2017 Essential Facts About Video Games in Italy
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2017ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY Market and consumer data INDEX VIDEO GAMES ABOUT IN ITALY 2017 ESSENTIAL FACTS 1.THE ITALIAN VIDEO GAME MARKET 2.PROFILES OF ITALIAN GAMERS 3.A RESPONSIBLE INDUSTRY 4.AESVI 4 that Italians most commonly associate with video games refer to positive meanings VIDEO GAMES ABOUT IN ITALY 2017 ESSENTIAL FACTS A WORD FROM THE CHAIRMAN such as fun, interaction, competition, entertainment and immersion. Video games are increasingly becoming a form of entertainment that finds its place in family and becomes the activity which is shared between parents and children. Dear All, This is the image of the video game industry that emerges from our research. Our We are pleased to present our annual report on the success is the result of the complementarity between technological innovation, content video game market and consumers in Italy for the creation and the offer of new services to players that has always characterized the year 2017. sector. The arrival of new systems on the market such as Nintendo Switch and Xbox One X, along with the performance of PlayStation 4 and PlayStation 4 Pro, was the For the first time this year, the data in the report was processed with the collaboration of engine that drove the market in 2017. The new launches on the hardware front were four new different research sources: GSD (Games Sales Data), Gametrack and AppAnnie. accompanied by the development of accessories able to enrich the gaming experience The aim is to provide a more accurate view of the reference sector in all its ecosystems, making it more immersive and more technologically advanced and by the new software such as consoles, PCs and mobile, and in all its formats, from physical to digital. The outputs. migration to a new research methodology was driven by ISFE, the European Federation of the Video Game Industry, of which AESVI is a member, with the aim of representing Once again, the video game industry is showing a positive dynamics that can generate more accurately the evolution of a market which is in continuous change. value. If 2017 ended on a positive note, 2018 will be a promising, challenging and exciting year for the industry! Based on our survey, in 2017 the video game market in Italy confirms the positive trend recorded in recent years. The total turnover generated in our country rises to almost 1.5 billion euros. There was a generalised growth trend across all segments, including Paolo Chisari consoles, accessories and software, both physical and digital, including digital AESVI Chairman downloads on consoles, PCs and apps. In Italy 17 million people have had a gaming experience in the last 12 months, of which 59% are men and 41% women. Gaming is a practice that is widespread across all age groups, with a particular concentration on the 25-34 years old group. The words 5 6 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES ABOUT IN ITALY 2017 ESSENTIAL FACTS METHODOLOGY: GSD data are extrapolated to total market (all publishers, all platforms and in-game purchases) by GameTrack. A COMBINATION GameTrack’s extrapolation methodology relies on two main building blocks: • Collaboration with download platforms OF VARIOUS SOURCES • Periodic European online consumer panel surveys calibrated to ensure nationally representative Learnings from: by ISFE samples with annual offline surveys. The Italian Video Game market size is calculated through various sources of data: MOBILE PRODUCTS • PACKAGED PRODUCTS (HW, SW, Accessori, Hybrid Toys): App Annie is the international reference in the mobile app market data. Their methodology is - Games Sales Data (GSD) based on: • DIGITAL PRODUCTS ESTIMATES: - Console & PC (full games and in-game purchases): GSD & GameTrack • Full periodic rankings received from Android and iOS. - Mobile (full games and in-game purchases): App Annie & GameTrack • For the same periodicity, exact units and values on multiple mobile games, provided by App • CONSUMER DEMOGRAPHICS: developers. - IPSOS Connect Total units and developers values are derived from these data points. Extrapolation rates from GameTrack are applied in order to account for consumer spending. PACKAGED PRODUCTS GSD compiles sales data every week from a panel of retailers and extrapolates the data to cover CONSUMERS’ DEMOGRAPHIC DATA 100% of the market. The Italy Consumer Study is a single-country survey run by Ipsos Connect, in partnership with GSD is dedicated to the Video Game industry. It runs a sophisticated and customized extrapolation the Interactive Software Federation of Europe (ISFE) and AESVI. model to cope with the market’s diversity. It is designed to provide a better understanding of the gaming market and, also, to provide the Key elements of GSD extrapolation methodology are: context in which games are being played today in Italy. • Use of sell-in data samples from publishers and console manufacturers The study used an online self-completion survey targeting respondents aged between 16 and 64. • Use of different models per product type. In Italy, 1,324 respondents completed an online survey over a two week period in January 2018. The data was weighted using data from offline omnibus surveys from similar European countries, CONSOLE & PC DIGITAL PRODUCTS via GameTrack. GSD gathers FGD (full-game download) sales data from the majority of the top publishers on PSN (PlayStation), Xbox Live (Xbox) and PC sales networks. 7 8 2017 TOTAL MARKET VIDEO GAMES ABOUT IN ITALY 2017 ESSENTIAL FACTS The sector records a turnover of almost 1.5 billion euro and confirms the positive THE ITALIAN trend that has been going on for several years now on. VIDEO GAME HARDWARE €428 mln MARKET 29% €1,477 billion 71% SOFTWARE €1,049 billion Software (physical+digital+app) - Hardware (console+accessories) 1. 10 MARKET SEGMENTS: HARDWARE: VIDEO GAMES ABOUT IN ITALY 2017 ESSENTIAL FACTS HARDWARE CONSOLE Total market hardware: consoles + accessories (value) Total market consoles (value) ACCESSORIES CONSOLE PORTABLE €94 mln €16 mln 22% + 10,5% 5% vs 2016 € € 428 333 95% CHAPTER 1 -THE ITALIAN VIDEO GAME MARKET ITALIAN 1 -THE CHAPTER mln mln 78% + 8,6% vs 2016 CONSOLES CONSOLE €333 mln HOME €317 mln 11 12 HARDWARE: HARDWARE: VIDEO GAMES ABOUT IN ITALY 2017 ESSENTIAL FACTS CONSOLES ACCESSORIES Total market consoles (units sold) Total market accessories (units sold and value) 974.951 2.429.368 units PORTABLE CONSOLE 610.614 135.747 units sold 556.362 11% 217.937 41.931 27.573 GAMEPAD HYBRID VIDEO STEERING CHARGERS OTHERS* CHAPTER 1 -THE ITALIAN VIDEO GAME MARKET ITALIAN 1 -THE CHAPTER TOYS GLASSES WHEEL 3.408.515 3.668.295 89% of which 8.214.790 7,8% 15.169.895 16.995.140 86.946 UNITS SOLD HOME RETROGAMING CONSOLES CONSOLE € 94.783.262 mln 1.115.351 units sold 47.326.626 *OTHERS: Audio (speakers, earphones, headsets), Memory (memory cards, hard drive, usb keys), Accessory (gaming related general accessories: gaming chairs, 3DS stylus, screen protectors, etc), Storage (gaming related storage devices, cases) 13 14 MARKET SEGMENTS: VIDEO GAMES ABOUT IN ITALY 2017 ESSENTIAL FACTS SOFTWARE Value per format €370 PHYSICAL mln +7% vs 2016 35% €385 APP mln CHAPTER 1 -THE ITALIAN VIDEO GAME MARKET ITALIAN 1 -THE CHAPTER €1,049 billion 37% 28% €294 DIGITAL mln (consoles and computers) 15 16 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES ABOUT IN ITALY 2017 ESSENTIAL FACTS TOP 10 BEST SELLING TITLES IN 2017 CONSOLES COMPUTERS DOWNLOADS APPS 1 1 1 1 TOM CLANCY’S FIFA 18 THE SIMS 4 RAINBOW CLASH Electronic Arts Electronic Arts SIX SIEGE ROYALE Ubisoft Supercell 2 2 2 2 CALL OF OVERWATCH FIFA 18 CANDY DUTY: WWII Blizzard Electronic Arts CRUSH SAGA Activision Publishing Entertainment King.com 3 3 3 3 CRASH CALL OF GRAND THEFT CLASH OF BANDICOOT N SANE TRILOGY DUTY: WWII AUTO V CLANS Activision Publishing Activision Publishing Rockstar Games Supercell CHAPTER 1 -THE ITALIAN VIDEO GAME MARKET ITALIAN 1 -THE CHAPTER TOM CLANCY’S RAINBOW SIX SIEGE CALL OF DUTY: INFINITE WARFARE CALL OF DUTY: WWII GARDENSCAPES 4 Ubisoft 4 Activision Publishing 4 Activision Publishing 4 Playrix Entertainment GRAND THEFT AUTO V DIABLO III CRASH BANDICOOT N SANE TRILOGY CANDY CRUSH SODA SAGA 5 Rockstar Games 5 Blizzard Entertainment 5 Activision Publishing 5 King.com FIFA 17 WORLD OF WARCRAFT: LEGION FIFA 17 MARVEL: CONTEST OF CHAMPION 6 Electronic Arts 6 Blizzard Entertainment 6 Electronic Arts 6 Kabam GRAN TURISMO SPORT DESTINY 2 HORIZON ZERO DAWN CLASH OF KINGS 7 Sony Interactive Entertainment 7 Activision Publishing 7 Sony Interactive Entertainment 7 Elex Wireless CALL OF DUTY: INFINITE WARFARE GRAND THEFT AUTO V DESTINY 2 SLOTOMANIA 8 Activision Publishing 8 Rockstar Games 8 Activision Publishing 8 Playtika Ltd. ASSASSIN’S CREED ORIGINS FOOTBALL MANAGER 2017 SHADOW OF MORDOR HAY DAY 9 Ubisoft 9 SEGA 9 Monolith - Warner Bros Games 9 Supercell HORIZON ZERO DAWN FIFA 18 BATTLEFIELD 1 CASTLE CLASH 10 Sony Interactive Entertainment 10 Electronic Arts 10 Electronic Arts 10 Internet Gaming Gate 17 18 CONSOLES GAMES: COMPUTERS GAMES: VIDEO GAMES ABOUT IN ITALY 2017 ESSENTIAL FACTS TOP 10 TYPES OF CONSOLE TOP 10 TYPES OF COMPUTER VIDEO GAMES BOUGHT IN 2017 IN VOLUME VIDEO GAMES BOUGHT IN 2017 IN VOLUME ACTION SHOOTER 19.568.898 101.920 SHOOTER STRATEGY 1.622.211 86.677 SPORT GAMES ROLE PLAYING 1.449.050 39.732 RACING SPORT GAMES 835.747 34.112 ROLE-PLAYING ACTION 829.919 26.995 CHAPTER 1 -THE ITALIAN VIDEO GAME MARKET ITALIAN 1 -THE CHAPTER ADVENTURE ADVENTURE 749.688 21.655 FIGHTING RACING 421.872 16.059 STRATEGY CASUAL GAMES 260.371 9.519 FAMILY ENTERT. OTHER GAMES 245.634 3.060 CASUAL GAMES FLIGHT 33.933 1.313 20 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES ABOUT IN ITALY 2017 ESSENTIAL FACTS 57% OF THE ONLINE POPULATION AGED 16 TO 64 YEARS HAVE PLAYED A GAME IN THE PAST 12 MONTHS PROFILES All online respondents OF ITALIAN 41% GAMERS 59% AGE 7% 16-19 6% 7% 20-24 5% 15% 25-34 13% 13% 35-44 7% 12% 45-54 5% 5% 55-64 5% 57% of those interviewed aged between 16 and 64 – approximately 17 million people – have played video games in the last 12 months.