2017ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY

Market and consumer data 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 4 A RESPONSIBLE INDUSTRY AESVI THE ITALIAN MARKET THE ITALIAN GAMERS OF ITALIAN PROFILES INDEX 4. 1. 2. 3. 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 6 that Italians most commonly associate with video games refer to positive meanings meanings to positive games refer with video associate commonly most that Italians Video and immersion. entertainment competition, games fun, interaction, such as family and that finds its place in of entertainment becoming a form increasingly are and children. between parents activity which is shared becomes the Our research. our industrygame video the of from image the is This emerges that content between technological innovation, of the complementarity success is the result of new services the has always that and the offer characterized to players creation of new systems as Nintendo Switch and Xbox such The arrival on the market sector. was the 4 Pro, 4 and PlayStation of PlayStation performance One X, along with the were front on the hardware in 2017. The new launches the market engine that drove accompanied by enrich the gaming experience the development of accessories able to and by technologically advanced the new and more immersive making it more outputs. Once again, the video game industry is showing a positive dynamics that can generate and challenging a promising, If 2017 ended on a positive note, 2018 will be value. the industry! year for exciting Chisari Paolo AESVI Chairman 5 Dear All, on the report our annual pleased to present We are the for in Italy and consumers video game market year 2017.

In Italy 17 million people have had a gaming experience in the last 12 months, of which in the last 12 months, had a gaming experience In Italy 17 million people have all across that is widespread men and 41% women. Gaming is a practice 59% are words The old group. 25-34 years the on concentration a particular with groups, age Based on our survey, in 2017 the video game market in Italy confirms the positive trend in Italy confirms the positive trend in 2017 the video game market Based on our survey, country in our total turnover generated The rises to almost years. in recent recorded all segments, including across trend growth was a generalised There 1.5 billion euros. including digital both physical and digital, consoles, accessories and software, downloads PCs and apps. on consoles, For the first time this year, the data in the report was processed with the collaboration of collaboration with the was processed the data in the report time this year, the first For and AppAnnie. GSD (Games Sales Data), Gametrack sources: research new different four sector in all its ecosystems, view of the reference accurate a more The aim is to provide to digital. The physical from its formats, such as consoles, PCs and mobile, and in all methodology was Federation driven by ISFE, the European to a new research migration with the aim of representing of the Video of which AESVI is a member, Game Industry, which is in continuous change. the evolution of a market accurately more A WORD CHAIRMAN THE FROM 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 8 App Annie is the international reference in the mobile app market data. Their methodology is data. Their app market in the mobile reference App Annie is the international based on: and iOS. Android from received periodic rankings • Full by App provided games, mobile multiple on values and units exact periodicity, same the For • developers. these data points. derived from are values units and developers Total consumer spending. for to account applied in order are GameTrack from rates Extrapolation single-countrya is Study Consumer Italy The survey with byrun partnership in Connect, Ipsos (ISFE) and AESVI. of Europe Federation Software the Interactive the and, also, to provide of the gaming market a better understanding It is designed to provide in Italy. today being played in which games are context 16 and 64. between aged The study used an online self-completion survey respondents targeting surveyonline an completed respondents 1,324 twoa over Januaryin period week 2018. Italy, In offline omnibus surveys countries, The data was from weighted using data similar European from via GameTrack. GSD data are extrapolated to total market (all publishers, all platforms and in-game purchases) purchases) and in-game all platforms publishers, (all to total market extrapolated are GSD data by GameTrack. on two main building blocks: relies methodology extrapolation GameTrack’s with download platforms • Collaboration surveyspanel consumer online representative nationally European to ensure calibrated Periodic • surveys.samples with annual offline CONSUMERS’ DEMOGRAPHIC DATA MOBILE PRODUCTS 7 ISFE by Learnings from:

- Mobile (full games and in-game purchases): App Annie & GameTrack - Mobile (full games and in-game purchases): - IPSOS Connect - Games Sales Data (GSD) GSD & GameTrack and in-game purchases): - Console & PC (full games GSD gathers FGD (full-game download) sales data from the majority of the top publishers on PSN the majority of the top publishers (full-game download) FGD GSD gathers sales data from and PC sales networks. Live (Xbox) Xbox (PlayStation), GSD compiles sales data every week from a panel of retailers and extrapolates the data to cover the data extrapolates and data everycompiles sales GSD of retailers a panel from week 100% of the market. It runs a sophisticated and customized extrapolation GSD is dedicated to the Video Game industry. diversity. model to cope with the market’s methodology are: elements of GSD extrapolation Key and console manufacturers publishers • Use of sell-in data samples from type. models per product • Use of different The Italian Video Game market size is calculated through various sources of data: sources various The Italian Video size is calculated through Game market : Accessori, Hybrid Toys) SW, (HW, PRODUCTS • PACKAGED • CONSUMER DEMOGRAPHICS: • DIGITAL PRODUCTS ESTIMATES: PRODUCTS • DIGITAL CONSOLE & PC DIGITAL PRODUCTS CONSOLE & PC DIGITAL PACKAGED PRODUCTS PACKAGED OF VARIOUS SOURCES OF VARIOUS A COMBINATION A COMBINATION METHODOLOGY: 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY HARDWARE €428 mln 29% 10 billion 1,477 € 71% Software (physical+digital+app) - Hardware (console+accessories) Hardware (physical+digital+app) - Software

SOFTWARE €1,049 billion The sector records a turnover of almost 1.5 billion euro and confirms the positive confirms the positive and 1.5 billion euro a turnover of almost records The sector now years on. several on for been going that has trend TOTAL MARKET TOTAL 2017

MARKET MARKET VIDEO GAME GAME VIDEO THE ITALIAN THE ITALIAN 1. 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 95% 317 mln € CONSOLE HOME 12 mln 333 € 5% HARDWARE: CONSOLE CONSOLE PORTABLE €16 mln Total market consoles (value) market Total CONSOLES €333 mln vs 2016 vs + 8,6% 11

mln 428 22% €

78% vs 2016 vs + 10,5%

ACCESSORIES €94 mln

HARDWARE MARKET SEGMENTS: MARKET Total market hardware: consoles + accessories (value) hardware: market Total CHAPTER 1 -THE ITALIAN VIDEO GAME MARKET GAME VIDEO ITALIAN -THE 1 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 556.362 OTHERS* 16.995.140 217.937 3.668.295 CHARGERS mln units 27.573 WHEEL 3.408.515 STEERING 14 VIDEO 41.931 GLASSES 15.169.895 94.783.262 2.429.368 2.429.368 € TOYS 610.614 HYBRID 8.214.790 974.951 47.326.626 *OTHERS: Audio (speakers, earphones, headsets), Memory Audio (speakers, Accessory drive, usb keys), (memory*OTHERS: hard cards, (gaming storage (gaming related etc), Storage protectors, 3DS stylus, screen chairs, accessories: gaming general related devices, cases) GAMEPAD HARDWARE: ACCESSORIES Total market accessories (units sold and value) (units sold and accessories market Total

% UNITS SOLD 86.946 of which 7,8 RETROGAMING CONSOLES 13

CONSOLE 89% 11%

CONSOLE 1.115.351 units sold HOME

135.747 units sold PORTABLE PORTABLE

CONSOLES HARDWARE: Total market consoles (units sold) consoles (units market Total CHAPTER 1 -THE ITALIAN VIDEO GAME MARKET GAME VIDEO ITALIAN -THE 1 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY APP DIGITAL (consoles and computers) PHYSICAL +7% vs 2016

16 mln mln mln 385 294 370 € € € 37% 15 billion 35% 1,049

28%

SOFTWARE MARKET SEGMENTS: MARKET Value per format Value CHAPTER 1 -THE ITALIAN VIDEO GAME MARKET GAME VIDEO ITALIAN -THE 1 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY GARDENSCAPES Entertainment Playrix SAGA SODA CANDY CRUSH King.com OF CHAMPION CONTEST MARVEL: Kabam CLASH OF KINGS Wireless Elex SLOTOMANIA Ltd. Playtika HAY DAY Supercell CASTLE CLASH Internet Gaming Gate 1 2 3 CLASH CANDY CLANS King.com ROYALE Supercell Supercell CLASH OF 4 5 6 7 8 9 CRUSH SAGA CRUSH 10 APPS 18 HORIZON ZERO DAWN DAWN ZERO HORIZON Entertainment Sony Interactive 2 DESTINY Activision Publishing SHADOW OF MORDOR Games Monolith - Warner Bros 1 BATTLEFIELD Arts Electronic CALL OF DUTY: WWII CALL OF DUTY: Activision Publishing CRASH BANDICOOT TRILOGY N SANE Activision Publishing 17 FIFA Arts Electronic 3 2 1 Ubisoft AUTO V AUTO FIFA 18 FIFA SIX SIEGE RAINBOW 7 8 9 4 5 6 TOM CLANCY’STOM Electronic Arts Electronic Rockstar Games Rockstar GRAND THEFT 10 DOWNLOADS FIFA 18 FIFA Arts Electronic Activision Publishing III DIABLO Entertainment Blizzard LEGION WORLD OF WARCRAFT: Entertainment Blizzard 2 DESTINY Activision Publishing V GRAND THEFT AUTO Games Rockstar MANAGER 2017 FOOTBALL SEGA CALL OF DUTY: INFINITE WARFARE CALL OF DUTY: 3 1 2 Blizzard Blizzard CALL OF 8 9 6 7 4 5 THE SIMS 4 Entertainment DUTY: WWII DUTY: Electronic Arts Electronic Activision Publishing OVERWATCH 10 COMPUTERS 17 BEST SELLING TITLES IN 2017 TITLES IN SELLING BEST

Activision Publishing ASSASSIN’S CREED ORIGINS Ubisoft DAWN ZERO HORIZON Entertainment Sony Interactive FIFA 17 FIFA Arts Electronic GRAN TURISMO SPORT Entertainment Sony Interactive INFINITE WARFARE CALL OF DUTY: TOM CLANCY’STOM RAINBOW SIX SIEGE Ubisoft V GRAND THEFT AUTO Games Rockstar

3 2 1 CRASH FIFA 18 FIFA CALL OF 8 9 6 7 4 5

BANDICOOT DUTY: WWII DUTY: Electronic Arts Electronic Activision Publishing Activision Publishing

N SANE TRILOGY

10

CONSOLES TOP 10 10 TOP CHAPTER 1 -THE ITALIAN VIDEO GAME MARKET GAME VIDEO ITALIAN -THE 1 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 34.112 ACTION 26.995 ADVENTURE 21.655 RACING 16.059 GAMES CASUAL 9.519 GAMES OTHER 3.060 FLIGHT 1.313 SHOOTER STRATEGY PLAYING ROLE 39.732 GAMES SPORT 101.920 86.677 20 COMPUTERS GAMES: 10 TYPESTOP OF COMPUTER 2017 IN VOLUME IN BOUGHT GAMES VIDEO

260.371 ENTERT. FAMILY 245.634 GAMES CASUAL 33.933 ACTION 19.568.898 SHOOTER 1.622.211 GAMES SPORT 1.449.050 RACING 835.747 ROLE-PLAYING 829.919 ADVENTURE 749.688 FIGHTING 421.872 STRATEGY

VIDEO GAMES BOUGHT IN 2017 IN VOLUME IN BOUGHT GAMES VIDEO TOP 10 TYPESTOP OF CONSOLE CONSOLES GAMES: CHAPTER 1 -THE ITALIAN VIDEO GAME MARKET GAME VIDEO ITALIAN -THE 1 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 13% 7% 6% 5% 5% 5% 41% 22 16-19 20-24 25-34 35-44 45-54 55-64 AGE OF THE ONLINE POPULATION POPULATION ONLINE OF THE 5% 59% 7% 7% YEARS HAVE PLAYED PLAYED HAVE 64 YEARS 16 TO AGED MONTHS 12 PAST IN THE A GAME All online respondents 57% 57% 57% of those interviewed aged between 16 and 64 – approximately 17 million 57% of those interviewed between 16 and 64 – approximately aged video games in the last 12 months. played people – have

12% 13%

15%

GAMERS GAMERS OF ITALIAN OF ITALIAN PROFILES PROFILES 2.

2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY

PHONE

ANDROID PC

44% TABLET

ANDROID ANDROID

IPHONE

IPAD OTHER DEVICES OTHER

24%

8%

29%

38%

16% 19% 24 46%

52%

PS4

WII - WII U WII - WII

OTHERS

PS3

XBOX 360 XBOX

XBOX ONE XBOX

SWITCH

PS4 / XBOX ONE / SWITCH / ONE XBOX / PS4

PORTABLE

NET

16%

21%

12%

14%

14%

18% 31% 23 36%

19%

48%

TO PLAY VIDEO GAMES VIDEO PLAY TO USED USED DEVICES All online respondents CHAPTER 2 - PROFILES OF ITALIAN GAMERS ITALIAN OF PROFILES - 2 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY NEVER 43% MONTHLY 8% 26 LESS FREQUENTLY 4% 45%

WEEKLY

All online respondents All online FREQUENCY OF GAMING FREQUENCY

35%

33% 25% 8%

55-64

34%

36%

13% 30%

45-54

42% 44% 25

AGE

39% 16%

35-44

73% 26%

25-34

66%

69%

76% 64% 66% 33%

16-24

VIDEO GAMES BY AGE BY GAMES VIDEO USED TO PLAY PLAY TO USED DEVICES All gamers CHAPTER 2 - PROFILES OF ITALIAN GAMERS ITALIAN OF PROFILES - 2 CHAPTER

2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY

PC

ANDROID PHONE ANDROID

IPHONE / IPOD TOUCH IPOD / IPHONE

OTHERS ANDROID TABLET ANDROID

IPAD

2.1 2.3

28

4.0

2.3 3.8 SPENT GAMING 4.3 HOURS PER WEEK SPENT GAMING 6.4

HOURS PER WEEK

PS4

XBOX ONE XBOX

SWITCH

OTHERS

XBOX 360 XBOX

WII - WII U WII - WII

PS3

PORTABLE

2.0

2.0

2.9

2.5

3.6

2.6 4.4 27

2.0 SPENT GAMING

HOURS PER WEEK

8.3

SPENT GAMING

BY DEVICE BY WEEK SPENT GAMING GAMING SPENT WEEK MEAN HOURS PER PER HOURS MEAN Gamers on each device on each Gamers HOURS PER WEEK CHAPTER 2 - PROFILES OF ITALIAN GAMERS ITALIAN OF PROFILES - 2 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 35-64 24% 28% 10% 18% 18% 11% 30 16-34 PC GAMERS 14% 15% 8% 34% 37% 17% COMPUTER BASED COMPUTER BASED ACCOUNTS 35-64 16-34 29 17% 18% 11% 34% 36% 24%

PS/XBOX GAMERS PS/XBOX

SUBSCRIPTIONS CONSOLE BASED CONSOLE BASED SUBSCRIPTION SERVICES SUBSCRIPTION CHAPTER 2 - PROFILES OF ITALIAN GAMERS ITALIAN OF PROFILES - 2 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 27% VERY NOT INTERESTED 24% FAIRLY INTERESTED 32 OF RESPONDENTS INTERESTED IS FAIRLY/VERY IN GAMING 28% NOT AT ALL AT NOT 44% INTEREST IN GAMING IN INTEREST All online respondents All online 20% VERY INTERESTED INTERESTED TWITCH 11% DAILYMOTION NEWS MEDIA WEBSITES SOCIAL 21% 32% EMAIL 5% 12% MAGAZINES & NEWSPAPERS 31 & VLOGS YOUTUBE 23% 33% & FREE TRIALS MOBILE REDDIT CONSOLE DASHBOARD 13% 10% ONLINE FORUMS:

FRIENDS TV & FAMILY GAMING WEBSITE 35% 26% 14%

All gamers GAMING SOURCES GAMING CHAPTER 2 - PROFILES OF ITALIAN GAMERS ITALIAN OF PROFILES - 2 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY ENTERTAINING COMPETITIVE 34 IMMERSIVE INTERACTIVE FUN 26% 28% 26% 33

23% 39%

WITH GAMING WITH WORDS ASSOCIATED WORDS ASSOCIATED TOP 5: TOP CHAPTER 2 - PROFILES OF ITALIAN GAMERS ITALIAN OF PROFILES - 2 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 36

PEGI is the pan-European video game rating system designed to educate game rating video PEGI is the pan-European protect to as well as games video of purchase correct the about consumers with content that is potentially inappropriate accessing video games from minors their age. for use and the video game for age the recommended on information It provides purchasing informed can make the game, so that parents specific content within that every choices. PEGI also ensures video game is advertised in a responsible manner. of the video game adequacy the indications on gives classification PEGI The This means not to the level of difficulty. and to the age content with regards and difficult one, while a PEGI 18 game can that a PEGI 3 game can be complex in the video game the types of content present It is, therefore, be easy play. to used in conjunction with icons are that determine their classification. Age rating a in rated been has game video a where content the indicate that descriptors certain way. than 30,000 video games ever more PEGI was launched in 2003 and has ranked countries and adopted by all major video is used in 38 European it since. Today PEGI applies market. on the European operating and developers game publishers sold and distributed in or platform, of format to all video games, regardless by participant which has signed the code of conduct on which any market Europe

INDUSTRY A RESPONSIBLE A RESPONSIBLE 3. 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 12% 16% 38 25% 14% 33% PEGI ANALYSIS OF THE 2017 OFFER OFFER 2017 OF THE ANALYSIS PEGI MARKET) (PHYSICAL The game contains depi- ctions of ethnic, nationa- religious, listic or other likely stereotypes to encourage hatred. The game refers The game refers to or depicts the use of illegal alcohol or drugs, tobacco The game con- tains elements or that encourage teach gambling 37 The game con- tains depictions of nudity and/ to or references behaviour sexual The game may The game may be frightening to younger children The game contains bad language

The game con- tains depictions of violence CONTENT CLASSIFICATIONS There are eight possible content classifications that indicate different types of types content classifications that indicate different eight possible are There The symbols a specific audience. indicate not be suitable for content that may when necessary of the content located at the back of the the nature and are game packaging. AGE CLASSIFICATIONS AGE the minimum classifications that indicate age five possible are There The 18. and 3,7,12,16 are: groups age The games. video for age recommended at the back of the game box. and situated on the front symbols are For more information, please visit www.pegi.info please visit information, more For PEGI is based. The systemis based. The PEGI by supported is also the European of the institutions governments. and by the majority of European Union CHAPTER 3 - A RESPONSIBLE INDUSTRY RESPONSIBLE A - 3 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 41% OF CHILD PARENTS < 15 YEAR OLD (all online respondents) (all online

40 DON’T PLAY GAMES WITH THEIR CHILDREN PLAY VIDEO GAMESPLAY VIDEO CHILDREN WITH THEIR 33% 59% PARENTS NOT <15 YEAR OLD 67% 67% OF PARENTS PARENTS & CHILDREN & CHILDREN PARENTS GAMES PLAY WHO 30% 30% 13% 12% 39 9% 10% IN VALUE IN VOLUME 14% 16%

57% of video games sold in Italy in 2017 are suitable for under 12s suitable for are 57% of video games sold in Italy in 2017 (PEGI 12, PEGI 7 and PEGI 3)

35% 31%

(PHYSICAL MARKET) (PHYSICAL SHARE IN 2017 SHARE PEGI SALES ANALYSIS MARKET MARKET ANALYSIS SALES PEGI CHAPTER 3 - A RESPONSIBLE INDUSTRY RESPONSIBLE A - 3 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 42 2 out of 3 parents play video games with their children. The most common The most children. video games with their play 2 out of 3 parents “Spending time together” family”, all the activity for “Fun are to play reasons with their kids ask them to play say Over a third with them”. playing and “I enjoy them. 19% 37% they play for they play They ask me to To monitor how long To 25% To monitor what To games they play 41 benefits 19% 38% with them Educational To spend time To 36% with them I enjoy playing playing I enjoy

23% 40% benefits All parents who play with their kids with play who All parents

WITH THEIR CHILDREN WITH REASONS PARENTS PLAY GAMES GAMES PLAY PARENTS REASONS It’s a fun activity It’s

for all the family for

Health and fitness CHAPTER 3 - A RESPONSIBLE INDUSTRY RESPONSIBLE A - 3 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY

44 WHO WE ARE We give identity of the video game industry association the trade in Italy. We are with interest issues of shared to the sector and we address and a common voice a unified approach. sector in the development of the condition for a favorable We work to create of video games in the economic, social and cultural Italy and to enhance the role system of our country. were in the early 2000s. Originally our members The Association was founded Since in Italy. with headquarters mainly multinational companies in the sector video game development studios in our country, 2011, with the birth of numerous video games, our network companies that produce to Italian expanded we have majority of our members. the vast represent which today of game consoles, including manufacturers about 65 members, have We currently in Italy. of video games operating and developers publishers WHAT IS OUR MISSION WHAT IS OUR HISTORY WHAT WHO WE REPRESENT

AESVI 4. 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 46 We work to create a sustainable ecosystem for the business development of development the business sustainable ecosystem a We work for to create Italy, in operating enterprises and multinationals small and medium start-ups, on internationalization. focus with a particular the of video games through the dissemination of the culture We promote the including initiatives in the territory, events and of various organization the Italian Videoconsumer show Milan Games Week (www.milangamesweek.it), Industry Games and the Day, (www.italianvideogameawards.com) Game Awards with the institutions. the annual meeting event of the European awareness the to promote years been working for We have families with the most to provide systemvideo game rating PEGI (www.pegi.eu), way. and use video games in an informed to purchase information appropriate BUSINESS CULTURE FAMILY

45

We are in constant contact with public institutions at all levels with the aim to public institutions at all levels with the aim constant contact with in We are of the sector in the appropriate the interests and protect promote represent, locations. We carry out periodic surveys of operators in the sector in Italy, with particular We carry out periodic surveys in the sector in Italy, of operators segment. to the development and production reference WHAT WE DO WHAT and of the video game market on the performance We periodically issue reports in Italy. players of video game the profile INSTITUTIONS MAPPING OF THE SECTOR MARKET AND CONSUMERS We are an agile, streamlined and results-oriented association. We work association. in a very and results-oriented streamlined an agile, We are of our involvement is based on the constant work Our approach way. pragmatic always that our action is constant evolution in step with the to ensure members and action of the at the center of any choice are Our members of the industry. Association. We are the members of the European industry federation ISFE (Interactive industry ISFE (Interactive of the European the members federation We are of Europe). Federation Software WHAT IS OUR NETWORK IS OUR WHAT HOWWORK WE CHAPTER 4 - AESVI - 4 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 48

Milan Games Week is an essential reference point for fans of video games in fans of video for point is an essential reference Milan Games Week The seventh edition of the year to year. from new records Italy and registers Fiera of 2017, in the pavilions 29 September to 1 October event took place from was time, and by and the first attended almost 148,000 visitors Milano Rho for to (+50% compared than 150 exhibitors More and bloggers. over 700 journalists games than 70 video the public saw more where pavilions 2016) animated the The eSports Village was30 previews. and over in 2017 with novelty absolute an Also Milan Games Week Indie is and a 900-seat arena. pitches 250 compressed In 2017 it growing - the showcase dedicated to Italian video game productions. success development studios. Great 48 different video games from hosted 56 participating in developers all the a party for the MGWalso for Developer Party, Games Week 2017. Milan Games Guru of Milan the event opened by Schafer, Tim to the prize in the best public event categoryWeek won first - with reference dedicated to award (BEA), the ADC Group 2016 edition - at the Best Event Awards edition is scheduled next of events and live communication. The the excellence Milano Rho. at Fiera 5 to 7 October 2018 from MILAN WEEK GAMES CHAPTER 4 - AESVI - 4 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 50

On March 14, 2018 at the Teatro Vetra in Milan, the Italian Video Game Awards in Milan, the Italian Video Game Awards Vetra 14, 2018 at the Teatro On March waswith an international scope held. The sixth edition of the event, ceremony and tables past, with cabaret the from renewed a format and elegant mood, had the Italian and wasby attended from guests The room gala dinner to follow. watch institutions and journalists, while fans could international game industry, as well as on the websites of the Corriere on Twitch the evening live streaming Everyeye and Spaziogames. Eurogamer, Multiplayer, Il Sole 24 Ore, della Sera, of numerous pride of the last edition washighlight and The the presence with the MCV sector magazine which international guests and the partnership but also chose to award visibility to the prize and its winners, not only gave The evening Awards). two prizes to Italian companies (MCV special Recognition playing by Symphony Orchestra the Cosplay ended with a special performance the music of Zelda. ITALIAN VIDEO VIDEO ITALIAN AWARDS GAME CHAPTER 4 - AESVI - 4 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 52

Games Industry by AESVI is the annual event promoted as an opportunity for Day and future the industry to discuss the present institutions to meet in order and edition of On November 14, 2017, the second of the video game industry Italy. in of the Cinema at the end of the implementation process the meeting, which came Aquarium. at the end law was The at the Roman approved was held in Rome Law, some important support time introduced the first for and of 2016 in Parliament edition video games. The next in our country companies producing measures for in November 2018. will be held in Rome GAMES DAY INDUSTRY CHAPTER 4 - AESVI - 4 CHAPTER 2017 ESSENTIAL FACTS ABOUT VIDEO GAMES IN ITALY 54

Thanks to the support of ICE Agenzia and the Ministry to the Thanks of Economic Development, 2013 to date AESVI international has participated in the most important from sector of the growth the to encourage of Italian developers with delegations fairs 2 missions to (Paris), now By 2 missions to Game Connection Europe in Italy. Developers 4 missions to Game Game Connection America (San Francisco), been have (Cologne) Gamescom to missions 3 and Francisco) (San Conference studies. development 12 of wasevent Each byattended average an organized. being worked on at Gamescom 2018. collective is currently The next INTERNATIONAL FAIRS CHAPTER 4 - AESVI - 4 CHAPTER AESVI MEMBERS

34BIGTHINGS EGGON MIXEDBAG STUDIO CLANGORE 3D CLOUDS ELECTRONIC ARTS NINTENDO ITALIA STUDIO EVIL 505 GAMES EVOCENTRICA OFFICINE TELEMATICHE SYLPHE LABS ACTIVART FORGE REPLY OVOSONICO TAKE TWO ACTIVISION BLIZZARD GAMELOFT POLYGON MOON TINY BULL STUDIOS ADVENTURE’S PLANET INDIECONSTRUCTION REAL GAME MACHINE TWIN WOLVES STUDIO AFFINITY PROJECT INDIEGALA REDBIT GAMES UBISOFT ALITTLEB.IT INVADER STUDIOS REDDOLL UBISOFT MILAN ANTAB STUDIO ITALIAN GAMES FACTORY RED KOI BOX UNAMEDIA CHAPTER 4 - AESVI CHAPTER AQUEST JUST FUNNY GAMES RELUDO UNTOLD GAMES ASUSTEK ITALY KOCH MEDIA REMOTHERED VIRTEW BAD SEED LEAF GAMES & SOFTWARE RIMLIGHT STUDIOS WARNER BROS BANDAI NAMCO ENTERTAINMENT LKA SANTA RAGIONE WE WERE UV BIG BEN INTERACTIVE MASH&CO SMOKING MIRROR YUMEGEARS CARACAL GAMES MEANGRIP SONY INTERACTIVE ENTERTAINMENT XPLORED CENTOUNOPERCENTO MELAZETA ITALY DIGITAL TALES MICROSOFT STORM IN A TEACUP DP STUDIOS MILESTONE STORMIND GAMES

55 56 AESVI OFFICES VIA COPERNICO, 38 20125 MILANO TEL: +39 348 557 4564 EMAIL: [email protected] WWW.AESVI.IT