Summary of our market study
The French e-sport market is valued at between 45 and 55 million euros.
The global e-sport market reached $1.4 billion in 2022. It should reach $1.9 billion in 2025. The dominant regions are China, North America and Western Europe, which collectively account for 83% of revenues. Sponsorship remains the largest source of revenue, contributing $837 million in 2022.
The e-sports audience has expanded considerably and is growing at a projected annual rate of 8.1% between 2020 and 2025, reaching 640 million people in 2025. In 2022, there will be more than 260 million casual spectators and a similar number of e-sport enthusiasts
The French e-sports ecosystem is diverse, with face-to-face competitions returning in 2022, although more than half will remain online.
The sector is dominated by teams such as Team Vitality, Karmine Corp, and newer entities like Gentle Mates.
The French e-sport landscape
Between 2018 and 2022, e-sport-related revenues in France more than doubled to between 45 and 55 million euros.
The number of participants and spectators has also doubled, and is estimated at between 10 and 12 million. The annual growth rate is 20%.
The French e-sport public is made up of occasional spectators and e-sport enthusiasts. Both segments are growing at the same rate.
Traditional gamers are turning to titles like Fortnite. Amateur and leisure players prefer games like League of Legends.
Key players in e-sports
Console developers
- Sony (PlayStation): Sony's PlayStation has always been at the heart of the gaming experience, providing a platform for countless e-sports initiatives. With the release of each new console, PlayStation consolidates its position as a leader in gaming innovation and technology.
- Microsoft (Xbox): Another giant, Microsoft's Xbox brand offers gamers high-end gaming experiences that also serve as a platform for e-sport professionals and enthusiasts alike. .
- Nintendo: Known for its games, Nintendo contributes to the e-sport ecosystem through its platforms, such as the Switch, but also with family games.
Video game developers
- Electronic Art: With a portfolio of numerous sports and action titles, Electronic Arts has provided some major games that serve as the basis for e-sports competitions worldwide.
- Activision Blizzard: Best known for titles such as "Call of Duty" and "Overwatch", Activision Blizzard is synonymous with e-sports.
- Take-Two Interactive: Creator of critically acclaimed series such as "NBA 2K" and "Grand Theft Auto", Take-Two Interactive creates worlds that entertain and captivate, with competitive scenes that delight players and spectators alike.
Streaming services
- Twitch: A streaming service for gamers, Twitch helps bring e-sport events into homes around the world.
- YouTube: A broader platform offering a greater variety of content, YouTube has nonetheless carved out a place for itself in the e-sports streaming arena.
E-sports tournament organizers
- ESL Gaming: One of the world's leading e-sport tournament organizers
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Summary and extracts
1 Market overview
1.1 Definition and scope of study
E-sport is the practice of playing video games on the Internet, either alone or as part of a team, using a computer or video game console (notably Xbox and Playstation). E-sports first appeared in the 1980s, but the sector has now become professionalized, with a number of major tournaments organized and recognized worldwide, such as the Esports World Convention (ESWC) and the League of Legends Worlds, to name but a few.
Professional e-sports are financed by a variety of sponsors and brands , as well as by revenue from streaming competitions. The e-sport ecosystem comprises a number of interdependent players : video game publishers, game console manufacturers, tournament organizers, broadcasters, professional teams and sponsors.
E-sport is experiencing significant growth, amplified by the impact of the Covid-19 crisis, with streaming platforms such as Twitch setting new audience records. This rise in popularity has prompted advertisers to invest heavily, benefiting all players in the industry. The professionalization of the industry is also evident, illustrated by club mergers and the creation of new circuits. Growth prospects between now and 2022 are promising, and advertisers are playing a central role in the process of structuring e-sport.
Between 2018 and 2022, e-sport revenues in France more than doubled, with average annual growth of 20.14%. The number of e-sport consumers and practitioners rose from 5 million to 10.8 million.
France is home to a large number of e-sport clubs, and many web personalities, such as Squeezie and Gotaga, have recently set up their own clubs, capitalizing on their fan base. We'll take a closer look at Karmine Corp, a disruptive e-sport phenomenon.
Despite this significant growth, many clubs continue to have unprofitable business models, relying mainly on fundraising. How will the sector evolve with the arrival of these new players?
1.2 The global e-sports market
The global e-sports market is expected to experience strong growth through to ****, after a very slight dip in **** due to the Covid-** pandemic. The market is expected to grow at a CAGR of **. *% between **** and ****, from $*** million to $*.*** billion[***].
In ****, global e-sports market revenues reached US$*.** billion, with growth of **.**% over ...
1.3 E-sport in France: a promising market
Estimates for esport-related revenues in France reached around ** million euros in ****, marking growth of over ***% compared to ****.
Esport revenue trends in France France, ****-****, Million € Source: ****
The number of people involved in esport as consumers or practitioners grew dramatically between **** and ****, increasing from * million to **.* million, equivalent to an impressive average ...
1.4 Impact of the Covid-19 crisis
While some assume that the pandemic has given e-sport a huge boost, this is not necessarily the case. Esport was an essential pastime for many consumers when the closures began, and traditional sports seasons were suspended while esport quickly adapted to the new environment and continued. The natural assumption for many ...
2 Demand analysis
2.1 The growing popularity of e-sport in France
The number of e-sports consumers/practitioners in France has grown steadily over the years, rising from just over * million in **** to **.* million in ****, an average annual increase of **. *%[***].
E-sport consumers/practitioners France, ****-****, in millions of people Source: ****
The **.* million e-sport consumers/practitioners in **** represented **% of all French internet users aged ...
2.2 Esports consumers/players
Practitioners and consumers of e-sports and video games in France can be separated into different categories[***]:
General public players - Players who don't take part in competitions and don't have a ranking Leisure players - Players who have rankings, but do not play in competitions Amateur players - Players who have ...
2.3 French consumer habits
Esports consumers can be divided into different categories according to frequency of consumption:
Occasional users - less than once a month Regular users - between once a week and once a month Regular consumers - at least once a week
By ****, the number of esport fans had increased by *.* million. What's ...
2.4 The video games consumers stream
For mainstream gamers, the most-watched video game via streams is Fortnite, with **% of these gamers watching it. For hobby and leisure gamers, the most popular video game to watch is League of Legends. It's important to note that hobby gamers tend to watch several games, whereas traditional gamers watch very few ...
3 Market structure
3.1 The video game industry in its broadest sense
In ****, the video game sector saw a *. *% decrease on the previous year, reaching sales of *.* billion euros. This reduction is partly attributable to the impact of the confinements in ****/****, which had boosted the market considerably at the time, but also to the decline in household purchasing power due to inflation in ...
3.2 The French e-sport ecosystem
The French Esports association defines Esports as "any type of practice enabling players to compete against each other through video games". Esports practices can be separated according to the objectives of the players[***].
Source: ****
The diagram below shows how the esports ecosystem can be broken down [***].
3.3 E-sports competitions and streaming
After the crisis of COVID-**, when eSport competitions were mainly held online, the year **** has been marked by a progressive return of face-to-face competitions, although more than half of them still take place exclusively online.
Where do e-sports competitions take place? France, ****, as % of total Source: ****
In the period from **** to ...
3.4 France's top teams and the world's most-watched competitions
Here's a compilation of the leading esport teams in France. Remarkably, many organizations have recently been created by popular Internet personalities, particularly on Twitch and YouTube. Examples include Squeezi and Gotaga for Gentlemate, Aegis with Mister MV, DFG and Shaunz, Karmine Korp with Kameto and Prime, and Job Life with JL ...
3.5 The Karmine Corp phenomenon
In this section, we'll look at the phenomenon that is Karmine Corp, a French esport club founded in **** by Kameto and Prime, two prominent Twitch and YouTube personalities. In a very short space of time, this organization has become a benchmark and model for the entire industry, backed by a considerable ...
4 Offer analysis
4.1 The different platforms used
For esports competitions to take place, platforms/systems are needed where these games can be played. The main video game platforms are listed in the table below.
Source: ****
4.2 Types of video games
In ****, **.* million video games were sold on all platforms in France. The most popular video game genre in France is action (***)[***].
Distribution of video game sales by type France, ****, in Source: ****
As for the most popular games, Fifa ** was the leader for the whole combined market (***), while "Animal crossing: New horizons" ...
5 Regulations
5.1 Regulations
What must an esport contract include?
The decree and the law for a Digital Republic establish rules for professional esport player contracts. These contracts must last at least one video game season (***) and can be renewed for a maximum of five years. However, fixed-term contracts of less than ** months are permitted ...
6 Positioning the players
6.1 Segmentation
- Nintendo
- Electronic Arts
- Activision Blizzard
- Youtube
- Team Vitaly
- Gamers Origin
- GameWard
- Karmine Corp
- FaZe Clan
- Kinomap
List of charts presented in this market study
- Size of the e-sports market
- Breakdown of the e-sports market by geographic region
- Sources of revenue for the e-sports market
- Global e-sport audience trends
- Breakdown of esports audience by type of spectator
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the e-sport market | France
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