Casino Games - Italy

  • Italy
  • The Casino Games market in Italy is expected to see substantial growth in the coming years.
  • By 2022, the total revenue in this market is projected to reach €26.88m.
  • This growth is further expected to continue with an annual growth rate of 9.83% (CAGR 2022-2027), resulting in a projected market volume of €45.67m by 2027.
  • Within the Casino Games market, in-app purchase (IAP) revenue is projected to reach €15.96m in 2022, while paid app revenue is expected to reach €0.15m in the same year.
  • Additionally, advertising revenue in the Casino Games market is projected to reach €10.76m in 2022.
  • In terms of downloads, the number of downloads in the Casino Games market is projected to reach 12.68m downloads in 2022.
  • Currently, the average revenue per download is expected to be €2.12.
  • When comparing the global market, it is worth noting that in the United States generates the highest revenue in the Casino Games market, projected to reach €3,186.00m in 2022.
  • This showcases the significant market presence and potential of the United States in this segment.
  • Overall, the Casino Games market in Italy is projected to experience a steady growth trajectory, driven by various revenue streams such as in-app purchases, paid apps, and advertising.
  • The increasing number of downloads and the average revenue per download further contribute to the market's potential and attractiveness.

Key regions: Asia, United States, Europe, South Korea, India

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year in case market dynamics change.

Visión general

  • Revenue
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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