Italian Chinese Street News
Italian Chinese Street News
The period of spread of the epidemic is a testament to the enthusiasm of Italians for video games, and in 2020, the turnover of this industry was 2.2 billion euros, an increase of 21.9% over 20019, and its growth of the new crown epidemic is absolutely indispensable.

Italian Chinese Street News
The period of spread of the epidemic is a testament to the enthusiasm of Italians for video games, and in 2020, the turnover of this industry was 2.2 billion euros, an increase of 21.9% over 20019, and its growth of the new crown epidemic is absolutely indispensable.
The figure of 2.2 billion proves that video games are no longer a niche phenomenon, but a part of the daily lives of Italians. In the same year, the Italian film industry earned about a quarter of the game industry.
Italian Chinese Street News
The period of spread of the epidemic is a testament to the enthusiasm of Italians for video games, and in 2020, the turnover of this industry was 2.2 billion euros, an increase of 21.9% over 20019, and its growth of the new crown epidemic is absolutely indispensable.
The figure of 2.2 billion proves that video games are no longer a niche phenomenon, but a part of the daily lives of Italians. In the same year, the Italian film industry earned about a quarter of the game industry.
This is a growing market, as evidenced by Censis in the first report in collaboration with the Iidea Industry Association, the economic and social value of video games in Italy: digital technology can bring people closer together in emergency situations, that is, between people during quarantine.
Italian Chinese Street News
The period of spread of the epidemic is a testament to the enthusiasm of Italians for video games, and in 2020, the turnover of this industry was 2.2 billion euros, an increase of 21.9% over 20019, and its growth of the new crown epidemic is absolutely indispensable.
The figure of 2.2 billion proves that video games are no longer a niche phenomenon, but a part of the daily lives of Italians. In the same year, the Italian film industry earned about a quarter of the game industry.
This is a growing market, as evidenced by Censis in the first report in collaboration with the Iidea Industry Association, the economic and social value of video games in Italy: digital technology can bring people closer together in emergency situations, that is, between people during quarantine.
There are 160 companies in the video game industry in Italy that employ 1,600 people, 79% of whom are under the age of 36. Further future pushes could come from PNRR, the support of the National Recovery Plan. Censis estimates that by investing 45 million euros over a five-year period (the amount expected in the financing of digital service platforms for developers and cultural enterprises), the turnover of Italian companies in this sector will have the opportunity to increase to 35.7 billion euros in 2026.
Italian Chinese Street News
The period of spread of the epidemic is a testament to the enthusiasm of Italians for video games, and in 2020, the turnover of this industry was 2.2 billion euros, an increase of 21.9% over 20019, and its growth of the new crown epidemic is absolutely indispensable.
The figure of 2.2 billion proves that video games are no longer a niche phenomenon, but a part of the daily lives of Italians. In the same year, the Italian film industry earned about a quarter of the game industry.
This is a growing market, as evidenced by Censis in the first report in collaboration with the Iidea Industry Association, the economic and social value of video games in Italy: digital technology can bring people closer together in emergency situations, that is, between people during quarantine.
There are 160 companies in the video game industry in Italy that employ 1,600 people, 79% of whom are under the age of 36. Further future pushes could come from PNRR, the support of the National Recovery Plan. Censis estimates that by investing 45 million euros over a five-year period (the amount expected in the financing of digital service platforms for developers and cultural enterprises), the turnover of Italian companies in this sector will have the opportunity to increase to 35.7 billion euros in 2026.
The recovery plan will create 1,000 skilled jobs for young people over five years, will activate private investment totaling €360 million and generate 81 million additional tax revenues. In Italy, we started very late, and in the words of Marco Saletta, president of Iidea, if we lose this opportunity now, it means losing it for the next 15 years.
Italian Chinese Street News
The period of spread of the epidemic is a testament to the enthusiasm of Italians for video games, and in 2020, the turnover of this industry was 2.2 billion euros, an increase of 21.9% over 20019, and its growth of the new crown epidemic is absolutely indispensable.
The figure of 2.2 billion proves that video games are no longer a niche phenomenon, but a part of the daily lives of Italians. In the same year, the Italian film industry earned about a quarter of the game industry.
This is a growing market, as evidenced by Censis in the first report in collaboration with the Iidea Industry Association, the economic and social value of video games in Italy: digital technology can bring people closer together in emergency situations, that is, between people during quarantine.
There are 160 companies in the video game industry in Italy that employ 1,600 people, 79% of whom are under the age of 36. Further future pushes could come from PNRR, the support of the National Recovery Plan. Censis estimates that by investing 45 million euros over a five-year period (the amount expected in the financing of digital service platforms for developers and cultural enterprises), the turnover of Italian companies in this sector will have the opportunity to increase to 35.7 billion euros in 2026.
The recovery plan will create 1,000 skilled jobs for young people over five years, will activate private investment totaling €360 million and generate 81 million additional tax revenues. In Italy, we started very late, and in the words of Marco Saletta, president of Iidea, if we lose this opportunity now, it means losing it for the next 15 years.
According to research data released today in Rome, for Italians, the gaming industry no longer seems to be uncharted territory, but a potential job driver and a potential ambassador for Made in Italy. In addition, for 71.6% of respondents, video games are fun and allow you to spend time in a pleasant way.
Italian Chinese Street News
The period of spread of the epidemic is a testament to the enthusiasm of Italians for video games, and in 2020, the turnover of this industry was 2.2 billion euros, an increase of 21.9% over 20019, and its growth of the new crown epidemic is absolutely indispensable.
The figure of 2.2 billion proves that video games are no longer a niche phenomenon, but a part of the daily lives of Italians. In the same year, the Italian film industry earned about a quarter of the game industry.
This is a growing market, as evidenced by Censis in the first report in collaboration with the Iidea Industry Association, the economic and social value of video games in Italy: digital technology can bring people closer together in emergency situations, that is, between people during quarantine.
There are 160 companies in the video game industry in Italy that employ 1,600 people, 79% of whom are under the age of 36. Further future pushes could come from PNRR, the support of the National Recovery Plan. Censis estimates that by investing 45 million euros over a five-year period (the amount expected in the financing of digital service platforms for developers and cultural enterprises), the turnover of Italian companies in this sector will have the opportunity to increase to 35.7 billion euros in 2026.
The recovery plan will create 1,000 skilled jobs for young people over five years, will activate private investment totaling €360 million and generate 81 million additional tax revenues. In Italy, we started very late, and in the words of Marco Saletta, president of Iidea, if we lose this opportunity now, it means losing it for the next 15 years.
According to research data released today in Rome, for Italians, the gaming industry no longer seems to be uncharted territory, but a potential job driver and a potential ambassador for Made in Italy. In addition, for 71.6% of respondents, video games are fun and allow you to spend time in a pleasant way.
68.2% found them attractive because they knew how to inspire and transmit emotions. 60.8% thought they were intuitive and easy to use. 52% help develop new skills, such as problem solving or making decisions quickly. 42.2% believe that video games promote social interaction because they encourage group activities.
Italian Chinese Street News
The period of spread of the epidemic is a testament to the enthusiasm of Italians for video games, and in 2020, the turnover of this industry was 2.2 billion euros, an increase of 21.9% over 20019, and its growth of the new crown epidemic is absolutely indispensable.
The figure of 2.2 billion proves that video games are no longer a niche phenomenon, but a part of the daily lives of Italians. In the same year, the Italian film industry earned about a quarter of the game industry.
This is a growing market, as evidenced by Censis in the first report in collaboration with the Iidea Industry Association, the economic and social value of video games in Italy: digital technology can bring people closer together in emergency situations, that is, between people during quarantine.
There are 160 companies in the video game industry in Italy that employ 1,600 people, 79% of whom are under the age of 36. Further future pushes could come from PNRR, the support of the National Recovery Plan. Censis estimates that by investing 45 million euros over a five-year period (the amount expected in the financing of digital service platforms for developers and cultural enterprises), the turnover of Italian companies in this sector will have the opportunity to increase to 35.7 billion euros in 2026.
The recovery plan will create 1,000 skilled jobs for young people over five years, will activate private investment totaling €360 million and generate 81 million additional tax revenues. In Italy, we started very late, and in the words of Marco Saletta, president of Iidea, if we lose this opportunity now, it means losing it for the next 15 years.
According to research data released today in Rome, for Italians, the gaming industry no longer seems to be uncharted territory, but a potential job driver and a potential ambassador for Made in Italy. In addition, for 71.6% of respondents, video games are fun and allow you to spend time in a pleasant way.
68.2% found them attractive because they knew how to inspire and transmit emotions. 60.8% thought they were intuitive and easy to use. 52% help develop new skills, such as problem solving or making decisions quickly. 42.2% believe that video games promote social interaction because they encourage group activities.
One of the fastest growing industries in this industry is esports. 58.5% of Italians know or have heard of video game competitions. Among them, 40.5% gave positive reviews and 17.7% did not like them. Those who know about competitive gaming see it as a wonderful form of entertainment (52.4 percent), a healthy way to compete (40.7 percent), tools to develop new skills and abilities (36.7 percent), and a driver of relevance (29.1 percent). 73.3% believe that esports is an original experience, different from traditional sporting events.
Italian Chinese Street News
The period of spread of the epidemic is a testament to the enthusiasm of Italians for video games, and in 2020, the turnover of this industry was 2.2 billion euros, an increase of 21.9% over 20019, and its growth of the new crown epidemic is absolutely indispensable.
The figure of 2.2 billion proves that video games are no longer a niche phenomenon, but a part of the daily lives of Italians. In the same year, the Italian film industry earned about a quarter of the game industry.
This is a growing market, as evidenced by Censis in the first report in collaboration with the Iidea Industry Association, the economic and social value of video games in Italy: digital technology can bring people closer together in emergency situations, that is, between people during quarantine.
There are 160 companies in the video game industry in Italy that employ 1,600 people, 79% of whom are under the age of 36. Further future pushes could come from PNRR, the support of the National Recovery Plan. Censis estimates that by investing 45 million euros over a five-year period (the amount expected in the financing of digital service platforms for developers and cultural enterprises), the turnover of Italian companies in this sector will have the opportunity to increase to 35.7 billion euros in 2026.
The recovery plan will create 1,000 skilled jobs for young people over five years, will activate private investment totaling €360 million and generate 81 million additional tax revenues. In Italy, we started very late, and in the words of Marco Saletta, president of Iidea, if we lose this opportunity now, it means losing it for the next 15 years.
According to research data released today in Rome, for Italians, the gaming industry no longer seems to be uncharted territory, but a potential job driver and a potential ambassador for Made in Italy. In addition, for 71.6% of respondents, video games are fun and allow you to spend time in a pleasant way.
68.2% found them attractive because they knew how to inspire and transmit emotions. 60.8% thought they were intuitive and easy to use. 52% help develop new skills, such as problem solving or making decisions quickly. 42.2% believe that video games promote social interaction because they encourage group activities.
One of the fastest growing industries in this industry is esports. 58.5% of Italians know or have heard of video game competitions. Among them, 40.5% gave positive reviews and 17.7% did not like them. Those who know about competitive gaming see it as a wonderful form of entertainment (52.4 percent), a healthy way to compete (40.7 percent), tools to develop new skills and abilities (36.7 percent), and a driver of relevance (29.1 percent). 73.3% believe that esports is an original experience, different from traditional sporting events.
"The Italians have largely shown that they are aware of the potential of video games — says Maximiliano Valeri, managing director of Censis — and now need to update some sort of stereotypical narrative." Hopefully, it will give an industry that doesn't seem to be experiencing a crisis even more respite.
Italian Chinese Street News
The period of spread of the epidemic is a testament to the enthusiasm of Italians for video games, and in 2020, the turnover of this industry was 2.2 billion euros, an increase of 21.9% over 20019, and its growth of the new crown epidemic is absolutely indispensable.
The figure of 2.2 billion proves that video games are no longer a niche phenomenon, but a part of the daily lives of Italians. In the same year, the Italian film industry earned about a quarter of the game industry.
This is a growing market, as evidenced by Censis in the first report in collaboration with the Iidea Industry Association, the economic and social value of video games in Italy: digital technology can bring people closer together in emergency situations, that is, between people during quarantine.
There are 160 companies in the video game industry in Italy that employ 1,600 people, 79% of whom are under the age of 36. Further future pushes could come from PNRR, the support of the National Recovery Plan. Censis estimates that by investing 45 million euros over a five-year period (the amount expected in the financing of digital service platforms for developers and cultural enterprises), the turnover of Italian companies in this sector will have the opportunity to increase to 35.7 billion euros in 2026.
The recovery plan will create 1,000 skilled jobs for young people over five years, will activate private investment totaling €360 million and generate 81 million additional tax revenues. In Italy, we started very late, and in the words of Marco Saletta, president of Iidea, if we lose this opportunity now, it means losing it for the next 15 years.
According to research data released today in Rome, for Italians, the gaming industry no longer seems to be uncharted territory, but a potential job driver and a potential ambassador for Made in Italy. In addition, for 71.6% of respondents, video games are fun and allow you to spend time in a pleasant way.
68.2% found them attractive because they knew how to inspire and transmit emotions. 60.8% thought they were intuitive and easy to use. 52% help develop new skills, such as problem solving or making decisions quickly. 42.2% believe that video games promote social interaction because they encourage group activities.
One of the fastest growing industries in this industry is esports. 58.5% of Italians know or have heard of video game competitions. Among them, 40.5% gave positive reviews and 17.7% did not like them. Those who know about competitive gaming see it as a wonderful form of entertainment (52.4 percent), a healthy way to compete (40.7 percent), tools to develop new skills and abilities (36.7 percent), and a driver of relevance (29.1 percent). 73.3% believe that esports is an original experience, different from traditional sporting events.
"The Italians have largely shown that they are aware of the potential of video games — says Maximiliano Valeri, managing director of Censis — and now need to update some sort of stereotypical narrative." Hopefully, it will give an industry that doesn't seem to be experiencing a crisis even more respite.
The epidemic has hit traditional enterprises, but to give these emerging industries an opportunity for innovation transmission, e-sports in China has developed particularly rapidly, the game has reached the point where young people will pay attention, starting in Italy is indeed relatively late, but it proves that its existence does have a large group of young people in the market, the future can be expected!
Italian Chinese Street News
The period of spread of the epidemic is a testament to the enthusiasm of Italians for video games, and in 2020, the turnover of this industry was 2.2 billion euros, an increase of 21.9% over 20019, and its growth of the new crown epidemic is absolutely indispensable.
The figure of 2.2 billion proves that video games are no longer a niche phenomenon, but a part of the daily lives of Italians. In the same year, the Italian film industry earned about a quarter of the game industry.
This is a growing market, as evidenced by Censis in the first report in collaboration with the Iidea Industry Association, the economic and social value of video games in Italy: digital technology can bring people closer together in emergency situations, that is, between people during quarantine.
There are 160 companies in the video game industry in Italy that employ 1,600 people, 79% of whom are under the age of 36. Further future pushes could come from PNRR, the support of the National Recovery Plan. Censis estimates that by investing 45 million euros over a five-year period (the amount expected in the financing of digital service platforms for developers and cultural enterprises), the turnover of Italian companies in this sector will have the opportunity to increase to 35.7 billion euros in 2026.
The recovery plan will create 1,000 skilled jobs for young people over five years, will activate private investment totaling €360 million and generate 81 million additional tax revenues. In Italy, we started very late, and in the words of Marco Saletta, president of Iidea, if we lose this opportunity now, it means losing it for the next 15 years.
According to research data released today in Rome, for Italians, the gaming industry no longer seems to be uncharted territory, but a potential job driver and a potential ambassador for Made in Italy. In addition, for 71.6% of respondents, video games are fun and allow you to spend time in a pleasant way.
68.2% found them attractive because they knew how to inspire and transmit emotions. 60.8% thought they were intuitive and easy to use. 52% help develop new skills, such as problem solving or making decisions quickly. 42.2% believe that video games promote social interaction because they encourage group activities.
One of the fastest growing industries in this industry is esports. 58.5% of Italians know or have heard of video game competitions. Among them, 40.5% gave positive reviews and 17.7% did not like them. Those who know about competitive gaming see it as a wonderful form of entertainment (52.4 percent), a healthy way to compete (40.7 percent), tools to develop new skills and abilities (36.7 percent), and a driver of relevance (29.1 percent). 73.3% believe that esports is an original experience, different from traditional sporting events.
"The Italians have largely shown that they are aware of the potential of video games — says Maximiliano Valeri, managing director of Censis — and now need to update some sort of stereotypical narrative." Hopefully, it will give an industry that doesn't seem to be experiencing a crisis even more respite.
The epidemic has hit traditional enterprises, but to give these emerging industries an opportunity for innovation transmission, e-sports in China has developed particularly rapidly, the game has reached the point where young people will pay attention, starting in Italy is indeed relatively late, but it proves that its existence does have a large group of young people in the market, the future can be expected!
——Italian Chinese Street Editor Chicken Doudou