the video game industry, in search of solutions for the future.
The historian of paragraph 7 of the market is quite indicative (as well as the difficulty in obtaining such data, which confirms the lack of attention to this market): the only official data by AAMS are outdated. It was 2009 and the estimates date back to the previous year, when the collection of these appliances had been (estimated) of 200 million euro, while the projection for 2009 saw a growth of just above 300 million, for a little tax revenue more than 16milioni the euro, which in 2009 would reach 24 million Euros. From that moment on, we do not know each other public figures for this segment of the game. Interestingly, however, take a look at the number of distribution equipment in addition to those of the collection, the latter easily seen as directly deductible from tax payments due for each gaming machine. If in 2007 the market was made up of about 120 thousand units, in 2008 the beginning of the 'crisis' of the industry saw that figure drop to about 110 thousand units. The AAMS estimates, then, gave the growing market for 2009, with a possibility of reaching 170 thousand units. In 2010, however, paragraph 7 equipment in operation were just over 120 thousand, and in 2011 (although the figure is not yet known) it is hard to think that we can be diverged by much compared to the previous year. A deduction almost immediately that would arise from the analysis of such data, is that even the renovation of the approval procedures arranged by AAMS during the spring of 2010 has invigorated in a clear manner that market.
Industria del videogame, in cerca di soluzioni per il futuro
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