IIDEA ci fornisce un resoconto aggiornato sullo <state of the industry of video games in Italyan industry in realtà ancora piccola ma che lives a phase of growth with significant opportunity for sviluppo its territory.

After 160 studies that have not risposto all’indagine, 80% is constituted by printing (per lo più collective) and 75% is present on the market for the first 4 years, a fact that testifies to the consolidation of a sector in a global market in continuous evolution and with growing competition. The generated figure will reach between 130 and 150 million euros by 2022, with a rising trend of 30% in its annual base and growing potential.

Not badly, the new realtà in general, the Italian industry continues to be characterized by companies that have overcome the phase of start-ups and micro-printing. The 40% of the active print industry of the video games in Italy is a PMI with more than 10 employeesa result in crescita rispectto 30% of 2021 and 17% of 2018, imprinted with a number of additions between 10 and 20 coming out twice at 20% of 15% of the 2021 return.

Ben 77% of the fatturato delle aziende italiane derives from the B2C market (Business to Consumer), data that registers a growth of 9% by 2021. 17% of the data is generated from B2B projects and 6% from outsourcing and other sources. 3 sviluppano 4 sviluppano su PC, questa subtracta la piattaforma preferred degli sviluppatori italiani mentre il mobile impegna un azienda su due, quasi il 40% delle ziende invece sviluppa su console. Il 54.4% degli sviluppatori e studi italiani prefer self-publishing, publishing in an autonomous way i own game.

I professionisti che lavorano a vari livello nella produzione di videogiochi in Italia it was 2,400, with an increase of 50% to 1,600 professionals recruited in 2021. 24% are women (23% control in 2021) and 69% say they intend to assume or start new collaborations in the 2023/2024 biennium (59 control % of interest from 2021). 83% of the person involved in industry has been younger than 36 years and occupies people who are richer than others with greater competence like art (30%), technology (29%), design (18%), management (12% ) and support (11%).

Finally, it is reported as the largest part of the operators using capital and private funds to finance the assets, even if it is less than 2021 (86% in 2022 vs 93% in 2021). Increased finances from public institutions (29% in 2022, 24% in 2021) e delle imprese private (19% in 2022 versus 9% in 2021). IIDEA sottolinea eat “iNice to intravedersi l’impatto del sostegno publico as effetto directto dell’attuazione del tax credit avvenuta nel 2022 e dell’avvio di programmi di acceleratione verticale sui videogiochi portati avanti da istituzioni e soggetti privati.

infinite, è in calo il finanziamento da parte di banche o instituti di credito (10% of 2022 control 18% of 2021). Il 35% of the respondents have obtained more funding from a publisher or a hardware manufacturer.

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