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The Italian Videogames Market in 2018

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An overview of the Italian videogames market in 2018, with size, value, hardware and software details. The presentation includes data on eSports and a chapter dedicated to the traditional and new business model of the industry.

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The Italian Videogames Market in 2018

  1. 1. Max Da Vià The Videogames Market in Italy
  2. 2. Agenda The Italian videogames market in 2018 E-sports in Italy Business Models
  3. 3. 1. The Italian Market Max Da Vià
  4. 4. Hardware Consoles Home Portable Accessories
  5. 5. Software Digital Retail Games (PC/Console) Apps Games (PC/Console)
  6. 6. The Italian Videogames Market in 2018 € 1.757M 24% Hardware € 427M 76%Software € 1.331M Total value of the market (hardware + software digital/retail) € 1,757B +18,9% vs 2017 +26,9% vs 2017 -0,6% vs 2017 Source: AESVI 2018
  7. 7. Hardware Overview Source: AESVI 2018 € 427M 24% 76% +8,1% vs 2017 Accessories € 103M -3% vs 2017 Consoles € 324M € 324M -1,1% vs 2017 Home Consoles € 314M Portable Consoles € 10M -41% vs 2017 93% 7%
  8. 8. € 1.331M 34% +86,6% vs 2017 25% 41% -8,7% vs 2017 +15,6% vs 2017 Digital € 548M Software Overview Retail € 338M Apps € 445M Source: AESVI 2018
  9. 9. Top 10 Videogames in 2018 Console Retail PC Retail Digital Apps Source: AESVI 2018
  10. 10. Italian Players Overview 16,2M of people played videogames in 2018, 37% of the Italian population between 6 and 64 years AGE
  11. 11. Playing Devices (1/2) 6,1M Players Source: AESVI 2018 Others: 0,5M Wii, Wii U: 2,1M Switch 0,8M Xbox 360: 1,1M Xbox One: 1,1M PS3: 1,4M PS4: 3,3M Home Consoles * Number of players who play exclusively a PS4, Xbox or a Switch Console Players 3,9M* 2M
  12. 12. Playing Devices (2/2) Source: AESVI 2018 10,1M Players iPhone: 2,6M Android Tablet: 2,7M Android Smartphone: 7,7M Smart Devices* * Number of players who play exclusively an Android or Apple Device Net Players 3,5M* 8,4M* 7,6M Players PC Players iPade: 1,8M
  13. 13. Source: AESVI 2018 PEGI Rating in 2018 Age ratings are systems used to ensure that entertainment content is clearly labelled with a minimum age recommendation. PEGI is used and recognised throughout Europe. Of all the games distributed in Italy in 2018, 56% are suitable for players between 3 and 12 years old (PEGI 3, PEGI 7, PEGI 12).
  14. 14. 2. E-sports in Italy Max Da Vià
  15. 15. Source: Cambridge Dictionary E-sports Definition The activity of playing computer games against other people on the internet, often for money, and often watched by other people using the internet, sometimes at special organized events: E-sports have become a major industry, as some of the top gamers around the world battle each other in a wide range of games. E-sports is now a huge spectator sport.
  16. 16. Source: AESVI 2019 Italian Fanbase In Italy there are 350k E-sports avid fans, people 16-40 y.o. who watch each day E-sports events, +35% vs 2018 More than 1,2M of people 16-40 y.o watch more than once E-sports events in a week, +20% vs 2018
  17. 17. Source: AESVI 2019 Top E-Sports Games in Italy 0% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% FIFA Call of Duty League of Legends Rainbow Six Hearthstone Fortnite Apex Legend Overwatch PUBG Halo
  18. 18. 3. Business Models Max Da Vià
  19. 19. Four Typical Business Models Premium is defined as charging $.99 or more for a game or an app. Premium was the predominant model early days of gaming and is still very popular for PC and consoles. Freemium is the practice of giving your game or app away for free and making money via in-app purchases (IAP). Ad supported apps are supported by advertising, and typically include banner advertising or other types of in-app advertising. Hybrid, any of the models described above in various combinations. The two most common hybrids are: - Freemium with ad-supported. - Premium with in-app purchases (IAP).
  20. 20. Games as a Service Games as a Service (GaaS) are ways to monetize video games either after their initial sale, or to support a free-to-play model. Games released under the GaaS model typically receive a long or indefinite stream of monetized new content over time to encourage players to continue paying to support the game*. * Wikipedia
  21. 21. GaaS: Monthly Subscription Many Massively Multiplayer Online games (MMOs) use monthly subscription models. Several MMOs offer an initial trial period that allow players to try the game for a limited amount of time, or until their character reaches an experience level cap, after which they are required to pay to continue to play*. * Wikipedia
  22. 22. GaaS: Game Subscription Services Subscription services like EA Access and Xbox Game Pass grant subscribers complete access to a large library of games offered digitally with no limitations. User need to download these games to their local computer or console to play. However, users must remain subscribed to play these games*. * Wikipedia
  23. 23. GaaS: Cloud Gaming Services like PlayStation Now or Stadia allow players to play games that are run on remote servers on local devices, eliminating the need for specialized console hardware or powerful personal computers, outside of the necessary bandwidth for Internet connectivity.
  24. 24. GaaS: Microtransactions Microtransactions represent low-cost purchases, compared to the cost of a full game or a large expansion pack, that provide some form of additional content to the purchaser. The type of content can vary from additional downloadable content*. * Wikipedia
  25. 25. GaaS: Season Passes Games with season passes provide one or more large content updates over the course of about a year, or a "season" in these terms. Players must buy into a season pass to access this new content; the game remains playable if players do not purchase the season, but they are unable to access new maps, weapons, quests, game modes, or other gameplay elements without this content.
  26. 26. ©34BigThings – Confidential and Proprietary Information Contact Info Max Da Vià Email: mdavia@gmail.com LinkedIn