published by the trade association AESVI, provides a comprehensive overview of the sector’s economic performance and consumer demographics.

  • The Italian video game market generated over 1.03 billion euros in 2016, marking an 8.2% year-over-year growth.
  • Software sales reached 636 million euros, accounting for 61.8% of total revenue and growing 11.9% compared to 2015.
  • Digital software sales surged by 32.8% in 2016, now representing 45.6% of the total software market as physical sales declined by 1.1%.
AESVINov 2022
Cover of I Videogiochi in Italia: Dati sul Mercato e sui Consumatori 2017
Report29 pages

I Videogiochi in Italia: Dati sul Mercato e sui Consumatori 2017

The Italian video game industry demonstrated robust economic health in 2017, achieving a total turnover of nearly €1.5 billion.

  • The Italian video game market generated nearly €1.5 billion in total turnover in 2017, with software sales accounting for €1.049 billion and hardware for €428 million.
  • The industry reached a consumer base of 17 million people, representing 57 percent of the Italian population aged 16 to 64.
  • Action, shooter, and sports titles were the most popular genres among the diverse player base in 2017.
AESVINov 2022
Cover of I Videogiochi in Italia 2018
Report25 pages

I Videogiochi in Italia 2018

The Italian video game market experienced a period of robust expansion in 2018, reaching a total turnover of 1.7 billion euros.

  • The Italian video game market reached a total turnover of 1.7 billion euros in 2018, representing an 18.9% year-over-year growth.
  • Digital software sales were the primary growth driver, surging by 86.6% as consumers shifted toward mobile, PC, and console digital distribution.
  • The industry maintains a user base of 16.3 million players, representing 37% of the Italian population aged 6 to 64.
IIDEANov 2022
Cover of I Videogiochi in Italia 2019: Dati sul Mercato e sui Consumatori
Report23 pages

I Videogiochi in Italia 2019: Dati sul Mercato e sui Consumatori

The Italian video game market demonstrated resilient growth in 2019, achieving a total turnover of 1.787 billion euros.

  • The Italian video game market reached a total turnover of 1.787 billion euros in 2019, representing a 1.7 percent year-over-year growth.
  • Software sales grew by 7.3 percent, successfully offsetting a contraction in hardware revenue as the industry transitioned toward next-generation consoles.
  • Digital distribution channels, including mobile apps and digital downloads, were the primary growth drivers, recording a 13.5 percent increase.
IIDEA – Italian Interactive Digital Entertainment AssociationNov 2022
Cover of I Videogiochi in Italia nel 2020: Dati sul Mercato e sui Consumatori
Report27 pages

I Videogiochi in Italia nel 2020: Dati sul Mercato e sui Consumatori

The Italian video game market underwent a period of substantial expansion in 2020, achieving a total turnover of 2.179 billion euros.

  • The Italian video game market reached a total turnover of 2.179 billion euros in 2020, marking a 21.9 percent increase over the previous year.
  • Growth was primarily driven by the software sector, with significant contributions from digital downloads and mobile applications.
  • While the total number of active players remained stable at 16.7 million, average weekly playtime increased to eight hours during the pandemic.
IIDEANov 2022
Cover of I Videogiochi in Italia nel 2021: Dati sul Mercato e sui Consumatori
Report23 pages

I Videogiochi in Italia nel 2021: Dati sul Mercato e sui Consumatori

The Italian video game market achieved a record turnover of €2.243 billion in 2021, reflecting a 2.9% growth compared to the previous year.

  • The Italian video game market reached a record turnover of €2.243 billion in 2021, marking a 2.9% year-over-year growth.
  • Software revenue totaled €1.8 billion, while hardware sales experienced a 12.1% surge driven by high demand for next-generation consoles.
  • Italy’s gaming population reached 15.5 million people, representing 35% of the population aged 6 to 64, with users averaging 8.7 hours of play per week.
IIDEA – Italian Interactive Digital Entertainment AssociationNov 2022
Cover of Rapporto sugli Esports in Italia 2022
Report65 pages

Rapporto sugli Esports in Italia 2022

The Italian esports landscape is undergoing a period of structural consolidation, characterized by a dedicated fanbase of 1.62 million individuals aged 16 to 40.

  • The Italian esports market comprises 1.62 million fans aged 16 to 40, with an average age of 27 and a socio-economic profile higher than the national average.
  • Twitch is the dominant consumption platform, having recorded a 60 percent year-over-year increase in hours watched.
  • The market has shifted from the dominance of single titles like Fortnite toward a more fragmented landscape led by competitive games such as Call of Duty: Warzone and Rocket League.
IIDEA – Italian Interactive Digital Entertainment AssociationNov 2022

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