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The e-sport market - Italy

An analysis with all the essential information for a clear, complete and quantified view of this market.

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The e-sport market - Italy
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Study Overview

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.

Key takeaways

  • Growth and sector challenges
  • Demand analysis
  • Market structure and organization
  • Supply and pricing analysis
  • Player segmentation
  • Latest trends and innovations
Methodology

Our methodology

Our method combines human expertise and a large corpus of sources, including exclusive and private data, for optimal understanding of the sector

Broad source base

  • National, international, and private databases
  • Professional press and polling institutes
  • Industry reports, company financial statements...

Exclusive data

  • Indexpresse sectoral database
  • Preferred Brands database
  • Expert interviews and proprietary indicators

Human expertise

  • Experienced research analysts
  • Know-how developed through 1500+ studies
  • In-depth and rigorous analysis

Visual and actionable reports

  • Graphic studies with synthetic structure
  • Downloadable data
  • Link to original sources
Contents

Sommaire

  1. 1. Market Overview

    • 1.1 Definition and presentation
    • 1.2 The global market
    • 1.3 The Italian market
    • 1.4 The impact of covid
  2. 2. Demand analysis

    • 2.1 The question
    • 2.2 The characteristics of the spectators
    • 2.3 Demand drivers
    • 2.4 The geographical distribution of demand
  3. 3. Market structure

    • 3.1 The composition of the market
    • 3.2 The value chain
    • 3.3 The trtransmission channels
    • 3.4 The main players
  4. 4. Supply analysis

    • 4.1 The offer
    • 4.2 The prices
    • 4.3 Esports and NFT
  5. 5. Regulations

    • 5.1 The regulatory landscape
Businesscoot
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The e-sport market - Italy

The e-sport market - Italy

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Study characteristics
Publication dateJuillet 2023
Number of pages35 pages
Available formatsPDF and digital
LanguageEnglish
Immediate access after purchase
Reusable data
Satisfied or refunded
Study packs
Pack of 5 studies
378excl. tax
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