The market of video games in Italy In the 2025 is confirmed to be stable. After the growth of recent years, the sector is entering a phase of consolidation, while consumption methods are transforming: Italians play more and in different ways, with a growing use of models digital, mobile and services in subscription.
The report notes this “Video games in Italy in 2025”made by Ipsos per IDEAthe association representing the video game industry, and presented today at Roma at the Ministry of Business and Made in Italyas part of an event dedicated to the evolution of the sector between digital innovation, new forms of enjoyment and protection of players.
Market value and segments
In 2025 the Italian video game market is worth approximately 2.4 billion eurosslightly decreasing compared to the previous year (-1%). Driving the revenues are the software contentswhich represent 77% of the total with approximately 1.8 billion euros (-1%). The sector hardware shows differentiated dynamics: the console they grow by 3%, almost touching i 400 million euroswhile the accessories fall by 5% a 152 million.
Users and playing time
Stable user base, more gaming time. THE gamers in Italy I am 14.2 milliona figure substantially in line with the previous year. What is growing instead is the time dedicated to video gameswhich reaches an average of 7 hours and 53 minutes per week. Involvement surpasses 9 hours per week among men, it stands above the 5 ore among women and reaches up to 15 ore among them teenagers (12-17 years). The public remains predominantly male (60%) and young, with around 60% of users under 35 years old.
Devices and platforms
Lo smartphone confirms itself as the most widespread device, with 11.1 million of players and 929 million euros of revenues, equal to over half of the software market. The console involve 6.5 million of users and represent the platform with the highest level of engagement (circa 6 hours per week), generating 643 million euros. Il PC remains more niche, with 3.7 million of players and 111 million euros of revenues.
Digital and physical
The market of complete video games (console and PC) is worth approx 560 million euros. Il digital represents 59% of the total (328 million euros), while the physical format still weighs 41% (231 million euros). In the physical, the retail of new products accounts for 31% (174 million euros), between theused worth 10% (58 million euros). The picture highlights a progressive growth of digital, but also the persistence of a still significant physical ecosystem.
Subscriptions and services
The model of the subscriptionswhich generates in 2025 153 million euros: 59% linked to console35% to single games or publisher and 6% per mobile. The data confirms the transition towards models of continuous use and services.
Rankings and titles
The rankings of the best-selling video games confirm the centrality of the greats international brandswith titles like EA SPORTS FC 26, EA SPORTS FC 25, Grand Theft Auto V, Hogwarts Legacy e Red Dead Redemption 2 among the most widespread. Among the new releases they stand out EA SPORTS FC 26, Battlefield 6 e Assassin’s Creed Shadowswhich quickly won over audiences.
IIDEA declarations
Cedric Mimounivice president of IDEAstates: “2025 confirms a market undergoing consolidation in terms of values, but in profound evolution in terms of behavior and consumption models. The growing centrality of digital, the expansion of subscription services and the increase in usage time indicate a structural transformation that is redesigning the ways in which video games are enjoyed and monetised. In this scenario, the sector confirms itself as an increasingly relevant component of the entertainment economy, with growth prospects linked to the ability to innovate, strengthen competitiveness and offer greater value to the public.”
Comparison with the institutions
Thalita Malagògeneral director and managing director of IDEAadds: “The presentation of the report to the Ministry of Business and Made in Italy represented a moment of discussion between institutions and industry on the main themes of the sector, from the evolution of business models to the safety of online players, also in light of the new European digital policies and system updates PEGI. In a changing context, it remains central to guarantee a balance between the protection of the public and a competitive framework capable of supporting the development of the sector in Italy and Europe”.
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