Italian market
The e-sport market in Italy
E-sport (electronic sport) characterizes the internet-based practice of a video game alone or in teams via a computer or video game console (especially Playstation and Xbox). E-sports appeared in the 1980s, but the industry has now become more professional, with major tournaments organized and recognized worldwide, such as the Esports World Convention (ESWC), Major Language Gaming (MLG), or the Cyberathlete Professional League. The value creation system is based on various sources of revenue: advertising revenue, post-transmission revenue, sponsorship revenue, and so on. The e-sports market can be segmented according to these revenue sources or according to regional perspectives.

- Price
- €99 excl. VAT
- Written by industry experts
- Data unavailable to general-purpose AI
- Press sources
Intelligent search
Sectoria
Explore the Businesscoot corpus to take your study further.
The Businesscoot team
A question about this study?Market overview
Identify industry dynamics, opportunities and market participants to inform your project.
- Understand the market scope
- Identify demand drivers
- Understand market participants and their challenges
E-sport (electronic sport) characterizes the internet-based practice of a video game alone or in teams via a computer or video game console (especially Playstation and Xbox). E-sports appeared in the 1980s, but the industry has now become more professional, with major tournaments organized and recognized worldwide, such as the Esports World Convention (ESWC), Major Language Gaming (MLG), or the Cyberathlete Professional League. The value creation system is based on various sources of revenue: advertising revenue, post-transmission revenue, sponsorship revenue, and so on. The e-sports market can be segmented according to these revenue sources or according to regional perspectives.
The size of the Esports market has been estimated at $1.39 billion in 2022. The market is expected to grow at a compound annual growth rate (CAGR) of 16.7% over the forecast period (2022-2030).
In Italy, e-sports fans number about 6 million, and they connect with each other using specific social networks, especially Facebook to share opinions, and Twitch to join the rest of the online community. The Italian e-sports audience is composed mainly of males (62%), with a medium to high level of education, mostly between 21 and 30 years old (44%), but with a fair incidence also between 31 and 40 years old (38%). Among the most popular games, topping the list in Italy is Fifa, which is the most played and well-known. It is followed closely by Call of Duty and Formula 1, Fortnite and Pokemon.
Focus on the Italian market, audience growth and engagement activities, investment in league tournament infrastructure, and increased live streaming of games are considered the main drivers of growth. The professionalization of the industry has created lucrative opportunities for game developers, gamers, influencers, and event organizers. For these reasons, millennials are considering e-sports as a professional career because of the rise in popularity of game tournaments.
Study contents
Chapters connecting customer needs, advisory services and the economics of industry professionals.
- Understand customers and uses
- Connect products, businesses and distribution channels
- Compare market participants and their models
Market Overview
Demand analysis
Market structure
Supply analysis
Regulations
Positioning of actors
Our expertise
Sources to support your analysis
Base your analysis on identified sources, with clear dates and definitions for each figure.
- Understand the scope of the data
- Find the cited publications
- Compare perspectives on the market
Produced by experts — Analysis backed by 35 years of experience in professional information. Our experts select sources, cross-check data and explain the issues shaping your market.
Beyond AI — Professional sources and expert analysis that go beyond ChatGPT or Claude answers based solely on the public web.
IndexPresse press database — Professional press articles covering market news, business strategies and industry developments. All articles are .
Open-access databases — Freely accessible data and publications to enrich the analysis and cross-check the information available on each market.
Official statistics databases — Economic and demographic indicators published by statistical agencies to measure trends and compare markets.
Specialist industry databases — Specialist data and reports to deepen your understanding of the players, segments and dynamics of each industry.
Trusted by professionals
Professionals share their experience of the clarity and usefulness of our studies and the Businesscoot service.
- Clear, structured analysis
- Insights for business projects
- Responsive customer service
As a business valuation expert, I need reliable strategic analysis of potential targets in their industries. For several years, I have relied on Businesscoot's industry analysis, where expertise and relevant data are essential.

David Jeanne
Managing director •
I am very satisfied with Businesscoot's market studies. The information is clear and well structured, making it easy to understand an industry's trends and key figures. Their catalogue is extensive and varied, and customer service is responsive. I recommend Businesscoot for reliable, accessible analysis.

Time Albouy
Business development expert •
Our team of industry experts
Talk to our team to check that the study's subject and scope match your project.
- Check the market scope
- Choose the right study for your project
- Ask a question before ordering

Guilhem Cournut
Food, retail and consumer goods

Denis Monnoyeur
Industry, energy and construction

Marie-Annick Cournède
Health, beauty and personal services

Arthur Lefeuvre
Digital, media and telecommunications
Related studies
Explore complementary studies to broaden your analysis.
- Explore related markets
- Compare market dynamics
- Refine your project
The market for sports applications in Italy
Sports apps can be defined as applications that can be downloaded to any mobile device (e.g., smartphones or tablets) that are directed toward the well-being and fitness of users. The market for sports apps can be distinguished into different sub-segments depending on the activities and/or
The online sports coaching market in Italy
Sports coaching can be defined as the process of motivating, guiding, and training an individual in preparation for any sporting hobby, career, or event. Dealing with online sports coaching, it is easy to understand that, thanks to the digitalization of the whole economic system, such
The e-sport market in France
Esport, a contraction of electronic sport, refers to the competitive practice of video games through structured tournaments, often broadcast live to millions of spectators. Long perceived as a simple niche form of entertainment, this phenomenon has over the years established itself as an economic sector

























