ARTFEED — Contemporary Art Intelligence

Videogames as Cultural and Economic Drivers: Italy's Lagging Recognition

opinion-review · 2026-04-26

In Italy, the cultural and economic potential of videogames remains niche, despite a global market of 3.2 billion players and $475 billion in revenue. The Power of Play festival in Pesaro, organized by IIDEA in collaboration with Games for Change, featured a talk by Lucrezia Ercoli of the pop-philosophy association Popsophia, titled 'Un gioco serio. La popsophia dei videogame.' The article argues that Italy's high median age and limited industry expansion have ghettoized videogames as mere entertainment. Globally, the top five gaming companies had a market capitalization of about $270 billion as of June 2025. In contrast, Italy's entire gaming market generated only €2.4 billion in 2024. The author, Stefano Monti, calls for a structured dialogue between producers and institutions to unlock the sector's creative and economic potential, warning that treating it solely as an industrial sector will delay growth.

Key facts

  • The Power of Play festival was held in Pesaro, Italy.
  • IIDEA organized the festival in collaboration with Games for Change.
  • Lucrezia Ercoli, president of Popsophia, gave a talk titled 'Un gioco serio. La popsophia dei videogame.'
  • Global videogame market has 3.2 billion players.
  • Global videogame revenue reached $475 billion (Statista).
  • Top five gaming companies had a market cap of ~$270 billion as of June 2025.
  • Italy's videogame market generated €2.4 billion in 2024 (IIDEA/Repubblica).
  • The article identifies two reasons for Italy's lag: high median age and low industry expansion.

Entities

Artists

  • Lucrezia Ercoli

Institutions

  • IIDEA
  • Games for Change
  • Popsophia
  • Statista
  • Repubblica
  • Artribune
  • Monti&Taft

Locations

  • Macerata
  • Italy
  • Pesaro
  • Marche

Sources