The chapter introduces the video game economy by outlining its fundamental features, such as the complementarity between hardware and software (the “razor and blade” model) and the role of technological innovation in producing forms of “planned obsolescence” of devices. After a detailed examination of the twin supply chains of hardware and software—focusing in particular on the activities of the actors operating at each stage of the vertical supply chain—the chapter analyzes the transformations brought about by the digitalization of the video game industry, both in terms of production and market dynamics. These include the gradual marginalization of video games as physical goods, the rise of online stores such as Steam, and, in parallel, the decline of the downstream phase of the supply chain represented by retail sales. It is within the broader process of digitalization that, as in other industries examined, innovative business models have emerged, such as free-to-play (F2P), freemium, cloud gaming, and the integration of advertising spaces within the gaming experience. The chapter concludes with an in-depth look at the video game industry in Italy, focusing on companies, economic volumes, and the key characteristics of the sector within the national context.
Il capitolo introduce l’economia del videogioco a partire dalle sue caratteristiche fondamentali, come la complementarietà di hardware e software (modello ‘razor and blade’) e il ruolo dell’innovazione tecnologica nel decretare forme di ‘obsolescenza programmata’ dei supporti. Dopo un approfondimento dedicato alle filiere ‘gemelle’ dell’hardware e del software, concentrandosi in particolare sulle attività caratteristiche dei soggetti operanti nelle singole fasi della vertical supply chain, il capitolo si sofferma sulle trasformazioni, a livello di filiera e mercato, apportate dalla digitalizzazione dell’industria videoludica, come la graduale marginalizzazione del videogioco in quanto bene fisico, l’ascesa di store online come Steam e, parallelamente, il declino della fase più a valle della filiera costituita dalla vendita al dettaglio. È proprio nel solco della digitalizzazione che, come per altre industrie analizzate, si sviluppano modelli di business innovativi come il free-to-play (F2P), il freemium, il cloud gaming o l’introduzione di spazi pubblicitari integrati nell’esperienza videoludica. In chiusura di capitolo si offre un affondo sull’industria del videogioco in Italia, soffermandosi in particolare su imprese, volumi economici e caratteristiche fondamentali del comparto nello scenario nazionale.
Galli, M., Crippa, N., L'industria videoludica, in Scaglioni, M. (ed.), Economia delle industrie mediali. Stampa, radio, podcast, film, tv, streaming, videogiochi, web, media digitali, Vita e Pensiero, Milano 2025: <<TRATTATI E MANUALI. MEDIA SPETTACOLO E PROCESSI CULTURALI>>, 235- 253 [https://hdl.handle.net/10807/323385]
L'industria videoludica
Galli, Mattia
Primo
;Crippa, NicolaSecondo
2025
Abstract
The chapter introduces the video game economy by outlining its fundamental features, such as the complementarity between hardware and software (the “razor and blade” model) and the role of technological innovation in producing forms of “planned obsolescence” of devices. After a detailed examination of the twin supply chains of hardware and software—focusing in particular on the activities of the actors operating at each stage of the vertical supply chain—the chapter analyzes the transformations brought about by the digitalization of the video game industry, both in terms of production and market dynamics. These include the gradual marginalization of video games as physical goods, the rise of online stores such as Steam, and, in parallel, the decline of the downstream phase of the supply chain represented by retail sales. It is within the broader process of digitalization that, as in other industries examined, innovative business models have emerged, such as free-to-play (F2P), freemium, cloud gaming, and the integration of advertising spaces within the gaming experience. The chapter concludes with an in-depth look at the video game industry in Italy, focusing on companies, economic volumes, and the key characteristics of the sector within the national context.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.



